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cofaxest

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Posts posted by cofaxest

  1. 8 hours ago, DoctorPerils said:

    I'm looking forward to stone/gem dwarves as opposed to steam dwarves and fire dwarves. However, I'd also like it if given duardin subfactions of each battletome could ally more easily to other duardin battletomes, like the cities mechanic has put in place - like, a specific fyreslayer lodge may ally in 1 in 4 of dispossessed, another lodge could ally in Kharadron, another this new Grungni or Vulkhaya battletome, and then in addition you might have a special subfaction that may allow you to soup all Duardin together, but with certain keyword restrictions and caveats

    This way, you'd get the best of all worlds: expandable duardin factions with each battletome having a distinct flavour, but the ability to combine them up together as well

    Stone/gem dwarfs? What is it? Dwarfs have stubbornness and runes (fireslayers), creativity and innovation (KO). And both variants have hardiness and art of war. I think that both KO and fireslayers are perfect example of all dwarfs aspects. The only one aspect that wasn't flashed out well enough is a praise to ancestry (FS has it in some degree)

    • Confused 1
  2. On 4/19/2021 at 8:52 PM, zilberfrid said:

    Agree with most of the list, but not this.

    Kharadron need no gods.

    A special ability that ups the difficulty of prayers near Kharadron heroes would be a lot more welcome than yet another god army. Let them stand out among the religious.

    I hope that duardins will not have any of their gods as playable miniatures. Grungni as far as I understand sees KO as a faction he always wants to see as duardins. So I think that he could be the protector of the realm instead of the protector of the faction. Plus he always could have gholemkins as his personal faction. As for KO I want them to have more technological advancements that imitates godlike powers and magic.

    • Like 1
  3. On 4/19/2021 at 2:07 AM, Doko said:

    So after see all the hints i think is safe say that a bigg wag tome for dwarf is coming?

    -fyrrslayer tome speak about it

    -kharadron tome too

    -broken realm without says spoilers also give huge hints

    -the lasts white dwarfs have grombrindal traveling across realms and seeing dwarfs,and this last have been EPIC with someone that seems grugni or grimnir stomping to morathi

     

    So finnally are dwarfs getting some love????

    I honestly think that the idea to unite all duardins exist only for the certain mission. Maybe Grungni want to return his fortress. I am sure that he can't unite 3 factions in isolated realm of metal but he can create unite force of all dwarfs to reclame his fortress from forces of chaos.

    So my bet would be an event where KO and Fireslayers will get new toys from Grungni and in the end of it we will see new faction of gholemkins and rebuilding of realmgates or something bigger (resurrection of Valaya? ressurection of Grimnir?)

    We must remember that whole plot around Grungni is built upon his mysterious "plan". So this could be anything honestly. 

    But I hope that dwarfs will see the same treatment lumineth already saw.

  4. 15 minutes ago, Kramer said:

    How can you be this bothered by it. So far you will have only seen what GW thinks is going to sell the models. 

    On top of that, the grass will always seem greener somewhere else. And if you truly think it is greener there.... just move there 💁‍♀️

    I just think that gw could be more creative with out allegiance ability... especially if they have lumineth one in mind too)

  5. 2 minutes ago, zilberfrid said:

    Making all the dwarves wizards would be a bit of a deviation from the lore.

    I think that KO should have 1 aether gold for each 10 models, ship and hero in our army and give it to units at the start of the battle. (2 per unit max)

    Each gold will give +1 to bravery and ability to use triumph once per phase. 

     

  6. On 3/12/2020 at 11:09 PM, Celadoor said:

    Sorry for resurrecting this older post, but I've been reading through this thread and liked the idea of this list. I was just confused why you don't make thundrik the general and put him with the profiteers, for the buff he gives them. Leaving the generic khemist in the main body? (I assume alchemist is the aether khemist?)

    Is it a restriction I'm not aware of (very new to aos and kharadron)

    Cheers!

    It was done because of mission composition. Thundrick + profiteers together is better in most situations.

  7. 5 hours ago, Scruf said:

    So with no FAQ answer on it, is the Zilfin “There’s always a breeze if you look for it” Hero phase Fly High legal?

    It gives you a hero phase normal move on 1 Unit and fly high is “instead of making a normal move”.

    I can't find any reasons why not. 

    • Thanks 1
  8. 1 hour ago, Sttufe said:

    So I have been mulling over a list, would a unit of 3 wardens be good and wouldn't get chewed up that fast, or should I up it to 6 to kind of have that block effect? (speaking from the point of an armchair tactician of course)

    When I have played against sylvaneth my 3×3 squads of wardens with full range build kills 30 driads squad and loose only 2 guys. And at the same time they block them from taking objectives.

  9. 27 minutes ago, Tittliewinks22 said:

    Been toying with this list a bit:

    Barak-Zon - [101 wounds, 3 drops, 1 CP]

    Endrinmaster w/ Dirigible suit (220) [General, Zon relic/trait]
    Navigator (100) [Flare pistol]
    10 Thunderers (240) [4 Rifle, 1 Fumigator, 2 Decksweeper, 2 Cannon, 1 Mortar]
    6 Skywarden (200) [all spear/pistol]
    6 Skywarden (200) [all spear/pistol]
    6 Skywarden (200) [all spear/pistol]
    Gunhauler (150) [Drill Cannon, Collapsible Compartments]
    Gunhauler (150) [Drill Cannon]
    Gunhauler (150) [Drill Cannon]
    Frigate (250) [Sky Cannon, Skymines]
    Escort Wing (140)

     

    Very interesting list. I probably will take 1 skyhook in each warden squad.

    • Like 1
  10. 7 hours ago, Dr Ben said:

    Thanks for batreps. Good to see some grudges settled/breaches of contract appropriately punished. 

    Im curious about the choice of sword of judgment of the endrinmaster. I wouldn't have thought he had enough melee attacks to make it worthwhile. But I've never tried it in KO, is there a specific combo you have for it? 

    I take it just to use my endrinmaster as suicide hero/monster killer and he managed to deal 8 mw on his first charge) In the end I think that I would prefer +2 attacks on Gaze of Grungni  command trait instead of melee artefact) 

  11. 53 minutes ago, Phasteon said:

    What do you guys think about the following situation: 

    If I charge with my Ironclad loaded with garrisoned units, do those units also count as having charged? (eg lose the benefit from cover but gaining charge bonuses like „deeds, not words“ for example)

    I‘d say without FAQ the answer is: „RAW no“ 

    Because the unit technically was not picked to make a charge roll... does that make sense?

    I play this exact that way. But I think that aspect of our garrisons must be FAQed

  12. OK. So today I have played 2 games. one vs skaventide and one vs LoN
    My roster was:
    Squadron battalion
    2 frigates with skycannon
    2x10 arco
    2x3 riggers with drillcannons and volleyguns
    1x6 riggers with two drills
    3x5 Thunderers with rifles and fumigator
    Gunhauler
    Navigator with flare pistol
    Alche with Zilfin artifact
    Endrinmaster with Ugli artifact (each 6+ tohit on heroes and monsters deal d6 mw)
    9tUDfdPB0gs.jpg.6743f90fd8ce3b58cd5efe0848f7198e.jpg

    My oponent has:
    Tanquol
    Verminlord with spear
    Archwarlock
    3x20 clanrats
    1x40 monks
    1 warpcannon
    1 volleygun crew
    Vortex
    Ulgysh (2 orbs)
    otfJOpdwOrQ.jpg.d4be2ea6b4324cd7c8f33bbcad8fb8d4.jpg
      On the first turn, I screen myself with thunderers and 3x6 riggers. He moves forward, blow up his own warpcannon, teleport Archwarlock and place vortex. I take one point and deal 23 mw to his Verminlord (he save 14 of them with two 5+ mw saves) and lose endrinmaster in a process. 1-5 at the end of turn 1
      On turn two I take a double turn and kil everything but Tanquol, Archwarlock, 9 clanrats and volleygun. He kills my alche and some thunderers. 6-6 at the end of turn 2
      On turn three I win Initiative and clean up the board a bit and he kill some of my guys in return. In the end, it was 11-10 for me
      On turn four I win Initiative again and kill Archwarlock, but deal some dmg to Tanquol (4 wounds left) 16-13
    At the end of turn four, we decide that I probably will wipe him out. 
    Win for KO

    My secon opponent was LoN player
    Nagash
    Necro
    2x40 skeletons
    1x20 graveguards
    Hdm4P1nIqd0.jpg.5953fd4099c741fb9d6e526f530019cb.jpg
    Not much to say for this game. I kill Nagash first turn and wipe him out on turn 3. He basically made a mistake when screening from me and left 2 spots for the jump open. 

    • Like 2
  13. 12 hours ago, Cauthon said:

    Honestly it was probably over when your block of wardens got charged and then you didn’t get a double turn when he was in your face  

     

    Wardens should have been in a corner screened by a frigate screened by arkos. 

    You (should) know ij going to get all the way across the board in a turn, wardens can either leapfrog the frigate or it can just take off. Wardens get to slam into whatever looks tasty. 

     

    What barak were you? Warden load out? 

    I was tasting Barak-zon. Wardens loadout was - 8basic + 3 drills and 1 skyhook. And yes I should screen them, but to be honest I thought that they can kill 10 orcs) but I had -1 tohit first turn... The biggest mistake is that I could hide them in the middle of my line and for some reason I deside to put them in the corner(

  14. 3 hours ago, 5kaven5lave said:

    I think in an elite army, ArCo are the only unit where we can compete in terms of points for model. For that 340 points, what else would you get? 15 Thunderers sounds good but then they move 4”. 9 Skyriggers that can’t hitch? I’d take the movement personally. Add in the Attack Squadron and you’ve got some serious utility.  But everything in moderation right? No-ones taking 3x40 ArCo, but 2/3x10 for screens seems like a good shout. 

    Gunhauler+6 skyriggers looks better for me.

    • Like 1
  15. 20200125_121602_HDR.jpg.ed7e64d27cac809cce341bea135512d9.jpgSo I have played agains IJ today.

    My roster: squadron, 3 frigates, 3x10 arco, 12 wardens, 5 thunderers, alche, admiral and navigator

    His roster: ironfist, 2x3 goregruntas, 1x6 goregruntas, 2x10 ardboys, 2 warchanters, 1 shaman and 1 mawkrasha. 

    He takes first turn and charge 12 wardens with teleported 10 ardboys and 10 arco that screening my frigate with other 10 arco. 

    In the end of the turn I was able to score 3 pts and he score 6. He kills 10 arco and 4 wardens, I kill 3 goregruntas, warchanter and 1 ardboy

    On turn two he take the initiative and kill 20 arco, alche and 3 wardens and score 8 more points. I kill 9 ardboys, warchanter and 2 more goregruntas and score 3 more points.

    On turn three I confess. It was unbearable for me to turn the tide. Even If I manage to score some point the is no chances that I could compensate 8 points gap. 

    In the end I can't say that I feel my army as "weak", but at the same time I would appreciate better synergy between our models. And if we replay our game I would definitely take 10 more arco vs alche just to screen my wardens from first turn charge.

    • Like 1
  16. 22 minutes ago, novembermike said:

    Killing 5 of them means 10 wounds without rend on average. That's what you'd expect out of a 300 point Liberator unit. If somebody's throwing 300 points at 90 points of your army then I'd hope that it does a bit of damage. The kind of units that will run through an arkanaut squad are either expensive and can't afford the distraction or are glass cannons that will die on the crack back. Do you have a realistic game scenario where the arkanaut squad dies for nothing?

    The main problem is that the unit that will kill them is standing on the board and scoring and your unit is dead. So they die for nothing. Because this game is more about scoring than killing. So your typical scoring squad of arco will cost you 340 pts (arco+frigate) and it will be only 11 scoring models. 

  17. 7 hours ago, Clan's Cynic said:

    Kharadrons are generations removed 'from' Grungi. They pay lip service to the Ancestor Gods at best (barring Barak-Thryng) but they resent him for being all but useless during the Age of Chaos. They're all about faith in science and themselves now.

    Dispossessed are the 'Grungi Dawi', who may well evolve into something similar to the Luminarks. We know that he's working on something and the latest Kharadron lore mentions Gholems inhabited the Dwarf-held Chamon kingdoms.

    I'd guess when/if Valaya shows up we'll see a more matriarchal/priestly theme to round out the Fyreslayers abundance of testosterone. That's assuming they don't have her corrupted after her stint of being MIA.

    KO still calling aether gold - breath of Grungni. But if to be honest I think that he will lead Gholemkind faction and Valaya (if she will appear) could lead femcentric dwarf faction. 

  18. 16 hours ago, Ellarr said:

    4+ save, rerollable on the turn they're charged through aether gold is too fragile? O_o. Rerolling bravery due to sitting on an objective.

    They are bravery 6 unit. Bravery 5 if you use gold on them. Even with reroll if something kills 5 of them you probably will lose objective anyway. Plus you must understand that you must take 250 pts frigate for them or 90 pts alche or 140 pts admiral. And you will have much more drops than your opponent which is not good too. If you want low drop deployment and control over first turn arco have no place in the roster... sadly. But ofc you can play with squadron battalion and try to outmaneuver your opponents, but this isn't an easy task.

  19. 2 hours ago, Ellarr said:

    Just going to chime in here and point out that AoS is still an objective based games despite what a lot of people in this thread seem to think when designing their lists, and ensuring you have bodies on objectives should be near the top of your priorities when designing a list. Bodies help you screen to protect your ships, they help control the board and they win you games. If you're not Barak-Thryng for allied help, you need to be taking Arkanauts.
     

    Arko are too fragile, slow and have low bravery. You need something killy to support them. And ships are not killy enough imo. And they will never hold a good charge. 

  20. 13 minutes ago, grafcox said:

    Hello guys. 

     

    Could anybody post me a 1000 points list which is build around shooting and skyships? (if that is even possible in 1k) Kinda difficult to find a 1k list in this thread.

    Appreciate any help! Thanks.

    Frigate -250

    Frigate -250

    Arco - 90

    Arco - 90

    Squadron - 120

    Alchemist/Endrinmaster - 90/100

    Navigator - 100

    990/1000 total - barak-zilfin/barak-zon will be optimal but this build could be played with any port.

    Or

    Frigate - 250

    Gunhauler -150

    Gunhauler - 150

    Thunderers - 120

    Escort wing - 140

    Alchemist - 90

    Navigator - 100

    1000 total - barak-urbaz 

    • Like 1
  21. 14 minutes ago, Borsuk said:

    Does Frigate isn't to big point sink for ME? 

    What was your general idea, cuz you're low on bodies? NH, FEC or gobbos can flood battlefield with bodies. How to deal with them? 

    This is the trick. They can't. With Zilfin as your port you can move much faster then your enemy could react. 

    First turn you can easily grab objective and kill 1 or 2 dudes to score 5 pts.

    On turn 2-3 your main goal - block objective from your enemy with the ships and shoot. Or give him objective but win through killing more models while standing outside of charge range. So it will be 5-0 first turn, 7-3 second turn, 9-6 third turn and 11-9 fourth turn. You have 2 36 inch 3+/3+/-3/d3 guns and one 30 inch 3+/2+/-2/d6 gun. This is more than enough. The only problem are fast army like slaanesh. NH deal low dmg to be consider and goblins have too low bravery and could be removed very easy. 3d6 3+/4+/-2/1 and 3d6 4+/4+/-2/1 could remove any horde type of unit in one turn.

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