Dekison
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Posts posted by Dekison
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question...why are frigates batteline and not just make gunhowlers battline a bit weaker and point cheaper.?
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2 hours ago, Beliman said:
If you read my post, I wasn't talking about what I want.
I was talking about the theme of "new possible units".
We need some melee battleline units, so more arkanauts with bigger swords? Why not "arkanaut corsairs" ala scourge privateers? It fits better than the same. New hero? What kind of theme would you like to see and why?
In other words, something to chat without repeating that we are doomed and all the usual doom that follows this type of chatting...
I’m with you here - I don’t get how a technological focuses race doesn’t have more troops
literally just steal ideas from any steampunk and use it.
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39 minutes ago, WatcherintheWater said:
Anyone come up with a decent KO & Gotrek list? I don't think he really fits our army very well, but the best I thought of was a gunline list something like this:
- Gotrek
- 2 Khemists
- 10, 20 & 40 Arkanauts
- 9 Endrinriggers
2K on the dot. The two smaller units of Arkanauts bubble wrap the army and keep everything else safe for the first couple turns. When your enemy gets close you push Gotrek into them, while the 40 man unit keeps shooting. Endrinriggers can counter charge where needed, or use Grapnels to go claim objectives in turns 3-5. Think it's to slow to be a competitive list, and you probably need some sort of combat unit to stick with Gotrek to prevent your opponent from getting to many attacks against him, which we don't have.
i was acutally going to ask - can we even use him? whats the penalty? etc - i feel like he should be more in touch with the old dwarces that survived rather then the new breed of fyreslyaers
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8 hours ago, mmimzie said:
I was curious why folks don't run thunderers with the mixed weapons?? Is it simply just a ranged thing?? or is it also just the lack of khemist buff.
When i do the math on it (or attempt to :P) I feel the thunderers are more cost effective with the mixed weapons than the atherkhemist+ thunderer rifles combo. Just wondering if there is more there i am missing?? Mind you this is not using the fumigators as getting in range for that is too tough.
As for getting into range, an ally wizard or two can bring the screamer bridge and send lots of thunderers up.just my thought and again useing wh40k
the MIXED part would mean the ranges are differnt and while that is versatile it would suck to have only 1-2 units be able to shoot from far away while some are more close to medium.
as a space marine unit that makes more sense since they are able to take the hits and even in close combat stand their ground.
the KO thunderes are almost more like the eldar ( the old ones) where you could sepcailize in a specefic ranged unit.
or in real life - why give a group or archers a few guys with slings and some with rocks to throw and expect them to "adaptive"
they gna get charged and rofl stomped.
so for a "dawrf" army that used to be pretty tough they get rolled especially the ranged units.
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38 minutes ago, DanteAlighieri said:
Is there any consensus on the Gunhauler now that it's at 130?
Is it still too much for basically being a mobile cannon?
Is it better to put that 130 into say some skywarden, thunderers or endrinriggers?
Say in a list that already has a 40/10/10 of arkanauts.
Also, the frigate at 200 feels pretty solid. Anyone have any thoughts?
i feel the same with the price on it - of the gunhauler - im not sure - can it claim objectives?
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12 minutes ago, Dekison said:
being lazy here -
anyone have a chart comparsion of the current point changes for KO?
never mind going to answer my own question
Kharadron Overlords
- Grundstok Gunhauler: -130 (now 130) - land speeder - 85 ish?
- Arkanaut Frigate: -40 (now 200) - rhino - 72 point
- Arkanaut Ironclad: -40 (now 380) - baneblade - 430
now i know its not the same as wh40k and aos but looking at the point cost - what makes me sad is the frigate. imo still not a viable transport ( then again maybe we cna compare it to the landraider ) but then we need a rhino equivlanat for a race thats kind of slow
also anyone know of the answe rof mercs boarding ships now?
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being lazy here -
anyone have a chart comparsion of the current point changes for KO?
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3 hours ago, Amradiel said:
Personally I like all the ships 😊 It's what gives the army character.
This is what games workshop needs to realize. For KO
im actually ok if they lower the points on frigates and make them a bit weaker.
Mentioned before I’m down for them to be flimsy rhinos
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1 hour ago, Riavan said:
Thinking about it. The nightfault squad will probably have some magical abilities. Don't all of them have wizards?
Personally I wouldn’t want a “wizard” but maybe something like that more “magic-science” which is what a Khemists is kind of.
So for summons to use a wizard what would he “summon” portals would defeat the purpose of airships.
Hence why I’m more leaning to the admiral callin in reinforcements from the sky
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1 hour ago, Riavan said:
If they give off kharadon endless spells surely they need to give a kharadon wizard of some kind. Or rewrite a model.
Probably a rewrite
I don’t see why an admiral shouldn’t be able to “command more reinforcements”
or a navigator help bring in more units - you know dear ships land there
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15 minutes ago, Bladedwind said:
I have a question for you all. I am a dwarf enthusiast who has been collecting Dispossesed models for some time now (I actually just finished getting my 2k list together).
I'm mainly a Dispossesed player at heart, but I really like the overall look and concept for Kharadron Overlords. To start with, what would be viable to include in a 1k army? The faction seems a bit difficult to build around points wise for me.
I’m not 100% sure but what I would do is just use KO as a fast moving option with the Endrinriggers or a frigate since most old warhammer dwarf armies are slow
as long as you keep the points level low at like 10% you can be tournament valid I THINK
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47 minutes ago, DavionStar said:
I'm just picturing a Navigator prodding a Fyreslayer with his instruments going "Just get on the damn metal boat ya backwards wazzok"
lol yah i mean make it a add on thing like - Rod of embarking - cost 15 points? . Where the navigator groups with Order alliance and uses it as a tour guide
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4 minutes ago, Sttufe said:
Could happen but I doubt it. It is very specific about skyfarers being the only one allowed onto any transport, which kinda makes sense. Although that would make the navigator semi-useful.
Yah - cause as of right now the navigator is meh.
I don’t think it would be to op
because say we get a squad of fureslayers.
lets be tea what’s to prevent them in more to get onto a sky ship?
So to put a restriction on it just have a navigator be the one to help them get on and off
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ok just checked the card - https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/arkanaut-ironclad_ENG.pdf
dont think so - WAN
ok so what i feel a good change would be to maybe say if someone brought a navigator they could group with a certain NON skyfarer group to allow them ONTO a ship. makes sense? make people want to take the navigator a bit more no ?
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i feel like we need to change the battletomes a bit more like the skaven ones.
where if we choose SPECEFIC clans or even just KO vs fyrslayers you cna get diff types of battleline.
also curious - can ironclads carry fyreslayers ?
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On 2/14/2019 at 12:45 PM, Gecktron said:
i just thought of something - this could be a good thing for KO
its a reason lore wise to expand units.
now that skaven have airships the KO are going to need to defend better?
so what better way than creating KO marines to combat other skaven airships.
or KO grenadiers to bombard skaven airships.
we know the skaven want to capture KO airships cause they scanvengers - and the KO prob dont want that....sooo...possbile incoming tank unit?????? 😮
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6 hours ago, Gecktron said:
Oh great now our stuff gets stolen 😩 haha.
Yah the lord ordinator is a great add on.
I thibk in tournamanets u can do “forces of order” so don’t see why not.
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2 hours ago, Gecktron said:
I think our Ironclad/frigats are a pretty good analogy to Space Marine Land Raider and Rhinos. The Ironclad is better armored, has stronger weapons and a higher load capacity compared to a frigate, just like the Land Raider to the Rhino.
The ironclads is more like a bane blade.
Baneblade point cost is about 430 ( checking on bathroom break at work here haha )
ironclad is 440
so costs more in a sense.
Could be wrong
I know the games are vastly different but when doing points one must treat it in terms of economics now than just tactics
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48 minutes ago, cofaxest said:
It's true but our ships cost too much. If you will try this tactic you will not have enough firepower to support your ships, and if your opponent will have double turn - you automatically lose the game.
True to that.
For a lore class that’s very air ship heavy we don’t get a lot of options.
The frigate is great and all that
but it seems to be similar to the “land raider”
maybe wr need something more like the rhino
cheap , weak ish , fast and deploys.
Still dont get why we we don’t have paratrooper like units.
Like imagine. _a unit that’s so heavy ( tank ) that can be dropped down slowly like Endrinriggers but once they leave they ditch the balloons and can only slog it on foot.
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Your not dumb this is all theory crafting.
ehay you posted has merit
and it has merit ; just in matched play where it’s usually hold an objective KO suffer since we don’t have a true unit to hold.
our boats are strong but a boat should be flying around pew pew ing and that’s our sad issue.
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7 hours ago, cofaxest said:
Auto aetherturrets (drop from the sky and hold the ground)
Aetherdrones (support)
Aetherguard (cc heavy infantry)
New ships
Some sort of heavy cavalry unit (grundstock balloon guys?)
Aethermancer (true antymagic hero with aether generator for manipulating aether energy)
Kharadron magnate (not named one)
Grundstock hero (some kind of monster hunter heavy hitter)
New aether effects (smoke/gas screens (debuff enemy units), aether clouds (attack enemy units with lightning), aether wall (buff friendly units/give cover)
Kharadron overlords Zonbek (ironclade size skyfortress with garrison rule and etc.)
Rebalance for already existing units.
We have so many possible new units and changes in already existing... I just hope that then GW release new book for KO it will be more then 1 week release with book, dices, 1 hero and terrain.
Good ideas !
What makes me so tilted on KO is that they do not have enough options
or some stuff makes no sense imo.
Make the chemist the “spell caster” crazy alchemy stuff.
Why thr navigator dispels makes no sense. They should buff the ships more and like you said things like aether drones make them something like the ghost warriors warlocks where they can guide special say clock work dwarves.
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- new to the forum but i love my drwaves - not a super pro at the game but have been a warhammer fan for a long long time.
i feel like the KO lack tank like warriors.
And i was just thinking lore wise i may have an idea - dont know a name for them yet - but basically since KO are very "greedy" they would need a security force to protect aether gold right? now arknanuts sure as your basic warrior but im talking the best of the best arknaughts. like the fyreslayers hearthgaurds.
so why not create a unit battleline where at the start of a match you get to " deep strike" these units onto an objective or enemy hero. - you roll 2D6 to see how bad the drop is ( i mean come on they have airships and we dont have paratroopers?) your opponent gets to choose where you land on the roll but cant place you off the table.
so you land near objectives to hold them.
this unit will not be able to move at all from this spot ( i.e they are protecting a rich vein of aether gold ) UNTIL relived by frinedly units.
so basically they get somewhere first hold it and once the rest of the army comes they can hand it off and move like normal units.
for non matched play just give them the ability to deepstrike anywhere they want.
but wait what else would make a unit like that good yet not OP?
so they drop in. and have riot shields and "shotguns" - their not assault units and they do NOT want to be moved. so shields prevent them from being picked away. - maybe give them a drop captain or something who can use a command ability to drop some kind of smoke to give them an increase of cover. ( harder chance to hit) and then like the CEllastar ballista allow them to set up a canon. - something usually seen on an airship.
side note - the unit can be battleshocked OFF the objetive but they should have a very high BS.
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AoS 2 - Kharadron Overlords Discussion
in Order
Posted
for first point true - just thinking with all the changes why not make one skyport allow gunhowlers be battleline - almost turn them into mini raiders.