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greengiant

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Posts posted by greengiant

  1. 33 minutes ago, cofaxest said:

    So you think that this will be balanced?

    Alchemist - 160

    Alchemist - 160

    Alchemist - 160

    Frigate - 240

    Frigate - 240

    30 Arcanauts with 9 skyhooks - 300

    30 Arcanauts with 9 skyhooks - 300

    30 Arcanauts with 9 skyhooks - 300

    Ironsky squadron battalion - 130

    Total 1990 pts. 

    Under Urbaz this will be 72 skyhook shots turn 1 and 54 skyhook shot + 189 shots with pistols... I think this is abit too much.

    You can take out one of the Frigates and take that exact list right now. And the added frigate doesnt really change much to that list. (other than give some mobility)

  2. On 1/3/2019 at 9:21 AM, BWG Cannonball said:

    Going back to adjustments, I do feel the save characteristic needs to change on the airships.  The Ironclad needs a 3+ save, Frigate a 4+, even if the points stay the same on them.

    I agree on the saves for the ships. 4+ in a vacuum is not horrible. However most things that are shooting at it other than basic ranged weapons have at least -1 rend. This leaves the ship with a very paltry 5+ save, with no access to a ward save. 

    I have always said that they just need to give all the ships the batten the hatches rule from the Ironclad. But making it a +1 to their save, rather than re-rolling 1's. (Its not like we have any other way to get +1 save). We of course would keep the rule about disabling embark/disembark.

    Then change "Prove your Worth" to give one attack profile get +1 to hit for all visible vessels.

    Also, Arkanaut companies need to be 100 points. with 12" range, they are not really any different than many other melee only units. The main downside is that they cannot use their damage dealing equipment every turn.

  3. On 7/6/2018 at 8:32 AM, nine7six said:

    was the number of wounds they have would differate them.  An ironclad having twice as many as a gunhauler for example.  

    Plus I think of saves in abstract terms.  Like, an Ironclad could have an 3+ save because it’s durable and shrugs off everything that hits it, whilst a gunhauler has a 3+ save because it’s really fast and manoeuvrable. 

    I could settle for the Ironclad having a 3+ save and the others having a 4+ save though

    I have been pondering what would happen if all our ships had a 4+ save. Then, we adjust the "Batten the Hatches" rule to be +1 to save, instead of re-rolling 1s. This would really be useful and fluffy. 

    • Thanks 1
  4. 11 minutes ago, BWG Cannonball said:

    I was discussing with a few buddies of mine the other day of a few things I'd love to see if they ever did some additions (minor) to the KO.

    Specifically in terms of battleline units.  I'd love to see Thunderers go situational battleline because I feel it would make for an interesting and usually under-represented unit that could work out well for a Grundstok Corp.

    The other oddball thing we were thinking of was, what if you made the Gunhauler Battleline if you took a Navigator as your general?  Could make for some really interesting fluffy lists consisting of all ships and Navigators for some true fleet combat.

    With regards to the Navigator making the Gunhaulers Battleline. I had the same idea, several weeks ago, and I 100% support the idea. They would make an excellent Battleline. (not too powerful, just right).

    • Like 2
  5. I would like to see the roll for turn have some kind of modifier. Such as the player who is losing gets +1... or the player who did not just complete their turn gets +1. Still a random event, but giving some help to keep the game more linear.  

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