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Kubrick54

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Posts posted by Kubrick54

  1. 5 hours ago, Zplash said:

    I totally agree and I think the book is a very good and fun one ;)

    About the command traits for zilfin and urbaz, you know that you don't have to take them (just choose another general) and therefore you are pretty flexible = good :)

    Yeah I know! But they don't give you a significant boost anyway. If you compare the «mandatory» items from the sky port to some of the best sub-factions from other BT, we don't have that many «can't miss». Yes, the choice to take them depending on the general or hero choice is refreshing and allows us more creativity.

  2. 8 hours ago, Zplash said:

    Yeah it's sad. And even the rest of the mhornar port abilities is in the details so stupid... Why once fight first and then adding "in your combat phase". It wouldn't be overpowered or anything if it would give us the the chance to fight first once a game in general... 

    The set-up you already explained why it is way worse than zilfin... One small benefit vs the zilfin move is that you don't need the transport endrinwork on your ship to redeploy 15+ dwarfs... But in mhornar only arkanauts are battleline and therefore you always have at least 4 - 5 drops and you will be out dropped in 50% of your games. 

    RR battleshock in enemy territory is kind of useless because thunderers already have the ability and arks around objectives too. Only riggers may profit from that outside a iron sky battalion. 

    The minus bravery one is a hard one to judge in my opinion. First view I don't see any use... First what means 1 bravery less to 90% of the armies? Second we don't want to be too much in the melee fight anyway and in sniping key pieces it doesn't help too. 

    Rund and shoot turn 1 sounds very good. With a closer look you will recognize beside maybe arkanauts you don't have to run anything in your army turn 1... So the zilfin always run 6 is golden in comparison. 

    At least the artefact is just the best artefact in the book... That's way I'm so upset with mhornars other abilities... Because I want this artefact :

    I will try mhornar nevertheless. Loving the challenge and playing outside the mainstream which looks like zilfin/urbaz... (can we even play mainstream if we play kharadron? 😅

    I agree that Zilfin/Urbaz are our most competitive skyports. But others have their value as well! Even Urbaz has some bad entries (command trait, Endrinwork) and Zilfin as well (command trait). You can make a solid Endrinmaster with dirigible in Zon and Wardens get pretty good. Morhnar ‘ s artefact is a game changer, Thryng has a lot of cool rules and Nar can be pretty good against a magic heavy meta. 
     

    While no clear cut number one, it does break the trend of having one obvious super good sub faction in recent books (Petrifex, Conflagration come to mind). That’s a sign of good design for our book. Even with limited unit options, we can have a lot of different builds that can be competitive and fun.

  3. 7 hours ago, Grudgebearer said:

    Hey guys, I have a  question, can my units with the hitcher rule be moved with my Zilfin Ironclad which uses its once per Game free move in the Hero phase? 
     

    and if yes, can I deploy them closer than 9“ to an enemy unit? Since the wording is that they can be set up 6“ within the ironclad, which itself has to be more than 9“ away from the opponent?

     

    and can the rest Of the garrison, for example Thunderers still embark closer to the enemy in my movement phase and then shoot and charge normally?

    That is the one thing FAQ didn't address and it's a major one. I'm a Zilfin player myself and here's how I see it. 

    1. The hitcher's wording states that the unit can hitch instead of making a normal move. So that would mean they can't hitch as the Zilfin hero phase move is for one unit only (the vessel).

    2. BUT! the very next words after those are, in brackets, «as long as this unit has not already made a normal move in the same phase». Because of that, I take it as they can hitch because they have not made a normal move in that hero phase. 

    Now RAW, it is debatable as two separate parts of the rule could lead you to two different answers. However, RAI, it's clear that the intend of the rule is that you can't move wholly within six inches of a ship, then fly high or fly high, then move. That is supported somewhat by an «official» video of Warhammer TV when they were previewing the new book against Mawtribes. The KO player used the Zilfin move with a Gunhauler if I remember correctly and hitched a unit of sky riggers while doing so.

    As a TO, I ruled that you can hitch with the Zilfin move because the hitchers haven't made a move in the same phase and I see the part in brackets as a clarification on instead of making a normal move, rather than a second condition to be met to make the move. I know other TO's rule it differently. Both could be argued. Unfortunately, only a clear FAQ will settle that debate.

     

  4. 23 hours ago, Sttufe said:

    ok so i have come up with a list centered around the most dakka in a space as possible:

    Barak Zon:

    - Brokk Grungsson, General, Aethersped Hammer, Bearer of the Ironstar - 240 - 240

    - Khemist - 90 - 310

    - Thundrik and Co. - 260 - 570

    - 15 Thunderers - 360 - 930

    - 1 Ironclad - 510 - 1440

    - 6 Skywardens - 200 - 1640

    - 6 Endrinriggers - 200 - 1840

    - 1 Gunhauler, Compartments - 150 - 1990

     

    Idea is that you pack Thundrik into the gunhauler, have 6 riggers and Brokk sit outside the ironclad, have the other 6 wardens sit on the gunhauler. Finally pack in 15 thunderers into the ironclad with the khemist, once you deploy just drop them at 9.1" away with the show your steel, move 4", charge the rest, and hopefully combined with the khemist and all your thunderers having specials, you should get +2 to wound, +1 attack, +2 to hit, and then -1 on enemy hit rolls (maybe -2 if your lucky). This includes the buffs from the khemist and Thundrik, plus the charging zon buff, plus the 3" thunderer buff and the thunderer special buff. Then you have the sky wardens charge and the ironclad unleash it's shrapnel and you have quite a bit of shots going through the air. Technically your entire army would be in one spot, but hopefully anything with 24" of that spot should theoretically be dead.

    Your list is illegal. Brokk is a named, unique character and can't have a command trait or an artefact of power.

    • Thanks 1
  5. 23 hours ago, Kramer said:

    @Kubrick54 I'm pretty sure it's the second. Nowhere does it say you have to bring a admiral. Only that if your general is an Arkanaut Admiral then X happens. So if your Khemist is the general that part doesn't apply, so I don't see why normal rules of selecting a command trait shouldn't apply. 
    (unless there is some extra wording in the text i'm not seeing in the previews)

    818688271_Screenshot2020-01-08at17_31_56.png.b3b00601b18bbcb47b04c8217344bfae.png

    I meant yes to the second question! You don't have to have an Admiral. If you do AND he is your general, you have to take that trait.  Otherwise, you can do as you please.

    • Thanks 1
  6. 56 minutes ago, sunderfire said:

    Zilfin command trait  says "A Barak-Zilfin general that is an arkanaut admiral must have this command trait~". Does it mean I should select admiral as a general in my army? If i select another hero in my army, can i select another trait?

    yes

  7. 46 minutes ago, DavionStar said:

    Oh don't worry about that. I'll be showing progress once I get started. I wanna finish painting some of my 40k stuff first. And yeah, I'm thinking Mhornar or Thryng possibly for my shipless lists.

    BTW, what is the name of the deep strike rule for Ziflin? I feel like I can't see it anywhere, but it wouldn't be the first time I was blind.

    .It's  not a rule, it's an endrinworks. It's on the Zilfin page where all the sky ports are. It's called Aetherspheric endrins.

    • Thanks 1
  8. 2 hours ago, Heaven_lord said:

    Hi, congratz man !

    Would it be possible to have your 1kpts list that you used in doubles ?

    Thanks a lot!

    Sure thing!

    I ran Zilfin with There's no Trading but also the automatic 1 for Battlleshock (Don't remember the name atm)

    Khemyst with Stickler for the Code and Aethershock Earbuster

    2X10 Arkanauts with hooks

    10 Thunderers with rifles

    6 Endrinriggers with saws and rivet guns

    Frigate with Cannon and Aetherspheric Endrins

  9. 38 minutes ago, Primus662 said:

    With the 2 ship setup, I tend to favor double frigate (mostly because its easier to transport them lol).  Do you think a build like yours would still work using double frigate, or did the size and firepower of the Ironclad play a decent part in your games?

    I never tried double frigates as I only own one...But I love the Ironclad. It has far better firepower and higher transport capacity. The 4+ save (Which the Frigate should have btw) is also a nice addition to hit. I also enjoy the Flagship rule to buff all the ships.

    • Thanks 2
  10. 3 hours ago, Marvinmega said:

    Awesome answer and congratulations for winning! 

    A final thing, how did you deploy the frigate so the counter punch would have less impact, or did you lose that part of your army every time? 

    Only lost a handful of Thunderers the whole tournament. Basically, I would set up the Thunderers as far away from my target as I could, lapping around the ship but leaving the front of it open. I deployed the Khemyst alone in front on the 9 inch line. Have to find the sweet spot eveytime. That way, if my target survives, he more often then not has to charge the Khemyst (-1 attack) and the Frigate (possibly having them strike last) so I can retreat with the Thunderers. It happened this way in the doubles event against a horde of Plague monks. Did wonders!

    • Like 2
  11. 9 hours ago, Marvinmega said:

    Ok! 

    What was your go to strategy for deployment? 

    What was the target priority with the drop ship party against your opponents?

    What was the choice of going with this list instead of the block of arkanaut shooty list?

    Usually, I would bait my opponent with my IC, which I deployed first with the meat of the army, and put it somewhere I did not want to put to force them to react accordingly. After that, I could redeploy it with Fleetmaster easily according to his deployment. Every game I played, I outdropped my opponent meaning I knew in advance if I wanted to go first or second and deploy accordingly.

    For the target priority, it really depends on the scenario and the list. But I usually went for what I perceived was the heart of my opponent's army or big units if he had them. I ear busted a large block of 40 ghouls in a game but I also shot Jezzails, Deamonettes etc. Really depends...

    As for the choice of boats over Arkanauts, a lot of things went into consideration. 1. I hate big blocks of units. 2. I don't have that many Arkanauts. 3. That build is slow, and in a tournament where basically only the objectives will decide the outcome of the game, I chose mobility instead of raw firepower. I don't want to spend over 600 points (40 Arkanauts and Khemyst) on a single static unit that dies to a swift breeze...I know it's a good combo but it's not my style.

    • Like 4
  12. 13 hours ago, Grudgebearer said:

    Congrats on the win :)! I would be really interested in your basic tactic and unit Distribution between the two ships.

    Also, was this a doubles tournament or a singles event?

    Thanks in advance for your answer :)

    Thanks! I won both doubles (partner was Fyreslayers) and singles. That list was for singles.

    I put the 14 Thunderers and Khemyst aboard the Frigate and the balloons and 1 or 2 units of Arkanauts + Nav on the IC. I never took first turn except against a FEC player who deployed forward expecting to go first. Concentrate fire and used the Wardens to grab objectives.

    • Like 1
  13. 35 minutes ago, DavionStar said:

    Hey guys, it's been a while. I spent so much time trying to get ready to play games that I kinda fell out, and was also painting 40k stuff for a while. But I've hooked up with some local players AND finally noticed the big points changes that KO got in the latest General's Handbook! This is going to change my old plans a touch since my Frigate costs way less. Here's my old 1k list (not including artifacts and stuff)

    Khemist

    10x Arkanauts w/ Skypikes

    10x Arkanauts w/ Volleyguns

    9x Endrinriggers w/Saws

    Frigate

    With the points changes, I now have a free 60 points. So I was thinking about what I could do with this and I decided to lower my Riggers to 6 models and add in 10 Thunderers instead. I still want to use the Frigate for now since I put the work into it. XD I might come up with a different 1k point list to keep the 9 Riggers. Maybe swap out the Frigate for a Gunhauler? Still thinking.

    Anyway, 10 Thunderers. I haven't assembled them yet and I wanted some advice. Do I go for a unit of 10, or 2 units of 5? I'm going to model them with all the weapons but might swap between that and all rifles depending on how I feel. I don't think I'll have any "counts as" issus.

    Thanks guys. :)

    I'd go for a full unit of 10 if you want to use the Khemyst with them...

  14. 9 hours ago, Thomas Lyons said:

    Yep.

    Their points are going down almost across the board in the new GHB, including 40 point drops for the larger vessels, Khemist down 20, Skywardens back down 20, Thunderers down 10, as well as other similar tweaks. They should be very playable moving foward.

    More significantly, I had previously said they were coming this Spring with Sylvaneth - I clearly got my wires crossed on which duardin were being refreshed this Spring (given the Fyreslayer tome). KO book is 6-9 months I would guess.


    Other significant news includes the three new command generic command abilities include reroll 1s to hit, reroll 1s to wound, and reroll 1s to save. Sounds like we'll all be capped at only 1 additional command point (purchasable for 50 points in matched play).  Dok took a hit, but it wasn't tragic (Hags at 90, etc.). Interestingly, alot more points adjustments by 10s instead of 20s (eels up 10, etc).

    That's all I have right now.

    Anything on other battleline options for the KO?

  15. Anyone running a Grundstock Escort Wing? Kind of want to do something different with the KO. I know it's not the most competitive build but i'd like to run it as thursday night friendly list kinda deal. Here is what I had in mind:

    Leaders:
    Aether-Khemyst
    Navigator
    Battleline:
    2X10 Arkanauts with 3 skyhooks
    1X10 Arkanauts with 3 Volley guns (thats what I have)
    Other:
    15 Thunderers with rifles
    6 Skywardens with 2 volley guns and 2 drill guns 
    War machines:
    Frigate
    3X Gunhaulers

    Battalion:
    Grundstock Escort Wing

    Artifacts and command trait are TBD. I usually play Thryng with a more standard list (Lots of riggers and Ironclad) but I'm looking at the two usual suspects (Morhnar and Zilfin) for this list. Any input or suggestions?

  16. On 1/28/2019 at 1:28 PM, Beliman said:

    Well, my main complain about KO is that we don't have enough "fluff" in our gameplay.

    I'm not really mad about competitive play, but our ships are more for one turn alpha and not because we need them (if we had some type of teleport like other armies, I believe  that people will just swap Zilfin-ships for more bodies and rely on that teleport to make our alpha).

    At the same time, GW wrote awesome new allegiance abilitites (Nurgle, Gloomspite, ID, etc...), and IMHO, Kharadrons Overlords deserve something like that (I love the Code btw).

    I understand your point. I think that even without a new book (I'd love one but let's be realistic...) the GHB19 can fix a lot of our issues (competitive and fluff). Let's imagine a general point drop on a few units (Gunhauler, Skywardens for example) and a few more battleline options (I could totally see Skywardens if KO allegiance and Gunhauler if KO allegiance and Endrinmaster as general). That way you could have armies that match the fluff and be more competitive without wholesale changes and a new book. Granted, that wouldn't fix the warscroll issues (save on ships for example) but that would be a good start.

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