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Kokoshi

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Everything posted by Kokoshi

  1. I don't understand the point of the scream roll malus. As we shoot before charging, it means Flayers will always suffer the malus, unless they charge, suffer retaliation, survive the next turn… and then scream (with a mean value of 2D6). Bravey attacks are already so situationnal (and need so much support to lower demons/undead Bravery 10), I don't know why they feel the need to nerf it...
  2. Hi, I will be starting a Nighthaunt army over the year in some Community event (like a Tale of 4 Warlords… except we will be more of a dozen). I have two lists in mind that involve the same heroes and 2*20 blobs of Chainrasps. It's a basis I would like to keep. I thought about taking a battalion to reduce the number of drops and improve the efficiency of this Chainrasp core. So I've come up with two lists : NUMBER 1 : LEADERS Knight of Shrouds on Ethereal Steed (140) - General - Command Trait : Ruler of the Spirit Hosts Guardian of Souls with Nightmare Lantern (140) - Lore of the Underworlds : Shademist - Infernal Lantern (Artefact) : Wychlight Lantern Spirit Torment (120) - Artefact : Pendant of the Fell Wind UNITS 20 x Chainrasp Horde (160) 20 x Chainrasp Horde (160) 8 x Myrmourn Banshees (160) BATTALIONS Chainguard (120) NUMBER 2 : LEADERS Knight of Shrouds on Ethereal Steed (140) - General - Command Trait : Ruler of the Spirit Hosts Guardian of Souls with Nightmare Lantern (140) - Lore of the Underworlds : Shademist - Infernal Lantern (Artefact) : Wychlight Lantern Spirit Torment (120) - Artefact : Pendant of the Fell Wind UNITS 20 x Chainrasp Horde (160) 20 x Chainrasp Horde (160) 2 x Chainghasts (80) BATTALIONS The Condemned (150) ENDLESS SPELLS Aethervoid Pendulum (40) It won't be a very competitive event. So my question is : which one of these two lists is the most effective - without being overall overkill of perfect ?
  3. 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 ?
  4. Ok, I understand your point. Makes sense and you certainly are more experienced than I am.
  5. Riggers seems like a must have in many KO lists (backed up with a Khemist), but don't you think that having other options might pull players to reconsider them ? Moreover, they are already chosen in so many lists. Removing the core tax of 360pt of Companies would allow for… 9 more Riggers… Which seems powerful, but not more awkward imo than Witch Aelves or Evocator spamming. ^^
  6. After reading some posts on this thread, and other Kharadon-related topics in this forum and others, a question appeared in my mind : "What would it take to make KO a more decent, if not competitive, army with all but a single errata sheet ?" I also want to clarify that I do not want to fall in a debate about KO competitivity. This question is about complains I have seen, not my own personal experience or opinion. As I'm quite a noob in AoS, and not a KO player (despite having widely explored their battletome and thread), I ask you this question. But I still wanted to give it a try : Give Arkanaut Company's Privateer Pistol -1 Rend. This might increase their cost to 140pt, but I'm not even sure it's necessary. The goal here is to give KO the niche of being a ranged army with Rend on every ranged weapon. This suits the idea of using firearms, and would give them some punch they kind of lack of. Give "Battleline if" options. The goal of this point is to allow for more variety in army building, and give other ways of doing it than picking 3x Companies for tax battlelines. Endrinriggers Batteline if Endrinmaster General Skywarden Battleline if Aetheric Navigator General Grundstok Thunderers Battleline if Arkanaut Admiral General Decrease Grundtsok Gunhauler cost to 120pt. This model has a damage output of (1.46 at -2 Rend + 0.67 at -1 Rend). For 100pt, 5 Thunderers with Rifles have a damage output of (3.67 at -1 Rend). It has more wounds, more mobility, cannot take objectives but can soak wounds for another ship… It's hard to compare both of them, but 120pt might make it more attractive without being the bread and butter of any KO army. What is your thoughts about these three ideas ? Silly ? Overpowered ? Not efficient ? I think it might refresh a bit the way KO players build their army, without having to change a ton of things about allegiance abilities, artefacts, battalions...
  7. Ah, I see what you mean… The question is, does "Enemy" refers to the Nighthaunt's player enemy (thus, the caged unit's player), or to the caged unit's player enemy (thus, the Nighthaunt player) ? As the first part of the sentence refers to the caged unit, it is a bit disturbing to know the answer… I checked the Designer's commentary on GW Community, but no answer… Do you know any other rule where the "Enemy" word has quite a blurred meaning in that kind of sentence ? In these situations, has a FAQ clarified the answer ?
  8. To me it has to be translated as the second option : "cannot fight in the combat phase unless all other enemy units that are eligible to fight have already done so". First option would have been "unless you have fought with all other allied units eligible to fight". So RAW a Deepkin unit would not be able to fight before you have fought with all your units.
  9. Hi everyone, I've been thinking about a 1k Rotbringer list. I find Blightking models absolutely amazing, and wanted to build a little elite force around them. The Cyst battalions seemed like a good way to build a list, but it might be quite expensive at 1k ? PROS : - 1-drop army - Extra artefact and CP - Benefits affect the main fighters of this little elite force CONS : - 1/5th of the army points The list(s) so far : LEADERS Lord of Plagues (140) OR Lord of Blights (140) - Artefact : Rustfang Harbinger of Decay (160) - General - Command Trait : Grandfather's Blessing - Artefact : The Witherstave UNITS 5 x Putrid Blightkings (160) 5 x Putrid Blightkings (160) 5 x Putrid Blightkings (160) BATTALIONS Plague Cyst (200) OR Blight Cyst Is one Cyst more effective than the other ? Should I bring something else on the table rather than pay 200 pt ? I was thinking about a Lord of Affliction (reroll to wound), Gutrot Spume (deepstrike), or more buddies...
  10. It's up to you, but depending of the level and variety of painting techniques you want to try/master, I'm not sure buying an airbrush (even at cheap price) is necessary if it is only for priming. If you want to try airbrush anyway and can afford it, give it a try. Good tuto :
  11. What's the distance between the spray can and your miniatures ? Holding the can too close is usually the main raison for details clogging. The primer quality can play a role as well I suppose, but I don't have any experience regarding this matter. Try to hold it around 20-30cm, and perform some light spray with an up and down wrist move. I usually do two "coats" with GW spray (which has a high plastic adherence). EDIT : AWESOME minis by the way. Eager to see them painted.
  12. Quick shot, poor picture quality but posting helps keeping a good pace. So : metal to finish (just base and wash), musician arm to stick back, and banner pattern to paint. And ofc bases to paint in black.
  13. At 1000 pt, could be Something like that : Allegiance: Beasts Of Chaos - Greatfray: Gavespawn LEADERS Tzaangor Shaman (180) - General - Command Trait : Unravelling Aura - Lore of the Twisted Wilds : Wild Rampage Beastlord (90) - Artefact : Mutating Gnarlblade UNITS 10 x Tzaangors (180) - 4 x Pair of Savage Blade - 4 x Savage Greatblade - 2 x Savage Blade & Arcanite Shield 10 x Tzaangors (180) - 4 x Pair of Savage Blade - 4 x Savage Greatblade - 2 x Savage Blade & Arcanite Shield 3 x Tzaangor Enlightened on Disc (140) 3 x Tzaangor Enlightened on Disc (140) 1 x Chaos Spawn (50) - Mark of Chaos : Tzeentch TOTAL: 960/1000 EXTRA COMMAND POINTS: 0 WOUNDS: 80
  14. Yup, missed that one… What would be the most strategic set-up then ? Maybe ambushing Warherds (Doombull + Bullgors) and the Raiders, while Bestigors would use the Shaman speed buff to reach the opponent (so plain Ungors, Bestigors and Shaman on the field) ?
  15. Hi all, I was thinking about a 1k Dark Walkers list. What do you think of that one ? GREATFRAY : Dark Walkers Doombull - 120 - General : Nomadic Leader Great Bray Shaman - 100 - Wild Rampage - Artefact : Desolate Shard 6x Bullgors - 320 - Battleline 20x Bestigors - 240 20x Ungor Raiders - 160 10x Ungor - 60 - Battleline Herdstone 0 Points : 1000 Wounds : 87 The strategy would be quite obvious : ammbushing anything - except the 10 Ungors staying near the stone - and trying to wipe as many backline units or supporting heroes as possible. Summoning at turn 2-3 would help me grab some mid-game objectives. I seriously lack game experience though, so any advice would be appreciated !
  16. What makes this new release quite interesting imo is the fair value of the SC box. Two of them (with the Herdstone) would make an efficient 1000pt start with 2 Shamans to get the brand new spells off, a big unit of 20 Bestigors, 20 expendable Ungors and 2 monsters. Including such useful (and adaptable) units in relevant unit numbers is very cool.
  17. Let's say it's wednesday in France… ? Finished it this morning.
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