Jump to content

Asm00

Members
  • Posts

    9
  • Joined

  • Last visited

Posts posted by Asm00

  1. 47 minutes ago, Causalis said:

     

    1. I still struggle with taking objectives. If an enemy unit captures one I can't directly take it since I can't get within 9" after flying. 

    You can work around this by flying high with your murder boat on one side and rushing in with a turbo move Gunhauler who can just rush into objective range.

    Shoot everyone off and you have the Gunhauler (or balloon boys alternatively) left controlling the objective.

  2. 1 hour ago, 5kaven5lave said:

    Cheers ears, yeah I worded it poorly, flew high but couldn’t use the disengage rule to shoot after.

    Have been thinking whether I could take a bit of advice from a couple of you guys and swap the unit of 15 Thunderers for a Gunhauler and 6 Shootriggers. Will have a think on it for next time. 

    So as I understand it, redeploying a unit never counts as retreating and you can always shoot afterwards.

    This was in some FAQ, I can try and find it again.

    That means that if you can still fly high, even against a flying unit, you can do it and shoot afterwards. However, you can’t retreat and shoot per the disengage rule, si you can’t simply move away a few inches, it has to be a jump.

    • Like 1
  3. 32 minutes ago, 5kaven5lave said:

    @Cauthon re: your list, from what I’ve seen to date 6 shooting Riggers don’t actually do that much, especially without Gold. 12 with saws in combat is a very different matter however. YMMV though so give it a whirl. 

    So I may be wrong, but on average it seems 6 riggers kitted out for shooting, with all guns in range, will outperform 10 thunderers point for point.

    200pts of riggers will do 7 wounds on average with some at -2 and the rest at -1.

    240pts of thunderers will do 7.33 at -1.

    Thunderers still have the benefit from being in a boat for protection and having more bodies though, but I wouldn’t say riggers don’t do that much when shooting.

    • Like 1
  4. Got another game in, my first ever against ossiarchs.

    Scenario was scorched earth.

    My opponent was playing petrifex  triple catapult + Katakros, a few riders and basic troupes.

    I was playing an Urbaz escort wing with ironclad and an extra frigate, endrineers, arkanauts and a navigator and loondrinmaster.

    We stopped at turn 4, I had a 19/12 lead and he couldn’t get to my last objectives to burn them when I had already burned 3 of his.

     

    My takeouts :

    mobility on gunhaulers and balloons is so important to grab objectives

    urbaz and it’s extra gold was essential to my boats surviving the up to 12 shots from the catapults

    KOs largely have enough firepower to clear the objectives they set their sights upon (5 BO horse guys sitting in cover for example)

    our mobility actually greatly reduces the strength of other armies, as they HAVE to keep lots of units back on objectives

    never forget the extra wound healed on the ironclad and frigate, it can be the difference between flying high or not

    the navigator relic pistol is INSANELY good when accompanied by an ironclad loaded up with thunderers (especially if one of them still has a gold token to reroll wounds as well)

    katakros was way less scary than I thought

    • Like 3
  5. Hi all,

    Finally got a game in with the new KO.

     

    2000pts vs Stormcast Eternals.

    He played deepstriking ballista with Lord Ordinator and a mix of crossbows/archers, a 10 man unit of sequitors, Evocators, General on Gryph charger.

    My list was 1 Grundstock Escort Wing with Ironclad, 10 thunderers and 2 Gunhaulers, 1 frigate with 10 arkanauts, an admiral, an endrinmaster and a khemist with spell in a bottle (warp lightning vortex).

    Scenario was The Better Part of Valor, so a big focus on seizing objectives and keeping them.

     

    The game ended on turn 3 with a major victory for KOs.

    Having 3 objectives to protect on each side is a huge advantage for KOs, who force the ennemy to stay near their objectives for fear of your jumping ships seizing them immediately.

    As far as firepower goes, I thought we would be somewhat on the soft side, but being able to bring half your army or more to bear on a single flank more than makes up for that. First turn I wiped out the 10 sequitor unit and 5 judicators and things just went downhill from there.

    He was basically forced to burn his three objectives on his second turn where I was able to keep mine alive to burn on turn 3.

    Melee is clearly a weakness, but as long as you still have an aether gold for rerolling saves it's not so bad.

    • Like 2
  6. To the people saying flying units nerf our fly high ability.

    I don't get it, re-deploying a unit that is in combat through an ability is not considered as being a retreat, so you could still shoot after.

    The "not against flying units" only applies to the disengage special ability, which is separate from the fly high one.

     

    Am I wrong ?

×
×
  • Create New...