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ByronicHero

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  1. Great, thanks. Additional question: do I have to decide whether to make extra generals at army creation or can I change it at the start of each game?
  2. Hello, Not played in quite a while. If I want to use Lurid Haze, do I also have the Invaders rule as well with regards to DP generation?
  3. Assuming equal skill and luck I think that list would beat your friend's list most of the time. This isn't super important because especially now whilst you are learning the game it is far more important to play with things that you think are cool. Battalions are very strong, but a lot of their worth is tied to being able to decide initial turn order in games which is not as relevant for ME. Also the effect obviously scales with the more things you can put in a battalion which naturally means they are more effective the larger a game is.
  4. I have not played any MEs with KO specifically. However, I would never really take a battalion at such low points totals as you really don't get value from it. Also, if you are worried about him dropping his units from the sky you could go for Mhornar ans use the navigator artefact to make it impossible for him to charge your ship with one unit a turn essentially. If you want to use Thryng (seems sensible) I would rather use Riggers rather than Arkanauts as they are going to do a lot more for you if they roll to fight after being charged. Plus, if you take an Endrinmaster to make the riggers battleline he will put in work against the Arcanum (and anything else). Lastly, my experience with MEs is that speed and the ability to reposition quickly are king. My first pass is that I would play something like this. Thunderers chill in the Gunhauler and fly off to murder things. General and his melee Riggers do similar. Should be good fun. You could also give the melee unit one skyhook for superior charge if you are so inclined.
  5. My first army was FEC when they were very strong (I had no idea how strong anything was, just picked them because I played some Bretonnians back in the world that was) so I felt it was important to balance that out afterwards. I did contemplate 300 shootas/stabbas and a couple of shamans but the meme was not worth the torture of getting them tabletop ready (or indeed playing with them). I have the common issue of plastic wanderlust. I keep being enticed by new ideas before finishing any of the ones I have started. But I have commited to completing my KO collection before doing anything else. Then maybe I will finally paint Archaon....
  6. Oh same really. I own both a KO and STD army, both bought when they were considered useless on the tabletop because I like finding ways to win with different things. I also find when you play janky armies you have the benefit of your opponents having a limit understanding of what your things do.
  7. Given how everything is worded, I agree with you that it would happen after deployment but before the person who finished deployment first decides turn order. If they can choose to go first and try to alpha strike you then this has value, but as a two-drop list the hope is that I can make this decision a lot of the time anyway, in which case I can fly high and get out of danger if needed. The Galeforce strikes me as very strong in aggressive metas. Nothing can drop 9" from you and charge you without buffs, and even then they will need some extremely strong ones. Even a double proc of Gavriel would leave them needing to roll a 6 which is not guaranteed. I think it would mess with a lot of people. A ground force is interesting. I played one in 1250 games with the old book with a lot of success, but that was built around the classic 40 ark blob. I think it is just hard to see the incentive for it really (other than fun of course).
  8. That is a fair point (yes it is 80). I think in my head I was just going to use it as part of a fly high alpha strike, but as I intend to take a squad of melee riggers with me I think that makes even less sense as I would probably be running into it. I have plenty of arkanauts so could easily make that squad a 20 for some superior screening and objective holding and replace the khemist with an endrinmaster for some extra healing and such. In Mhornar I'd not be able to use opportunistic because the general wouldn't be able to garrison the ship which is a bit of a waste of a trait, but I would get the Galeforce Stave which seems very strong, making it functionally much harder for the enemy to hit the clad hard enough after you drop. Plus the standard run and shoot first turn which would help me get my units where they need to be. I tended to use Mhornar in the old book. Thryng seems to provide some strong buffs all around. giving me re-roll 1s against units that matter saving me from needing to use aether generally and the fight before removed mechanic seems very nice - especially for the general.
  9. Obviously I am not reinventing the wheel here, but below are the two options I am strongly considering. First is Zilfin, second probably Mhornar of Thryng (with artefacts and traits changed as required). Both have WLV. I think I prefer the second one, probably Mhornar. Lower drops and more battleline for the missions where it matters. Any thoughts?
  10. Hello friends. A few questions (apologies as I am sure they have been asked but apparently my googling skills are not very good, haha). 1) How does melee work for garrisoned models? Are they all assumed to be stood at the edge of the ship and as such can all attack and also all be attacked by anything within range of the ship? 2) Can you deploy a garrisoned ship with stuff inside as one drop, or do they count as individual drops that you declare to be inside the ship as you deploy them? Can you do either? 3) Triumphs: I assume these must be declared prior to rolling any dice that you want to be affected? I have not been able to play for quite a while so have only just had a chance to look at the new book. Many thanks in advance.
  11. Well, I have Archaon and enough STD to comfortably round out 2k sat in my display unit eagerly awaiting some lovely new rules and stats. Will probably have to grab a SC box too because the new models are sweet. I actually rather like the old warriors and knights, but I understand I am in the minority.
  12. If you have not run or (somehow) retreated earlier in the turn then you can charge.
  13. I think the artefacts are fine. I often take cloak on an AGKOTG. I can't say I agree with making the Varghulf a wizard general, but I suspect it is to allow greater mobility for use of command abilities, and extra magic doesn't hurt. I think I'd rather just give the AAR +2/+2 in that case though. With such a limited range of models native to the faction is isn't uncommon to end up with an awkward number of points left after you have chosen the core of the army. Sure, he could have removed the command point and the Pendulum and played a second AAR, or played 3 more flayers instead, but the AGK is essentially a 60 point wizard hero which requires some effort to kill due to a decent save and innate healing, which is perfectly reasonable. It also means 3, rather than 2, units can be summoned to pressure poorly defended areas of the battlefield which isn't a trivial difference. I suspect that aggressive summoning comes in tandem with the Flayer/AGK alpha strike. The Feast Day provides plenty of value and the cloak on the AGKOTG almost guarantees 4 activations from him before he is troubled by meaningful physical combat. You can also never discount the benefit of not playing a cookie cutter list. It is much harder for players to play against a plan that they have not faced many times already. I have not played this list so ultimately this is just first impression guesswork, and certainly not a guide - just to be clear! Haha. It is nice to see some different lists,
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