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Phasteon

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Everything posted by Phasteon

  1. I‘d really like them to have some default „combo“ options, especially those dual dagger wielding ladies. eg 3 fury, 1 damage combo reaction: 2 fury 1 damage combo while getting more dice and/or cleave inspired. Would scale pretty hard with things like great strength, ferocious fighter and gloryseeker too! Edit: also, you could equip those combo reactions without needing an opener equipped!
  2. I think the addiction part kind of nails it regarding the hobby 😂👍🏻
  3. What really helps is a Navigator as he can just halve the TGs movement, therefore making it useless. Other than that if he got multiple just focus the General if possible because he is the most dangerous and if he buffed a TG with the 5+ after-save-spell halve that TGs movement and avoid it at all cost while focussing another one down. I found FEC were quite easy to kite out. Not nobrain but absolutely doable with some experience. Edit: I wonder anyway how TGs can stand a chance against our shooting as they are basically 7 Liberators standing in mystical terrain but w/o getting cover. Thats not that impressive tbh but still those big monsters manage to survive longer than they should in my experience.
  4. And yet this thread is called discussion and all my concerns are based on actual rules, not speculation. So why do you try to shut it down instead of being constructive about it? I want to brainstorm counter measures against that new army so myself and other players in this thread can profit and are aware of the potential danger of a coalesced army. Denying that the army will exist as a threat on a table does not help at all so please try to be helpful or don‘t answer at all. No hard feelings here mate, just my opinion on the matter. 🍻
  5. Assuming Saurus have base move 4“ you can still get them 11“ forward t1 for 1 CP (which Seraphon will get enough of) with +1 run constellation. At this point 40 wounds with 4+ Save ignoring 1 damage are standing on the main objective. How are you going to shift them? Thats not speculation lol, thats 100% what I‘d do as a Seraphon player. My big monsters are standing ready behind to countercharge ofc because they easily get 15-16“ forwards with runs.
  6. Thats not correct. It says „can be a Duardin unit thats not a Kharadron Overlords unit.“ So you are clearly allowed to break the usual „allegiance“-rule in this case.
  7. They changed gloryseeker though. (I think they buffed it)
  8. Well obviously there are some things that are good against those monsters: - MWs in any form, Spell in a bottle could be a gamechanger if we pick the right spell, Bombs are gold - Last Word could potentially deal 5 damage and bracket/finish a charging monster - -1 to hit by Khemist and/or Fumigator as those monsters wont have many attacks so missing a bunch will hurt - As mentioned Rifle Thunderers especially with their +1 A in CC will be very strong. But how many of those things can we realistically combine in one list without „list tailoring“ against one special army.
  9. Its not all bad but we all know that our army has its greatest weakness in the damage department, so obviously further decreasing our effectiveness will hurt. Eg we all know that game where the opponent has a wound ignore (5+/6+) and rolls above average and we feel like we cant kill a thing. Now take the scaly skin as 1+ wound ignore for damage 2+ weapons. I think this ability will really blunt our output to a point where we cant clear objectives fast enough to win on points. Obviously coalesced have the utility disadvantage. No teleport and no summoning, but I wonder if thats enough of a downside or if its just a „counter“ to our army.
  10. So, with all the reviews on the internet creating pretty much the whole picture rules/pointswise - how do we deal with the new seraphon? Especially coalesced and their absurd damage mitigation. I‘m not a huge fan of that whole „we are doomed“ stuff as its hyperbole most of the time, but things like +2 wounds on all Monsters AND reducing damage taken by 1 got me worried. I dont want to tailor my list but I already struggle to deal enough damage sometimes due to bad dice rolls. But when my main damage gets halved WITHOUT dice being rolled and seeing how cheap those monsters will be pointswise and how much damage they can do (Watched a Batrep yesterday) - I am officially worried as I know some Seraphon players.
  11. You dont need Saurus to kill, you need them to hold. 40 Wounds reducing incoming damage by 1 is a very good tarpit thats hard to shift.
  12. Seraphon look extremely busted right now. Points are low, they can basically ignore half of the damage that is dealt by 2 and D3 damage weapons and they have incredible synergies all across the book. All that being said I‘m eager to face that OP army and try not to get stomped.
  13. We played ~1600-1700 pts, I had: Endrinmaster w dirigible Khemist Navigator 10 Arkanauts 10 Thunderers 6 Riggers Gunhauler Ironclad pretty standard imo. Tried Urbaz so far.
  14. Definately Barak-Nar in both cases. Thunderers as battleline AND immune to battleshock as general trait makes larger blobs of Arkanauts backed by Thunderers pretty appealing. I just used all rifles so far but I am tempted to get another box for 2x special weapons (only 1x mortar though just for the +1 hit) for a unit of 10. As soon as they are in combat and survive* the enemy unit got a problem as those 2 cannons alone can deal pretty solid damage. Edit: I like the Iron Sky Command as its another way of „no battleshock“ if your general dies and I basically auto include all units in the battalion anyway so its 130p for an artifact, a CP and lower drops as well as the ability. *Best way to guarantee it is to put them behind a screen of Arkanauts on an objective, so if the Arkanauts get charged the Thunderers are within 3“ next turn.
  15. Hey guys, had my first 2 games as Barak Nar yesterday and I have to say I had a blast. I just want to quickly share some of my insight: The bonus CP were nice, not having to worry about battleshock came up 2-3 times but the unbinding was actually a gamechanger. Played against FEC and I shut almost everything down. 1) No 5+ fnp allowing me to easily kill his ASF Terrorgheist general 2) No wound reroll saved many duardin lifes obviously 3) No run + charge got me one more round of shooting (combined with aetherstorm anyway) 4) No D3 attacks. See 2) Those unbinds basically won me the game. I havent tried out Zilfin yet, but so far I have to admit that being able to compete in the enemy hero phase was quite fun.
  16. Not worried too and I still think Brokk is worth 240 points, I‘d just rather had him at 300 again where he originally started but with a kit that makes him the best force multiplier KO can get. Thats just my understanding of how the most capable of all Admirals should work. Edit; Also I second those congrats, its nice to see we can compete (havent lost yet as well so I‘m still very positive about the army in general)
  17. I‘d actually like them to make all named characters equally impactful so you actually want to take them. Brokk for example is „the best Admiral ever“ by lore but has actually not a single of the Admirals abilities. -Why not reroll 1s against Heroes/Monsters -why no „Immune to battleshock“ as he is like the „Champion of Progress +1“ - why a CA that is basically useless in a shooting army (imagine him giving +1 to wound for shooting or old Khemist buff for a unit. „To the victor the spoils, so shoot them off my sight“) - why not making skyriggers battleline when he is the general, as its even described in his background that attacking with riggers is his main strategy. Hell, why not a CA especially for that unit type to make their combined use his niche. I dont know.. I really like his started from scratch background and the model is probably the best in the whole range, but he kind of feels generic as f. He has literally no ability that makes him a worthwhile pick, except for his „buffed“ shooting compared to the Endrinmaster (but then again he makes Skyriggers battleline and can heal flat 3) Overall a real bummer and a missed chance.
  18. I think when fighting for an objective isolated 30 Arkanauts vs 20 Mortek Guard (270 vs 260) are an equal match up. I‘d say they can take a comparable amount of punishment unsupported.
  19. I think not having too many (often unnecessary/redundant) units is one of the things that makes AoS armies more appealing to me compared to 40k. KO have all units they need to fill the roles they are supposed to fill sufficiently. Also narrativly it makes sense that KO are stuck with what they have. Ofc you can add Aethergolems or a Zonbak (armed defense light house fyi) but you risk hurting the overall theme of the army when you create units that dont 100% reflect what the army is about. Edit: Except for aetherpowered Duardin Terminators. I‘d totally dig them 😂
  20. Yeah I edited it. Following that logic EVERY unit folds fast. Even 3+ Save Mortek if they are on their own.
  21. I doubt you will find another 10 wounds unit with a 4+ (potentially rerollable) save for 90 points. Imo 30-40 Arkanauts are a very good objective holder for their costs.
  22. Yeah thats a pretty good ability, but lets wait and see until we get the whole picture. 4+/3+/-1/1 is nothing that will chew through our stuff easily. Most important thing are the points costs.
  23. He probably meant +1 to hit from the Admirals command ability.
  24. The best hitting power* you can get in vanilla KO is a unit of 20 Thunderers in an Ironclad with Ebullient. Those 42 Schots with reroll 1s to hit reroll wounds is pretty reliable -1 rend output. But its 1000 points without any support so better make those shots count! *actually its 12 Barak Zon Skywardens, but good luck alphastriking them without getting striked first. Also retaliation will hurt. Edit: LOL, this happens when you think about something but just write half the story 😂 Haha was thinking about the best unit to garrison in KO. Also: I love Fyreslayers but I don‘t think Thrying is competitive. You basically get the worst out of 2 worlds (Fyreslayers allegiance is much stronger and you are losing out on too many points for the actual good KO stuff - I can barely fit everything I want in a 2k pure KO list... and 20 Thunderers is not part of it atm 😂) Haha well sorry for the brainfart
  25. Imagine the horror on your face when he surrounded your 1300+ points ship, killed it in one go and you realize that everything is dead now. 😄
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