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cofaxest

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Everything posted by cofaxest

  1. I believe that both KO and Fireslayers will get combined tome with updated disspossesed. So no new squads for 4-5 years minimum.
  2. I believe that the reason why GW decide not to expand any dwarven army is that they want to soup all dwarfs together in 1 book (KO, FS, Dispossessed) as a new Khazalid Empire and maybe we will get any love when this book will come up(there is a ton of hints in the lore right now). So as I sayed long time ago it looks like we will have 3 books for Elves, 1 for dwarfs, 1 for SCE and 1-2 for Humans.
  3. As for the Thunderers maybe something like these: Rifle 18" 1 shot 3+/4+/-1/2 DB Rifle 18" 2 shots 3+/4+/-1/2 Fumigator 9" D3(D6?) shots 3+/3+/-2/1 Special weapon crew (1 mortar, 1 cannon, 1 decksweeper) Choose 1 of the profiles for every SWC: Decksweeper 9" 1 attacks with 5 tohit rolls 4+/3+/-1/1 Cannon 12" 1 attack 3+/2+/-2/3 Mortar 18" 1 attack with 6 towound rolls 4+/3+/-/2 OR even something more simple SWC barrage shooting attack Choose unit within 12" and roll 1 die for each model with special weapon. If unit have less then 10 wounds on 4+ deal D3 MW. If 10-19 wounds on 3+. If more then 20 or more on 2+.
  4. Oh and what about our behemoth ships! How about this: 3+ save Each time Behemoth skyvessel loses a wound roll a dice if it landed if 0-3 wound is on ship it is landed on 7+ if 4-7 wound is on ship it is landed on 6+ if 8-11 wound is on ship it is landed on 5+ if 12 or more wounds is on ship it is landed on 4+ Landed ship can't move When Behemoth skyvessel loses it's last wound roll a dice. On 6+ it exploded and deal D3 MW to each enemy unit within 3". Remove exploded skyvessel from the table and place all garrisoned model on it's place. If skyvessel doesn't explode then it considered as terrrain feature that can be garrisoned.
  5. Just some mad ideas to improve KO. Basically it's just my wishlist) 1) Alligience ability: Aether gold. 1 to the ship, 1 to the hero, 1 to unit with 10 or more models, 1 for each reinforcment point spended on unit. (only 5 man squad of thunderers and 3 man unit of Skyriggers will not have gold, 15 man squad of thunderers and 9 man squad of Skyriggers will have 2 gold) Capital Ship - 1 Ship can be choosen as capital Ship. Your general doesn't take space om that ship and can use his abilities even if he is on board. Flyhight - once per battle All other abilities are the same. 2) Units: Special triumhs - Ignore battleshock or +1 attack to it's weapon for the gold Arcanauts. 5+ save Pistols 1 shot 4+/4+/-1/1 Cutters 2 attacks 4+/4+/-/1 Skypike 2 attacks 4+/3+/-1/D3 Leader pistols D3 attacks 4+/4+/-1/1 or 1 attack 4+/4+/-1/D3 Leader melee weapon 1 attack 4+/3+/-1/D3 Can score while on the boat All other abilities are the same. Thunderers. All weapons have 1 attack Rifles 1 attack 3+/4+/-1/2 Decksweeper 1 attack generates 5 tohit rolls 4+/4+/-1/1 Cannon 1 attack 4+/2+/-2/D3 Mortar 1 attack D3 tohit rolls 4+/3+/-1/1 Fumigator 1 attack D3 tohit rolls 3+/3+/-2/1 Drillbill will let squad leader use command abilities like hero. Can be used to deal D3 MW to enemy within 1". All other abilities are the same. Skyriggers. Warden Pistols have 12" range Skypike 3+/3+/-1/D3 Skymines. Each time Warden is killed choose unit within 1" and roll 2 dice - for each 5+ deal 1 MW (+1 if targeted unit have fly ability) Rigger Pistols have 9" range Chainsaw 2 attacks(3 on leader) 4+/2+/-2/D3 Drillcannons 1 attack 4+/3+/-3/2, each hit generates D3 towound rolls Skyhooks 1 attack 4+/3+/-2/D3, +1 to chargerolls for each skyhook (with max +2) Grapnels - max 1 for 1 unit. Increase max number of models for hitched rule by 3 (9 Skyriggers can use hitched with Grapnel) All other abilities are the same. 3) Ships: Special triumps - Save rerolls or +1 to rend for main gun Gunhauler Heavy Drillcannon 1 attack 3+/3+/-3/2, each hit generates 3 towound rolls Carbine 2 attacks 3+/3+/-1/2 All other abilities are the same. Frigate HeavySkyhook 3+/3+/-2/D6, +1 to charge All other abilities are the same. Ironclade GreateSkyhook 3+/3+/-2/6, +2 to charge All other abilities are the same. Other things Endrinmaster unlocks Riggers as Battleline Admiral and Brokk unlocks Wardens as Battleline Alchemists as battleline option in Barak-Urbaz with better abilities(maybe even remove attack complitly and instead he will apply curtain effect on target(friendly or not) on 3+) Aethermancy as "magic" school for Navigators Constracts for Endrinmasters that works like Invocations or more focus on supporting the ships. Admiral with ability to modify Unleash Hell command to give also +1 save to a unit and Aether gold ability for like: Order to shoot in command phase or charge at the enemy charge phase. Flying fortress as faction terrain.
  6. I played 4 times vs Archaon lists. 2 times I killed him on turn 1(slaanesh and khorne) before he was buffed, 2 times on turn 1 after he was buffed(slaanesh and tzeench). But I must admit that last time I have played against him I was VERY lucky and my opponent throw a bunch of bad dice.
  7. And not every Lumineth take Teclis in their one drop lists.
  8. If this model is wholly within 6" of a friendly SKYVESSEL immediately before the SKYVESSEL uses its FlyHigh ability ,you can say that this model will hitch a lift instead of making a normal move. If you can't do normal move - you can't hitch. This basically destroys skyriggers and wardens. Can't see why KO should take them anymore vs Thunderers/Arco.
  9. Yes, but we never saw how it looks like) I will be more then happy to see Kharadron version of nurgling in plastic)
  10. Yea from RPG. Cogmonculus is the most interesting here) Plus having grenades would be cool too.
  11. Am I mad or this aqshi symbol that is descending on chamon could mean something?
  12. 1) player base is smaller than in 40k 2) much better choice of unique factions than in 40k 3) SCE are not as popular in AoS as Space marines in 40k 4) Core rules are free If you combine this you will get lower sales.
  13. Actual thing I want to address that if I understand that correct Grungni pretty happy with KO as they are and want only one thing - unite duardins under Duardin legacy, not his. Grungni wants Duardins to become stronger than the gods that they had to worship but at the same time united as a race. .
  14. I believe that all Duardin souls are under Grungni watchful eye and well protected that even Nagash can't reach them. More so it looks like after his creation Grombrindal works as a guide for the spirits of duardins who can't find their way to rest. Why? Only time will tell. But one thing I can tell for sure: duardins afterlife, ancestry and reunification are the main themes for all 6 short stories.
  15. To be honest, I see the unification of Duardin factions only as Empire where each faction have its own cities, I can't imagine Rune father, Grand Admiral and Warden king rule the same place together. They all too different not only culturally but generally speaking they live in different ecosystems. Something like a pact that will create a big Duardin Empire that will consist of some fyrslayers lodges, Kharadron Baraks and Dispossessed Karaks will be more than enough. Plus I will be happy to see a faction of Gholemkins(GK) as big constructs with dwarven souls inside (like troggoths for GSG) and something tells me that we can get something like this. (KO+FS+GK)
  16. The coolest thing that Grombrindal IS a Grungni. As far as I understand Grungni was a white-bearded wanderer for all centuries and he slowly forges Grombrindal from his memories after each time he returns from his journey. Grungni even says that he (Gromrindal) remembers more than him (Grungni). So Grungni purposefully forged the legend about white-bearded Duardin who helping all of his keens and use it as a unification factor for all duardins. The living legend that leads all duardins to reclaim what was once theirs!
  17. In the last WD Grungni actually understand this and have a plan. (This plan was revealed on the last page)
  18. New Harbi? Endless spells? Small flying skirmishers?
  19. May be for 3 ed dualboxes we will see 2 small waves for 2 factions (1 hero + 2 units) instead of 1 big wave for 1 faction? Hmmm...
  20. As KO collector I will be more than happy to know that too because I'm already ready to spend 1500$ on Fyreslayers for combined duardin tome)
  21. Did anyone notice if we will get bonus artefact for battalion? Just curious.
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