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cofaxest

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Posts posted by cofaxest

  1. 2 hours ago, mojojojo101 said:

    Malerion's forces should definitely be a seperate army for me. DoK have their own thing going on, Malerion and Morathi seem to be, at best, disinterested neighbours and really if the only argument that they should be in the same book is that they were in WHFB... well, that seems like a prettty poor argument to me.

    Separate army and separate book is not the same. They can be separate armies in one book. As well as IDK for example. And more so both Malerion and Marathi have the same source of magic being both Shadow users.

  2. 3 hours ago, Snarff said:

    I don't think Duardin merging should be a goal ever. Just because they are the same species doesn't mean their cultures should be merged up and made less unique. We're getting fewer and fewer books about the individual cultures of the Duardin, and more and more books are starting to feel like 'get rid of what makes these factions unique, it's time to force them together'.

    They've been working together for a long time now, there's no need to make them one and the same to make them cooperate.

    Merging is bad 100%. We need option to play united force without removing other factions identity. 

    Something like First prince type of subfaction with it's own AA and units that they can take from all duardin factions.

    IMHO ofc.

    • Like 6
  3. 8 hours ago, Goatforce said:

    Wait, I don't pay a huge amount of attention to Dwarf lore.... Is Valaya alive? I had thought Nagash ate her in the ETs?

    To be fair there is alot of questions on that. 

    It feels like Grungni is hiding her in one of the underworlds. Maybe she was restoring her powers in her sleep(after Nagash devour part of her healing powers). 

    The one thing that I'm know sure is that  Order needs it's force in Shyish and Valaya as a god of home(heat of the hearth vs cold of the grave), brewery(drunk bravery vs soulgriping fear) and healing (save life vs bring death) will fit very well.

    As well as returning of the Kurnoth - a god of the hunt as Order god in Ghur. 

    • Like 5
  4. 26 minutes ago, The Lost Sigmarite said:

    6 BTs for dwarfs only ? I mean, I love the stunty little grudge gnomes, but that looks like a lot... that would be a nightmare to navigate and balance. 

     

    It's 5.
    To be fair Aelves tecnically will have 7 armies splited between 3 aspects, so 5 duardin factions having GSG and/or Scaven treatment isn't impossible. 

    • Like 1
  5. 29 minutes ago, Baron Klatz said:

     

    *on the Kharadron book I got yesterday, @zilberfrid @Snarff you guys would enjoy how much of a “oh Grungni’s returned!…wait what, that’s it? Oh who even needs that blowhard!” vibe the tome has. 
    IMG_0957.jpg

    The tome talks more about what he’s done for everyone else instead of the Kharadron so only the Thryng simp for him while the others are preferring to double-down on their relationship with the other races of the Realms including the Ossiarchs as trade partners.

    Other duardin are barely mentioned.

    Also I Really like this bit of them driving the Cursed Skies back with ammunition.

    ”Needing Gods and magic statues to scare back that chaos gunk in our beloved skies? Absolute Hogwash! Science, progress and Firepower always prevail!”

    IMG_0958.jpg

    That's why Grungni needs Grombrindal. 
    And to add more to this it will be logical to make Grungni main god for Gholemkind instead of KO. 
    KO - no gods
    FS - Grimnir
    Dispossessed - Grungni, Grimnir, Valaya
    Gholemkind - Grungni
    Einheriar type of duardin faction - Valaya

    • Like 4
  6. 8 minutes ago, Jetlife said:

    So much excitement!!!!!

    So far:

    1. Kurnothi coming in some way. I take it for Sylvaneth. 

    2. Destruction getting new models through the end of the edition narrative (Broken Realms)

    3. Cities release is pretty big with the conquistador look being accurate. 

    4. Most of Seraphon has been shown. Maybe just Kroxigors left

    5. FEC is getting a big refresh or extension

     

    Did I miss anything????

     

    Beside Dwarves not getting anything ...

    I would be more then happy if Duardins will get something other then just new book too... But it looks like we will wait until 5-6ed.

    • Haha 1
  7. 21 hours ago, Beliman said:

    I still think that the only thing that KOs need are some points reduction. Maybe some keyword flexibility and adjustements to some abilities (e.g: Admiral/Brokk CAs should buff people inside the skyvessels too) but that's all I need.

    I agreed with you 100% on that, but I don't think that it's small amount of work. Our units cost too much for how they perform and how much support they need to actually work. 

    Bombrack hiting units with fly

    New hero can swap footnotes instead of replace them

    Admiral should modify rend of flagship or unit within 3" from flagship once per game

    The same Iron sky command ability could be used multiple times per phase(but on different ships)

    2 attacks 4+/3+/-3/Dmg 3 on drill for gunhauler

    All drills deal mw on 5+(d3 mw on skyriggers, 3 mw on gunhauler)

    Mortars gives 1 attacks for each 2w on targeted unit 

    Drillbill give UH within 9" instead of 6"

    Grapnels can be used on ships

    Arcs - 80/90

    Riggers - 110

    Wardens - 120

    Thunderers - 130

    Frigate - 280

    Gunhauler - 160

    Navigator - 90

    Codeguy - 80

    Admiral - 120

    Endrinmaster on baloon - 160

    Brokk - 200

     

  8. 1 hour ago, Beliman said:

    Really?

    There is a competitive gaming group here that is mathammering and playing games like mad men (over 20 games this weekend), and the general feeling is that we are better than before. Nobody denies that we have less dmg in our shooting phase, but that doesn't mean a lot because we are better suited to play competitive: We have better tactics, strategies and mechanics to deal with objectives and battleplans, and that's basically how we win games. 

    For me it feels like no dmg at all. You can't shoot at 12 because you will die from the charge and at 18 we have no dmg at all. I like my mobile and fast shooting much more then this. It feels so slow and very easy to counter. Just screen and hit with mw until ship will fall and then just sit on objectives while KO army with 4"move is trying to reach you. Old book I understand much better then this for sure. 

  9. After some games it feels that our book is a direct nerf for every aspect of our gameplay other then melee. I win 3 games out of 3 but only because my opponents doesn't use optimised roster and it was theirs first game vs new KO. 

    I still think that we should be able to use fly high multiple times per phase(1 time per ship) and more stable or mass rend buffs for infantry and ships.

    Without PSoS it feels like we have not enought counters for save stack and without ward ignoring not much we could do vs 5+ wards and without bodyguards not much we could to save heroes from mw spam. 

    The best list I come-up with for now. 1 more artefact could be arcane tome or spell in the bottle (Sun or Bridge)

    - Army Faction: Kharadron Overlords
         - Subfaction: Barak-Nar
         - Grand Strategy: The Day is Ours!
         - Triumph: Inspired
         - Stick To The Code (Amendments):  Prosecute Wars With All Haste
         - Stick To The Code (Artycles):  Honour is Everything
         - Stick To The Code (Footnotes):  There’s No Reward Without Risk
    LEADERS
    Arkanaut Admiral (125)*
         - General
         - Command Traits: Old Skydog
    Codewright (90)*
    Aetheric Navigator (85)**
         - Artefacts of Power: Voidstone Orb
    Aether-Khemist (80)**
    Endrinmaster with Endrinharness (90)**
    BATTLELINE
    Arkanaut Company (100)*
         - Company Captain
         - Light Skyhook and Gun Butt
         - Skypike
         - Volley Pistol
         - Aethermatic Volley Gun and Gun Butt
    Arkanaut Company (100)*
         - Company Captain
         - Light Skyhook and Gun Butt
         - Skypike
         - Volley Pistol
         - Aethermatic Volley Gun and Gun Butt
    Endrinriggers (240)*
         - Mizzenmaster
    Grundstok Thunderers (405)*
         - Gunnery Sergeant
         - Honour Bearer
         - 3 x Grundstok Mortar
         - 3 x Aethercannon
         - 3 x Decksweeper
         - 3 x Aetheric Fumigator
    BEHEMOTH
    Arkanaut Ironclad (500)*
         - Great Volley Cannon
         - Great Endrinworks:  Arkanaut Ironclad
         - The Admiral's Flagship:  Arkanaut Ironclad
    OTHER
    Grundstok Gunhauler (170)*
         - Sky Cannon
         - Great Endrinworks:  Grundstok Gunhauler
    CORE BATTALIONS
    *Battle Regiment
    **Command Entourage
         - Magnificent

    TOTAL POINTS: 1985/2000

  10. 4 hours ago, Beliman said:

    So, a bit more speculation:

    So, it seems that we are a CP hungry army with Disengage, Disembark, Fly High and some weapons going to 4+ to hit (aka, All out Attack). Knowing that, some Voidstone Robs (if it still exists) seems to be mandatory for taking down high threat spells like Total Eclipse.

    There seems to be a lot of ways to make for it, with an artifact that let's us use 1Command without spending any point, Barak-nar giving extra CPs for each hero and another skyport stealing CPs on a 5+.

    I'm curious if there is another method to disembark appart using CPs and that Frigatte charge. It seems a bit weird that our Arkanauts couldn't go down to take a point because nobody shouted any order...

    Another rumor talks about a Foonote that let's us counter-shoot an enemy. I'm really curious because our ships going to 4+to hit, it seems that we are in a 18" threat range for our Thunderers, and that's not a lot for specialzed ranged armies with 24" or more. Let's hope that our torpedos and carbines hit better than our main big guns!

    After thinking about the melee-frigattes, I have a bit of hope that our balloonboyz are going to be like 1.0: they could embark without taking any space (I suppose with a maximum of 7 models, we don't need a clown-taxi again). It could allow us to give them Attack-First when a frigatte charges, that alone will be so juicy for their survivality with some extra-rend from Khemist.

    I think that Navigators are going to have a new Read the Wind: roll 6 dice and each result witll have an ability. And we could use one dice in each phase. So, if we have three 1s, we could do 1D3 mw in three diferent turns. But if we have one 6, we can use it in one phase for a 1D3+3" free movement for any skyvessel. Really curious about all other rolls.

    Right now I see it like that.
    Range build
    Barak-Nar
    1-2 Khemists/2-1 Navigators
    1 Admiral
    1 Endrimaster on foot
    1 New hero
    Ironclad
    15 Thunderers
    2x10 arcs
    2 Gunhaulers

    Melee build
    Barak-zon
    1 Admiral
    1 Khemist/Navigator
    1 Endrinmaster on baloon
    1 New hero
    1 Frigate
    2 Gunhaulers
    3x6 Wardens
    10 arcs

    "Monster-mash" build
    Barak-zilfin
    1 Admiral
    1 New hero
    1 Khemists
    1 Navigator
    3 Frigates
    2x10 Arcs 
    2x6 Riggers

    Mixed build
    Barak-urbaz
    1 Admiral
    1 New hero
    2 Khemists
    1 Navigator
    4 Gunhaulers
    1 Ironclad
    10 thunderers
    10 arcs

     

  11. This rumors in the vacuum make KO almost unplayable. All this "melee buffs" still doesn't solve the problem of low wounds and saves.  Still can't understand why we need 2cp footnote if Flyhigh issued in movement phase. No mw protection as far as I can tell so good luck to use your ES before khemist will die. 

    So right now it looks like your spell in the bottle and bonus cp generation will die turn 1-2 from mw and after that you will not be able to do anything. No scoring from the ships. No bonus scoring for the ships. Very high cost so bare minimum for heroes will cost 380(navigator, admiral, khemist and new hero) point with 500 points on Ironclad and 405 on thunderers and 200 more on arcanauts gives up total of 1485 points with only 1 ship...  so probably 2 gunhaulers and 1 endrinmaster and 1 more khemist will give us 4 drop with 2 artefacts(bottle and +1cp I believe) that will be 1485 + 420 + something around 85-90 pts for endrinmaster. 

    1990-1995 with Purple Sun. 122-123 wounds. 

  12. 17 minutes ago, Arzalyn said:

    Fells more like cleaning stock.

    I'm the unique one that is underwhelmed by those army "expansions" after the mercenaries? They make something so you can dip into other factions models but throw those options way after around a year and you are left with models you can't use anymore. I really hope this don't go the same way mercenaries did, but I not buying this until it became more clear if they are going to last.

    Same here. 

  13. On 2/14/2023 at 10:07 AM, Beliman said:

    So, what do you want to see in our new book?

    Do you think that we are going to lose our Fly High ability with that 3D6" charge? Buffed Frigates maybe? Return of the Clown-taxi maybe? Or are we going to conitnue be chained to our Star Destroyer, aka, Ironclad with Sun + ammunition?

    Can't wait to read this book!

    1) New actions after charge for the ships (something like strike last effect so that w can hit with everything that is in the boat)
    2) Frigate 3+ save and 15 models on board without any restrictions
    3) More then 6 footnotes and amendments
    4) 3+ save or 3w on Skyriggers 
    5) Rework or removal of aethergold
    6) Rework or removal of spell in the bottle
    7) Fly high rework (once per game for each ship?)
    8 Thunderers rework
    9) New command abilities
    10) New heroic deeds
    11) Khemists, Endrinmaster and Navigator better support abilities
    12) Stronger frigates and Ironclads with point cost increase

  14. 47 minutes ago, zilberfrid said:

    That is fine. Alternatively classic dwarves from Disposessed that have a Thryng/Tempest's Eye like quality for KO and Fyreslayers.

    As long as Kharadron and Fyreslayers don't end up in the blender.

    Throwing them in the same book removes any chance of new non hero/Underworld models (until GW proves otherwise).

    Not that GW seems hasty in filling out rosters of underdeveloped factions at the moment, but at least there's a chance.

    I don't want to loose KO or FS or Dispossessed as a factions and I want Valaya faction as well. I also want new models for all of this factions. But the problem is that we already very close to critical mass of factions even having alot of soup tomes. The main reason why I think that duardins will be soups is that I'm not convinced that GW could maintain so much factions within 3-4 years per edition cicle, I really hyped up by returning of Grombrindal and GW actually convince me that in some shape or form united duardins could work and it would be epiq. Plus main enemies of duardins (Gitz, Warclans and Skavens) also have soup tomes. For me splited duardins are the same as splited clans or Skavens to be honest.   

    • Like 1
  15. 8 minutes ago, Grungnisson said:

    And I can imagine this being an interesting idea on its own merit, without having to include Fyreslayers nor KO.

    Honestly, some people became quite fond of how varied and individual dwarven factions became in AoS. Trust me, this is not due to lack of imagination. We're perfectly capable of imagining other options, we just don't like them as much.

    This literally means that you can't imagine this idea because it can't be implemented without including KO and FS at some degree. 
    We can have forever splited duardins or united variant. It can't be both. The only option is to include Khazalid allegiance ability in campaign book.  

    • Confused 1
  16. 10 hours ago, Grungnisson said:

    Grombrindal model that is as good a priest as Gotrek is a fighter. And a LoftP-like duardin army in the next narrative campaign books, while the 'regular' factions remain separated as they have been so far. Would that work for people?

    Technically Grombrindal can lead any duardin army so LotFP-like duardin army will not be connected to Grombrindal specifically. Idealy Grombrindal release should come in 4 models I think. 1 is hearthkarl for FS, 1 is thunderer marshal/sergant for KO, 1 is longbeard for Dispossessed and final 1 as himself for unified duardin army. 

    Could Khazalid Empire be part of campaing book? Ofc! 

  17. Just now, willange said:

    I wouldn’t hate an option to play them together (in the same vein as Legion of the First Prince was), but I would still like to see the separate battletomes maintained. 

    That's fine by me. Not very comfortable but good as a compromise. 

  18. 3 minutes ago, madmac said:

    I mean I like dwarfs too, and also elves, but you don't see me campaigning for Sylvaneth and LRL to get souped together because Tyrion is gonna get remarried to Alarielle or whatever.  I'm more than happy to enjoy different flavors as their own thing.

    It's not the same thing. There is already a narative for duardins reunion. And as much as I like FS and KO with their own unique aspects, option for them to live and fight together also very tempting for me.  

  19. 1 minute ago, dirkdragonslayer said:

    "We must use fragments of our God to become closer to him, to reclaim what we have lost! For Grimnir and our forefathers!"

    "The gods abandoned us! How dare you forsake Duardin ingenuity and craft for cheap magical parlor tricks! I spit on your Grimnir, ancestors, and their wayward children!"

    "..."

    "Anyway, can we put pieces of your blasphemous God in our ships?"

    First of all ur-gold is a part of Vulcatrix that contains spirit of Grimnir. Not all FS are using all ur-gold the same way. Some of them even bury it with their dead so if you will tell FS that putting ur-gold rune into the ship will increase the speed of releasing Grimnir's spirit and also will return Grimnir into the realms faster - this will work. 

    • Like 1
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