Jump to content

Phasteon

Members
  • Posts

    486
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Phasteon

  1. Yeah I love my Admiral too, was my first KO model and I won so many glorious battles with him as my commander. He really earned this „Veteran“trait aka war wound. As for the Nagash thing, he shot those bolts but then got cocky. On the other hand I misdeployed as he didnt tell me that he got the portal before he used it (mistake on my part, could have asked for his list but was overexcited to play my new army). Otherwise he wouldnt be in range anyway and if he didnt charge he wouldnt be in range next turn either as I just would have fly high away. KO are really hard to catch with those typical hard hitters. Edit: Ironclad took 12 damage in total but Riggers, Endrinmaster and own repair ability healed 10 wounds 🥳🎉
  2. And? You still pay 14 points A MODEL vs. 9 points A MODEL. Pls try to read more carefully next time.
  3. With the proclamator mask hailer he can use one of his warscroll CAs for free, he gives +1 CP on a 2+ with command trait, makes everyone within 12“ immune to battleshock and the +1 hit isnt gimmicky. It made my Ironclad, Admiral, Endrinmaster and Thunderers take 10 wounds from Nagash in close combat. Its the little things that add up fast. Edit: I am very tempted to try out Barak Zon, then its 5 As on 2+/2+ from him and another 3 at 2+/2+ from the Endrinmaster + 10 3+/3+ from the Thunderers. Thats pretty good for a „shooting army“
  4. Arkanauts are better than Vulkites, cheaper per model and 4+ base, not just against melee
  5. I found that Barak Urbaz synergizes very well with the style of army I want to play. Triumphs are key and giving more to my units was very gamechanging. Always went for Ironclad first. Thunderers were 10x rifles, very effective. I alwys disembarked them to hold an objective when the main damage dealers were dead. +1 shot in melee is brutal. Arkanauts were so good in 2/3 games. 10“ auto run with CP (of which i had more than enough) to get to an objective t1 and then defending it. Khemist is not necessary but still neat.
  6. I had the Admiral, Endrinmaster and Navigator garrisoned with the Thunderers and the Khemist + 20 Arkanauts deployed on the ground to capture objectives (which worked surprisingly well) Nobody wanted to charge the Ironclad because the retaliation between all the close combat stuff (with +1 hit from the Admiral), bombs and Last Word was too frightening for even the Varanguards
  7. Just played a 2000p „fun tournament“ today. My list: Barak-Urbaz Admiral - General, War wound - Proclamator Mask-hailer Endrinmaster Khemist Navigator - Flarepistol 20 Arkanauts 10 Thunderers 6 Endrinriggers (w 2 Volleys, 1 Grapnel, 1 Skyhook) 2 Gunhaulers (1 with Morgrims) Ironclad - Last Word Grundstok Escort Game 1: Nagash with some ghosts and morghasts. Major Victory, he got +10“ move on Nagash and tried to assassinate my Ironclad but failed and died. Was a deployment mistake by me but a nice bait. Instantly killed him with close combat and some shooting and his list fell apart. Game 2: Archaon with 4x 3 Varanguard Completely outkited his army, taking his units one at a time, Major Victory Game 3: StD with Barbarian summoning (Ravagers?), played very similar to Game 2 but with more commitment because his list didnt hit as hard as Varanguard Major Victory Conclusion: KOs mobility is key Shooting is sufficient Survivability is nice Artifacts were ok but not that decisive, though the Admiral was very nice (had 6 CP at one point in the game so I could go ham on rerolls of 1) The army is so much fun to play now, also very tactical.
  8. You dont double the Mws from the bomblets but from all the other weapons. An Endrinmaster with that trait can deal up to 36(?) Damage to his main target with his shooting and close combat, while killing sth next to the target with the bomblets. @Eevika is wrong on this one, it clearly says WEAPONS, the bomblets are an artifact.
  9. Sadly this sentence makes you kinda „that guy“. You write a whole paragraph about restricting yourself and whatnot just to come to the conclusion that you need petrifex to compensate for your „weaker choices“ (which really they are not, its OBR after all). Why not just pick a fluffy Petrifex list with min. 10 sized Morteks, Mortisans as only Heroes and the rest big guys like Harvesters and Stalkers. Its described in their background that they dont fight as disciplined as the other legions. Example: Boneshaper, General 130 - Godbone Armor 10 Mortek 130 10 Mortek 130 3 Stalkers 200 3 Immortis 200 Harvester (with Bludgeons) 200 = 990 Add Morghasts and you have 1200 on the nose with your fluffy „Colossi“ Legion and people cant blame you for taking them. If you go for 08/15 Liege, Guard, Cavalry list people will always say „Yeah he is just playing them for the CA and +1 Save“ (Which again is fine, but seems to make you feel uncomfortable)
  10. „On average you will do 2–4 wounds“ – so 3 then? I swear you mathematicians are killing me – I agree when you are rolling 20 dice on 4+/4+ average wound count will be ~5 and you can see that happening most of the time. But stop trying to mathhammer when I or my opponent will roll a 1.
  11. Well its always a better chance to not roll a 1 than to roll it, so I expect this thing to oneshot big scary units almost every game
  12. Why do you think you wont win with that list?
  13. As cool as the new model looks, I probably wont use him. Also I‘m disappointed that battleline options are tied to whats basically the „master technician“ when it really should be the Admiral that unlocks more options. From a design perspective that means that you will see that new Endrinmaster as general in any list that want to go Skyrigger heavy, which makes him a far too essential model for his basic role, that is being a support character for the skyvessels. Also him vs. Endrinmaster on foot is a ridiculous comparison, as they basically fill completely different roles while basically being the same model with a different set of armor. One of the few little things that I dont like about the tome Edit: Because the Endrinmaster feels kind of „forced“ to be your general by how much he improves list building. Also the „2+ MW keep on rolling until you fail“ artifact on him is pretty bonkers too, because if you are lucky you can win the game with him t1
  14. To the what? Edit: Srsly though, the lack of the MARINE keyword but damn, that was a ridiculous question
  15. Imo you want to keep Endrinriggers close to your Ironclad to heal it up and shoot with Volleyguns and Skyhook/Grapnel/Drill Cannons while doing so. Skywardens on the other hand are our best close combat unit now that they have the most attacks. Buff them up with a Khemist, take Barak Zon or a Triumph to reroll hits on the decisive charge and wreck whats in your path. Worked before if you were lucky, works perfectly now that you can chose your reroll/ improve hit/wound.
  16. 1) when in range the special weapons are superior so I‘d advice you stack them 2) Arkanauts cant deck decksweepers 3) I‘d always go for 1 Volleygun and Skyhook/Grapnel per 3 4) I think the Admiral is pretty good. Immune to battleshocks, 5+ shrug for him, fantastic traits/artifacts for bonus CP and 4 pretty good CAs. I always used him before, now I‘ll definately keep him
  17. Just a single Hero and then just Arkanauts in Frigates rinse a repeat looks very bland tbh. I wouldnt like to play with or against that list. Kinda boring. Might be competitive though because of board presence
  18. 1) We know all the rules by now, some of them are really a bit strangely worded and kind of abstract as this kind of teleportation is quite new to the game. A FAQ will be important here for most rules. 2) Yes you can shoot but maybe you want to shoot unit A, thats 8“ away and not unit B thats in your face and sadly got fly. NH will be scary in this regard, best bet will probably be to just disembark to get most benefit out of our ground troops. 3) You have guns that can shoot 12“–18“ so they can fire after fly high. Clearly the main design idea was to give the ships another edge by making units able to fire out of their transport (like Dark Eldar in 40k for example) but (unlike Dark Eldar) reward your troops by getting actually on the ground to become deadlier, which is good game design. I‘m really looking forward to my first game with the new tome, will see if the damage/defense/mobility now is enough to win games without depending on pure dice luck.
  19. From my understanding you can then disembark turn 1 to get some units into the enemy territory right away. It‘s questionable though, but at least you can use buffs that require being out of your garrison (Thunderers / Khemist) a round earlier.
  20. I‘d say RAW yes, because the garrison rule says that you measure distances and check line of sight from the model of the garrison. And since the „garrison“ can see because of FLY the garrisoned units should be able to do so too. But needs a clarification imo. Edit: I think nobody can really kill a Katakros (petrifex doesnt matter as he is getting +1 save from his own ability, not petrifex) if the OBR player is doing it right. Cover will grant him a 1+ rerolling 1s with mystic shield and Immortis Guard can do wound shrug. Then theres look out sir! and his built in –1 to hit on a keytarget (eg Ironclad or w/e). He is 700 points though with those Immortis, so you are better of focussing down the rest of the army, ignoring him. (CP stealing can hurt, so does constant –1 to hit for a unit) but he is the tankiest character in this game at the moment. Youre better off just destroying the other 1300 points of OBR, then he has 4 models left that cant win him the game. Thats btw how you should deal with most tanky models, try to avoid them (eg use Navigator halve movement on things that fly like Gordrakk or Archaon) KO shooting is most efficient vs 4+/5+ Save, 3+ can get very dicey (aka heartbreaking if a 6 dmg canonball gets shrugged on a 5+. at which point you are better of using the shrapnel for volume of attacks) Priority list against OBR should be: 1. Units > Heros 2. Units that are not protected by a Harvester 3. fastest first 4. Harvesters 5. Rest I‘d actually don‘t be worried about facing most OBR lists, as the healing is limited and expensive (Katakros/Arkhan being the best and still just reviving a max. of 6 wounds) while the major threats are too slow while being too expensive to really cause problems. + their best shooting (aka catapult of doom) straight up sucks against KO now (as you can predict their main target and just use gold for save reroll with a 3+ save most of the time)
  21. As far as I can tell you either have many bad models or few strong units. Eg my OBR list looks like this: Arkhan Liege Kavalos Soulmason 30 Mortek w Spears 2x5 Deathriders Harvester Immortis Guard Deathrider Battalion Shrieker board presence wise its a big blob of 30 morteks that dominates „the centre of attention“ and Arkhan, the Liege and the cavalry roaming to grab/ contest / assassinate. 100% winrate so far. KO can easily contest that lists board presence by teleporting to the objective on the far end of the mortek horde while focussing down one thread at a time. Endrinriggers are BRUTAL now, a unit of 6 features: 2A 4+/3+ –2 3D 12A 4+/4+ –1 1D while restoring 3–5 wounds (with Endrinmaster CA) to a nearby boat. I think it will either go like the following: You outmaneuver/kite elite while winning on multiple objectives or you get caught unlucky and lose. Or You get swarmed by chaff that cant really hurt you and you either clear it fast enough to win on objectives or you fail and lose. You can always lose any game, keep that in mind. KO are finally a more elite army as they should be. GW had 2 options we already discussed. a) increase overall output b) increase overall defense They went with b) AND gave us unlimited range via teleport. I get why people are „shocked“ by the tome and dont see how to win immidiately. I cant even figure out which skyport to use (gameplay wise), but I think its because KO are now very different to every other tome mechanically. Last point: Dont underestimate the rerolling saves for the Ironclad or embarked units! They are as tough as the „oh so feared“ petrifex mortek guard, while being cheaper AND more deadly. And faster. From experience point if view: 1–2 rerolls are pretty much enough for a single game, I had games where my mortek guard didnt see a single round of combat. Some opponents simply realize that they cant charge and Ironclad or get obliterated by things like bombs, „last word“ and some potent combat characters garrisoned in the ship while doing nothing in return.
  22. Then go ahead and play another faction. Or use your „critical thinking skills and experience“ (lold about that) to figure out the strengths of the KO tome 😜
  23. But we can reroll saves in any phase, which makes us better against shooting. And we can shoot with rend, teleport across the board and have cool bearded masks. I own Fyreslayers, Ossiarch Bonereapers and Kharadron Overlords and though I never lost a game with OBR I am far more excited to finally play my favorite army again. And though I find it VERY difficult to think of a strong yet stylish list there will be ways to get both I am sure. Ships being finally good now is the mosz important thing, being able to fight out of out boats so that they dont just unload troops t1 is just amazing design. Edit: Good players will always find the necessary tricks to win games, and new KO got plenty of tricks.
  24. But its a good rule because you have to actually think before using a triumph.
  25. Take the new Endrinmaster then, he is 220 and flat heals 3, and is a beast
×
×
  • Create New...