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Boar

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Everything posted by Boar

  1. Yeah, it had little tactics section at the back written by dev.
  2. "...potentially at some point next month..." LOL
  3. Well if they will release Battlescroll that is, they just might talk about LVO and their plans. Saw rumors that it won't be this week
  4. Uh but how would you do that in AoS? We already have lore, certain feel for armies which seems quite obvious most of the time. EDIT: like I dunno how implementation could even look
  5. Yeah, but I highly doubt how would different Strategies could help with that. Better enhancement system could help, with better explanations and f.ex. changes/ditching battalions. Other layer is ditching/changing battle tactics (already problematic system).
  6. That sounds like "just do more of you were already trying to achieve". And so seems redundant. Whereas at least doing somewhat different stuff wether in tactics/strategies actually served some purpose.
  7. Obvious thing is Frostlord on Stonehorn from BCR monsters as it is one of the best units in Battletome. If you are into some kitbashing two-handed weapons of Mournfang could be used to build Ironguts instead of Leadbelchers or Gluttons from Vanguard box. When it comes to Mournfang I would probably go for clubs (tough I may be biased as I used two-handed stuff for Ironguts kitbash). Clubs have better to hit and have chance to knockback some dmg. Tough if you want to use Mournang as heavy cav in reinforced units Gargant Hackers might be good.
  8. 1. As it stands yes. This is not move just setup. So you could also escape from combat that way and not count as retreat! 2. Yes: Essentially it is pick one enemy unit from those fulfilling criteria laid by ability, if you do so you can resolve ability vs. that unit. Some folk still persist in other interpretation, that however rests on differentiating fumigators in one unit, which ability does not do in any way shape or form. There is only check "IF close to fumigator", period. And than you resolve ability. @Grungnisson From what I see there is nothing to stop this ability working on one enemy unit from 2 different Thunderers unit. Generally problem with thinking about this ability is that people start thinking of fumigator doing something, It is not so. It is ABILITY on UNIT, and so it resolves once per UNIT that have this ABILITY, and it can affect same enemy unit by many Thunderers UNITs
  9. It's not that bad: I first roll 'to hits' for mortars and add to that pool fumigator attacks (as they auto hit) and roll 'to wound' together as they have same wound/rend/dmg Decksweepers go with rifles and 1-3 aethercannons takes just seconds It is actually easier than it was in 2.0 Battletome where even decksweeper could be different than rifle depending on conditions. Essentially in 2.0 they could have 5 different profiles sometimes and at best 4, now you are more like 3 actually. And add the fact that Aethercannon damage is flat which is another bit of saved time.
  10. Guy with Tuskhelm makes charge, true. However his charge roll is not made so it's effectively 0. So Tuskhelm ability triggers, but does nothing.
  11. I guess because in KO it is not problematic, whatever returns won't be either a Stormdrake or mass of bodies (while other mass is already on board) or MW double shooters. DoK or Gitz should be on 5+ max probably. Anyway when it comes to new KO played vs mostly Rockgut Throggoths on 1500 and uh... 3+/5++ save with sometimes save stacking (and threat of their melee) is quite something, lost that one. Stonehorns, Rockguts and similar will be probably very annoying to deal with for us.
  12. Does not matter as it is written to be usable outside KO army. No further requirements are listed
  13. Almost everything from excelent list by @CaptainGrimm above. I kinda like special weapons as is tough, and would actually want larger range for mortar. Additionally bit more consistency especially on Frigate. It does not have to be d3+3, it can be d3+2 so it would have lower ceiling than IC weapon which sound themathic but be much more consistent. I actually hope that Fly High will go away, and like you wrote maybe footnote for 18" charges is harbringer of that. Fly High is hard to balance and often can be taxing and unfun to play against. This is one of things often mentioned even by KO players that should go away. Hopefully Iron Sky Command Abilities they mention will be decent/fun. Also all changes should in aggregate push from Ironclad as clearly superior choice and auto include. And generally in the same vein better internal balance and distinct roles for units. So f.ex Endrinriggers with their ship healing would stay as direct ship support while Skywardens who should be buffed in melee (or perhaps on pistols, similar effect due to short range or both) would be actually able to "skewer enemies upon longhafted skypikes or hover at short range to incinerate them with vulcaniser pistols." like book says. Minor point is what Grimm above mentioned (better rend), Ironclad torpedoes in particular should increase in Rend as book states about Ironclads that they are "bombarding their targets from afar with [...] armour-piercing torpedoes". Yes I am guy that pay attention to those lore blurbs. There could also be question of giving Arkanauts f.ex. pistol shots in combat
  14. Yeah, pretty much confirmed now with all the leaks not HERO/MONSTER/NOT charging, even rule is named No Retreat, No Surrender
  15. There was something about NOT charging, which for fragile troops like Skyriggers is very bad. So we will see once we have full wording
  16. Champion rules: possible boost to Admiral and Flying Endrinmaster CA for ATK at cost of pile in: could be quite good for Endrinriggers, question is what restriction it will have Sharpshooter battalion restrictions/requirments could be very important, as untargetable support heroes (like all of the Seraphon ones f.ex.) could be very problematic for us. It's still hard to say one way or thre other as we need plans,tactics,strats for better picture, that being said as enjoyer of melee heroes in KO (Admiral, Hammer Endrinmaster) I am cautiously optimistic. Tough I don't really play super competitievly so YMMV.
  17. Hmm, I wonder if this means that in new book Loonboss on foot will have ward 6+ like this dude. Same rule name
  18. Whut? According to table it went from 58% to 49%. And yes that absolutely means it's better book. It went from overpowered to within 1 pp of dead center.
  19. That's why some folks run them in 8 so they can better leverage fighting twice. Also Gutbuster side in general are not helped by GV/Bounty Hunters. As for Tyrant, well dude does dmg for me so far mainly in charge phase (Meatfist/Brawlerguts), but I like him nonetheless. He is not priced differently than similar heroes considering both dmg and effective wounds per point, so I would not hold my breath for changes. Also with similar heroes like Admiral I have quite some success so maybe it's just he whiffed few times, not that he is amazing killer or anything, but looks decent enough.
  20. With no buffs they have very similar damage, unit to unit. edit: assuming knights charge
  21. App will be updated after general release
  22. What is better one viable list or zero? Options in book could be balanced vs each other but produce horrible performance due to all being bad externally. First external than internal sound like sound strategy generally (ofc various caveats apply).
  23. It's more of a tech/utility piece. You keep him in reserve to help with battle tactcs. Alternatively sometimes he can be useful in combat for his ability.
  24. It's 60% for killing one, still 40% for no personel loss charging one of the best ranged unit in game. And just 1,5% for loss of 2. So you can even use 2 man units to trigger Unleash Hell, screening and other duties and they still have decent dmg
  25. MW on 6s are not magic, they are only on 6s, Sentinels on 5s is different story but f.ex 10 Bow Snakes will struggle to kill even one Mournfang now with Unleash Hell.
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