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Eevika

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Posts posted by Eevika

  1. 1 hour ago, Phasteon said:

    Edit: Oh and btw. If every army had the same strengths/weaknesses and the exact same powerlevel in every regard you could simply role a dice at the beginning and who rolls higher wins. 

    Actually if this was the case player skill and decision making would determine who wins 😂 

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  2. 24 minutes ago, Dejnar said:

    The first tournament result are in for Kharadrons. Tempest 2020 ended with Kharadron 35/44.  1 win and 4 losses. Ofcourse I dont know the tactics behind the list and the general skill of the tournament. It is fun though to peruse. The list seem quite weird to me without any thunderers and arkanauts in a Zilfin list. What do you guys think. 

    This was the list used:

    image.png.ac400e4ca030339a0d5c087be0edd040.png

    image.png.e3cded7a71dfede73469c9b30cc657f4.png

    List is definitely bad. Makes about 0 sense to have an Ironclad with nothing to put in it. Also check your spelling on Endrinriggers

  3. 56 minutes ago, marke said:

    This is probably an entire discussion by itself, but I really don't get why the community let's GW push them towards insane model counts. I want my models to matter, instead of being chaff just to be removed inc multitudes after 10 seconds of playing and moving my army with a snow-shovel.  Tongue in cheeck btw, don't take it too seriously.

    The thing is objectives need to be captured and all buffs are better when they buff 40 dudes instead of 10 dudes. The games core rules are written is a way that helps massive units. Biggest issue I have is that hordes seem battleshock immune almost all times when low model count units like Troggoths or Ogors take more battleshocks than skaven

  4. 1 minute ago, Towercap said:

    Christian missionaries were highly successful in spreading a religion, but they hardly wiped out languages in their wake.

    The other thing that tends to happen to languages — given time and separation, they'll drift apart. Without constant communication between communities, High Azyrite spoken in one community will eventually become a different dialect to High Azyrite spoken in another community. Add realms and you'll multiply this effect a thousandfold.

    There's a story in Maledictions I find particularly jarring. It's got an Idoneth Deepkin aelf washing up on strange shores. Of course, when a villager finds him, they're able to have a conversation, as if they're from the same village. 🤦

    Again, lazy tropes, personal pet peeves.

    I get what you mean but damn would it suck to read a book where the characters spend 75% of the time trying to figure out what everyone is trying to say. 

    • Like 4
  5. 2 minutes ago, Towercap said:

    But there's no way SCE, essentially a colonial force, could make every (if any) tribe out there give up their language(s) completely. At best, you'd end up with a thousand High Azyrite dialects that combine elements of the language as it's spoken in Azyr and the regional language of the speakers.

    Almost every race worships a god. Almost all gods were part of sigmars pantheon. If your god told you to speak a certain language you probably would do it. 

  6. 2 minutes ago, Bimli said:

    Hello folks 

    Just wanted to post my thoughts for a list. I'm aiming for competitive please let me know you thoughts.

    Kharadron Overlords Skyport: Barak-Thryng

    Heroes:

    Endrinmaster (leader) Grudge hammer

    Aetheric Navigator

    Grimwrath berzerkers or runesmiter (not sure yet)

    Battleline:

    Arkanaut Company x 10 - volley gun, light sky hook, volley pistol

    Arkanaut Company x 10 - volley gun, light sky hook, volley pistol

    Arkanaut Company x 10 - volley gun, light sky hook, volley pistol

    Behemoth:

    Ironclad - Great Sky cannon, The last word

    Other:

    Grundstok Gunhauler

    Hearth guard berzerkers x 20 flaming

    poleaxes 1970 pts

    I kinda see no point for the point sink that the Ironclad is when you can only put Arkanaut company in there. They are a pretty weak unit to garrison becouse they dont get to really shoot after sky high

  7. 2 minutes ago, Phasteon said:

     We have pretty much +1 Save AND -1 to get hit (garrison) army wide AND many ways to give us immunity to battleshock, while also having all the rerolls we want AND the best supported shooting in the game.

    Thats my take on it at least. 

    Until someone just wraps your ironclad kills it in one hit and you lose everything inside it. Losing half your army in one turn of enemy combat. 

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  8. 8 minutes ago, Gecktron said:

    Which lists? Most Hallowheart armies only have 1 or 2 shooting units at best. And most of them have to stand still to get most out of their abilities. 
    The Blood and Glory winner only had a unit of crossbows and one unit of handgunners. 

    Magic outside of Hallowheart is much weaker. Doing both is hard for CoS. 

    Hallowheart shoots insanely hard and they can easily" teleport" a unit ignoring the standstill restriction. 

  9. 1 minute ago, mikethefish said:

    So normally I am a big fan of Warhammer Weekly, but I am not looking forward to listening to Tom moan and groan nonstop about how bad the KO book is in this week's show (which is ridiculous, but he's welcome to his opinion I guess).  Might have to give it a pass.

    How has the book/new rules gone over in everyone here's area?  Is it seen as a success or failure?  After a few games, games, has the opinion changed at all?

    KO Seems very mid tier. Some people just look at the game at the high comp level and KO is not there. 

  10. 3 minutes ago, Phasteon said:

    You dont double the Mws from the bomblets but from all the other weapons. An Endrinmaster with that trait can deal up to 36(?) Damage to his main target with his shooting and close combat, while killing sth next to the target with the bomblets. 

    @Eevika is wrong on this one, it clearly says WEAPONS, the bomblets are an artifact. 

    I dont have the book i was just reading 1d4chan :D

  11. 3 minutes ago, Phasteon said:

    You dont double the Mws from the bomblets but from all the other weapons. An Endrinmaster with that trait can deal up to 36(?) Damage to his main target with his shooting and close combat, while killing sth next to the target with the bomblets. 

    @Eevika is wrong on this one, it clearly says WEAPONS, the bomblets are an artifact. 

    I dont have the book i was just reading 1d4chan :D

  12. People are sleeping on the greatest assassin this game has ever seen.  Endrinmaster Drigible suit.

    Command trait:  Grudgebearer: Pick a hero before the first round, and your General deals double damage against them.
    Artefact Phosporite Bomblets: once per battle, roll a dice, 2+ inflict a mortal wound and repeated, stop when you roll a 1.

    2 MW on every 2+

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  13. 7 minutes ago, Kramer said:

    Question, is there any trick or endless spell that can get our Thunderers into 3" before the shooting phase?

    I can't find one. And playing thunderers to take the punch on the chin seems counter intuitive. (although I'm going to try it though. 2 wounds, 4+ save re-roll all saves, -1 to hit from the fumigators, -1 to hit from the Khemist)

    I dont think there is any way to get them in. The ability is kinda stupid becouse of that. 

    • Like 1
  14. 1 minute ago, GDD said:

    I might be approaching KO the wrong way, but my head is programmed to want objective holders in AoS :P More riggers is more fun though.

    Its probably the better choice. Im just not too fond of Arkanauts and wanted to go full fire power 

    • Like 1
  15. 10 hours ago, GDD said:

    This is almost exactly the list I wanted to play initially, but I feel like you really need arkanauts to grab and hold at least one objective?
    Unless you plan on flying the frigates together and unload 20 thunderers somewhere.

    I haven't played or even started KO yet though, so I bow to anyone's two cents and experience.
    This is what my list looks like now if anyone has some feedback to share. I think it looks like it could be fun?

    Arkanauts are definitely a choice as well. My plan was to use the riggers to cap objectives but maybe 20-30 Arkanauts to screen at the start and protect home objectives might be a good plan as well. 

  16. 7 hours ago, Grudgebearer said:

    These lists look really solid, however I don‘t See the advantage of two  frigates with 10 Thunderers Each over an Ironclad with 20 Thunderers, that does significantly more damage and has a better save 🤔

    Much easier to split your army. With two frigates you can also have two units of hitchers. An Ironclad with 20 Thunderers is also almost half your army just standing in one spot so its much harder to grab objectives.  

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