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Ashman

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Everything posted by Ashman

  1. There could be some game to this actually. Envision them as a screen for a fly high Gunhauler (precise placement without run rolls) with a unit of Endrinriggers and/or Endrinmaster to place the group in solid shooting/counter charge range. Could be nasty. So yes they could be viewed as cheap high movement sacrificial lambs.
  2. Thanks! 👍Somehow I missed that before!
  3. Can you please point me to the ruling that supports what you are saying? That is where my confusion is. Thanks! ,😉
  4. Alright.... I asked this before and haven't seen a specific reply. Its pretty important to me cause I got a Thrang list that I really LOVE which uses both the Attack Squad and Intrepid Prospectors battalions.... Is Intrepid Prospectors still valid in tournament play??? I can't see anything for or against doing it in the current GHB or the faq that followed. I am hearing alot of buzz in other factions as to why their battalions are still legal. Much of it centers on a previous faq from last year which says anything not in the GHB 2019 and prior is no longer valid. There is nothing in the current GHB that mirrors that. Well Aether war came out after GHB 2019 in our case. So.... What do you guys think? Why would Intrepid Prospectors now be dead? How can it be dead if other factions are still gonna take things that aren't specifically in the current GHB 2020 (such as a post GHB 2019/Pre GHB 2020 battalion from say White Dwarf for example)? I'm a bit befuddled myself on this issue.
  5. O........... M.......... G!!!!!! THESE POINT DROPS ARE NUTS!!! For me it's NOT JUST the KO drops that are great but also the CoS drops as well..... 100pt Longbeards (down 10) 110pt Ironbreakers (down 20) Collectively I see Thrang being the big winner here personally! I can now run some solid screens with Escort Wing and Attack Squad!! And still potentially have room for... 100pt Warden King (down 10) 120 Knight Incantor (down 20) To potentially even squeeze in the Soulscream bridge! Lots MORE dice rolls/rerolls going on here with Thrang as well!! Now for the big question... Anyone see any reason why Intrepid Prospectors can't still be run on tourneys - even though it's not shown in the faq??? Insert your reasoning for or against it here please...
  6. So.... CAOS... What do you see? I assume there is nothing in the book regarding Intrepid Prospectors? Being able to run a battalion which doesn't force me into the big ships is huge for Thrang. It's gonna be a real bummer if they drop this. I really see more advantages in keeping it rather than nixing it from GW's perspective. It's not like it provides anything nuts either - actually very restricted in that unit size can only be minimums. Definitely not a meta changing overpower bonkers sort of thing...
  7. Is Intrepid Prospectors going away in the new GHB??? Anyone know anything yet?? I hope they don't take it away... It's critical to my Thrang list... Say it isn't so please...
  8. A fast moving mage casting Aura of Glory can make alot of cavalry units pretty nasty. Extra attacks in combat phase on Demi Gryphs? Endrinriggers? Vanguard Palladors? YES PLEASE AND THANK YOU. My favorite for doing this is SCE's Lord Arcanum on Gryph Charger - he can essentially teleport to where he is needed (in addition to moving 12" normally with a 3+ save; which is 2+ turn 1) and he can even resurrect/heal other SCE units.
  9. ROFL.. LMAO... Sorry I find this question funny.... I don't use them in my TE lists myself... But most people take them as a fast moving high wound wizard for spells and a way to dish out some mortal wounds. But it can only cast one spell per turn (can give buffs to there wizards though). The movement degrades as they take wounds also... They are great for Hallowheart but I just feel there are better things to run in Tempest Eye myself. I have a theory that many of the people who post them in their lists here are actually mainly Hallowheart players who dabble in TE with the same model set.... Just a theory mind you. I have a very different thought process on TE myself which focuses on making normal slow tanking units faster/tankier and fast anvil type units faster and harder hitting. All my wizards are mounted battlemage types who don't have a degrading profile when they take wounds (mainly SCE) units. I try to match my units to the alliance abilities basically.
  10. VERY excited about this list and would love and welcome to get some feedback from all of you on your thoughts of this list. Haven't played it yet - feel free to do so yourselves and provide feedback on how it works. I'm still getting these guys assembled/painted and am about 50% there... Allegiance: Cities of Sigmar - City: Tempest's Eye LEADERS Warden King (110) 4" 3+ 5 8 Cogsmith (60) 4" 5+ 5 Aether-Khemist (90) 4" 4+ 5 7 - General - Command Trait : Hawk-eyed Lord-Arcanum on Gryph-Charger (220) 12" 3+ 7 9 - Artefact : Zephyrite Banner - Lore of Eagles : Aura of Glory Lord-Relictor (100) 4" 3+ 5 9 Auric Runesmiter (120) 4" 4+ 5 7 - Forge Key - Allies UNITS 10 x Ironbreakers (130) 4" 3+ 1 7 10 x Irondrakes (150) 4" 4+ 1 7 2 x Gyrobombers (160) 12" 4+ 5 6 20 x Arkanaut Company (180) 4" 5+ 1 6 - 2 x Skypikes - 2 x Light Skyhooks - 2 x Aethermatic Volley Guns - City Role : Honoured Retinue (Must be 5-20 models) 9 x Endrinriggers (300) 12" 4+ 2 7 - 1 x Skyhooks - 1 x Drill Launcher - 1 x Grapnel Launchers 5 x Evocators (220) 5" 4+ 3 8 10 x Vulkite Berzerkers (140) 4" 5+ 2 7 - War-Picks & Slingshields - Allies TOTAL: 1980/2000 EXTRA COMMAND POINTS: 0 WOUNDS: 135 LEADERS: 6/6 BATTLELINES: 3 (3+) BEHEMOTHS: 0/4 ARTILLERY: 0/4 ARTEFACTS: 1/1 ALLIES: 260/400 This list features alot of synergy and really benefits from the COS/TE allegence abilities to overcome the disadvantages of the units outside of the allegence. Here's a rundown of what the list features.... 1) TONS of wounds - 135 total!! Strong saves across the list as well that only gets better in TE on turn one! Tough to get these guys off the board and there is a lot of threats to take out. Add in the movement bonuses of TE and this duardin heavy list can actually get places. 2) Although it's a high drop list that concedes first turn to the opponent the movement and +1 save greatly mitigates/overcomes this. In fact this list demands that the opponent carefully reconsider actually taking first turn when they realize that nearly every unit outside of the Fyerslayer allies and the Cogsmith have either a 2up or 3up save. This becomes even more negative when the opponent hits this list when deployed in a fortress type deployment (assuming they take first turn) - hard to damage units with tons of couterattack firepower. 3) This list turns the Arkanaut Company from a ho hum unit into an excellent value (only 180pts) and powerful unit when paired with the Aether Khemist general using both the Aetheric Augmentation buff and Hawk Eyed bubble while sitting on an objective. In such a case the pistols turn from a 4up/4up missile attack to a 3up/3up rerolling 1s for wounds which more than doubles their attack power (even against units with a 2up save). Similar results are found with the Skyhooks and Volleyguns. Read - SICK, POWERFUL, and CHEAP objective holders. Did I mention CHEAP?!?! 4) The Lord Arcanum on the Gryph becomes an especially useful unit in this list. The Aura of Glory spell is especially useful when paired with the Endrinriggers Saws - giving them essentially the old Khemist's Augmentation ability buff (double saw attacks) in a resilient unit that can keep up with the Riggers and buff them from a reasonably safe distance. The banner artefact to reroll charges is additional outstanding icing on the cake for the Riggers - not to mention the rest of the army as well. The Arcanum's ability to resurrect dead Evocators and Relictor models is especially useful as well. He can jump around the board with Ride the Winds the bring these abilities where they are need quite quickly also. He's tough to take down turn one especially with the +1 save from TE allowing him to be pretty agro himself as well if needed. Yep he's quite STRONG in this list!! 5) Pairing the Evos with the Relictor is a no brainier. He can heal the Evos and is tough with his base 3up save (2up turn one). This pairing can be nice when teamed up with the Arkanaut/Khemist group holding a key objective - providing a powerful melee support hammer. The Arcanum can help the Relictor keep these guys going as well with his own healing spell/resurrection ability (see point #4 again). Great synergy going on here! 6) Similar to point 5 - the trio of the Warden King/Ironbreakers/Irondrakes is quite solid. Both as an agro and support group with the Ironbreakers screening the Irondrakes shooting and the King passing out his buffs to melee attacks while hitting hard himself and carting a solid 3up base save. Don't forget that turn one the King and Ironbreakers carry a 2up save (while the Irondrakes improve to 3up). A great trio to independently hold an objective or tarpit the opponent while actually taking out models themselves. 7) Cogsmith as adjutant with the 2 Gyrobombers are quite useful. Keeping him with the Khemist and Arkanauts gives him some solid protection to actually repair the bombers if needed. The Cogsmith will benefit from the Khemist's Hawk Eye trait as well making him a decent sniper (mine has just the gun giving him +1 to hit). The bombers guns have great range/number of shots making them a great addition to this list as well. Everyone knows about the mortals the bombs give also... they aren't one shot like the copers either. Bomb, repair, repeat!!! 😎 Lastly is the Fyerslayer allies. A good "ace in the hole" to keep off the board and tunnel in where needed. Could pair nicely with an alpha strike from the Endrinriggers/Arcanum (and possibly with Gyrobombers as well) - or to drop in as needed elsewhere. I really like the shields with pickaxes on these guys for the mortal wounds and -1 rend. Nice tarpit that brings 25 wounds where needed that can get agro as well. See this being a solid flexible list for holding/taking objectives with alot of threats for the the opponent to worry about and manage. Looking forward to reading the comments on this list... Cheers!
  11. Haven't done the hard math but it depends on what the target is. Seems that Skywardens (especially it they have volletyguns) will end up taking off more models per turn if the are being put into stuff with 5 or 6up saves. While Riggers will likely do better against stuff with 4up or better saves. Kinda depends on what you are going for/what your army needs in my view. Riggers hit harder and more often but Wardens have more attacks with the ability to drop mortal wounds when running away. So basically I look at it this way... Hordy low save target - send in Wardens. Elite (better save) low count target - use Riggers.
  12. I'm really considering bringing in Arkanauts as objective holders now that they have a base 4up save and bonus to hit when near objectives. They seem better as primary objective holders now for these reasons. I'm thinking of pairing them up with Evocators (to deal with threats) and/or Ironbreakers (to outflank and tarpit threats while the Arkanauts take shots at stuff in range). Have I lost my mind? Seems like it might work.... Someone talk me off the ledge please..
  13. I respectfully disagree. I think they are actually better now than they were - especially when you consider points costs. Running the new hero with a unit of riggers and a gunhauler will be a thing - especially with the Tempest Eye spell that gives +1 melee attacks (this is better than within KO now actually - we effectively have the old khemist buff on EVERYTHING in range not just one weapon) - just use a flying/mounted SCE or CoS mage to keep up with the units. With Skyhooks giving +1 charge and Grapple hooks pinning the enemy unit in place at a flat 3 damage for each gun a unit of 9 to 12 bubble boys ain't bad at all actually. The gunhauler is tougher/stronger to boot. It's gonna be a real thing - moreso than before in my view. Explain how this got worse?? U just see the opposite. I am confused.
  14. They need to just give Arkanauts a way to get a save after save (6up or maybe 5up) with say a hero bubble (typical duardin stuff). It would be nice to see Arkanauts and bubbleboys get a bravery buff within a Ironclad bubble (and possibly a Frigate/Gunhaulers bubble - maybe less so with them) as well.
  15. Here's my thoughts on the update for what it's worth.... Everything I write here is based off the premise that the original battletome was an honest mistake by GW at the time which was reflective of where they wanted our faction to be - BUT we were simply too powerful in the early days of AOS 1.0. Fast forward to today and things are VERY different - we now sit in a place where much of (but certainly not all) of what was nerfed can in many ways be brought back and the army can be reset to what it was originally intended to be - at least in original concept. This would also explain why we (along with the once disgustingly overpowered Tzeech) are one of the last books to get updated. The above combined with lore (which puts high value on skypikes) should work to make Skywardens (not Riggers) a battleline option. I expect to see pikes also get ramped up a bit with Arkanauts. The meta should be ready to see our shooting get boosted (especially from the ships) - I expect to see airships get more and/or more accurate shots. I would also expect to see ways for Arkanauts to get more durability but not via a new warscroll but likely via things like a save after save via hero bubbles for example. We might see the Thunderers become a battleline option as well and perhaps even split into two warscrolls (cheap battleline rifle version and higher point elite special weapon version). There are other things that just didn't make sense that might get fixed - like bubbleboys being able to hitch with Gunhaulers or bumping up the troop capacity of the Frigate and Ironclad by double and one half respectively. Also I expect to see "broken" skyports fixed into something that is actually desirable to play. Once again this is all based on the premise that they just want to bring us back to what we were originally intended to be now that the meta is actually able to handle it without opposing players losing their minds like they did before. That's my 2 cents...
  16. I get your points. There is no perfect faction, sub faction, or list for every situation. However, I do feel TE provides a lot of answers and flexibility to keep you in the game the majority of the time in the majority of situations. Personally I feel that AOS has and will continue to head in a direction where no one faction or list can answer every single matchup they go up against - yet I do believe that TE is and will remain a strong option for quite some time despite that. As will LC.
  17. Yeah as a jaded KO player - I find myself less concerned about not getting turn 1 priority - whereas with KO it was a downer. With TE I feel I am typically still in the game after turn even if I didn't get turn 1 priority. But like virtually every army getting double turned into turn 2 by a solid player with decent list is rough - but hey that's a Hallmark of the AOS game. I feel many players out there currently underestimate the power of the +1 save and +3 movement until they are on the receiving end of it being piloted by a decent player with a proper TE list. There is a big difference in say riggers with a +3 save vice a +4 and SE heros/Ironbreakers with a +2 save vice a +3. It can be a problem (and even shocking the first time) for our opponents cause they simply can't build a list to deal with TE properly without it in many ways hurting them against other factions. I like the uniqueness TE provides vice LC which can be much like BOC for example. I feel very good about running TE - but I would say that has a lot to do with what I want and like to run in my lists. Not everyone is like me - we all have our preferences so I fully understand why someone would go with LC vice TE. That's the beauty of our book - it seems to cater to whatever style the player likes/feels comfortable with based on city selection.
  18. Well we get +1 saves first turn and movement bonus to help counteract some of this. So logically a TE list should exploit that. My thought is that in the example you site your opponent is going to need to potentially overinvest in casting which in turn can make them vulnerable from a points perspective (they can end up giving up a lot to go magic heavy). A good TE list in my opinion should have a measurable degree of magic cancellation to not only counter that but in some cases exploit an oponents choice to do so (Runelords, Longbeards, other casters). Investing points in heavy magic can be risky especially when the spells fail and/or get dispelled. Most spells have a range requirement so every TE list should include mobile units to make your opponents think twice before moving that precious caster into position. If an opponent hits me hard with something like offensive debuffs (that actually tie my hands) I am likely to find myself leaning towards getting on objectives first turn - in which case I am sitting on those objectives and (that my opponent may not have been able to get to) with +1 save first turn (and if luck goes my way I get priority turn 2 and am likely sitting in a good spot at that point). In such a case I could be ending turn 1 with a significant points advance with my opponent have to get me off objectives (and praying for double turn - the odds are against that). The +1 save can be a big boast to going agro turn 1 anyway even if I'm debuffed. It's all situational honestly - it just depends on what I'm up against (if it's a low rend army/unit that I am up against then I am likely hitting them first turn regardless to get their models off the table before next turn when my saves go back to normal). In the case of LC vs TE - I think we have the edge in terms of taking control of the game turn 1 and that is what a TE player needs to be playing for in my view to be effective. So list building needs to be considering mobility carefully to make that a reality. A smart player can block a LC player from alphaing onto the board in a way that actually leads to them NOT getting points and that actually is a negative for LC in my view. You are much more likely to find yourself playing on the "back foot" with TE in my view for these types of reasons. TE is actually harder to play in my view for this as well. That said please give some examples of lists that you have concerns would be a problem for us to go up against.
  19. Don't forget the option of Grundstok Thunderers - they can retreat (and run) in combat phase. Not saying they are better but that is another option available. Strong if retreating onto objectives is an option you'd like to have (and potentially get some shots in on the next turn that you might otherwise not be able to get) 😉.
  20. Yup.... I fully expect that words like "flith", "disgusting", and "overpowered" will be associated with TE in the coming months.... For this jaded KO player, it might take some getting used to... Wait... Maybe not... Lol
  21. Yeah I gotta agree with ya delay - I also think alot people played Sylvaneth in early days of AOS when they were more competitive and now have a reason to pull them out (they were quite well represented a couple years ago). Lots of gas in the Tempest Eye tank despite what you might see with the stats though. +1 Saves with +3 movement something like Ironbreakers with an unmoded 3up save in first round is VERY TIGHT. And it just gets better from there.... A spell that gives +1 attacks characteristics... Those two things alone are dang amazing.... The rest isn't just fluff either. STRONG (in the right hands mind u)
  22. Wow!!! I just had to check - it seemed too good to be true. Thanks for the response.
  23. Hello all, So I have some questions regarding what is a legal competitive list for matched play with Cities of Sigmar in regards to Tempest Eye (much of this would apply to Living City as well). I apologise if this has been answered previously. As I read the battletome it would appear to me that it is legal to essentially have a Tempest Eye list in which half the list would be a 50/50 split between CoS with KO and SCE - basically because it doesn't say that 1 in 4 unit can be KO "or" SCE (key word missing being OR). What I see the rules saying is simply 1 in 4 unit can be KO as a simple statement on its own with a seperate statement saying that 1 in 4 can be SCE. This because more confusing when you start adding in allies. With that in mind is is possible to something like the following? List 1 Leaders Warden King - General. 110pts Runelord - General Adjudant 90pts Aether Khemist 140pts Knight Azyros 100pts Battleline 20 Arkanaut Company. 240pts 5 Liberators 100pts 20 Irondrakes 300pts Other Gyrobomber 80pts Gyrobomber 80pts Gyrobomber 80pts 9 Endrinriggers 360pts Allies 10 Vulkite Berzerkers 160pts Auric Runesmiter 120pts 1960pts total
  24. I really have to believe more is coming for us simply because it seems logical. The lore for KO only gets deeper - they were front and center in the recent Grot and Skaven battletomes. An indication we at least aren't just gonna fade away. They really kind of have to do something with the faction post the AOS 2 drop and with how EVERY updated faction gets terrain and endless spells (or equivalent). The current Soul Wars storyline can be used to justify big changes for the faction - it could be easily plausable that what Nagash did made the "magical" aether gas only become stronger and more potent. This could be used to justify things like new models - like my own idea of a Aether Alchemist (who fully taps into the power of the aether gas to say create illusionary effects to foes exposed to it and/or buff to KO and allies. Once again I am just speculating I have absolutely no inside knowledge of anything.
  25. I'm purely just speculating here.... It seems to me that big things are about to happen with this faction and that GW is really trying to keep a lid on it. I point to that fact that we know there is a KO Underworlds warband around the corner yet the actual models have not yet been shown. This makes me think there is likely something like maybe a Aether-Alchemist coming perhaps involving potions that can fired at enemys for debuffs - essentially giving the faction a wizard. The faction is also desperate for a battletome update and I would bet that much of what was faq'd away might actually be brought back in a less dramatic sense. The Meta has changed dramatically for this faction in second edition and it seems time to bring this faction up to par with everything else. It would seem to make more sense to give this faction ways to buff itself and debuff its opponents rather than changing base station lines. The faction really needs a way to become dwarfy in the combat phase with some sort of save after save via a new buff from say the Admiral or even a new bubble equipped combat phase non unique hero. To pull these sorts of things off would require alot of play testing liking right down to the wire just before an update. Our faction is very unique and is probably viewed as the 800lb gorilla in the room everyone wants to ignore but can't cause it's such a big job to tackle. But it appears they are going to. It makes no sense for the to create hype for a faction via Underworlds without making resounding updates within AOS itself. I have more hope for this faction now than I ever had as a result.
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