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crkhobbit

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Posts posted by crkhobbit

  1. I'm going to do my Thunderers in chaos black and go for the ghost-hunter theme that's mentioned in the book.  Going to highlight the blacks with blues.  I saw someone use Thunderhawk Blue to highlight black and it looked great.  Can't remember the other colors though, so I need to do some testing.

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  2. Don't forget that SCE look slightly worse than they should when looking at win percentages because there was a bold-faced obvious problem with Slaanesh.  And Petrifex Elite is definitely "over-tuned", too.  When you have two factions nearing 70% win rates, everything else gets artificially pushed down by some amount.  So it's not quite as bad as it looks.

    Honestly, the SCE points increases right when Slaanesh came out were unfortunate due to the release of a couple of much strong factions at about the same time.  Pre-Slaanesh/Bonereapers, Evocators were probably a little too cheap at 200 points.  After, they could cost 180 and be fine.  And SCE's Slaanesh match-up especially was/is disgustingly unbalanced.  So if they can bring Slaanesh back under control in the meta, then SCE should fare a bit better on average.

  3. 9 minutes ago, stus67 said:

    Honorable mention is the Mesmerizing Mirror and the Everblaze Comet. The mirror is great for killing low wound characters, and the comet is the comet.

    I'm absolutely going to test Khemist/Bottle/WLV while allying in a Knight-Incantor and Comet.  Vortex AND Comet cast into opponent's deployment on turn 1?  Yes, please.

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  4. 2 hours 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 don't have the rules in front if me right now. But I seem to remember a rule somewhere that you let you charge in the hero phase.  I think I dismissed because I couldn't think of a reason for it.  But this would be a good reason for it! Hope I'm not misremembering.

  5. 7 minutes ago, GeneralZero said:

    Now that I'm officially a balloon dwarf admiral but also a bad painter with a patience tending to zéro, I'm trying to find a way to speed painting my units: my starting point is quite homogeneous: 3 aether war box + ironclad. so:

    - 18 balloon guys

    - 2 balloon heros (will resell the third probably)

    - 3 gunhaulers

    - 1 Ironclad

    Any tips/video that can help? (I don't want a particular barak/port paint scheme, so, I don't care about colours) (PS: my thinking: leadbelcher spray as a start? or gold? etc...then adding few details?)

     

     

  6. 12 minutes ago, PJetski said:

    The Mortar can spike higher, and most of the game is 4+ or worse saves, so that puts the mortar ahead of the rifles for me.

    Also worth noting that a Mortar is the optimal choice for a squad of 5, and I reckon most people will just combine multiple 5man squads together rather than building their models with 20man efficiency in mind.

    Another question is whether or not Fumigators are worth running. It's only enemy models within 3" of the Fumigator, not enemy units, so you're not guaranteed to catch everything in that small aura. It keeps peak efficiency even while garrisoned, but the 9" shooting range on the Fumigator means you can't use it after Flying High, so is the loss of shots in those scenarios worth it? I think this one will definitely be answered only through playtesting.

    I think when you stack the Fumigator with other hit debuffs (like Geminids from Spell in a Bottle) then it definitely starts to really become worthwhile.

    I plan to test stacking fumigator with Khemist in a unit of 10.  Might also test geminids, but probably will end up too close range to be comfortable.  Considering lifeswarm as well.

  7. 11 minutes ago, PJetski said:

    It seems like Mortars and Sweepers tend to do more damage than the Rifles on average, so if you can reliably deal with the shorter range you should use the special weapons instead.

    Mortar vs Rifle are dead even on damage versus a 4+ save.  Rifle is better against 2+/3+ saves, and mortar is better against 5+/6+.

    Rifle has better range.  But if you're shooting something within 3", then the mortar wins.  If you're garrisoned, the mortar loses the +1 to hit, so the Rifle wins.

    So I guess it depends on what you're planning to do.  If you're going to be on foot the whole game, a case can be made for the mortar, but I think it's still a toss-up.  If you're going to be garrisoned the whole game, the rifle is better, but maybe still take one mortar just in case you get out.

    If you're planning to start garrisoned and then get out, you want at least one mortar.

    IMO, it's close enough that you probably can't go wrong.  But the rifle looks like it's better in more situations due to the extra range, so I think I lean towards it.

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  8. 16 minutes ago, Iron Fist said:

    Hi!

    I need help to understand the thunderers weapon rule..

    In a unit of 20 guys i can equip

    -4 canons

    -4 mortars

    -4 sweepers

    -4 fumigator

    -4 riffles

     

    Correct or not?

     

     

    You can.

    For every 5 guys in the unit, you can take one each of the special weapons.

    20 divided by 5 is 4.  You have 4 sets of 5 guys in a unit of 20.  So you can have up to 4 fumigators, up to 4 decksweepers, up to 4 aethercannons, and up to 4 mortars in a unit of 20.  The rest will have rifles.

  9. 1 hour ago, Gecktron said:

    "Disengage" states they can shoot after retreating, but nothing about running.

    Disengage is specifically for disengaging from combat.  Running is a different thing, so the disengage rule wouldn't address it.

    If a model runs, it can't shoot.  So the ship can't shoot.  The units inside did not run, so there's nothing that says or implies that they can't shoot.

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  10. 1 hour ago, sunderfire said:

    But  garrison part of core rule says like this: "Units that garrison a terrain feature are removed from the battlefield and are assumed to be ‘inside’ the terrain feature. Units must treat a terrain feature garrisoned by the enemy as if it were an enemy model." 

    Core rule says "removed from the battlefield". What do you think of that?

    I think this is a case of GW being GW.  The units are "on" the battlefield.  But the garrison rules about removing them from the battlefield are quite literal - as in, pick them up and take them off the table.

    They still count as being on the battlefield, but inside the garrison.

  11. 4 minutes ago, Entombet said:

    May i ask for your list and how you had less drops than sce?.

    Less drops than SCE is a low bar.

    But from memory I ran escort wing with ironclad, wardens with dirigible general, arks, 10 thunderers, navigator, and vortex.  Which I think is five drops. (Bat, arks, arks, navigator, dirigible)

  12. 1 minute ago, Gecktron said:

    How did it go?

    I played against SCE, and I would call it unwinnable for them.

    I gave up first turn and lost the dirigible suit to ballistas.  But then I focused fired their evocators and sequitors and heroes.

    By end of turn three, there was still all three ballistas, but they were engaged in melee with a gunhauler and arkanauts, and a unit of liberators.  KO lost a unit of arks, half the other unit of arks, the dirigible suit, and 3 skywardens.  Still had two gunhaulers, ironclad, 10 thunderers and a khemist, and 3 skywardens.

    Gonna reduce the skywardens to 3 or 0.  Dirigible guy is probably not ideal for this list either. Ironclad didn't do as much damage as I'd hoped, but was still good.  Considering upping the thunderers to 20 inside the ic.

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  13. I, too, have played zero games and already determined the faction to be unplayable.

    JK, I played one test game yesterday and it was f'ing sick.

    28 minutes ago, Rachmani said:

    Are the battalions any good? 
    Atm I‘m planing Urbaz with the escort wing, but given that you have to take the breath of morsomething when going Urbaz, I can either use the no overload (mandatory, imo) or the 5 guys in a gunhauler one. 

    I think the escort wing and iron sky attack are both good.

    I really want to take the last word on an ironclad, but I think that will just mean it never gets charged.  Which maybe is great.  So I was also considering the no overload with 20 thunderers.  Maybe also Profiteers, and give the bottle to Thundrik.

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  14. 3 minutes ago, Forrix said:

    I missed that... Damn that hurts. Really nerfs the subfaction that gives you an extra gold too as you'll hard pressed to spend it all.

    It's fine.  You use one for shooting on your big output unit, like 10-20 thunderers in an ironclad or the ironclad itself.  Then use one in combat phase against whatever is getting attacked.  Then you use one in battleshock phase as needed.

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