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Stormrage89

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Everything posted by Stormrage89

  1. Ya same here. I dont get it tell Thursday. Well that sucks. I didn't think about the 10 models for weapons per 10 and aether gold. Seems like your paying for the 10 guys and only fielding 9 so it shouldn't effect weapons and gold. But if they clarified this in the rules elsewhere no need to dig into it. That sucks though. Thanks for the clarification guys.
  2. Can you pay for 10 models and only put 9 in the boat so a hero can fit? I know the rule is if you ever finish a move action and any models are more then 1" away, they die. Can you do the same thing for this? If so I'm going to do it even if it is a waste of some points. Seems worth it.
  3. I can't tell if this is sarcastic or just misunderstanding what I posted. (I can never tell on the internet) Here's some info to clearify. The "gamblers fallacy" deals with the odds of something happening at your current position, in which case your right. Every time you roll the dice you have a 16.66% chance of failure , 83.33% chance of success on this item. BUT, if you roll a 1, you stop rolling which is where that chart comes in. What I posted was the likelyhood of success If your looking to get to a spacific number of wounds out of this item. Example: what's the chance of getting 1 wound? (5/6 = 83.33%) what's the chance of getting 3 wounds (5/6 × 5/6 × 5/6 = 57.87%) Your basically taking 5/6^X=Y where "X"= the number of mortal wounds your wanting to do and "Y" is your chance to get that many wounds. Math yo. I hope that clears things up.
  4. Ya, obviously the chances are low, but this can get really out of hand. number of hits Chance 1 83.33% 2 69.44% 3 57.87% 4 48.23% 5 40.19% 6 33.49% 7 27.91% 8 23.26% 9 19.38% 10 16.15% 11 13.46% 12 11.22% 13 9.35% 14 7.79% 15 6.49% 16 5.41% 17 4.51% 18 3.76% 19 3.13% 20 2.61% 21 2.17% 22 1.81% 23 1.51% 24 1.26% 25 1.05% 26 0.87% 27 0.73% 28 0.61% 29 0.51% 30 0.42%
  5. Quick question. Does the -1 to hit aura from the Thunderer Fumigators "Choking Fug" and the -1 to hit aura from the Aether-Khemist "Atmospheric Isolation" stack? -2 to hit total? If so i'm going to run around with 20 special weapon thunderers backed up by and Khemist and see how that goes.
  6. Ide say board presence mainly. Its easier to split up your army to deal with different threats and claim objectives. However if you want an awesome looking ball of death that's hard to kill. (Myself included) Ironclad is the way to go. I see it as ironclad for firepower, 2 frigats for versatility. Once I get a few games in I'll know how wrong i am.
  7. No kidding man. I just painted a 20 arcos on and off and it took me a month! That being said I took my time and they look great. (For my standards anyway.) I'll post them when I have time. Also your deffenetly correct. There are way more features on the arcos then basicly anything else when it comes to overall color. Looking at the thunders, it's going be a much quicker batch.
  8. Yeah, I agree with you. I don't get this this ability. From what I can tell it gives you the same rules as fly high before round 1 starts but then you cant move round turn one either. The only difference I see between this comand trait and fly high is that you don't need to be more than one inch away from a train feature. (Or at least that part is not stated in the rule, seems like an oversight to me however) It would be one thing if you could exit the garrison turn one. But it spacificly sais you cant. Am I missing somthing on how powerful deploying on a train feature is? From what I remember are ships done benefit from cover because there huge... Only advantage I'm seeing is being somwhere first if your gets first turn.
  9. Ya, I agree with ya there. I do understand the other side of it though. you invest a lot of time and money into an army you like and then the new rules turn out bad. That being said i really like what i'm seeing so far. I'm looking forward to getting them on the board when the book official comes out.
  10. ya, with Fly High you could put all your stuff in the back corner. in a standard 24" between deployment zone game. that would leave you with what.... 32" they would have to move plus terrain they would need to potentially go around? i know there are games where you can start closer but still.
  11. Thanks TheadTheOgorSlayer, That's exactly what i was looking for, i very much appreciate it man. Have a great day!
  12. Another question: Spell in a bottle. I have pretty much no experience with endless spells to the point i don't even know what most of them do. Anyone have any good ideas of what to take here? i normally like spells that can buff or debuff, as apposed to ones that just do outright damage. Are there any Endless spells i should look into? Thanks in advance for the help.
  13. did i miss read something? i thought you only get 1 gold for the entire game. I know there are other ways to get more gold depending on what Skyport you pick and hero selection. But wouldn't it be better to save it for melee armor saves in a lot of situations. (obviously it depends on the situation, but still)
  14. Well, the Ironclad always has: Torpedoes (24", A4, 4+, 3+ -1R, D3 Dam) Carbines (12" A8, 3+, 3+, -1R, 2 Dam) which is awesome, The carbines are a constant 8 all the time now, i did not notice that the first time around, so that's 12 very good shots. after that its a mater of what are you taking with it? Great Volley Canon (18" A4d6, 3+, 3+, -1R, 1 Dam) that's an average of 14 shots a turn with it. The Great sky (24" A6, 3+, 3+, -1R, 2 Dam) or (30" A1, 3+, 2+, -2R, 6 Dam) Great Skyhook (24" A1, 3+, 2+, -2R, 6 Dam) with +2 charge all the time. For me, I kinda feel like the Great Volley Cannon is the winner for how consistently good it is. but the canon can be good depending on how much armor your opponent has or how far away the thing you want to shoot at is. (but we have Fly High most of the time to get close) Great Skyhook is kinda a miss for me, it doesn't seem like we would want to charge much with the Ironclad, just keep shooting until something charges us then disengage. i guess we could bog stuff down with it? Also it has whatever shooting is garrisoned in it. but up to you guys on how much stuff you put in there. The only thing i don't like about the ironclad is how sharp the movement falls off as soon as you go over 15 models. I totally understand it loosing Fly High, but having the models movement seems very steep. Seems like the movement could have been - 2, -3 or not kick in until your at 21 or something. All and all i love the new Ironclad, now i just need to spend the 100+ hours painting the thing. Edit: Just noticed the 3rd Great Endrinworks for the Ironclad, it gets rid of the 16 model movement penalties!!! that seems huge to me.
  15. I could be very wrong on this, but to me it seems the main thing your going to use your gold for is re rolling armor saves. (unless your opponent has -2 rend) This seems like the most efficient way of using it to me. Army wide 4+ minimum saves is great, combine that with the gold for that first round a heavy unit charges you and your probably going to be able to fire back with plenty of power the following round. Like i said though i could be very wrong, i know gold can be used for all sorts of things, but this seems like the best use for it. Let me know what you think.
  16. Ever price shown is doubble what it actually is right? The websight is kinda wonky.
  17. I agree. But I hope it happens in a different way. Like if the gunhaulers is next to a unit, it would gave them "cover fire" which would be -1 to hit in the shooting and melee phase or something like that.
  18. Im hoping the khemist keeps the AoE attack characteristic reduction debuff and gains an AoE buff if the old bufff is going away. Would also be cool if there where some options built in . Like you can buff, debuff, or shoot a bigger cloud of poisonous gass at a unit for more damage then the standard attack. This would give you some fun options if your bringing multiple khemists.
  19. ya, i'm probably going to get a starter box of fyreslayers depending on the rules for what they can take and what can embark / garrison. (whatever the rules end up being.)
  20. Ya, i Can differently see this as something that will probably improve, even if the other things i mentioned do not.
  21. I think If they did a slight upgrade to its shooting characteristics (more shots or more accurate shots), and hopefully change the bomb racks to be more then a 50,50 chance. (without changing the prince) I think they would be a pretty solid unit. The Fly Higher trait depends on keeping your woulds less then 7 or it goes away. In that way the "Escort Vessel" trait becomes way more valuable. Don't get me wrong, If they made they way better i would not complain. I just think with a few slight improvements they would be just fine. What do you guys think?
  22. Between Barak-Zon, Barak-Zilfin, and Barak-Thryng. I'm really liking how big of an impact they have on how the army plays, as well as the different directions each sky-port changes the game play. I hope the other sky-ports are just as Interesting.
  23. Ya, dollar per model, KO is a very expensive army. I'm kinda hoping that the price doesn't go up to much with the updated book unless the model rules justify the point increase. But if they do go up a bunch, at least the people getting into the army wont have to buy as much stuff. I reeeeeeeeeeeeeeeeeeeeeeeeeally hoping the points don't go up though.
  24. Same buddy, I only have one. This makes is seem like I need at least 1 more if not 2. I'm super pumped about this! Cant wait for the entire book to be out. I think this would change. If its viewed as the unit is garrisoned, wouldn't they have the option of attacking the unit with a -1 to hit? Eather way I like this a lot. This would make it more balanced. If you had no options to kill 20 Thunderers untill you go thru 18 ironclad wounds with the iron clad also doing damage wial kiting.... holy cow that would hurt. Especially of your throwing in screening stuff in the way. (Not sure what would be a good screening unit are book is out.) That's alot of points but still. I also like the fact that are ships can't fly high after taking more then 7 wounds. There would be a lot of salt thrown at us if a 1 would ironclad flu across the board to safety right before it died. You would need to focus fire them more then just throw a screening unit at us befor you break the fly high. So we are still slippery untill then. I wonder if there going to make the healing effects from riggers and endrinmasters different? Would be cool if one of the sky ports changed them from a 1d3 to a 3 or something? Maby give riggers a bones to healing based on unit size? I always though it was wierd that a 3 unit or 12 unit of riggers healed the same amount. All and all it looks like where getting what we wanted. More options!!!
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