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Celadoor

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Posts posted by Celadoor

  1. 5 hours ago, Kitsumy said:

    i can be a cryer but cant uderstand why a midd tier army as idk only is getting so many nerfs. 

    I'm not suggesting a Nerf is warranted.  Cause I think IDK need to stay at around their current win rate.  But they aren't strictly mid-tier right now.

    Since the December FAQ, IDK have the 3rd highest win rate (out of 28 factions).  It's an important stat, but it is a relatively small sample size.  So if we take the whole of 3rd edition instead, they move to 7th out of 28.   3% behind the LRL Win Rate.

    What IDK really need (and I'm not sure if GW are clever enough to do it), is to be less oppressive vs. the lower tier armies, but do better vs. the top 5-6 armies. Currently IDK absolutely DOMINATE the lower tier armies, but they have a sub-par WR vs. the higher tier pack.  If they could be re-balanced to compete vs. the top end, but not be so disgusting to the bottom end, that would be ideal.

    Essentially, IDK is a faction that *could* afford to drop in power and would still be considered solid.  I wouldn't want to see that though, it's just worth bearing in mind, that they aren't in the kind of position that Fyreslayers, or Ogor Mawtribes are ... where a reduction in power would take them tumbling into the very bottom of the pile.

    • Like 6
  2. 7 hours ago, Gailon said:

    Are there any other hero units that can become battleline? They will lose the leader role but keep the hero keyword. So a battleline unit that can have artifacts, use heroic actions, issue all commands, count for HGB ward bubble. Pretty interesting options there and very different. 

    Mega Gargants.   They don't lose the Leader Battlefield Role afaik - they just gain the Battleline role.

  3. On 9/5/2021 at 12:15 AM, Carnith said:

    I’ve seen ard boys. 
    Bravery 5 and their attacks went to 1” 3a 4/3/-/1

    A guy on the Orruk Warclans Facebook group claims you've been proven wrong, and you opened a first edition box by mistake.  Can you provide any additional detail.  What did the box look like?  Was it just one weapon option? what was the weapon called?  Did you see the new stats on the build instructions, like we've seen in the leaks for the Maw Krusha & Brutes? anything like that. 

  4. 20 minutes ago, Dejnar said:

    Can i use Mancrushers as troops in list building? 

    Otherwise it seems that we are locked i to only the linebreaker and pack Hunter battalions. Or am I missing something? 

    Mancrushers can be troops yes, but we can't do linebreaker, as it requires non-leader behemoths, of which we have none.

    We can do Battle Regiment amd Hunters of The Heartland, thats all.

     

  5. 3 hours ago, Drazhoath said:

    Its valid that a unit of 3 Mancrusher speaks 3 Monstrous Rampages because they are 3 monsters or only one Rampage because its just one unit?🤔

    21.0 says a unit with the monster keyword is A monster. i.e one monster. 

    • Thanks 1
  6. Apologies if this has already been answered and I missed it.   But a few people on FB have mentioned that they want to go with the Taker Tribe, then use Very Acquisitive, followed by taking the 5+ Ward for Artefact #1 and Something like Glowy Lantern for Artefact #2.  But I'd be interested whether you guys think that's legal?  The wording for Very Acquisitive is a little funky for my brain to wrap around.  It says you can take 1 "extra trophies taken by force artefact".

    I keep reading that to mean, you have to take one from our own table, for the 2nd one to count as 'extra'.  Otherwise, if you take a general artefact (like the 5+ Ward), the next artefact you take isn't an extra Trophy by force artefact.  But I misread rules all the time :D so I don't trust myself.

     

     

    • Thanks 1
  7. What would be some good melee focused units that I could either take as allies, or take in Barak Thryng?  Thinking maybe Fyreslayers of some sort?

    My friendly AoS group seems to be a little annoyed that my list is too strong, and perhaps is a little boring for them to play against, because of the never ending shooting phase - so I'm trying to think of ways to mix it up to improve their experience

  8. 44 minutes ago, ByronicHero said:

    I have not played any MEs with KO specifically. However, I would never really take a battalion at such low points totals as you really don't get value from it. Also, if you are worried about him dropping his units from the sky you could go for Mhornar ans use the navigator artefact to make it impossible for him to charge your ship with one unit a turn essentially.

    If you want to use Thryng (seems sensible) I would rather use Riggers rather than Arkanauts as they are going to do a lot more for you if they roll to fight after being charged. Plus, if you take an Endrinmaster to make the riggers battleline he will put in work against the Arcanum (and anything else). Lastly, my experience with MEs is that speed and the ability to reposition quickly are king. 

    My first pass is that I would play something like this. Thunderers chill in the Gunhauler and fly off to murder things. General and his melee Riggers do similar. Should be good fun. You could also give the melee unit one skyhook for superior charge if you are so inclined. 

    image.png.b9eaf41d161089aedb0cabf44612a466.png

    That's a super interesting list, it would be nice to just have everything be very fast I guess :D I'm definitely adding this to my list of ... ya know ... lists 😛   and it's now #1 contender for my 1k game - thank you kindly for your time, I genuinely appreciate it.

    I was a little torn on putting a Battalion in, I liked the idea of extra ednrinworks, and the re-roll 1's - but I see what you mean .... it's  more than 10% of my total list in a battalion and it won't mean much if I lose my units and no-one gets the benefit anymore :D 

  9. I'm looking for some advice for a 1k Meeting Engagement coming up, where i'll face up against a SCE Army - going Hammers of Sigmar.

    Their army is going to be

    • 15 Sequitors  (1x10 + 1x5)
    • 10 Evocators  (2x5)
    • 1 Lord Arcanum on Gryph-Charger

    The list I was mulling over is below - but i'm actually contemplating re-organising it towards Barak Thryng  if possible  (despite having no allies) - reasons:

    1. he only has 5 units total.  So I can perma-tag both evocator units and his hero with re-roll hits of 1, and then use the battalion to target the sequitors when I need to.
    2. I fear a massive charge from the Lord Arcanum, followed by dropping 3 flasks, and dealing 3xD3 mortal wounds to an Ark. Company - with Thryng, some of them might get to fight anyway?

    Grudgehammer probably isn't that great for a Khemist though.

    I have about 2k points - across 12 Riggers, 10 Thunderers, 20 Ark. Co, 2 Frigates, 2 Gunhaulers and 1 of each hero - I'm just a bit overloaded with options, and my play experience is VERY limited, so I just don't know what works (had 2 games so far)

    Any help appreciated - or alternative list options based on what I have available

    image.png.a34a38906de760d10bf62cf2440eac49.png

  10. 29 minutes ago, Grudgebearer said:

    Hey guys, 

    I just need a quick clarification, the Aether gold ability can only be used by one unit per phase, or can several units say that they are going to spend it to reroll save rolls for example ?

    One unit per phase

  11. 47 minutes ago, Iron Fist said:

    Hi mate,

    No each 10 thunderers are supposed to be in a frigate for a good and mobile firepower. i use only riffles for the better range.

     

    Why the iron sky attack squadron then? I assumed you'd want the ability to dump 30 Ark. Co. On objectives really quickly.

    Is it purely to reduce drop numbers?

  12. 22 hours ago, Iron Fist said:

    Hi guy!

    I thought about a list allowing to have a good objectives control and a correct firepower

    What do you think of that?:

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Zilfin

    Leaders
    Aether-Khemist (90)
    - General
    - Command Trait: Master Commander
    - Artefact: Staff of Ocular Optimisation
    Aether-Khemist (90)
    - Artefact: Spell in a Bottle

    Battleline
    10 x Arkanaut Company (90)
    10 x Arkanaut Company (90)
    10 x Arkanaut Company (90)
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon
    - Great Endrinworks: Malefic Skymines
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon
    - Great Endrinworks: Prudency Chutes
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon

    Units
    10 x Grundstok Thunderers (240)
    - Riffles (for range)
    10 x Grundstok Thunderers (240)
    - Riffles (for range)
    1 x Grundstok Gunhauler (150)
    - Main Gun: Sky Cannon
    - Great Endrinworks: Coalbeard's Collapsible Compartments

    Battalions
    Iron Sky Attack Squadron (120)

    Endless Spells / Terrain / CPs
    Purple Sun of Shyish (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 112

     

    Interesting one ... are the Thunderers just slogging it around the map on foot? 

    If so, are you worried about them getting engaged in melee and not having the special weapon debuff? 

     

    Is Coalbeard's Collapsible Compartment just so you can move your spell in a bottle Khemist around?  

    That feels like an expensive taxi :D :D 

     

    If you were set on 3x Frigates and Ark. Co. in the Iron Sky attack Squadron, I'd be sorely tempted to ditch 15 of the Thunderers and the Gunhauler and have an Ironclad with 5 Thunderers in it instead 😛  but that's just me

     

  13. On 4/12/2020 at 6:44 PM, readercolin said:

    To go with what @Sttufe said, drops are units that are placed on the table during set up. 

    ......

    Wow, thank you for the very detailed response, it's given me a lot (more) to think about when designing my lists 😂

  14. 2 hours ago, Sttufe said:

    So, when you set up models you and your opponent will take turns setting up units. Whoever finished first decides who goes first, meaning they can choose whether to go first or second, very important for things like getting a double turn. Battalions are nice because instead of dropping a unit at a time, you can drop the entire battalion at once, however you have less flexibility to respond to your opponents drops. I am not sure where you can find reference, but I think it is in the core rules.

    Ahhh ok, that makes sense, I'd gotten the wrong idea in my head, it probably didn't help that I've only played 1 game and it was a meeting engagement.

    Thank you kindly for the help

    • Like 1
  15. This is a terrifyingly daft question, but could someone just explain in detail

    - what are drops?

    - why do they matter?

    - how do they affect deployment?

    - why do people talk about lowest drops deciding who goes first? (can't find reference to this)

    Our group of friends are all new to AoS, and none of us know what drops are.

    Any help much appreciated

  16. On 1/24/2020 at 7:27 AM, cofaxest said:

    I use this list

    Mainbody - 5 thunderers(fumigator+rifles), Thundrick, Navigator, Frigate

    Spearhead - Gunhauler(with 5man garrison), Alchemist(general with +1 tohit artefact), 4 thundrick guys

    Rearguard - Gunhauler(with mw on a charge)

     

    Sorry for resurrecting this older post, but I've been reading through this thread and liked the idea of this list. I was just confused why you don't make thundrik the general and put him with the profiteers, for the buff he gives them. Leaving the generic khemist in the main body? (I assume alchemist is the aether khemist?)

    Is it a restriction I'm not aware of (very new to aos and kharadron)

    Cheers!

  17. 31 minutes ago, Karragon said:

    You're looking at the wrong part of the rules to answer the question. You need to look at Allocating Wounds:

    So it's actually Position 3: You roll all the attack for the unit. Because they can all see the target unit. Once all the attacks have been made THEN you start allocating wounds and removing models

    Re-reading the rules, this makes so much sense now ... we assumed that resolving an attack, included applying the wounds - thank you kindly for this, just goes to show that we need to read more thoroughly!

  18. Our group is having a heated debate about the rules around Multiple Shotting Attacks / Unit Visibility.

    Here's the scenario.

    A ranged unit, containing 5 models, each with 1 hit is attempting to shoot at the Target unit, also containing 5 models with 1 wound each
    However, only 1 model from the target unit is visible to all 5 of the ranged models.

    Position 1:
    The attacks from the ranged unit should be made 1 at a time.  So the first model fires > if it hits and succesfully wounds the Target Unit, the controlling player assigns the wound to the visible unit - who then dies.  Becuae that unit is removed and the rest of the Target Unit are now hidden from sight - so the remainder of the Ranged Unit are not able to fire their shots at the Target Unit.
    But if a single attacker, with a single hit, did multiple wounds, then multiple models in the unit would suffer those wounds

    Position 2:
    All Ranged units that have the same weapon, are allowed to resolve their attacks at once.  If that results in multiple wounds being applied - then multiple models in the Target unit will die.
    Any Ranged unit with a different weapon would then be unable to see the Target unit and would have to pick another target.


    Looking at the rules, the debatable part seems to be "in some cases" 

    Position #1 argues that "in some cases" means "only if the battlecard specifically states that you can"

    Position #2 argues that "in some cases" means "only if all the units have the same weapon type"

    "

    Making Attacks
    Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time
    (see Multiple Attacks).

    Multiple Attacks
    In order to resolve several attacks at once, all of the attacks must be made by models from the same unit, with the same type of weapon, and against the same target unit. If this is the case, make all of the hit rolls at the same time, then all of the wound rolls, and finally all of the save rolls.
    "

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