novembermike
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Posts posted by novembermike
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1 hour ago, Ser_namron said:
Barak Thyrng list 2- Duardin boogaloo
Baloondrinmaster- 220pts
Trait-Supremely stubborn
Artifact- Grudgehammer
Aetheric navigator- 100 pts
Runesmiter -120pts
battleline-
Arknaught company (10) x 3- skyhook/volleygun/drill on each unit of 10 - 270 pts
Endrinriggers (6) x2 - Full saws/rivet guns besides 1 skyhook each -400 pts
Other-
20 HGB- Poleaxes- Karl- 400 pts
Gunhauler- 150 pts
Drill cannon
Collapsible compartment
Gunhauler- 150 pts
Drill cannon
Gyrocopter- 70 pts
Steam gun
Thunderers (5) - 120 pts
1 Sarge/fumigator/mortar/volleygun/drill
2000/2000
General is a wanna be prime, dropping in with a gunhauler 9" away from enemies. On a grudged unit he will have 3 atks 2rr1/2/-2/d3 with an additional D3 on 6s to a grudged target, and if you reallllly wanna go all in, the once per battle 6s = 2 hits. Also has a full attacks on a 2+ when slain. Super swingy, definitely a bad idea, but hot damn kamikaze baloons never looked so good lol. Sure you gotta roll a 9 to charge....but thats ok i guess lol.
Riggers also ready for the charge, +1 from skyhook - Oh ya, we gonna die today boyz, but on a 4+ we get to fight /flex
leave the companies to advance onto objectives,, or even better, get behind our HGB for some ranged goodness.
HGB and runesmiter can drop 9" away from the frontline or if you can sneak em into the back even better. Just a good ol fashioned tar pit with a 5+/4+ RR wounds thanks to runesmiter.
3 enemy units get grudged so we'll have rr1s to hit on the real trouble units, or maybe the front chaff so we can blow right through it.
very high drop army kinda goes against t he whole alpha strike feel of it, but besides the ArkCo you can leave everything in the backline / tunnels and pop up anywhere outside of 9" .
This looks pretty good. I'm a little mixed on HGB vs Vulkite Berserkers since you'd only be taking a single relatively squishy Fyreslayers Hero but the core idea seems good. I think you'd kind of want a single Frigate to help sneak an Arkanaut squad onto an objective, but nothing looks wrong here.
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Why would it be just one? You attack with each weapon separately so you're only ever attacking with a single weapon at a time, but you'll eventually attack with every weapon.
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14 hours ago, cofaxest said:
They are bravery 6 unit. Bravery 5 if you use gold on them. Even with reroll if something kills 5 of them you probably will lose objective anyway. Plus you must understand that you must take 250 pts frigate for them or 90 pts alche or 140 pts admiral. And you will have much more drops than your opponent which is not good too. If you want low drop deployment and control over first turn arco have no place in the roster... sadly. But ofc you can play with squadron battalion and try to outmaneuver your opponents, but this isn't an easy task.
Killing 5 of them means 10 wounds without rend on average. That's what you'd expect out of a 300 point Liberator unit. If somebody's throwing 300 points at 90 points of your army then I'd hope that it does a bit of damage. The kind of units that will run through an arkanaut squad are either expensive and can't afford the distraction or are glass cannons that will die on the crack back. Do you have a realistic game scenario where the arkanaut squad dies for nothing?
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5 hours ago, Satyrical Sophist said:
There are a lot of choices on how to build KO units.
They also clearly want their to be positives and negatives to different choices and playstyles.
Yep. People complain about this but it's a hallmark of good game design. If you want something powerful, you must give up something else. If you want to run you can't shoot or charge. If you want to get into melee the other guy gets to fight back as well. if you have choices that are 100% then that's a bad thing.
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12 minutes ago, TheThievingMick said:
Models that dont want to get piledrivered by Archaeon, I imagine. Things like Ironclads.
Yep. Archaeon's an example but there's a lot of other armies that either have teleport or rapid movement shenanigans, and ironclads only have 12" range on their shorter ranged guns. Proper zoning can give you mathematical certainty that you are safe for a turn.
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9 minutes ago, sal4m4nd3r said:
Why do I need to screen a model that can be anywhere I want on the board? What good units are arks screening? Models that will just fly high across the board? Lol.
Why would you fly high across the board if you're screened? There will be cases where that's a good idea but if the enemy can teleport across the map or threaten you from anywhere you can shoot then teleporting randomly seems like a bad idea.
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4 minutes ago, sal4m4nd3r said:
Who is talking about going after archaon with arks? Nobody said that. It’s a ridiculous comparison. He ignores them. He flies over and past them.
...Do you know what screening is? Archaeon's got a 160mm base. That's massive. If you can't zone out that base with a linear 250mm of Dorf muscle then you need to go back to geometry class. The same goes for teleporting models or other fast movers. At the very least you can minimize how many models can get in range of the model you actually want to defend.
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44 minutes ago, sal4m4nd3r said:
So they won’t kill anything, tank anything. They act as speed bumps, and a zoning out mechanism.....and this is what we are supposed to be happy with for the iconic/universal battleline ground troop? Lmfao.
They're a bunch of dwarf adventurers, they're there to brawl with the chaos warriors and die a horrible death to Archaeon. They fit the lore. The trick is that Archaeon is spending a whole turn murdering a 90 point unit which won't get his points back, and while he's doing that the rest of the army can shoot him.
If they're not fighting Archaeon they'll do a good job of tarpitting and killing most smaller units. They've got range issues but they're better at killing chaff point for point than anything else in the army.
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I still think people are missing the point of Arkanauts. They won't tank Archaeon or a big Petrifex blob, but neither will your Ironclad. They're still pound for pound tougher than anything else in the list and you can take them in small squads without losing anything so they'll do a good job as either a tarpit against less killy stuff or a speedbump and zoning tool against more dangerous enemies. If the enemy ignores them they're also surprisingly efficient, if they're on an objective then they're our best shooting unit against targets that are in range.
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4 hours ago, GoddammitGary said:
Unfortunately in every game I play the 10 arks i am forced to take die in a blaze of mediocrity. I'd much rather use the spare points and get a decent screen like Merc marauders or something from allies. But Thier a clunky battalion requirement and serve the singular purpose of speed bump that could easily have forfilled by almost any other chaff in the game better ...but low drops are important...so there they are.....
10 arkanauts will die in a blaze of mediocrity because they're 90 points. They're not going to stand up to Archaeon and if they did that would be unhealthy for the game. They should be more than capable of going toe to toe with enemies that are as expensive as them or more. I feel like competitive lists will start with at least 30-40 Arkanauts in them.
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If you grab Aether War then you basically just need some foot guys (thunderers or arkanauts) for durability and maybe a frigate or or something. There's no real traps anymore so you can basically take whatever.
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Thryng seems like the strongest. The extra grudges, fight after death and once per game exploding six's are all solid on their own and there are some solid Duardin to ally in.
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Knight Incantors are another option for dealing with spells.
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23 minutes ago, Arkanaut Admiral said:
I don’t know about you all but I am loving our new book! 😁
Thoughts so far?
It feels interesting. I'd basically classify it like this.
Mobility: A
Durability: B
Ranged Firepower: C (which can be a little misleading because KO would lose a pure ranged vs ranged battle against most dedicated ranged units, but KO can actually go 100% ranged because they don't tend to take penalties in melee range)
Melee Power: D
You need to use the mobility and durability but if you do then you can keep focused firepower going for multiple turns and use that to win a battle.
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49 minutes ago, Phasteon said:
But why wouldnt you just pay 120pts more and take 20 HGB who hit more than twice as hard and can take double the damage in return?
But yeah you are definately right about that, didnt think of it!
HGB are only tough with a hero nearby, and a runesmiter is relatively easy to snipe off. If we had a magmadroth or something with then that might make sense (and it might make sense) but I'd be wary of going too hard into fyreslayers since you don't have a lot of the fyreslayer synergies.
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15 minutes ago, Phasteon said:
Thats your opinion. I play both units and I disagree.
Pls stop putting units in a vacuum to fit your point. You say that Arkanauts need a Frigate for mobility and Vulkites deepstrike with a Smiter, but you never mentioned the 120 points for the Smiter. And the 3 other units you need to field him.
You need a total of 8 units and 400 points to make 20 Vulkites deepstrike.
Thats 20% (i learned how to quickmath ;-)) of your army for a tarpit that is VERY weak to battleshock without another CP to make them stay after they took the beating.
Which part is opinion? It seems like you're disagreeing with the math, which is math so either right or wrong. I didn't mention 120 points for the Smiter but I also didn't mention 750 points for the frigates you'd need to transport 30 arkanauts, I figured people could do the math there themselves.
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55 minutes ago, Phasteon said:
I play Fyreslayers myself and trust me, what wont kill 10 Vulkites will also not kill 10 arkanauts as they will have a 4+ rerollable if its that important.
The TRUTH is that both units are probably equal as tarpit, while Arkanauts are cheaper and more reliable (at least wholly within 9“ of an objective) while Vulkites are beefier, so better against MWs.
But why would you „ally“ in an equally effective unit when you could take a better unit by taking HGB with some support.
The whole story is that when you just want a tarpit/ screen you are better off taking Arkanauts, at least with KO.
Edit: Also Arkanauts have smaller bases which is imo an advantage.
You can place a Khemist and Fumigator Thunderers behind them to make even range 2“ enemies -2 to hit your 90-180 pt unit with a 4+ rerollable.
Which leaves Thunderers in close combat so they can counter with +1A +1 to hit on all their special weapons
(If you dont plan on putting them in a garrison but play them as objective holder those special weapons are SO good actually)
Fyi: 1) 2 Thunderers with Cannons and +1 to hit / +1 A for being in combat deal ~ 4 dmg against 4+ Save.
2) 10 Thunderers firing out of a garrison with rifles deal ~ 5 dmg against 4+ Save.
1) Has potentially 8 other Thunderers left to shoot.
I will definately get another box of Thunderers to build another 4 special weapons.
I'm a little confused here, what do you think the point of the vulkites is?
- Despite what you're saying they are tougher than Arkanauts. It's 40 wounds for 280 points vs 30 wounds for 270, the Vulkites have fewer models so they're more resistant to battleshock and while 4+ vs 5+ evens out the wounds, Vulkites get a 4+ in melee most of the time and the extra wounds are superior vs rend.
- The Vulkites have more turn 1 mobility. Arkanaut really need a Frigate for mobility and then they can only be taken in 10 man squads. Vulkites can go in a big blob just deep strike with a Smiter.
- The Vulkites hit harder in melee. In an extended fight they can clear off an objective even against solid units.
Arkanauts are good but they don't fill the same role of putting a hard hitting anvil down in the middle of enemy territory.
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it double posted
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To give an example:
Barak-Thryng
Leaders
Endrinmaster on Balloon - 220
Runesmiter - 120
Runelord on Anvil - 140
Battle line
3x 10 arkanauts - 90 each
2x3 Endrinriggers, Sky Hook
Other
Gunhauler - 150
2 Frigates - 250 each
Iron Sky Attack Squadron - 120
20 Vulkite berserkers - 240
The basic idea would be to deep strike the Berserkers unless it looks like a bad idea, try to get the runelord and one of the arkanaut squads on a relatively safe objetive, and then the 2 frigates, the arkanauts in them, the gunhauler and the balloon boys just ride around putting their firepower where it's needed.
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How about Barak Thryng? There's a few Duardins that are probably worth a look.
- Runelord on Anvil - 2 denies at +2 is a little insane and he gets to spit out mortal wounds in 24" on a 2+ each turn. That's really solid for 140 points.
- Runelord - 1 deny at +2 but he also buffs up a dispossessed unit's rend.
- Irondrakes - pound for pound they're better shooting than anything KO have if they aren't getting harassed, and they're reasonably tough. They pair well with the runelord's rend. KO should have the firepower to blow away any harassing units before they fire so they can fire at full power.
- Gyrocopter/bomber - I'm not sure that they're better than the fliers that KO have but they're a lot cheaper so they can fit into oddly shaped holes in lists.
- Vulkite Berserker - With shields they're probably tougher than anything else we have access to and they're a solid melee unit which KO lack.
- Runesmiter - lets your berserkers deep strike. Not much else to it.
Is there anything interesting that I'm missing?
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6 minutes ago, Grudgebearer said:
These lists look really solid, however I don‘t See the advantage of two frigates with 10 Thunderers Each over an Ironclad with 20 Thunderers, that does significantly more damage and has a better save 🤔
The Ironclad can also burn gold and make the only real target much, much tougher.
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7 minutes ago, stratigo said:
Honestly, the dudes writing AoS don't.... uh... care that overmuch about balancing things. They simply don't. But a large portion, I'd dare say the majority, of people playing AoS do care about balance and want to see armies able to play with each other without one side having a dramatic advantage.
I think this is true of the people that originally wrote it, but the team that's doing it now seems decent.
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28 minutes ago, Phasteon said:
This.
If you pay 300pts for a Frigate with 1 Cannonshot 14w and a 5+ and you pay another 120 for the Unit inside you are paying 25% of your armies points for sole random shots and a unit of Arkanauts that kills ~ 5-6* enemy models.
Not that impressive if they dont change the output of those units.
*models with 1w 5+ or sth like that
Yeah, special rules are nice but at some point you have to actually kill the enemy or take a hit. The dwarves themselves don't need to be that tough (and the models don't sell that they have a ton of armor or toughness) but the ships should be pretty damned tough pound for pound and have some damage.
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1 hour ago, GeneralZero said:
Some other random infos:
- ships are super expensive (seems that specialized list is mandatory...)
- kermist loose their boost
- the new hero is expensive but make the balloon guys battleline (nice and not surprised, as expected)
....to be continued...
That doesn't sound too unreasonable if the boats get a significant boost (more wounds, 3+ save on the ironclads, 4+ on the frigates, cannons hitting on 3+, etc). If the ships are 50% more expensive but better to compensate then that seems like a fair trade.
AoS 2 - Kharadron Overlords Discussion
in Order
Posted
Yeah, that's very reasonable. I think the Vulkite vs HGB question is basically about whether you can defend the Runesmiter, which will mostly be matchup dependent.
That's also a reasonable point about needing bodies. In a pinch the Thunderers can take and hold a backline objective from the gunhauler, which is probably enough.