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cofaxest

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Posts posted by cofaxest

  1. 36 minutes ago, Joseph Mackay said:

    as a side note, can Kharadron Overlords please stop going on about how desperately you NEED a new book and expecting to be the next release. except for Khorne, theyre updating the aos1 books without allegience abilities/those who got them in the ghb first, which means youll be one of the last few to be updated.

    KO actually does not have AA . I mean they have AA that does not effect the army outside of deployment phase. 

    And yes we understand how GW want to update armies, but I personally fear that KO would be AoS version of FB britonia... GW can't balance shooting in AoS and totally unhappy how shooting army works. 

    • Like 1
  2. 31 minutes ago, madmac said:

    Given the timing, I expect Adepticon will be Forbidden Power+the next armybook and not much else for AoS. Maybe more information on Warcry or a new battlebox at most.

    Until then, probably nothing except rumor engines.

    Plus underworld KO crew.

  3. 13 hours ago, DavionStar said:

    Alright. Thanks everyone. I've finally thrown together a new 2k list. I think it's better than the last one I tried. Though no one said anything in favor of it, I've included some Fyreslayer allies.

    Allegiance: Kharadron Overlords

    Skyport: Barak-Zon
    - Additional Footnote: There's No Trading With Some People

    Leaders
    Arkanaut Admiral (120)
    - General
    - Trait: Rising Star 
    - Artefact: Aethersight Loupe 
    Endrinmaster (120)
    Battlesmith (120)
    - Allies

    Battleline
    10 x Arkanaut Company (120)
    - 3x Skypikes
    10 x Arkanaut Company (120)
    - 3x Aethermatic Volley Guns
    10 x Arkanaut Company (120)
    - 3x Aethermatic Volley Guns

    Units
    3 x Endrinriggers (120)
    - 1x Aethermatic Volley Guns
    - 1x Drill Cannons
    3 x Endrinriggers (120)
    - 1x Aethermatic Volley Guns
    - 1x Drill Cannons
    10 x Grundstok Thunderers (200)
    - 2x Decksweepers
    - 2x Aethercannons
    10 x Grundstok Thunderers (200)
    - 2x Decksweepers
    - 2x Aethercannons
    10 x Vulkite Berzerkers (120)
    - War-Picks & Slingshields
    - Allies
    10 x Vulkite Berzerkers (120)
    - War-Picks & Slingshields
    - Allies

    War Machines
    Arkanaut Frigate (240)
    - Main Gun: Heavy Sky Cannon
    - Great Endrinworks: Incredible Self-healing Hull
    Grundstok Gunhauler (160)
    - Main Gun: Drill Cannon

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 360 / 400
    Wounds: 124
     

    So this is the idea.

    Squad A: One unit each Company with Volley Guns, Vulkites, Thunderers. Admiral for support and killing. Vulkites provide first 'shield wall' with Arkanauts being the backup. Thunderers loadout tries to take advantage of Finish Them.

    Squad B: Same as A but gets the Battlesmith instead of Admiral to help his fellow mohawk bois.

    Squad C. Gunhauler, Frigate. Each boat gets a Riggers unit. Frigate gets the Skypike Company and Endrinmaster as well. The Skypikes can charge straight out of the boat thanks to Barak-Zon. Riggers stay by the boat to repair and do ranged damage. Hero goes where he's needed or kills stuff. Priority of repair goes to Frigate.

    I hope this build could theoretically work. I want to keep boats involved somehow, and having the Fyreslayers let's me use some of their models without having to make a full army. (I was gonna kitbashe a Fyreslayer trying to jump on my Frigate anyways)

    Barak - Mhornar

    Aetherchemist x2 - 320

    Navigator x1 with second unbind artefact - 80

    Armiral x1 with 4+ mw ignore artefact (general) -120

    20 arcanauts with 6 skyhooks - 240

    20 arcanauts with 6 skyhooks - 240

    30 vulkit berserkers with shields - 360

    2 Frigates with canons - 480

    Iron sky squadron battalion - 130 

    Total 1970

    Take turn 1 - shoot 24 skyhook shots and 4 shots with skycanons with rerolls on one target. Take a hit with frigates and hope that you will win second turn and charge with berserkers. 

  4. 3 hours ago, DavionStar said:

    Ok, I think I finally get it. If this has already been brought up I apologise. But I was watching some KO battle reports yesterday and something clicked.

    A lot of us, myself included, have talked about wanting units that can basically tank. But the thing is, we actually do. ...sort of.

    People have explained how our boats can be walls, but end up being too squishy. But that is not how KO is designed to tank. We don't have shield walls to soak damage (that is, reroll or improve saves). We punish charges with explosives. Every ship has an ability to do mortal wounds against charging opponents. So basically instead of holding back opponents, we just blow them the hell up. Can't damage me if you're dead.

    Now, the effectiveness of this in practice is...not great. And maybe our anti-charge bombs need a little buff. But I do like it in theory. It's different.

    On this line of thought, Skywardens are NOT the murder cavalry I thought they were. They're our tanky unit. In that they have anti-charge mines. They should probably be used in defensive positions. Maybe putting them on an objective so the arkanauts can cap it.

    Then the Riggers are kinda versitile. Equip with volley guns for ranged defence while healing boats. Equip standard for close range defense and repair. Or equip with skyhooks to give them more charge potential to be aggressive.

    We've got so many neat tools in this army. I just think they need to be used right and probably get some minor buffs. And maybe another unit or two wouldn't hurt.

    Or maybe I'm just dumb. I dunno. But I wanted to share these thoughts.

    It's true but our ships cost too much. If you will try this tactic you will not have enough firepower to support your ships, and if your opponent will have double turn - you automatically lose the game. 

  5. 1 hour ago, Dekison said:

    - new to the forum but i love my drwaves - not a super pro at the game but have been a warhammer fan  for a long long time.

     

    i feel like the KO lack tank like warriors. 

    And i was just thinking lore wise i may have an idea - dont know a name for them yet - but basically since KO are very "greedy" they would need a security force to protect aether gold right? now arknanuts sure as your basic warrior but im talking the best of the best arknaughts. like the fyreslayers hearthgaurds. 

     

    so why not create a unit battleline where at the start of a match you get to " deep strike" these units onto an objective or enemy hero. - you roll 2D6 to see how bad the drop is ( i mean come on they have airships and we dont have paratroopers?) your opponent gets to choose where you land on the roll but cant place you off the table. 

    so you land near objectives to hold them. 

    this unit will not be able to move at all from this spot ( i.e they are protecting a rich vein of aether gold ) UNTIL relived by frinedly units. 

    so basically they get somewhere first hold it and once the rest of the army comes they can hand it off and move like normal units. 

     

    for non matched play just give them the ability to deepstrike anywhere they want. 

     

    but wait what else would make a unit like that good yet not OP? 

    so they drop in. and have riot shields and "shotguns" - their not assault units and they do NOT want to be moved. so shields prevent them from being picked away. - maybe give them a drop captain or something who can use a command ability to drop some kind of smoke to give them an increase of cover. ( harder chance to hit) and then like the CEllastar ballista allow them to set up a canon. - something usually seen on an airship. 

     

    side note - the unit can be battleshocked OFF the objetive but they should have a very high BS. 

    Auto aetherturrets (drop from the sky and hold the ground)

    Aetherdrones (support)

    Aetherguard (cc heavy infantry)

    New ships 

    Some sort of heavy cavalry unit (grundstock balloon guys?)

    Aethermancer (true antymagic hero with aether generator for manipulating aether energy)

    Kharadron magnate (not named one)

    Grundstock hero (some kind of monster hunter heavy hitter)

    New aether effects (smoke/gas screens (debuff enemy units), aether clouds (attack enemy units with lightning), aether wall (buff friendly units/give cover)

    Kharadron overlords Zonbek (ironclade size skyfortress with garrison rule and etc.)

    Rebalance for already existing units.

    We have so many possible new units and changes in already existing... I just hope that then GW release new book for KO it will be more then 1 week release with book, dices, 1 hero and terrain. 

    • Like 3
  6. Good but not very exiting for me. Happy for all Khorne players... and probably all Sylvaneth players who wants their faction in underworld. Other then that I feel that KO will not see any updates this year (except ghb19)*sad face*.

  7. 5 hours ago, Melcavuk said:

    I'd argue the KO need units that make the most of the Ships they have, proper robust combat units who can make the most of deploying out and ploughing right into combat, or deployable structures from ships (Either by way of floating mines, a heavy gun position floating on aetherballoons etc). Building on the factions USP rather than drifting in magic and summoning that every other faction tends to have. There's so much to be done with the concept of the KO that it would be a shame to see duplicate abilities from other factions beginning to drift in.

    1 Change embarking rule (so KO can deploy embarked only in some battalion(s))

    2 Give KO true aetherpowered weapon with 40k plasma type of weapon treatment.

    3 Change range of KO missile weapon (8/16" for infantry and 16/24" for ships)

    4 Change roles of KO heroes (alchemist - buff weapon characteristic for infatry + passive for debuff enemy weapon characteristic

    endrinmaster - buff weapon characteristic for ships + passive heal for the ships

    navigator - duff mobility and survivability for all friendly models

    5 New terrain with garrison rule

    6 Aethermancer with true antimagic

    7 Other balancing and cost adjustments.

    • Like 1
  8. On 2/4/2019 at 6:46 PM, Beliman said:

    Doesn't matter how many you can take, not enough dakka!!!!!!!!!!!!!!!!!!

    New rumours: After Sylvaneth and KO warbands for Warhammer Underworlds, it could be a new box with both armies and 2.0 battletomes (like Carrion Empire box). Like I said, it's just a rumour....

    ALL ABOARD THE HYPE SHIP!!!!!!!!!!!!!!!!!!

    Personally i think that this boxes would be cool to see:

    Ice and fire (BCR vs Fyreslayers)

    Wood and iron (sylvaneth vs ironjaws)

    Blood in the water (ID vs DoK)

    Primal innovation (KO vs Bonespliters)

     

  9. 28 minutes ago, DerZauberer said:

    I really dont want to target anyone and i'm pretty certain i couldn't.

    It's just that my subjective perception is that every second complain in this rumour thread is about dispossesed or KO, therefor the little duardin reference.

    Sorry if it was perceived as "finger-pointing". 

    We will not be a dwarf players if will not complain about something, you know? With runes in our body, with aether weapon in our hands or standing on Oath stone we always will be dwarfs. xD

     

    • Like 2
    • Haha 1
  10. 2 minutes ago, The_Yellow_Sign said:

     

    Plenty of Order armies take Stormcast allies because Stormcast have some OP units (evocators/ballistas with ordinator/lord arcanum and comet).

    I collect almost 7500 pts KO not because i want to see SE in my roster. And I don't care about win/lose I just want KO to have more interesting gameplay base on lore.

    • Like 2
  11. 5 hours ago, Ndabreaker said:

    Right had lots of questions been hard to keep track. Had a fairly long chat with the source over messenger to clear up a few things. They cannot give me massive amounts of detail as it would be obvious who it is. Dates are subject to change as someone else mentioned this is happening alot.

    SERAPHON 

    Late March early April 

    Battletome 

    Spawning pool terrain 3 parts looks like 

    Endless spells 3 

    One is like a reptile/dino spirit thing 

    No new models (apart from spells) although somwe new variations on builds like the flesheaters got. 

    3 allegiances 

    Mixed ,skink , saurus. 

    DARKOATH/STD/EC 

    Very early summer 

    No news on if old models being replaced. Not much info 

    GUTBUSTERS 

    September ish 

    Dok type treatment a few new models 

    No beastclaw but firebelly back in 

    SLAANESH 

    No date 

    New Keeper 

    Fyreslayer/ Ironjaws/ flesheaters 

    New tomes with endless spells possible terrain. No set dates but this year 

    SKAVEN 

    Possibly a small release to tie in with carrion empire. May be in the form of a small white dwarf suppliment. 

    Disspossessed 

    No book this year but ghb2019 allows ironweld duardin units to be taken without allies. 

    Thats all they will say for this year. May have missed a few things but just wantes to get this up. Hope it answers any questions you have.

     

     

    "Sad Kharadron overlords player face". xD

    • Sad 3
  12. 27 minutes ago, Ndabreaker said:

    I can only go on what im told. Im not the leaker. Im just relaying what im told.

    Was told duardin where being amalgamated into one book as it would solve several problems (lack of options for fireslayers, redo of ko warscrolls to fix them and please dispossessed fans) . no time scale on when this is coming.  People look into the groupings in the webstore too much , they constantly change. 

    We have already seen a number of smaller factions rolled back into big ones. 

     

    This idea have some lore problems. I just hope that your "contact" just doesn't know context. Otherwise this will be a disaster, because each dwarf player want his/her faction being "their own" thing. 

    KO, Fyreslayers and Disspossessed deserve their own tome.  

    • Like 5
  13. 1 hour ago, Aryann said:

    I'm glad they pull back orks and goblins. AoS needs to continue its current path, with non-generic factions. I believe that's the main reason it's been successful. From what we hear and see these AoS only factions are the best selling ones as well (Kharadrons and Idoneth). 

    In my opinion generic humans, aelves and duardin should stay in the lore but shouldn't receive minis. We had hundreds of games/movies/books with averege joe humans, orks and elves. And still more are coming. It's time for flying goblin pirates and duardin driving large mechanized bastions. Not some boring militia humans and smart arogant elves in long robes. We've already had plenty of that. 

    It's sad, but true. I will always be a fan of "good old" grumbling dwarfs, but at the same time not every generic human warrior, elven mage or dwarven miner need a miniature...

    I see Freecity battletome - maximum we can get for "old world" factions. 

    • Like 1
  14. 13 minutes ago, Daggoth91 said:

    Hello all! I've been thinking about some tweaks that might help KO work a little better and I'd like your thoughts.

    First, make aetheric augmentation a command ability that either A: can also target boats, or B: targets all melee or all shooting profiles on a single unit.

    Second, drop the points for an aetherkemist to 110-120 to offset the fact that his main ability now costs a command point.

    Third, just looking at the warscrolls without taking into account any other unit interactions, it seems like sky wardens are supposed to be flying close combat guys and endrin riggers are supposed to hang back and protect the boats. To make those roles more clear I would suggest nerfing the aethermatic saws (either drop the rend to -1 or make them 4+ 3+), possibly extending the range on the rivet guns a bit, and buffing the skypikes (either -2 rend or 3+ 3+ or both).

     

    This lowers the reliance on kemists while still retaining the thing that makes them special and gives the wardens a clear role and a reason to cost 120 points while riggers still have a role (even if it's different from the current one).

    What do you guys think?

     

    Alchemists are good as they are IMHO, the only one thing i would change - double the attack  characteristic of buffed weapon instead of only +1 to attack characteristic.

    If we talk about riggers and wardens... Wardens need to change skymines to deal 1 MW when they fly over enemy unit for each 6+ (roll 2 dice for each warden) 

  15. 1 hour ago, Klamm said:

    Since GW seem to be signalling a boxed game with some new models followed by book release (+terrain and spells), what I would most want from a KO thing (which I guess we could hope for by around 2020, realistically), is a special aerial battle game. You could release an all-flying KO force and an all-flying antagonistic faction (Grot Scuttler sky pirates perhaps, or a Skaven air navy), with some neutral natural air threats (loved the KO book asides about various beasts drawn to Aether-gold). 

    So, instead of endless spells or terrain (not in keeping with the army, really), I'd rather see a cool battlebox to go along with a different air-themed faction.

    I'd like to see yet another ship added to the roster (perhaps a specially designed monster hunting ship?) as well as some cool ariel beasties (some manticore pups and one crazy sky whale or Kraken monstrosity). The latter could solve the endless spell deficiency: what if the KO had some ability to lure (e.g. 'summon') hazardous sky beasts to the battlefield? It would be dangerous, but have some strategic value and make sense in the lore. So you could have a 'neutral' sky monster whose mechanics would be similar to that of a predatory spell, except you can't unbind it (though perhaps as well as simply killing it there's a battleshock mechanic to  'scare it off'. 

    You know... I really like that idea, but more likely it could be KO vs Tzeench with some sort of flying monster (potentially for BoC?) with new hero and 1 new unit and close battletome release with terrain and ES. 

    • Like 1
  16. 13 minutes ago, Joseph Mackay said:

    dwarfs and khorne dont do magic, people just need to accept that and move on.

    those armies should however be compenstated by either being able to ignore the affects of magic or have an easier time of shutting down magic
    i dont buy the suggestion that khorne is compenstated for lack of magic via their melee abilities

    also, i dont play competitively so please help me understand why Overlords are concidered to be so bad? because the only change im really aware of is the Thunderers warscrolls changing to reflect the actual box contents so you cant build units of 5 mortars anymore

    1 Grundstock nerf

    2 Alchemist nerf (cost more and more)

    3 -1 to hit on heroes

    4 can't shoot normally when engaged

    5 low def (5+ save with no way to ignore mw)

    6 ships are to fragile and expansive to be a chargeblock. 

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