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cofaxest

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Posts posted by cofaxest

  1. 6 hours ago, RaritanAnon said:

    That's a whole lot of dorfs doing a whole lot of nothing. What exactly is your goal here? From what I see, our battalion is absolutely not worth it. 

    Rush forward - kill everything with fire - take a hit - finish off. 120 shots (90 if we take first turn and move) with irondrakes with 3+(reroll 1s)/2+/-2/1 not something you can ignore... 

  2. 5 hours ago, RaritanAnon said:

    So I'm tinkering with 2k lists and I think I have a relatively solid base of infantry and heroes. 

    Allegiance: Dispossessed
    Warden King (120)
    - General
    - Trait: Resolute 
    Runelord (100)
    - Artefact: Ancestral Pickaxe 
    Runelord (100)
    30 x Warriors (240)
    - Double-handed Duardin Axes & Shields
    30 x Ironbreakers (360)
    10 x Longbeards (100)
    - Great Axes & Shields
    20 x Thunderers (240)
    20 x Irondrakes (360)

    Total: 1620 / 2000
    Extra Command Points: 7
    Allies: 0 / 400
    Wounds: 125
     

    So that leaves the fun stuff. Currently considering the following, in any combination. Currently would like to stay away from  Kharadron. 

    - Any variety of cannons/organ guns and an engineer 

    - A pair of Gyrocopters/Gyrobombers 

    - Grimwrath Berzerker or Auric Runesmiter and Hearthguard

    - A Steam Tank

    - Knight Incantor + Comet

    What do you guys think would work best? What's more fun? 

    Allegiance: Tempest's Eye

    Leaders
    Warden King (120)
    Unforged (100)
    Runelord (100)
    Runelord (100)

    Battleline
    30 x Longbeards (270)
    - Great Axes & Shields
    10 x Longbeards (100)
    - Great Axes & Shields
    10 x Longbeards (100)
    - Great Axes & Shields
    10 x Longbeards (100)
    - Great Axes & Shields

    Units
    10 x Ironbreakers (140)
    10 x Ironbreakers (140)
    30 x Irondrakes (540)

    Battalions
    Grudgebound War Throng (170)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 130

    This is how i would built my dwarfs if i try them. 

  3. 10 hours ago, ArmyOfGrodd said:

    Oh, I tried doing a list on the community wars roll maker thing and I was sure it was telling me I needed 3 battle line when I was over 1000 points, if it’s only 2 at 1.5k that does help.

    I did look at those thanks, I was going for more thematic than competitive and the SC just seemed like such good value. A frigate or ironclad is what I’d prefer so unfortunately it looks like I’m just going to have to spend more money.

    You still need 3 boxes of arcanauts just for make them fully equiped with special weapons. 

  4. 49 minutes ago, ArmyOfGrodd said:

    dont you need 3 battle line in a 1500 point list?

    I did think about it but ideally wanted to start at 1000 points as there’s other armies I’m interested in for bigger forces.

    3 Bl starts at 2000 pts. For 1000 pts SC is useless) 

    Just take 2 squads of arcanauts (240), alchemist (160), ironclad (420), 5 grundstock thunderers and navigator.

    Or you can take 2 squads of arcanauts (240), alchemist (160), frigate (240) and 9 endrinriggers. 

  5. 16 minutes ago, ArmyOfGrodd said:

    Hi guys, I wanted to start AoS just over a year ago and KO was who I was going to go with. I liked the idea of a small band that plies their trade monster hunting.

    The birth of my son put those plans off though until my brother grabbed me some skyriggers and a khemist for Xmas (at the time I’d thought about going Khorne instead because I thought bloodletters would be a bit more forgiving when learning to paint) so I’m going to do a small 1000pt force of the KO. The start collecting box is really good value but I just can’t figure out how to get the models from that and the models I’ve got into a 1000 point list. Only having one battle line unit seems to be really hampering.

    Id want a boat in the list, and the riggers my brother bought me, but how would anyone go about putting those into a list utilising the SC box? Would it be a case of selling parts of the SC box maybe?

    i really like KO but they’re seeming like they’re maybe not the best army to start with at the minute and I might be better exchanging those gifted models and starting with something else?

    I think it will be better to try 1500 pts list. 

    10 arcanauts (3 skyhooks) - 120

    10 arcanauts (3 volleyguns) - 120

    Chemist - 160

    Endrinmaster - 120

    Gunhawler - 160

    Frigate - 240

    5 grundstock thunderers (5 rifles) - 100

    12 riggers/ two squads of 6 riggers/one squad of 6 riggers and two squads of 3 riggers. 

    Total - 1500 pts. 

    Play as barak-urbaz will give you 1 more use of alchemist ability and 1 more artefact. 

    For 2000 pts game take 1 more frigate, 1 squad of arcanaut, take 1 more alchemist instead of gunhawler and iron sky squadron battalion. 

  6. 1 hour ago, Beliman said:

    Hello fellow commanders!
    I was talking with friends about new possibilities that GW can implement with the new wording of CREW and MOUNT seen in the Gloomspite Gitz Warscrolls. I love that because there can be some "buffs" to specific parts of the warscroll (before, it was the rider and the mount).

    Two examples that we talked about:

    -An Ironclad can "absorb" 1 ranged weapon profile from any Skyfarer model that is embarked in the Ironclad (Garrison). Of course, with some limitations,  but the general concept is to have eazy garrison rules that can be understood and played with any "vehicle" in the game.

    -Heroes becoming CREW memebers when they embark could have some interaction with the CREW :Command Abilities, Reload Mines and weapons or even have some diferent type of ammunition (ex.: old flaming atacks, etc...).

    What do you think? Do you think that we could see new rules aiming to AoS3.0 (GHB2019) that could really transform our style of gameplay?

    Why not? I clearly can see logic behind this. An if we speak about logic i think that KO should ignore to hit modifiers like NH ignore save roll modifiers. (arcanaut ability in that case will give reroll 1s against heroes and monsters instead of +1 to hit)

    And if we speak about protection... Navigator can create different aetherstorms: 1 - give -2" to run and charge for enemy units; 2 - give friendly units cover; 3 - enemy wizards roll 1 more dice when they cast and substract 1 with highest result. He even can be KO "totem" hero who place his aetherstuff and can't move. 

    Aethermancer could be our "priest" type of hero (use on 3+) with aethermancy school. 

    • LOVE IT! 1
  7. 6 hours ago, Baron Wastelands said:

    Hmmm. Had a strange thought as I was again wondering how to strengthen KO without changing much, and thought simply this:

    KO Allegiance ability: Aethric Harmony - +1 to armour saves. Casting mystic shield on a unit nullifies this ability on that unit for its duration.

    Across the board. This solves the ships, makes the Arkanauts viable battleline, gives very durable characters, makes me love thunderers, feels very “duardin” and doesn’t synergise well with allied magic, as well as matching the very armoured look of the models, powered by their backpacks. 

    I almost think you wouldn’t need to do anything else. Too much? Or too little?

    KO aetherpowered backpacks connected with weapon, not armour. From what i understand it will be better to have rule like "aether-proof armour" with some kind of bonus. 

    • Like 1
  8. 1 hour ago, greengiant said:

    I agree on the saves for the ships. 4+ in a vacuum is not horrible. However most things that are shooting at it other than basic ranged weapons have at least -1 rend. This leaves the ship with a very paltry 5+ save, with no access to a ward save. 

    I have always said that they just need to give all the ships the batten the hatches rule from the Ironclad. But making it a +1 to their save, rather than re-rolling 1's. (Its not like we have any other way to get +1 save). We of course would keep the rule about disabling embark/disembark.

    Then change "Prove your Worth" to give one attack profile get +1 to hit for all visible vessels.

    Also, Arkanaut companies need to be 100 points. with 12" range, they are not really any different than many other melee only units. The main downside is that they cannot use their damage dealing equipment every turn.

    So you think that this will be balanced?

    Alchemist - 160

    Alchemist - 160

    Alchemist - 160

    Frigate - 240

    Frigate - 240

    30 Arcanauts with 9 skyhooks - 300

    30 Arcanauts with 9 skyhooks - 300

    30 Arcanauts with 9 skyhooks - 300

    Ironsky squadron battalion - 130

    Total 1990 pts. 

    Under Urbaz this will be 72 skyhook shots turn 1 and 54 skyhook shot + 189 shots with pistols... I think this is abit too much.

  9. 6 minutes ago, BWG Cannonball said:

    Going back to adjustments, I do feel the save characteristic needs to change on the airships.  The Ironclad needs a 3+ save, Frigate a 4+, even if the points stay the same on them.

    IMHO Better make them cheap and give them bombing run ability. 

  10. 7 hours ago, Mungrun said:

    I'm fairly new to the hobby, and i have some questions:

    Could you tell me which is the best Sky Fleets at the moment? What are your opinions about Barak-Urbaz and Barak-Thryng (i'm doubting between this two). 

    It's this image true?:

    1523715465269.jpg

    If i decide to play (in the future) an official tournament, can i use the rules of Barak-Ziflin (for example) even if i have painted my army with the Barak-Thryng's colour scheme?

    Thanks in advance.

    1 From my local meta perspective best skyports for 1000 pts game are barak urbaz, barak thryng, barak mhornar, for 1500-2000 pts game are barak urbaz, barak mhornar, barak zilfin.

    2 Barak Urbaz and Barak Mhornar my favourite, Barak Thryng - very interesting lorewise. 

    3 Image will be changing depending of your local meta and size of the game you play.

    4 You can use any colours to paint your guys and declare any skyport. 

    • Like 2
    • Thanks 1
  11. 5 hours ago, Aegisgrimm said:

    I would like to see them use rune magic to make bound golems.  Would add some magic without seeing Duardin throwing spells around.

    I can see how fyreslayer would create big Grimnir statue and activate it with runes (like Avatar of Kheine) 

  12. 3 hours ago, Lord Veshnakar said:

    In the main rulebook in the realm of metal sections it talks about the nations of "Azgal, Sigyorn, Patina, Prosperis, and Viscid Flux convene a great conclave of their mightiest aethermancers.." 

    Azgal is referenced in the Kharadron Overlords book as being one of the pre-KO (before they took to the skies) duardin kingdoms. So it stands to reason there are Duardin wizards in AOS. Kharadron Overlords could have an Aethermancer and it would legitimately be plausible at this point.  They could have wind and aether-based magic and it would make sense in my humble opinion. Making ships and Endrinriggers/Skywardens go faster. It would be too cool. 

    It wouldn't even have to be them using magic like most Wizards. It could be via "mechanical wonders"/technomancy,  like how the Aetheric Navigators use tech to see the currents of magic and call upon them to disrupt enemy spells etc. 

    I totally agree. Aethermancers perfectly fit. They can use come sort of aether magic, dispell Endless spells and debuff enemy casters. 

  13. 6 hours ago, Nick907 said:

    I tend to agree, our points are okay but the skyships could use mechanical updates

    Plus i truly think that alchemists should give +1 full round of attack instead of just +1 to attack characteristic, it will buff our pikes, volleyguns and even heroes. 2 alchemists with 6d6 attacks... 

    • Like 4
  14. 15 hours ago, BWG Cannonball said:

    I came up with a hotfix list for KO after a friend of mine asked me to really think about what could be the army in line with other armies.  Here are my thoughts, let me know what you guys think.

     

    KO Hotfixes

     

    ·        Admirals drop to 100pts

     

    ·        Admiral given 4 attacks

     

    ·        Endrinmaster drops to 100 points

     

    ·        Endrinmaster gains Command ability “Overcharged Aether-Engines” – Endrinriggers and Skywardens within 18” of the Endrinmaster may run and shoot or run and charge

     

    ·        Aether-Khemist drops to 140 points

     

    ·        20-40 point drop on all airships

     

    ·        Ironclads gain a 3+ save

     

    ·        Frigates gain a 4+ save

     

    ·        Airships have garrison rules for shooting out of ships

     

    ·        Give Arkanaut Cutters 2 attacks

     

    ·        Gunhaulers have 2 shots with their cannon/drill cannon at 12” range

     

    ·        Skywardens drop back down to 100 points

     

    ·        Grundstok Thunderers become battleline when Admiral is General

     

    ·        Aethermatic Volleyguns hit on a 4+ for Arkanaut Company

     

    ·        Drop cost of battalions by 10 points

     

    ·        Extend Navigator’s abilities by 6”

     

    ·        Navigator points increase to 100 with the inclusion of new Command Ability “Clear Skies, Hard Targets”- Nominate one unit in the shooting phase within 12” of the Navigator.  That unit can ignore negative modifiers to shooting attacks.

     

    Nice work! And this is my way of balance)

    Endrinmaster - 120pts

    +one ship can equip 2 artefacts

    Admiral - 100pts

    Aethekhemist - target unit can attack twice with the buffed weapon

    Navigator - 100 pts

    +2 to unbind if within 18".

    Company - 140 pts

    +MW on 6 to hit for volleygun

    +3+ to wound on skypikes and -2 rend after charge

    +2 attacks with cutters

     Skywardens - 120

    + volleyguns hit on 5+ on 6+ deal mw

    + skypikes 4+/4+/-1/d3, 4+/3+/-2/d3 if chared

    + 12" range on pistol and -2 rend

    Endrinriggers - 120

    + Volleyguns (look skywards)

    + aethersaw - 2 attacks 4+/2+/-2/d3

    Grundstock thunderers - 100 (battleline if admiral - general)

    + 5 shots with a sweeper

    + 18" d3 shots (with reroll if deal wound with a sweeper)4+/3+/-1/1 with mortar

    Grundstock gunhauler - 120 pts

    + unit of 1-3 models

    Frigate - 180-200 pts

    Embarking rule - each unit can embark and disembark ones per turn. The unit can embark/disembark at the END of ANY phase. 

    • Like 1
  15. 7 hours ago, Barkanaut said:

    There’s an unreliable rumor floating around most of the older existing bt’s will be getting an update with at least 1 model. The rumor person also said this includes ko. Assuming we get only 1 single model as mentioned what would be the most critical to buffing our army? If the rumor is true I think we got a chance for 2 since we sold so we’ll as an army. I personally think we need melee troops more than anything else and would hope to see that the most. 

    Aether drones? Shooting drones, drones protectors(give cover and take wound/MW on 5+) and attack drones with melee profile that explodes when they die and deal MW on 4+? 

  16. 9 hours ago, Arkanaut Admiral said:

    Using the Garrison rules for the ships would be best.  I just encountered two problems when using them; 1, Battleshock, and 2, how to handle the ship exploding.  

    Since the embarked units can loose models and thus require Battleshock tests, they run the risk of models fleeing.  It's OK from a gaming perspective, but what about a fluff perspective?  If you're on a flying ship, where do you flee too?  Lifeboats?  Parachutes? 

    Also, if you're using the Garrison rules and the ship explodes, you get to set the disembarking units up 6" away from the wreckage.  My opponent wasn't too happy with this, because it's letting those units "escape".  My suggestion to this would be to say that they can disembark 6" away from the wreckage, but they suffer an automatic D3 mortal wounds to balance it out.  I think this scales out better than the all or nothing approach currently used.  

    Another couple of issues; what happens if the ship moves into deadly terrain?  Does the unit also have to roll?  I would say yes, they do.  This is quite cinematic...the ship being rocked by the deadly terrain, with some poor unfortunate Duardin being killed as a result.  

    And if the ship charges, the embarked units won't get their cover save, as they too will count as having charged.  But I suppose that's OK.

    These are all minor issues though.  The overall mechanics are sound. 

    1) KO on the ships should be immune to battleshock

    2) If skyvessel destroyed roll a dice for each unit within x" - on x+ unit suffers d3 mw. 

  17. 12 hours ago, Kokoshi said:

     

     

     

     

    Thanks all for these answers. The aim was really to get some minor tweaks that can be achieved in a single Errata sheet. Mostly point and some number modifications.

    @Baron Wastelands I don't know anybody working at GW, but they are quite easy to reach on their community page. It might be a bit idealistic, but I think they might have a look at minor changes. Trying to make new rules and stuff might interest them, but that would certainly be part of a new Battletome. On the other hand, they started to publish big biannual Errata for W40k. It would be kind/smart of them to pick minor changes from the community to "refresh" old Battletomes with little work.

    @Beliman : anti-magic abilities/weapon is also a really good idea. I like the idea of runic ships able to unbind spells.

    @RaritanAnon : I like both of your ideas as ships resilience seems to be quite an issue. Both ideas (malus to hit and save increase) seem maybe a bit "too much" and would need to create a new rule for the malus.

    @Arkanaut Admiral : love the idea of embarked crew able to shoot through fences. Might need a full rewrite of the rules though...
     


    If I try to sum your advices and organise them in "Minor changes" (the kind that could be applied with little efforts by GW in an Errata) and "Major changes" (the kind that would need a new battletome).

    MINOR CHANGES :

    • Change Arkanaut Companies Privateer Pistol Rend to -1. As any firearm in the game. Still gives room for Thunderers that keep a better range and cost less points.
    • Change Arkanaut Companies point cost to 120/300. Allows maxed size unit of "regular" battle line for less points.
    • Change Grundstok Thunderers role : Battleline if Kharadron Overlords. Allows for variety in army building, and might give a place to this unit. Allows for pure elite gun line list !
    • Change Skywarden role : Battleline if Kharadron Overlords. Allows for variety in army building, and might give a place to this unit. Allows for pure balloon list !
    • Change Arkanaut Frigate and Grundstok Gunhauler Save to 4+.
    • Change Ironclad Save to 3+.
    • Change Grundstok Gunhauler point cost to 120. Makes it a decent flying wall/ship screen/canon looking at its low damage output and lack of room for transport.

    MAJOR CHANGES :

    • Sky pirates :
      • Embarked units able to shoot with their weapons. They might also be targeted but should benefit from cover while inside the ship.
      • Grundstock Gunhauler could have room for one embarked model. Giving it the Embark/disembark rule allow Skywardens/Endrinriggers to use it...
      • -1 to hit malus in melee against ships ?
      • Ability to manoeuver during shooting/charge phase ? With a bonus from the Navigator ?
      • New hero instead of Brokk ?
    • Magic resilience:
      • Every Frigate/Ironclad has a Navigator, and thus the ability to unbind a spell. Navigator could have an ability for dispelling Endless spells (aetheric grenade ?). The "Trust Aethermatics, not Superstitions" might give a 6+ Save against Spell effect ? New anti-magic artefacts ?

    + KO ships should have option to do bombing run.(4+ with reroll if 10 or more models d3 mw and/or -1 to hit)

    + option to throw bombs in combat phase (4+ with reroll if 10 or more models D3 mw and/or -1 to hit)

     

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