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Sttufe

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Posts posted by Sttufe

  1. People are saying that hyping up a new battletome is annoying*, but I just want to say, I would find a new faction a lot less interesting than a KO battletome rewrite. Just saying

     

    Edit: hyping up a battletome more than a faction, new battletomes are usually exciting.

     

    Spoiled brats

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  2. 20 hours ago, Nick907 said:

    Thunderers with 36" mortars were super broken haha. As long as I don't lose my bad ass volleygun squads I'll be happy with new changes for KO!

     

    Ah, yes. When all KO weapons hit and wound on 6+ and deal 1 damage. With 1 shot per three battle rounds. Oh, and don't forget that every model's health is divided by 10. Oh man, I am most certainly looking forward to AoS 3.0.

  3. *incoherent mumbling* And they want mechanical worms! We have flying ships with ballons! *incoherent mumbling* Dispossesed Battletome! What about KO, we need workable rules! *incoherent mumbling* All I want is a battleship, not gold. *incoherent mumbling*

     

    Kharadron lives matter too. 😓

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  4. All these seem like good armies, but I read something about KO getting better the fewer points you play with, what are your guys' thoughts? Do they get better or worse? Just wanted to ask as having a mega fleet would look super cool.

  5. That was a lot of Mathammer, I will just say I hope I never have to build a tournament 2k army😅. Anyways I have been looking at KO conversions and most of them seem to b converting KO ships into other factions units and not the other way around, does that make sense? I am honestly a little disappointed. However, this does mean that the conversions I am planning won't be "copying"😁.

  6. 2 hours ago, Reuben Parker said:

    In isolation they’re not that amazing but 9-12 in a unit with a khemist vs monsters or hero on 3+ 3+ plus re roll all misses or even just 1s and they become devastating.  Saying that big units of arkanauts are a soft target and struggle with battleshock. Tomorrow I’m trying out an escort wing for a very different MSU style army. 

    That makes a lot more sense. Post the results from the game + army comp., wish you luck!

    I have been looking and a Space Marine Venerable Dreadnought crossed with a Grundstok Gunhauler would be beautiful, and I could label it the Grundstok Aether Mech🤔

  7. 46 minutes ago, DavionStar said:

    Something I noticed while watching a battle report from MiniWarGaming last night made me realize how much I've been underestimating Skyhooks as a straight up weapon. -2 rend at 24" is scary.

    I never really got what is so good about them, however, I have also never played an actual game.

    • Haha 1
  8. 10 hours ago, CaptainOkri said:

    That's exactly how I started KO (and the hobby again after several years) please post some pictures once you painted some skyfarers!

    Thanks, I will try!

    4 hours ago, CaptainOkri said:

    Yeah the rivets are intimidating... but painting them the same color as the hull is easily justified as an arkanaut would probably paint over them as well!

    Heh, the ironclads(non-KO) that were made had their rivets and bolts painted over. I think it's safe to assume that our ships have them painted over too.

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  9. 3 hours ago, DavionStar said:

    Arkanaut Marines (New Unit):
    - 100 cost
    - Comes in units of 5 or more
    - 2 Wounds, 4" Move, 7 Bravery, 4+ Save
    - Arkanaut Battleaxe: 1" Range, 2 Attacks, 4+ to Hit, 4+ to Wound, -1 Rend, 1 Damage
    - Security Officer: The leader of this unit is the Security Officer. A Security Officer makes 3 Attacks rather than 2.
    - Honor Bearer: Models in this unit can be Honor Bearers. You can re-roll battleshock tests for a unit of Arkanaut Marines that includes any Honor Bearers.
    - Aethermatic Buffer: Arkanaut Marines have, as a part of their armor, a device that provides a temporary shield of Aethermatic energy. If this unit has been charged and receives wounds or mortal wounds this turn, roll a die. If the result is 6 or higher, the wound is ignored. If the unit had 10 models at the start of the phase, add 1 to the result.
    Notes: A dedicated tanky unit and Battleline if you take an Admiral. Pure melee and gets extra protection if charged.

    They seem very good and would work really well with a couple of ideas I have been working out myself (also not "This would fix KO!!" but just things I would like to see). Some other improvements I would like to see would be:

    - Every skyhook/sky cannon doesn't have the exact same weapon profile

    - Being able to shoot from ships!!!

    -I feel the Marines are a little too good for their point cost and I would say 120 and maybe say 100 for the Company 'cause without the Khemist buff it is not as good as it was for it's point cost.

    - Better customizing system for the Skyports

    3 hours ago, DavionStar said:

    Arkanaut Admiral:
    - If this unit is a General, Arkanaut Marines become a Battleline Unit
    Notes: Same as Brokk but the Admiral would get my new unit seen below.

    - Maybe the Admiral also works with the Grundstok Thunderers?

    -  And something similar to these three units/models

     

    Grundstok Aether Mech

    - 260 cost

    - Comes in units of 1 or more

    - 10 wounds, 4" Move, 7 Bravery, 3+ Save

    - Aethermatic Volley Cannon (based off of ironclads volley gun)

    - Great Sky Cannon (based off of ironclads sky cannon)

    - Shoulder-Mounted Aethershock Torpedo Launchers (2 torpedos a launcher)

    - Great Aethermatic Saw: 2" Range, 1 Attack, 3+ to Hit,  2+ to Wound, -2 Rend, 3 Damage

    - Skymines: Only changes are 2" range and 4+ to Mortal Wound

    -Jump Jets: (New Ability) In each of your hero phases, you can use this ability. When using this ability, you can move up to 18" in a straight line and temporarily gaining flying*. You cannot run or charge after having done this.

    - Aethermatic Targeting Systems: (New Ability) In each of your hero phases, you can use this ability once per model. When using this ability, this model then has +1 to hit and wound. After using this, you may not use Jump Jets, run, or charge.

    - Aethermatic Buffer (But with two instead of ten models)

    - Notes: *Not sure if flying covers this, but it can jump on top of terrain without the vertical movement cost.  You can mount one of each weapon, or can mount two of the same. Meant to be a giant support unit that reinforces battlelines with heavy weapons.

    Arkanaut Mortar Squad

    - 340 Cost

    - Comes in units of 3 or more Mortars and 3 or more Spotters

    - Mortars: 2 Wounds, 2" Move, 6 Bravery, 4+ Save

    - Spotters: 1 Wound, 8" Move, 7 Bravery, 3+ Save

    Mortars

    - High Explosive Shell: 1 Attack, 2+ to Hit, 3+ to Wound, -2 Rend, 6 Damage

    - Aether Piercing Shell: 1 Attack, 2+ to Hit, 2+ to Wound, -2 Rend, 4 Damage

    - Aetheric Fumigator Shell: 1 Attack, 2+ to Hit, 3+ to Wound, -1 Rend, 2 Damage*

    - Aether Boon Shell: Administers the Aether Boon effect in an 18" radius which stays there for 3 Battle Rounds

    - Steady, Aim, Fire!: In each of your hero phases, you can use this ability. When using this ability, all Mortars in this unit gain +2 to Hit and to Wound. They are unable to use Pack Up after using this.

    - Deploy: Allows you to fire the Mortars. You are also unable to move.

    - Pack Up: Allows you to move. You are unable to fire the Mortars.

    - Notes: This is meant to be a relatively motionless unit which can be fired at any range and is extremely squishy, and is thus supposed to be screened. *cough cough* Arkanaut Marines *cough cough*.  The Aetheric Fumigator Shell deploys a cloud of noxious gas that poisons anything in it. Lingers for 3 Battle Rounds and deals D3 Mortal Wounds to anything within it. Activates in a 10" AoE. Also, look below for why the shells have no range.

    Spotters

    - Aether Revolver: 6" Range, 3 Attacks, 4+  to Hit, 3+ to Wound, -1 Rend, 1 Damage

    - Scouting Knife: 1" Range, 1 Attack, 3+ to Hit, 3+ to Wound, -1 Rend, 3 Damage

    - Scouts: This model is exempted from the 1" Unit Rule and instead must remain in sight of another spotter, which has sight of another spotter, and so on until one is in sight of the Mortars. Anything the Spotter has line of sight of the Mortars can target. If one of the Spotters is no longer a part of a chain leading to the mortars and are not within line of sight of them themselves, they are removed from the field.

    - Notes: These are meant to be relays so your mortars can actually shoot something. They are NOT meant to fight.

    Finally, I am tired and will write about the Battleship later.

    15 hours ago, Luzgurbel said:

    Where does it say that Light Skyhooks on Companies are 3+/4+? The gw website says 4+/3+

    This might not be up to date, but here is the company warscroll:

    arkanaut-company_ENG.pdf

     

    Last words, feel free to modify these ideas. I am NOT an experienced player and these are just my ideas, so feel free to make your own suggestions, especially if you feel something is too op.

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  10. 5 hours ago, Kramer said:

    10 x Arkanaut Company (120)
    - 3x Light Skyhooks
    10 x Arkanaut Company (120)
    - 3x Light Skyhooks
    40 x Arkanaut Company (480)
    - 12x Light Skyhooks

    That is a very great many arkanauts. I am honestly impressed by the army ideas people put up here, they are very creative and not just "clown car, clown car, clown car".

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