Jump to content

Boar

Members
  • Posts

    545
  • Joined

  • Last visited

Everything posted by Boar

  1. Clearly it`s Kharadron Endrin using dark matter for increased performance!
  2. At least volley gun on my Ironclad is attached with only drop of super glue - it`s easy to just snap off as it`s not melted together - I am truly master craftsman🙂 And my 2 gunhaulers are one of each so I am good there😅 But going forward (and with Ironclad) I will definetly need to install magnets.
  3. Usually rifles due to range they give you, and frigate as less survivable wants to keep some distance. And generally what @Kramerwrote - solid advice. I personally often use frigate more as hero delivering tool with Admiral and Endrinmaster, often accompanied then by 5 Thunderers which quite often, after taking objective with firepower and hammers will disembark next turn. Due to sympathy for mixed weapon Thunderers team (which I call A-Team🙂) they were quite often used in my battles, lately with my brother using Seraphon I moved to 4 rifles+1 fumigator. And in general if you plan of dropping thunderers to help you secure terrain fumigator is always worth looking at with it`s 3" -1 to hit bubble in melee. Large (10 or more) mixed thunderers team can however achieve good results, if it`s f.ex. moved closely thanks to 2 consecutive moves in Barak Zilfin it will be in range of all it`s weapons. Than after disembarking can be, due to combination of fumigators, aethergold and quite good number of wounds, not too mention short range firepower be quite a problem for your opponent. Though this usage of them plays best with "in your face" additional move I mentioned in my previous post, and hence it`s best with Ironclad. One thing about frigate is that I would look into magnetising main cannon, as I sometimes think about using skyhook, but I build it with more powerful skycannon, but skyhook gives you +2 to charge and sometimes that looks like good deal for my "bring me closer I want to hit them with my hammer" ideas.
  4. Well I play 1500 this days with my brother (we are competitive but not cutthroat so YMMV). Ironclad will actually have less firepower than frigate+10 thunderers (480pts vs 460pts) if firing from beyond 12", though after closing within 12" it`s back on top. Of course you can put more troops inside Ironclad, but so you can move f.ex 2 frigates to one point. This possibility is impactful when thinking about using one of extra moves (Ziflin, Mhornar, and Cunning Fleetmaster Admiral in Custom Port or in Urbaz). This can allow of devastating one flank of the enemy in initial phases of battle. But it`s really putting everything on this move, more so than in 2000 pts battles as this strike team makes more % of your army. Though of course with enemy army being smaller it can be easier to achieve desired results. I wouls say when going for Ironclad -especially so in 1500- you decide on basing your strategy around that piece. With frigate + troops you get more flexibility and resilience (holding objectives!) to some degree, but lose more what I would call breakthrough capability. But if you want to go for those extra move strats Ironclad does that significantly better than frigate. I personally like Ironclad in gimmick builds, though sometimes still powerful in right situation. It can be oppresive to your opponent so it kinda discourages me using it a bit. My for fun list(probably also most dangerous of my gimmicks): CUSTOM PORT: D3 Gold, Settle Grudges and There is no trading with some people 3* Arkanaut Company (2 outside battalion, rest inside Iron Sky Command) 2* 3 Riggers (one in each with Drill) and that`s it for troops😃, one company probably deployed inside Ironclad, poor troops on tiny legs trying to grab objectives while Ironclad+crew has all the fun Ironclad with Dealbreaker Ram Admiral - General: Cunning Fleetmaster Endrinmaster of foot, or rather in ship Navigator with Illuminator Flarepistol Khemist with Caustic Anatomiser It certainly has weaknesses etc. like I wrote I am not 100% into destroying your opponent, I suppose that goes closest to that. Since it`s 3 drops and usually my brother`s lists have more I am realtively sure of going first. Ironclad goes 10"+D6 rerollable run forward pre battle, you than have another 10" (with run if you fancy using up your footnote). This can easily put you much closer than 9" of fly high, which gives not only better charges but also more shooting (Khemist is great at that range). You shoot (flarepistols gives you rerolls, also can use up additional gold you got from your Skyport on Ironclad for reroll to hit& wound), you kill one unit charge second (probably best to charge away from center of enemy lines) maim it and profit🙂. Unless of course all your firepower don`t kill all 6 rockgut throggoths, and only charge away from center makes you survive double turn😜
  5. I suppose there is langauge barrier at play here to some degree, but qouted part - especially part underscored - is really uncalled for IMO.
  6. Thanks. Is there chance for some after action report later?
  7. With how things are going (slowly) maybe in a year time, hopefully. It`s in Warsaw itself or somewhere around?
  8. From what I understand it`s buffs from Heroes that makes Witch Aelves so dangerous, so that is probably your answer.
  9. -yeah you activate ability, pack Khemist into f.ex frigate and they happily fly away, only after vessel moved/flew high already in phase any move into it or from it is forbidden -no focus fire cannot be shifted, once it`s set it`s set -yes to all, endless spells are good counter vs. our ships for this reason. Of course if your opponent have to choose one unit to be affected by spell like with Quicksilver Swords f.ex. only one unit can be choosen, and if vessel is attacked it does nothing to garrison or vice versa.
  10. Yeah, some werewolf, half-demon and humans, and it was realesed 2 months ago, I think they just threw banner on site now.
  11. I think that`s actually relevant, as f.ex. for Volley Fire, generic command ability it is explicitly stated that it works until the end of phase. This suggest that lacking this qualifier ability works forever ie. in all phases. Let`s look at answer from GW you bolded that I split in 2 parts below. First point was already covered (when ability can be activated), as per second in Ventplates description it is not stated in which phase those effects apply, so this part of answer doesn`t apply to Ventplates. 1. So, if an ability says you can use it in your movement phase, it can only be used in your movement phase, 2. or if an ability said it applied in your shooting phase, you can only apply its effects in your shooting phase, and so on. Thank you, I sent them my question, maybe others are pestering them about that too🙂
  12. I already tried writing response to your question 3 times, hey its complicated, and still I will get it wrong probably🙂 So step by step my thinking: It needs FAQ at this point -QA you posted references initially situation with ability affecting out of order actions -However it responds with something that can be taken as general rule, and when taken taken in context of game as a whole certainly makes sense -The thing is that you are using ability when it is required ie. at the start of enemy shooting phase -It just doesn`t have END condition like most abilities have, which can lead to conclusion of it`s indefinite time scope once activated So to answer only question you bring up, I think this QA doesn`t affect Ventplates. It activates correctly, the question is however about it`s time scope not whether it is activated in right phase. Let`s continue my musings: -But if it`s indefinite why activate action is written into it? -It activates in shooting phase, but it`s written as defense vs. all attacks not only missile ones So we have few possibilities here: 1. It was intended to give defense vs missiles for one turn 2. It was intended to give defense vs missiles AND melee for one turn 3. It was intended to give defense vs missiles from activation point onwards 4. It was intended to give defense vs missiles AND melee from activation point onwards Writing activation into rule and it`s effect in terms of power suggests that 3 & 4 aren`t intended, and I personally wouldn`t play them that way. Still on RAW you could argue for that outcome, I think it wouldn`t be fair though. So to reapeat myself: It really needs FAQ at this point Guys what`s mail to faq team?
  13. Yes, fly high is different ability.
  14. Admiral and with Rune of Mark, interesting! Did war wound proved useful? Between bought CP, battalion and focus fire ability what were you using those CP on? Merfolk, that`s shop in Pruszków right? I ordered some things from them year ago. Shame that we don`t have some good melee capabilities, I would gladly sacrifice some shooting or points.
  15. KO FAQ states: Q: If I use the ‘Fly High’ ability with a Skyvessel that is within 3" of an enemy unit, does that count as a retreat move?A: No. So you can in fact shoot later
  16. 1) It`s like you wrote, ie. ranges to and from are counted from base of ship 2) Ship and marines are different drops (unless they are part of battalion) 3) Yes
  17. Endrinmaster dropped just 2 days ago to 190 pts and Ironclad to 480 pts so that gives you additional 60 pts. As for loadouts: Volley Cannon for Ironclad as it gives on average best damage, for riggers I think no special weapons, so only saws.
  18. Hmm... Leadbelcher levels are low, wonder why? Ironclad: *sweats nervously aethergold* "Maybe eh, those chaos knights!" Boar: "Hmm, yeah I suppose so" *walks away* . .. ... "Wait a minute..."
  19. Ha! I bought one 9 months ago, its partailly painted and partially assembled. Yesterday with news I was pumped to finish it this week, but I woke up and I am already findind excuses😉
  20. Why not three 🙂: Flying Endrinrigger - general 190 pts 3* Endrinriggers 300 pts 3*Ironclads 1440 pts command point 50 pts Total 1980 pts Of course joke list but would be funny
  21. Guys FAQ! Ships go down in points!!!
  22. Yeah, odd guys and gals of Warcry range that don`t get Mark of Chaos. Maybe someday GW will change it`s mind.
  23. Problem is that he doesn`t have MARK OF CHAOS keyword and accompanying rules on warscroll (look how it`s worded on f.ex Chaos Warriors), so even in S2D he cannot have Slaanesh keword (or other gods for that matter).
  24. Huh? But it`s written that they are battline in SoB army, (and max unit size counts as 3), so what`s stopping someone from taking 9 solo mancrushers and mega-gargant?
×
×
  • Create New...