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Gwydion

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Posts posted by Gwydion

  1. There is another thing that came up when I was discussing competitive builds with one of my friends the other day. The new Battle Tactics system encourages you to not table your opponent at the earliest possible opportunity. Because if you do that, you're unable to farm points off of their stuff dying at the right time over the whole course of the game.

    • Haha 1
  2. Heh. I posted about that in this thread back on Tuesday and no one commented. I was surprised it didn't get more attention.

    It's not the Zilfin move, though. It's different in some very significant ways. It happens after deployment, not during your hero phase. Which means you're leaving your behind hanging out in the breeze if you try to use it too offensively and end up not going first. The Zilfin move is much lower risk.

    Still, it's an amazing ability for getting into early positions for denying objectives or battle tactics.  I think your list could work out quite well so long as there aren't too many amazing one-drop lists in your meta.

    • Like 1
  3. I feel it's worth pointing out that command abilities are once per phase and that no leader can issue more than one and no unit can benefit from more than one at a time. I'm seeing a lot of confusion on this point.

    On that note, Unleash Hell is great but it's going to be very easy for armies to bait. Charge an aetherwing/giant rat into an Ironclad before sending in the real attackers and your opponent gets to waste a command point blowing it up with ludicrous overkill or they just don't get to use Unleash Hell at all.

  4. 1 minute ago, Beliman said:

    Is that true? Why?? 😲

     

    Modifiers are capped at +/-1. Being in a garrison makes you 1 harder to hit and gives you +1 to save. Look Out Sir also makes you 1 harder to hit. So the only time it would have any effect is if the opponent somehow had two +1 to hit mods on their unit.

  5. Two things that have come up for me in list building theorycraft:

    1) Look Out Sir does nothing for heroes in boats.

    2) You can't stack Khemists and Thunderers for -2 to hit rolls anymore.

     

    Also, am I wrong or does that new Ghur Battalion allow up to 3 of our boats to do a pre-game Fly High? It grants a "normal move" post set-up and Fly High is "instead of a normal move". Same wordings involved as the hero phase Zilfin move, I believe?

  6. I would suggest more bodies. 10 arkanauts with their special weapons to go in the Ironclad and plop down on objectives.

     

    Here's what I'm considering with the point drops:

    Skyport - Barak Zilfin

    Endrinmaster in Dirigible Suit w/ Great Tinkerer

    3 Endrinriggers w/ Drill Launcher, Aethermatic Volley Gun

    Ironclad w/ Great Sky Cannon, The Last Word

    ^Khemist w/ Staff of Ocular Optimization

    ^Khemist w/ Spell in a Bottle (Warp Lightning Vortex)

    ^10 Thunderers w/ full special weapons

    Frigate w/ Heavy Sky Cannon, Magnificent Omniscope

    ^10 Arkanauts w/full special weapons

    Frigate w/ Heavy Sky Cannon, Malefic Skymines

    ^10 Arkanauts w/full special weapons

     

    I'm undecided on which battalion to go with between Iron Sky Command and Iron Sky Attack Squadron. 18" battleshock immunity bubble or ability to deploy out of my boats after Fly High is a tough call. Leaning ever so slightly towards the Attack Squadron. I'd like to replace one of the Khemists with Thundrik but I can't quite seem to get the points/transport capacity where I want it to be if I do that. Originally the list had 3 Gyrocopters in it and I'd like to give them a shot here, but I think the list benefits more from having a second transported Arkanaut squad able to grab objectives or screen things.

    • Like 2
  7. I've been having success with the following list, lately:

    Thunderer leader

    Thunderer w/ Aethercannon

    Skywarden w/ Skypike

    2x Arkanaut w/Aethermatic Volley Cannon

    Arkanaut w/Skypike

    2x Arkanauts

     

    I think it strikes a nice balance between elite shooting and boots on the ground. Having the melee component has proven crucial. And the Arkanaut w/ Volley Cannon is absurdly good, in my experience. That thing just straight up murders dudes. The plain Arkanauts aren't amazing, but they run forward and gum up the works nicely.

    • Like 1
  8. I'm still assembling models before playing with the new battletome. I've been toying with the below list and I'm wondering what people with a few games under their belts think:


    Barak Zilfin

    Endrinmaster w/Dirigible Suit

    -General

    -GreatTinkerer

    Khemist in Ironclad

    - Warp-lightning Vortex Spell in a Bottle

    Khemist in Ironclad

    -Staff of Ocular Optimization

    Ironclad

    -Great Sky Cannon

    -Last Word

    Frigate

    -Heavy Sky Cannon

    -Magnificent Omniscope

    Arkanaut Company in Frigate

    -One of each special weapon

    10 Thunderers in Ironclad

    -2 of each special weapon

    3 Endrinriggers

    -Volley cannon and grapnel launcher

    3 Gyrocopters

    -Steam guns

    Iron Sky Command Battalion

    2000pts

     

  9. What if the Aether-Khemist loses the +1 attack to one weapon but gains the ability to hand out one aethergold per turn to a unit? It'd be less overtly powerful but way more versatile.

    Could also explain the photo that showed multiple aethergold on a unit.

  10. 4 hours ago, stratigo said:

    Being completely honest, hammerers are just too basic. They don’t cheat hard enough to be good in a competitive meta. Not like the current all stars of melee in aos

    I'll take your word for it. Don't have any experience with uber-competitive AoS. But he didn't specify that he was looking for something in a competitive meta, just:

    7 hours ago, TheArborealWalrus said:

    Something that could reasonably mess up a monster if they strike first and cheap enough that you could include a duplicate without making your entire army about them.

    And, frankly, the Hammerers qualify just fine for that.

    • Confused 1
  11. Gwendar,

    I like your dwarf list. It's pretty close to the one I'm looking to build. What are your thoughts on swapping the Warden King for a Knight Azyros? You lose out on that 4th attack for Hammerers but your accuracy goes up pretty much across the board. And it's not like Hammerers with "only" 3 attacks are particularly pillowfisted.

  12. 3 hours ago, zilberfrid said:

    The Dark Riders have the same, but Outriders don't.

    Curious, if the musician is somehow tailored per unit, how to explain the crossbow/handgun ones?

    Huh. You're right. Looks like I missed them and Drakespawn Knights also having only the +1 charge on their musicians. And Phoenix Guard for infantry. Weird selection of guys to not have it. But I guess that makes it less likely to be a typo.

  13. So far as I can tell, Pistoliers are the only unit in the book that has the option to take a musician where the musician doesn't provide +1 to run and charge rolls. It only gives +1 to charge. This strikes me as odd and I'm wondering if it's a typo, though it didn't get addressed in the recent errata. What do you all think? Is there some reason this one unit would need to break the consistency on musician options for this army? Would an additional 1" on their run be too much?

  14. Thanks for that reference.

    So that seems pretty potent to me. You're likely already taking the Spellportal in Hallowheart, I think. So it's only 70 more points than you were already taking.

    You can pull it off from outside the opponent's unbind range, thanks to the Spellportal being empowered. So it's pretty much guaranteed in Hallowheart.

    9 Eternal Guard with 2+ saves and rebounding wounds on 6s. If the opponent mangles them too badly you could send an Emerald Lifeswarm through the portal to reinforce. Or drop 9 Irondrakes behind the Eternal Guard to blast whatever they sent that could mangle them.

    Reminds me of the Chronosphere from Red Alert.

     

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