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Focus_Blast

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  1. I think everyone saw a change to Petrifex Elite. The combination of a free Armor Save bonus as well as a extra rend (able to be added to nearly any unit as the Hekatos keyword can be used to activate it) are some of the most powerful bonuses across when compared to the sub-factions of most armies. The +1 Save rolls in particular required no strategy to make use of but were just a flat buff to everything. I agree with El Syf that some model should have better saves. Morghasts in particular, even with the reduced cost, could use some love. I used to use Arkhan with a Petrifex faction sometimes and I'm not gonna like his armor saving being a 4 up now. All that being said, changing plus 1 save to rerolling 1's on saves (MELEE ONLY) does seem like an extremely lazy change. I don't think the saves were even one of the biggest issues in isolation. It was the combination with the jacked up Stat lines on some of our warscrolls. Mortek Guard are off the power curve and making them +1 save when they were (as pointed out earlier) a cheap regenerating unit that with a good save already that could reroll that save, that extra suitability just pushed them way off base compared to the base unit of most other Armies and when compared to the other Ossiarch Subfactions. I can understand it but that doesn't make me any happier about it.
  2. Just saw this picture supposedly from the new Generals Handbook 2020. The idea being to stop the stacking of "Feel No Pain" type rules. I'm trying to think about how this affects Bonereapers. Morghast Archai's are worse for it as you lose a save vs mortal wounds as you can only choose Ebon-wrought Armour OR deathless minions. Immortis Guard effects take place before wound allocation so aren't directly affected by change. Nagash would lose a save under a similar affect as the Morghast Archai as you would choose Morikhane to save from mortal wounds and lose the deathless minions. Artefacts and Command Traits seem unaffected. The spell lore seems like it took a hit though. "Reinforce Battle-shields" now turns your mortal wound save of 6 into a 5+ save instead of giving them an extra layer of defense against mortal wounds. "Protection of Nagash" forfeits using the deathless minion saves for your caster. That's all I found at a glance. What do people think? Were you using those spells before? Will you use them now? I personally see little reason to ever cast reinforce battle-shields.
  3. Hello Everyone, New Kharadron player here! I just picked up the Aether War set, a start collecting, and an Ironclad an I wanted to pick the communities' brain about a couple things, mainly loadout questions. I'm planning on grabbing some more thunderers and a frigate (awesome model) to create an army that looks like this: -Endrinmaster with Dirigible Suit - 220 -Aether-Khemist - 90 -Arknaut Company - 90 -Thunders (2 x 5 models) - 240 -Endrinriggers (2 x 3 models) - 200 -Endrinriggers - 100 -Gunhauler- 150 -Gunhauler- 150 -Frigate - 250 -Ironclad - 510 2000/2000 With the plan to load everyone into airships, fly around, and have a jolly good time. My QUESTION is how do I equip the Thunderers? Rifles for distance or special weapons. I have an image in my head of sitting at 18" range and blasting away with long range weapons on the Airships or should I be thinking about Dropping in with an Ironclad full of Thunderers with the Endrinriggers and Gunhauler for defense. As a lesser question I'm wondering about Skywardens vs Endrinriggers. I feel like the endrinriggers are easier to use to full effect whereas the Skywardens are more conditional with their extra abilities. Any comments, tips, or ideas are greatly appreciated. I don't have a great idea what I'm doing. Thanks!
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