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Cauthon

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Posts posted by Cauthon

  1. 1 hour ago, zilberfrid said:

    I meant the "Drive them back" feature. This also gives +1 to attacks. If you're banking on your thunderers being charged, however, maximizing fumigators is a good idea to give -1 to hit.

    I must say I forgot the fumigators, and meant decksweepers and cannons with my "special weapons" comment.

    The + to hit in my mind is the Hurricanum, though it's not in KO. - to hit is more common, and would cripple the mortar/cannon/decksweeper quite quickly if garrissoned. This could be from Pha's Protection, look out sir or other effects.

    Good call on the drive them back, sorry thought you were referring to the khemist. 

     

    Honestly ive been viewing all the thunderer special abilities that require you to be on the ground as consolation prizes. If you’ve been blown out of your boat they’re prolly not long for this realm. 

     

    If you are a huricanum fan you should check check out some of the tempest eye combos. Admiral in a ironclad in a CoS tempest eye army can have some interesting command traits. +2 to hit on the ironclad is pretty easy to achieve. 

  2. 44 minutes ago, zilberfrid said:

    This means that, if you're interested in putting the Thunderers in a ship, special weapons other than the mortar are a good idea, because the ship's guns (not cannon) also go out to 12". If you plan boots on the ground, the mortar, even if it never hits, gives the others enough to compensate the loss in damage (though at a shorter range). If you're making the group larger, bringing a mortar and multiplying all the other special weapons seems the best option, except, of course, if you want more range (because you don't have the mobility of the ship).

    If there are +/- to hit and/or wound things on the field, it drastically changes, of course. Also, if there are enemies nearby, it changes, because +1 attack has the most effect on the mortar and cannon (+100%), and the least on the decksweeper and double barrelled aether gun (+25%).

    I really like Thunderers now. So many considerations to be made.

    Khemist is now reroll 1’s to wound, not plus 1 attack. 

    When you drop in a boat, you have to be more than 9” away, so your fumigators will never be in range when you drop in. 

    If you are looking at bonuses to hit, thundriks proffiteers is where it’s at. Or the flare pistol for navigator. 

  3. 10 hours ago, Ser_namron said:

    I think 12 is the sweet spot for list building. 2 units of 6 to hitch around. Anything more than that seems like a novelty list with a specific purpose in mind ( not that that cant be viable ) 

    I don’t know about novelty I think they’re our best unit. 3 units is where the full flexibility is.  

     

    Zilfin Loonblock

    Loondrinmaster - tough as boots, staff

     

    endrinriggers x 6, drill cannons

    endrinriggers x 6, drill cannons

    endrinrigger x 12, 2 drills, hook, grapnel

     

    frigate- cannon,  omniscope

    frigate- cannon, maelific skymines

     

    Thunderers x 10, rifles, cannons

    Thunderers x 10 rifles, cannons  

     

    block of riggers uses share first shooting phase to try and snipe a hero

     

  4. 38 minutes ago, Sttufe said:

    Holy Heck. I know I am a bit (a lot) late to the party, but I just noticed the new battle tome and that got me started thinking (along with an infusion of funds) maybe I should start collecting again. Is there anything particularly special about it other than the shoot form ships and the  new battleline options (and GOLD)?

    EDIT: Haha funny joke they raised their prices when I wasn't looking.

    If you can still get an aether war (or 3) I’d buy them up. The start collecting boxes are money, our three best units and good character.  I need a few now that gunhaulers are dope.

     

    We are a very elite, very squishy, glass cannon army that has very swingy damage and are super mobile. 

     

    I dont see how you wouldnt want to end up with an ironclad and a couple frigates. 

    I’d  say the ironclad a few gunhaulers (3) are a lot more must have than the frigates but depends on if you’re a boots on the ground guy or a guns guns guns person. 

    The endrinmaster with dirigible suit is a must for listbuilding and he’s just really really good for us. Aetherwar exclusive model but ppl have been converting some up out of the thundriks profiteers box if you can’t get ahold of any. 

     

    They “fixed” the army by making it playable. Jury is still out on power level but I think it’s generally agreed we arnt top tier. 

     

    Fun but challenging army. 

    • Like 1
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  5. 16 minutes ago, jake3991 said:

    Max out aether gold and that way theres 3 blocks of thunderers and you only have to commit 10 at a time to a target!

     

     

    But you can only burn one share per phase. If you drop in and want to blast the ****** out of something, only half your thunderers get rerolls that turn. 

  6. 11 minutes ago, Ser_namron said:

    I agree, i think taking the special weapons if your actively trying to get them into combat is a mistake, except 1 skyhook for the +1 charge. gunbutts are straight up useless, so when the special weapons unit gets in combat, you have 2 saws in the mix, and thats pretty much your combat potential. Plus the rivet guns are a solid ranged weapon for shooting the unit your about to charge or be charged by. 

    Well I don’t think you are going to jump foreword and charge in t1. Even if you did that’s 1 shooting phase. I think it’s much more likely that you will get 2 shooting phases in before a charge. 

     T1, sit back and shoot, t2 move shoot charge. 

    I think having the drill cannons (or hook and grapnel) on your melee unit makes sense because now you are getting value out of that unit even if they are not in combat. If they are in combat, let’s be honest, they will be dying quick. 

    Yeah the gun butts are useless in combat but you still get to shoot at who you are in combat with your special weapon before the gun butt swings. (If you survive a round)

    So I don’t think you really lose any damage output by not having max chaincutlasses. 

    I don’t think it’s a very tactical decision to take 6 riggers and play them like a missile. We are to glass cannon-y to be trading unit for unit. 

    Ko are ALL about tactical decisions and I don’t think playing smash hammer is one of them. 

    I think taking our two (free) good shooting weapons opens up so much flexibility that it’s well worth trading in 2 saw attacks, those two saws might not get to swing but those cannons will get to shoot.

     

    I applaud your mathmatics. If you would like to see my point, pls calculate 2 rounds of shooting with grapnel and skyhook and one round of shooting with rivet guns and add the melee from 5 saw attacks and 2 gunbutts vs; 1 round of 6 rivet guns plus 7 saw attacks. I’m curious to see how many turns of long range shooting would make up for the two missing saw attacks. 

     

    What if you get in a matchup where charging into combat is NOT the answer? 

    With 2 drill cannons, you are still pretty good in combat and pretty good at shooting. 

    Without special weapons you arnt “that” much better in combat but you are much much worse from range. If you arnt in combat you arnt doing “anything” (offensively) without your guns  

     

    So yeah I think even if you are excited about chain cutlass-ing some fools, younprobably want the special weapons for the flexibility, plus the combat bonuses for having skyhook and grapnel!

     

    cheers

  7. 5 minutes ago, 5kaven5lave said:

    Just in combat fella. My argument was you’d delete the unit they got into combat with so that by the time you had to defend it would be your opponent’s turn so Gold would be ok.

    Point taken re: rerolling saves but if you have a unit on the verge of decimation and you have a share, you’re gonna use it to try and stay alive right?

    Maybe. Riggers job is to be Killy though not tanky. If the unit is about to get wiped I would hope I already used their shares offensively. 

    If I’m using shares defensively it’s most likely going to be rerolling saves on a boat. 

    Using shares is a bit trickier that I originally thought. Takes a bit of foresight, list depending. 

  8. 25 minutes ago, jake3991 said:

    Figured I'd try and contribute here, I sat down with a friend of mine, both of us are competitive players.  We went through the whole KO book cover to cover and this is what we came up with as a list.  Figured I'd put it out in the world in case anyone is looking for ideas or wants to provide feedback. 

    The concept is pretty simple, we tried to lean into KO's strengths, ranged output and mobility.  This means all units have a ride or fly, drop down and take out an opponents flank/key pieces and watch the rest crumble, not unlike clown-car from the previous book. I feel like this list is a great glass cannon with 3 small units of riggers for portable screens, objective grabbing and harassment.  I also would not under estimate the mobility and toughness of the ships, reminds me a lot of the old Sylveneth, very mobile and damage where you need it.  

    As far as sky port you can kind of go wherever you want, but battle-line is handled with the new guy as general and 3 units of riggers. 


    LEADERS
    Endrinmaster with Dirigible Suit (220) (general)
    UNITS
    10 x Grundstok Thunderers (240)
    10 x Grundstok Thunderers (240)
    10 x Grundstok Thunderers (240)
    3 x Endrinriggers (100)
    3 x Endrinriggers (100)
    3 x Endrinriggers (100)
    BEHEMOTHS
    Arkanaut Frigate (250)
    - Kharadron Overlords Battleline (Sky Port: Barak Zilfin)
    Arkanaut Ironclad (510)(extra space endrinwork)

    What’s the reasoning behind 2 units of thhnderers in the iron clad instead of 1 large one? 

  9.  

    12 minutes ago, 5kaven5lave said:

    Saw Riggers in a unit of 12 with Gold for reroll hits and a Khemist reroll 1s to wound buff comes up as 15-23 wounds vs a 4+ save, that‘s not including the shooting they did beforehand (7-12 wounds without gold but with the Khemist buff). That’s brutal.

    Against a 3+ save monster it’s still 11-19 and 5-9.

    Against anything but the largest hordes that’d wipe it out. Would happily tank 400 points into balloon boys to delete their big piece turn 1 or 2 as @Kramer said. Go with Urbaz and give them the second gold for rerolling saves when they muster something to come back at you. Proper nasty unit. Glass cannon, but nasty. Could even pull a ship in there to pick them up again in your next turn if your losses at more than 4. 

    I wouldn’t hold our breath on rerolling saves. Did you use that share in the combat phase or shooting phase in that model? If you were rerolling hits in combat you can’t reroll saves in that combat. 

    I don’t know about rerolling saves anyway. Any kind of monster you want to throw a 400 point unit at is going to have some rend 1 and 2 so what’s the point of rerolling 5+or 6+ saves? 

  10. 1 hour ago, Kramer said:

    Imo maybe in 6+ units. But from before the book I never had that much trouble getting the baloon boys into the combat I want without fly high. It never worked if I threw them in turn one, always turn two so they could start picking things apart instead of charging into a full battleline. 

    So you will (mostly) get into the combat you want. And if that's their role I want them to do their damage then. The whole army is already build for shooting so enough options to take out the pieces you need range for. But no other real option for taking out things you need to get into combat for. 

    TLDR if you want a combat orientated unit I wouldn't dilute their combat potential by bringing the special guns. With units of 6+ then maybe because you will start to struggle to get everything in. imo.

    I don’t think you need the skyhook for the charge bonus, I think you need to take the special weapons to maximize our shooting. If you are a melee unit then the skyhook and grapnel have more value than the drill cannons. 

     

    Even if you have nothing but combat riggers, I don’t think you want to go charging into combats. 

    We are an elite army that is pretty squishy which is a bad combo imo. 

    Riggers have good damage potential but they can’t survive combat with ANYTHING that WANTS to be in combat. 

    So I think having the special weapons are a must to give you something worthwhile to do while you wait for your chance to jump into a winnable combat later on the game after your shooting has weakened the enemy. 

     

    If you want to get in combat with a melee something I would get close to it, shoot it in the face and then stand there and let them charge you, one less combat phase for you to lose dudes in and maybe you get the double turn to shoot him in the face again. 

     

    I think its very telling that our “command options” are tied into our guns. Speaks to what the army is about (guns)

  11. 2 hours ago, 5kaven5lave said:

    I know I sounded a bit negative, I do love shooty Riggers and the hitching is ace. My only beef is with that one shot hitting on 4s for the special weapons, obviously it evens out but if you’re only throwing one die (or 2 in a unit of 6) you’re more likely to do no damage than anything else vs. a 4+ save. EDIT: Talking Drill Launcher there. 

    In that list I wrote that everyone ignored I tried to get as many drill cannons into the list I could to try and limit the swingyness of a single shot 4+ to hit. 

     

    Dont forget the drill cannons have a Better range  compared to thunderers. They also repair, are cheaper and have their own mobility  

     

    I really think riggers should have 3 wounds but I think they still compare favorably to thunderers. 

  12. 14 minutes ago, snaga said:

    Hi All

    New KO player, just a question.

    On a unit of 6 x Endrinriggers I can have 2 volley guns and then any 2 of the other special weapons like 2 drill launchers or 1 skyhook and 1 drill launcher.

    So in a unit of 6, you can have 4 other weapons

    Am I correct in this

    You are correct.

    It turns into a question of do you want the volley guns for range or would you rather have the chain cutlasses.

    If you have volley guns the grapnel and skyhook lose a little shine imo.

    Are you wanting to be in combat or do you not want to be in combat? 

     

  13. 9 minutes ago, Ser_namron said:

    Im magnetizing the whole army because i cant figure out which options i wanna go with on riggers and thunderers >.< 

    The thunderes are hard to magnetize because the backpacks and weapons pair up. 

     

    If you are planning on boating it up with the thunderers I havnt seen any reason to take anything but rifles and maybe cannons. If you imagine dropping tunderers off on objective or want to make a foot sloggers list then you probably want max fumigators, cannons and 1 mortar and 1 decksweeper. 

     

    Inpretty much just like rifles and cannons. 

  14. Ahoy pirate council. 

     

    Ive written a list that I think maximizes our two strengths, long range shooting and mobility. 

    It’s something silly like an 11 drop list. I believe that because you are selling out for long range shooting you can still deploy far enough back to not get charged top of t1 and still be in effective shooting range. 

    Obviously (I think)  you want to go second as much as possible because we (I believe) live and die on the doubleturn, even more than most. 

    So just curious from the more competitive ppl if this is a tournament quality list. Does the high drop count kill you or does this list have the flexibility/ answers to survive going first and maybe survive getting double turn’d on. 

     

    Thanks!

     

    Zilfin 

    loondrinmaster-tough boots, staff

    loondrinmaster

    loondrinmaster

     

    arkosx10

    Endrinriggers x 6 shooty 

    endrinriggers x 6 shooty

    endrinriggers x 6 shooty

    endrinriggers x 6 shooty

    gunhauler

    gunhauler

    gunhauler

     

    Drill cannons on gunhaulers aim for charecters, hitting on 4’s still after LoS and fishing for 5’s. Lots and lots of 4+ to hit single shot random damage so the swings on our shooting from game to game is going to be massive.

     

    Doesnt have a ton of bodies but if you choose not to take volley guns on the riggers they can still wipe small units off objectives. You do have 3 semi tough semi killy hero’s which doesn’t happen a ton for us. 

     

    There isn’t an ironclad loaded to the gills that you have to worry about getting alpha struck. Kind of an MSU style list, not sure how badly you could get hurt on t1. You would probably have to kite around and play whack a mole for a cpl turns before you could truly go after objectives but I don’t know how you could make a list better at objective games without sacrificing a lot of shooting. 

     

    Im not a fan of a frigate dropping off a unit of arkos and expecting them to hold an objective if the enemy also wants that objective. 

     

    Open to criticism as this is a potential tournament army I’m looking to build towards (converting up some loondrinmasters)

     

    Thanks!

  15. Having second thoughts on the viability of a 12 block of endrinriggers. Still need to get more games in but there wasn’t a ton of opportunities for great use of aether  gold share which I guess is the only reason you’d want a unit bigger than 6. Will probably stick with my list for now though .

     

    4 drill cannons would like rerolls to hit but if you have an ironclad or some kind of alpha strike like that then you really need to know where your aether shares are going in your first and second shooting phases. 

     

    My big block of riggers got shot up a little before they got to fully unload on someone and got to use their share and then I ended up rolling good on my hits and terrible on my wounds so may perhaps be an unfair judgment. First time you turn 1 hit into 4 hits and hit all your 2’s to wound you’ll be praising the aether share. 

     

    Overall what stands out to me about ko is 1. Are you equipped to play whatever scenario you draw

    2. How well you do in your single shot 4+ to hit and subsequently your d3 damage rolls. 

    3. Does your opponent know anything about playing against KO besides “shoot the boats”

  16. Dice game for certain. 

     

    Its that dice roll that determines wether or not they have two movement and charge phases between shooting phases or wether you get two shooting phases between his movement phases that gives me the sweats.

     

    Dice game all all the way. Choosing to go second and having a backup plan for if you have to go first helps  

     

    Having a favorite dice maybe 😃

    • Like 1
  17. 25 minutes ago, 5kaven5lave said:

    Any thoughts on this beginning of an idea for a list? Deepstriking HGBs...?

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Thryng

    Leaders
    Endrinmaster with Dirigible Suit (220)
    - General
    - Trait: Supremely Stubborn  
    Auric Runesmiter (120)
    - Forge Key

    Battleline
    6 x Endrinriggers (200)
    6 x Endrinriggers (200)
    10 x Arkanaut Company (90)

    Units
    10 x Grundstok Thunderers (240)
    20 x Hearthguard Berzerkers (400)
    - Poleaxes

    Behemoths
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon
    - Great Endrinworks: Magnificent Omniscope
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon

    Total: 1970 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 123
     

    You may not like to go outside the book but what if you dropped a frigate down to a gunhauler and took a Knight venator ? For anti magic🤔🙃🙃

     

    still gives you two boats for hitching and I think a net gain on the shooting. At least from a range standpoint

    • Like 1
  18. Not a knock on you because I’ve definitley blown a few games but I don’t think you can win with KO if you make mistakes. 

     

    I think we will have to be perfect most of the time and still probably live and die on initiative rolls sad as it is to say. 

    • Like 1
  19. 3 hours ago, cofaxest said:

    20200125_121602_HDR.jpg.ed7e64d27cac809cce341bea135512d9.jpgSo I have played agains IJ today.

    My roster: squadron, 3 frigates, 3x10 arco, 12 wardens, 5 thunderers, alche, admiral and navigator

    His roster: ironfist, 2x3 goregruntas, 1x6 goregruntas, 2x10 ardboys, 2 warchanters, 1 shaman and 1 mawkrasha. 

    He takes first turn and charge 12 wardens with teleported 10 ardboys and 10 arco that screening my frigate with other 10 arco. 

    In the end of the turn I was able to score 3 pts and he score 6. He kills 10 arco and 4 wardens, I kill 3 goregruntas, warchanter and 1 ardboy

    On turn two he take the initiative and kill 20 arco, alche and 3 wardens and score 8 more points. I kill 9 ardboys, warchanter and 2 more goregruntas and score 3 more points.

    On turn three I confess. It was unbearable for me to turn the tide. Even If I manage to score some point the is no chances that I could compensate 8 points gap. 

    In the end I can't say that I feel my army as "weak", but at the same time I would appreciate better synergy between our models. And if we replay our game I would definitely take 10 more arco vs alche just to screen my wardens from first turn charge.

    Honestly it was probably over when your block of wardens got charged and then you didn’t get a double turn when he was in your face  

     

    Wardens should have been in a corner screened by a frigate screened by arkos. 

    You (should) know ij going to get all the way across the board in a turn, wardens can either leapfrog the frigate or it can just take off. Wardens get to slam into whatever looks tasty. 

     

    What barak were you? Warden load out? 

  20. Ok guys I made a list so flexible I think I sprained something. 

     

    Loondrinmaster- tough as boots, repulsion field

     

    Endrinriggers x6

    endrinriggers x 6

    endrinriggers x 12

     

    frigate- cannon, omniscope 

    frigate- cannon

     

    Thunderers x 10 rifles

    thunderers x 10 rifles

     

    settle the grudges, take what you are owed, no reward without risk. 

     

    So you can be zilfin for the runs and relics. Have all you riggers go full shooting  

    Urbaz for the extra gold shares for your big block and avoiding the penalty. Would just go drill cannons and skyhook no volley guns. 

    Could go Zon and make your big block skywardens, command trait and relic go great on the loondrinmaster if you want to go mix it up. 

     

    With that many drill cannons, cannons and however many volley guns it’s safe to assume most ppl are coming straight at us. I don’t think it will be to hard to get the counter charge off with the big unit of riggers/wardens, 12 inch move and hopefully rerolling a charge. If you arnt hanging back playing gunline. 

     

    Can hopefully deplete the enemy early, lots of repairs, ppls seem to like targeting the ships. 

    Two frigates with endrinrigger and thunderers running around doing stuff. 

    Hero centric missions are going to be hard but hey guns and mobility. 

    • Like 1
  21. 21 minutes ago, Gecktron said:

    What does a good 2000 point list build around 2 frigates and 1 Ironclad looks like?

    I was thinking:

    This leaves me 690 points.

    My plan is to rush forward with the frigates, trying to claim objectives with Arkanauts early on. 
    The Ironclad and Frigates would then try to pick out heroes and support pieces.

    But after that?

    In regards to heroes I was thinking an Admiral with the Zilfin trait and the CA artefact plus a Navigator for anti-magic capabilities. 

    Im not sure about what to put inside the Ironclad. 15 thunderers maybe? Whats about a third hero? (An endrinmaster maybe to keep the Ironclad in fighting shape?). What about a few Riggers? 

    If it was me I’d do 

    zilfin

    attack squad

    admiral- mask hailer 

    endrinmaster- Tinkerer, staff

    arkos 

    arkos

    arkos 

    ironclad- ebullient 

    frigate- maelific skymines

    frigate- relic 

    thunderers x 15 

     

    3rd unit of arkos for screening or random objective sitting. 

    • Like 1
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