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Rotary

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  1. Actually nope buddy, take time to actually look at the numbers you will see, And If I was using the format you used for potential of units I could easily point out that the skyraiders can do 79-129 wounds on turn one (with 12 torpedos, 30 volley, 24 carbine, shots rerollng BOTH H&W and 10 harpoon D3 needing 1/2s, 40 xbows etc... To say nothing of the multiple blanket pluses hits, wounds, move, the combination of Lord ordinator, Hurricanum, flagship, Command traits, allegiance traits etc.. that are tied in. But nuff said I"m just glad to see you realize it's a better version for the time being and I admire your enthusiasm for KO
  2. In addition to the superior offensive numbers the Skyraider Ironclads far outpace the KOs Ironclads defensively, with the combination of +1 to saves in the first round and re-rolling 1s on saves every round because of the battening the hatches ability on the Ironclads every round because they don't carry or need to drop any other units. Of course the +3 inches the first round and +1 every other is pretty great as is the 'Run and still shoot' command ability. Cool eh?
  3. Actually nope List haven't lost to one KO list out of the 5 played, and not one of them lasted longer then three rounds. In fact pure KO fared the worst of any list on average. The stacked impact of buffs of Tempest Eye command, the Lord Ordinator, Hurricanum, and Flag ship flags gives the skyraider Ironclads 2 hit 2 wound torpedoes that reroll ones, and 2 hit 3 hit volley and carbines rerolling as well, and the scourgerunners are 2/2 dealing D3 with an average of 3.8 free deadly wounds. In addition to far superior movement stats of a Tempest Eye list. Hopefully the new battletome will give the KO what they need to be a viable army on their own.
  4. Surprisingly this list also turned out to be a great one to build really sweet multirace conversions and fluffy background about, the remaining twins of three legendary blackark triplets turn their back on the sea after it claims their brother and a couple limbs, cursing the waves they drag the remains of their hereditary hulks and troops inland as far as they can (a'la a man in the wilderness) and sell their swords to the City of Tempest Eye and after a few years some of their sailors who ended up working the docks of Titanspear run into visiting Kharadon Overlords and see a new way to use their sea-honed skills and begin refitting their ships and chariots.... you get the picture
  5. For every Kharadon unit you field you need to field 4 Tempest Eye units, they then gain the key words and are considered Tempest Eye units when tallying up the required 1/4 for SCE and VisaVersa, GW has done a fantastic job updating the Warscroll builder to include all of the unit requirements and city roles, which made it possible to slowly puzzle together the best list to take advantage of the KOs, TE, and SCE synergy And while normally my build/tactic partner and I tend to sit on the specifics of a decent list to protect any edge we have gained the window on this sucker is going to close in a month so.... Viola! Skyraiders.pdf Skyraiders of Titanspear.bmp
  6. Indeed they are. I run a Tempest Eye list with 3 Ironclads, LO SCE, Hurri, Blackark master, 10 corsairs, 5 Scourge Runners and it is remarkably agile and powerful. Since CoS dropped I've gone 33 wins straight, no losses, only list to push it to round 5 was a Slannesshy dance party. Playing in as many tournaments as I can before the new book drops just in case it gets whacked. I can not recommend it enough, little real-world pricey ($700) but well worth it, 1 rend on almost everything and incredibly great to hits and wound numbers at top tier range, combined with unique abilities. My max for first round wounds with it so far is 73 wounds & 8 deadly wounds.
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