Jump to content

cofaxest

Members
  • Posts

    427
  • Joined

  • Last visited

Everything posted by cofaxest

  1. Merging is bad 100%. We need option to play united force without removing other factions identity. Something like First prince type of subfaction with it's own AA and units that they can take from all duardin factions. IMHO ofc.
  2. To be fair there is alot of questions on that. It feels like Grungni is hiding her in one of the underworlds. Maybe she was restoring her powers in her sleep(after Nagash devour part of her healing powers). The one thing that I'm know sure is that Order needs it's force in Shyish and Valaya as a god of home(heat of the hearth vs cold of the grave), brewery(drunk bravery vs soulgriping fear) and healing (save life vs bring death) will fit very well. As well as returning of the Kurnoth - a god of the hunt as Order god in Ghur.
  3. If your boat isn't within 3" of the enemy unit - yes. But I believe you can't rally more models then boat can contain.
  4. It's 5. To be fair Aelves tecnically will have 7 armies splited between 3 aspects, so 5 duardin factions having GSG and/or Scaven treatment isn't impossible.
  5. That's why Grungni needs Grombrindal. And to add more to this it will be logical to make Grungni main god for Gholemkind instead of KO. KO - no gods FS - Grimnir Dispossessed - Grungni, Grimnir, Valaya Gholemkind - Grungni Einheriar type of duardin faction - Valaya
  6. I would be more then happy if Duardins will get something other then just new book too... But it looks like we will wait until 5-6ed.
  7. I agreed with you 100% on that, but I don't think that it's small amount of work. Our units cost too much for how they perform and how much support they need to actually work. Bombrack hiting units with fly New hero can swap footnotes instead of replace them Admiral should modify rend of flagship or unit within 3" from flagship once per game The same Iron sky command ability could be used multiple times per phase(but on different ships) 2 attacks 4+/3+/-3/Dmg 3 on drill for gunhauler All drills deal mw on 5+(d3 mw on skyriggers, 3 mw on gunhauler) Mortars gives 1 attacks for each 2w on targeted unit Drillbill give UH within 9" instead of 6" Grapnels can be used on ships Arcs - 80/90 Riggers - 110 Wardens - 120 Thunderers - 130 Frigate - 280 Gunhauler - 160 Navigator - 90 Codeguy - 80 Admiral - 120 Endrinmaster on baloon - 160 Brokk - 200
  8. For me it feels like no dmg at all. You can't shoot at 12 because you will die from the charge and at 18 we have no dmg at all. I like my mobile and fast shooting much more then this. It feels so slow and very easy to counter. Just screen and hit with mw until ship will fall and then just sit on objectives while KO army with 4"move is trying to reach you. Old book I understand much better then this for sure.
  9. After some games it feels that our book is a direct nerf for every aspect of our gameplay other then melee. I win 3 games out of 3 but only because my opponents doesn't use optimised roster and it was theirs first game vs new KO. I still think that we should be able to use fly high multiple times per phase(1 time per ship) and more stable or mass rend buffs for infantry and ships. Without PSoS it feels like we have not enought counters for save stack and without ward ignoring not much we could do vs 5+ wards and without bodyguards not much we could to save heroes from mw spam. The best list I come-up with for now. 1 more artefact could be arcane tome or spell in the bottle (Sun or Bridge) - Army Faction: Kharadron Overlords - Subfaction: Barak-Nar - Grand Strategy: The Day is Ours! - Triumph: Inspired - Stick To The Code (Amendments): Prosecute Wars With All Haste - Stick To The Code (Artycles): Honour is Everything - Stick To The Code (Footnotes): There’s No Reward Without Risk LEADERS Arkanaut Admiral (125)* - General - Command Traits: Old Skydog Codewright (90)* Aetheric Navigator (85)** - Artefacts of Power: Voidstone Orb Aether-Khemist (80)** Endrinmaster with Endrinharness (90)** BATTLELINE Arkanaut Company (100)* - Company Captain - Light Skyhook and Gun Butt - Skypike - Volley Pistol - Aethermatic Volley Gun and Gun Butt Arkanaut Company (100)* - Company Captain - Light Skyhook and Gun Butt - Skypike - Volley Pistol - Aethermatic Volley Gun and Gun Butt Endrinriggers (240)* - Mizzenmaster Grundstok Thunderers (405)* - Gunnery Sergeant - Honour Bearer - 3 x Grundstok Mortar - 3 x Aethercannon - 3 x Decksweeper - 3 x Aetheric Fumigator BEHEMOTH Arkanaut Ironclad (500)* - Great Volley Cannon - Great Endrinworks: Arkanaut Ironclad - The Admiral's Flagship: Arkanaut Ironclad OTHER Grundstok Gunhauler (170)* - Sky Cannon - Great Endrinworks: Grundstok Gunhauler CORE BATTALIONS *Battle Regiment **Command Entourage - Magnificent TOTAL POINTS: 1985/2000
  10. During deployement you can embark any unit.
  11. Right now I see it like that. Range build Barak-Nar 1-2 Khemists/2-1 Navigators 1 Admiral 1 Endrimaster on foot 1 New hero Ironclad 15 Thunderers 2x10 arcs 2 Gunhaulers Melee build Barak-zon 1 Admiral 1 Khemist/Navigator 1 Endrinmaster on baloon 1 New hero 1 Frigate 2 Gunhaulers 3x6 Wardens 10 arcs "Monster-mash" build Barak-zilfin 1 Admiral 1 New hero 1 Khemists 1 Navigator 3 Frigates 2x10 Arcs 2x6 Riggers Mixed build Barak-urbaz 1 Admiral 1 New hero 2 Khemists 1 Navigator 4 Gunhaulers 1 Ironclad 10 thunderers 10 arcs
  12. This rumors in the vacuum make KO almost unplayable. All this "melee buffs" still doesn't solve the problem of low wounds and saves. Still can't understand why we need 2cp footnote if Flyhigh issued in movement phase. No mw protection as far as I can tell so good luck to use your ES before khemist will die. So right now it looks like your spell in the bottle and bonus cp generation will die turn 1-2 from mw and after that you will not be able to do anything. No scoring from the ships. No bonus scoring for the ships. Very high cost so bare minimum for heroes will cost 380(navigator, admiral, khemist and new hero) point with 500 points on Ironclad and 405 on thunderers and 200 more on arcanauts gives up total of 1485 points with only 1 ship... so probably 2 gunhaulers and 1 endrinmaster and 1 more khemist will give us 4 drop with 2 artefacts(bottle and +1cp I believe) that will be 1485 + 420 + something around 85-90 pts for endrinmaster. 1990-1995 with Purple Sun. 122-123 wounds.
  13. https://www.warhammer-community.com/2023/02/21/warhammer-world-open-day-2023-is-the-ultimate-free-weekend-of-fantastic-warhammer-activities/ Could this pic means something?
  14. I hope they will be redone in 32mm scale like StD with more dynamic posing.
  15. 1) New actions after charge for the ships (something like strike last effect so that w can hit with everything that is in the boat) 2) Frigate 3+ save and 15 models on board without any restrictions 3) More then 6 footnotes and amendments 4) 3+ save or 3w on Skyriggers 5) Rework or removal of aethergold 6) Rework or removal of spell in the bottle 7) Fly high rework (once per game for each ship?) 8 Thunderers rework 9) New command abilities 10) New heroic deeds 11) Khemists, Endrinmaster and Navigator better support abilities 12) Stronger frigates and Ironclads with point cost increase
  16. I don't want to loose KO or FS or Dispossessed as a factions and I want Valaya faction as well. I also want new models for all of this factions. But the problem is that we already very close to critical mass of factions even having alot of soup tomes. The main reason why I think that duardins will be soups is that I'm not convinced that GW could maintain so much factions within 3-4 years per edition cicle, I really hyped up by returning of Grombrindal and GW actually convince me that in some shape or form united duardins could work and it would be epiq. Plus main enemies of duardins (Gitz, Warclans and Skavens) also have soup tomes. For me splited duardins are the same as splited clans or Skavens to be honest.
  17. This literally means that you can't imagine this idea because it can't be implemented without including KO and FS at some degree. We can have forever splited duardins or united variant. It can't be both. The only option is to include Khazalid allegiance ability in campaign book.
  18. Technically Grombrindal can lead any duardin army so LotFP-like duardin army will not be connected to Grombrindal specifically. Idealy Grombrindal release should come in 4 models I think. 1 is hearthkarl for FS, 1 is thunderer marshal/sergant for KO, 1 is longbeard for Dispossessed and final 1 as himself for unified duardin army. Could Khazalid Empire be part of campaing book? Ofc!
  19. That's fine by me. Not very comfortable but good as a compromise.
  20. It's not the same thing. There is already a narative for duardins reunion. And as much as I like FS and KO with their own unique aspects, option for them to live and fight together also very tempting for me.
  21. First of all ur-gold is a part of Vulcatrix that contains spirit of Grimnir. Not all FS are using all ur-gold the same way. Some of them even bury it with their dead so if you will tell FS that putting ur-gold rune into the ship will increase the speed of releasing Grimnir's spirit and also will return Grimnir into the realms faster - this will work.
  22. I have 9k point of each so I doubt about that. I like duardins in general, not just existing armies. And I want option to see Grombrindal leading them all together.
×
×
  • Create New...