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cofaxest

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Posts posted by cofaxest

  1. 10 minutes ago, Ointagru said:

    How can you have both to hit and to wound rerolls in the same turn?

    Beautifully painted miniatures by the way. 

    Navigator could take one use pistol. If you hit enemy unit with it your troops reroll tohit rolls if they attack that unit.

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  2. So... I have played 2 games today. 

    1 Against SCE (I won 12-5)

    2 Against Slaanesh with Archaon (I was tabled, but only because of my mistakes)
     

    First game

     

    Scorched earth

    Long story short. My opponent use 6 birds and 2 squads of liberator as a screen for big shooty unit and heroes.

    On turn one I kill all birds and 1 unit of liberators so my opponent can't destroy my points. Stormcasts shoots 2 times in my Ironclad and fail 6 towound rolls from 6 (3+ with reroll 1s, lol)

    SCE gets double turn and kills my Ironclad and some thunderers (alot of them actually) In return I was able to kill 1 more squad of liberators, knight azyros, 2 more guys and burn 2 of his objective markers (plus scoring all of mine)

    On turn three SC failed to charge my gunhaulers and we call it a game because even if he will table me he can't get the same amount of points. 

    Second game 

    I made 2 mistakes that cost me a game

    1) I decide to attack flying Keeper instead of Archaon

    2) I disembark thunderers and think that you can't embark them if there's enemy models within 3 inches of the ship. 

    My thunderers doesn't do anything for 2 rounds and Archaon tables me) But after the game I can bet that I could kill Archaon and 1 keeper on the right flank.

     

    Right now I feel like 20 thunderers with full tohit and towound rerolls can easily kill any 1 model unit on turn 1 and our movement abilities could be very frustrating for your opponent.

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  3. 28 minutes ago, Nezzhil said:

    Edit: I think that Chaos Dwarf was an error to be included in the  Chaos Pantheon, it had been better if they had evolutioned to Fire Dwarfs and they'll be included in the Destruction faction with the hobgoblins, but GW was a bit coward with them...

    If you rename Chaos dwarf they can be easily included under order banner. Destruction more focused on... destruction then creating. 

  4. 28 minutes ago, Iron Fist said:

    ok thanks!

    i think the best way to equip for 20 guys is:

    4 canons, 1 mortar, 1 sweeper ( for +1 hit with canons)

    1 fumigator ( for -1hit in close)

    13 riffles

     

    What do you think ?

    4 canons, 1 mortar, 4 sweepers, 1 fumigator. 4 mortars if you know that you can survive long enough to use +1 attack bonus.

    • Like 1
  5. 5 minutes ago, Kramer said:

     

    I don’t get this remark. Explain? You can shoot within 3” of an enemy. You just have to target that enemy. And furthermore since you were replying to this:

     

    This model and any models in its garrison can still shoot if this model retreats in the same turn, as long as there are no enemy units that can fly within 3" of this model at the start of the retreat move and there are less than 10 wounds allocated to this model at the start of the retreat move.

    • Thanks 1
  6. 1 minute ago, 5kaven5lave said:

    Surely we can still shoot after Flying High? Haven’t seen anything concrete saying we can’t. Or am I missing something? It’s a pretty clutch ability to be gimped in that way. 

    Yes we can. Unless there is flying enemy unit within 3 inches from the ship.

  7. Barak-Zilfin

    Sky squadron 120

    Frigate 250

    Frigate 250

    Frigate 250

    Gunhauler 150

    Admiral 140

    2 Emdrinmasters 200

    Navigator 100

    10 arcanauts 90

    10 arcanauts 90

    10 arcanauts 90

    6 riggers/wardens

    The idea is to throw admiral, endrinmasters and riggers/wardens into one target and 3 frigate with gunhauler into other.

  8. 21 minutes ago, Boar said:

    Why drills? You have those already build?

    Because skyhook and grapnel have slightly better avg. damage and crucially skyhook gives +1 to charge roll and grapnel stops enemy retreats. Since your list is from Barak-Zon clearly you intend to throw skywardens into melee, where not drill, but those other weapons would be more beneficial.

    I was thinking about skyhooks but with reroll tohit rolls you can do nice amount of mw with drills against one target. But it needs to be tested.

  9. Barak-Zon

    Sky squadron 120

    Frigate 250

    Frigate 250

    Gunhauler 150

    Gunhauler 150

    10 Arcanauts 90

    10 Arcanauts 90

    6 wardens (with 2 drills) 200

    6 wardens (with 2 drills) 200

    6 wardens (with 2 drills) 200

    6 wardens (with 2 drills) 200

    Navigator 100 with pistol

    Navigator 100 with scroll

  10. 50 minutes ago, crkhobbit said:

    Warp lightning vortex? Lol

    It's not so hard to avoid. Plus you still must pay 90 pts tax for it. 

    But this could work? 

    Barak-Zilfin

    Frigate 250

    Frigate 250

    20 arcanauts 180

    20 arcanauts 180

    Gunhauler 150 

    Sky squardon 120

    Alchemist with vortex 190

    10 thunderers 240

    10 thunderers 240

    Navigator

    Endrinmaster

    Lol. So we move our "hero ship" 16 inches and use bottle to create vortex 13 inches away from us and after that attack with thunderers and grab objectives with arcanauts. I already want to try this)

  11. 11 minutes ago, Satyrical Sophist said:

    It's kind of worrying that you look at one of the coolest relics designs (spell in a bottle) and think it's a sign of KO weakness and not an awesome perk.

    I think that bottle cost is too much. You must pay for not that great and useful alchemist and for ES. Plus we have new hero (and you want him in your roster), navigator (with outoinclude pistol artefact) and outounbind scroll. I honestly can't find any space for ES shenanigans.

  12. 3 minutes ago, 5kaven5lave said:

    Cheers for the write-up. Lots of SCE in my area so the idea of deploying on the back line followed by movement shenanigans could come unstuck when they can park half their army 9” away from you. Anyone have any ideas to combat their turn 1 deep strike?

    If you planing to use escort wing you can park your Ironclade in one corner and use gunhawlers as chargeblock. Give SCE first turn and after that you free to act. 

  13. 7 minutes ago, crkhobbit said:

    Best thunderer weapons by math is Max decksweeper and aethercannon. 1 mortar.  No fumigator.

    All of those can hit after a fly high, and they're better damage than rifles.  Mortar is a tax for the hit bonus in case you ever get out of the boat.

     

    I'm going to magnetize mine for future proofing.

    I think you still needs 1 fumigator for -1 tohit)

  14. 28 minutes ago, TheadTheOgorSlayer said:

    Honestly?  Idk if I’d use rifles when 3 of the special weapons are usable out of deepstike... and the one that isn’t is literally the best gun lol.

    rifles are still the best bet for backfield support, so maybe keep a unit to defend your objectives from teleports while still adding damage.

    in all honesty Thunderers in general don’t excite me. They appear to be our anvil, but Idk if they are worth it compared to other anvils. Minus 1 to hit is a big deal and the added damage they get destroys armour. I’m gonna try 10 in a frigate with special weapons to defend midfield objectives and see how effective they are at repelling attacks.

    arkanauts might be some of our better ship fillers, they do so cheaply, put out more wounds then thunderers once you count the melee profile but at less rend of course but with their better melee profile they prolly outdo thunderers in damage in defending ships. Unless the alpha strike is super important they might be the better choice for hitching rides. On top of the boost when you eventually drop them on objectives... it’s a tough decision. 

    The thunderers need to be on the ground for full effect but arkanauts do not.

    thunderers look much more epic with cover involved. Just TRY to dig out 3 up rerollable saves at minus one to hit. It’s not happening. But for general use I think arks are better all purpose troops

    maybe I’m underestimating how much rend is effective, I don’t play lists with tons of it. But the ships add rending shots so again I think arks are best for ship riding and I realize I just kinda ranted and that has nothing to do with your question

    You still need to disembark for scoring. It looks like thunderers will be more useful as alfastrike/destraction unit, arcanaut - objective grabbers/second gunline, baloonboys - skirmishers/countercharge melee unit.

  15. 8 hours ago, Boar said:

    I counted those, frigate f.ex. deals on average 4,44 against 4+ save

    Do you consider that 4+ became 5+? And the fact that thunderers could have rerolls 1s tohit and full towound rerolls and ships could have rerolls 1s tohit? Or even full reroll tohit?

  16. 6 minutes ago, Stormrage89 said:

    ya, with Fly High you could put all your stuff in the back corner. in a standard 24" between deployment zone game.  that would leave you with what.... 32" they would have to move plus terrain they would need to potentially go around? i know there are games where you can start closer but still.

     

    Yes, exactly! 

  17. 4 minutes ago, SireScott said:

    I don't understand complaining that our frigate and thunderers cost more than a unit they can destroy in one turn. If all our units could destroy their points value in a single salvo then logically we would deep strike and wipe out the enemy army in turn 1. That doesnt strike me as entirely balanced

    This was one of the reasons why KO was nerfed last time) and if to be honest it is the main problem of shooting army in AoS. We can remove models before they even had a chance to do something.

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