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Broken Netcode

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Posts posted by Broken Netcode

  1. 5 hours ago, Skreech Verminking said:

    Nor do I believe in luck, but having seen a keeper of secrets attacking three times in a row and failing to do a single wound onto my Stormvermin, is something I don’t think can be called “a players skills”, so I’ll just be preferring to words known as luck and bad luck,

    since under and over average rolling can be a factor in a game as well.

    You know what, fair enough! There is a lot of RNG in this game and I simply passed it off as how the dice are and never really thought of it as luck. 

  2. 6 hours ago, Skreech Verminking said:

    Well having had a good look at the book, I think there could definitely be some good tricks you can count on.

    for example the living city has the battletrait that allows you to set up a unit in reserve, that then can be set up onto the battlefield at the end of the movement phase wholly within 6 of the edge and more then 9inches away from any enemy.

    Firedrakes who can shoot twice when they didn't move will love the, the set up rule here, now able to shoot the most terrifying units of the board turn 1.

    and with one of the living city commandtrait you’ll be able to get a duardin wizard😉

    or greywater fastness can be devastating as well, being ablt to grand nearby units a reroll of 1 to hit in the shooting phase will make the drakes much better, especially with the bonus on the range of their range weapons (19inch range isn’t something you can laugh at).

    you might not be able to shoot twice with them in the first turn, but can at least move them to a good position to shoot the enemy for 2-3turns.

    I think a good change against competitive games with a full out duardin force is possible, although winning with them every battle won’t be easy and may need a bit of luck.

    but all of those possibilities for the dwarfs make them irresistible good, and like most not played armies or lists out there, they will be often be misjudged, another advantage for you dwarf players.

    I dont believe luck is really a factor here, more player skill. Dispossessed being a very good hammer and anvil army just means we will need to play in a very offensive way to make sure we get our way on the field.

     

  3. On 10/4/2019 at 4:18 PM, Furuzzolo said:

    I've been very optimistic over the last 2 years about Dispossessed changes and I want to be down to earth now:

    If you want a "100% duardin" list that is not going to win tournament. BUT play the same game as every other army? Yes we can finally do that. The list I played is in no way tuned for competition but I felt on the same ground as the Orruk player (kinda less when I had to save 30 attacks -1 rend 2 damage from his ardboyz but hey, we can buff units too..)

    I dunno mate, im sure that at least 80% duardin can be competitive. Its just working out what the best list is.

  4. 3 hours ago, Orik Jarlson said:

    Thats honestly a great Idea! especial if I wanted to do the Luminark with Wizard option....now to find a Malaki  model that's not going to send me bankrupt 😂

    I knew I wasn't the only one with the crazy idea haha. I'd love to see the finished product once you'v made it 

    I play KO so i'll probably keep the orbs on top to tie it in with my other airships, but I'm looking at maybe using some spare parts from the gyro-bomber and steam tank to make it seem more steam powered and tied into your Ironweld stuff as well. 

     

    I’m gonna be doing a mock up on paint or gimp soon, I’ll post it here when it’s done!

  5. 1 minute ago, XReN said:

    I have mentioned the range

    Crazy enough for LOS-less shooting to be somewhere between "good" and "extremely powerfull". It also means protection from returning fire, so you wouldn't need to prioritise targets to first kill whatever threatens artillery and only than everything else.

    I think the best thing we can do is compare things at face value rather than their old iterations.

     

    Granted, I still dont know why I would take any Ironweld artillery outside of gyrocopters w/ steam guns over celestar ballistas unless im taking the greywater battalion. 

  6. 10 hours ago, Orik Jarlson said:

    I'm toying with the idea using a Overlords frigate/ironclad as a base for  a Dwarven Luminark conversion .  I'll have a large cannon running down the length of the ship (like the Wave Motion Gun from space battleship Yamato) to represent the searing light  array. 

    lore wise It'll basically be the brainchild of a disgraced mad scientist, and a engineer aspiering to fame and fortune crazy enough to think he can actualy make it work. They take their creation from battlefeild to battlefield truly test it....after being band from doing so within city limits after one too many accidents

    And to any pointy ears who complain sufficiently advanced science is often confused for magic ;) 

    Yamato_2199_First_Liftoff.png

    Im doing the same idea but as a Celestial Hurricanum! Im gonna use the Frigate but with the levitation orbs removed, the Hurricanum satellite as a sort of gyroscope on top of where the engine bay is, and then helicopter rotors im going to make out of plasticard so that it can match the 6 gyrocopters im going to be using in all my lists. 

    The lore for mine is that the Kharadrons gifted one Frigate to the Greywater Fastness after the Dwarfs saved their bacon in some scenario. The Dwarfs then decided that levitation orbs are magic, and turned the Frigate into a mothership gyrocopter.

    • LOVE IT! 3
  7. Right, ive checked and the Hurricanum does indeed buff Stormcast units! Hurricanum is a go!

    Allegiance: Greywater Fastness
    Mortal Realm: Ghyran

    Leaders
    Warden King (110)
    - General
    - Trait: Ghoul Mere Ranger
    - Artefact: Ghyrstrike
    Runelord (90)
    Runelord (90)

    Battleline
    20 x Hammerers (280) - Retinue
    20 x Irondrakes (300)
    20 x Irondrakes (300)

    Behemoths
    Celestial Hurricanum (220)

    War Machines
    Celestar Ballista (110)
    Celestar Ballista (110)
    3 x Gyrocopters (180)
    - Gun: Steam Gun
    3 x Gyrocopters (180)
    - Gun: Steam Gun

    Total: 1970 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 124

     

    Copied mostly from the last post:

    So the Runelords are there to give each separate Irondrakes unit an extra -1 to their guns, while the Warden King allows them to run and shoot with the general trait, adding much needed movement to the army. Hammerers are there as a mortal wound output and also as counter combat unit. Im sort of tempted to replace them with 30 shield longbeards to buff the Irondrakes even more. The Warden King would probably benefit more from 'Betty's Magnificent Magnifier' for that extra command point on the first turn to help with adding +1 to hit for the Irondrakes when needed.

    Gyrocopters get +3" on their steam guns, so I thought this was a no brainer.

    The Celestar Ballistas are still way better than the fixed artillery choices from Ironweld Arsenal. Taking 2 of them with the Hurricanum gives a lot of good backfield ranged power. The Hurricanum can also pop off Mortal Wounds very reliably which is a big bonus in an army with little MW output.

    Fluff wise, I intend on using my Organ guns as the Ballistas as they match pretty evenly in the fact they both shoot lots of shots. Also, I intend to make my own Dwarven Hurricanum using the Arkanaut Frigate as the base, Hurricanum satellite as a sort of gyroscope, and then swapping the levitation orbs for helicopter rotor blades.

     

    The main issue im seeing with this list is 1. Command Points are lacking apart from the 1.5 generation a turn, and 2. Dwarfs are slow. Ive tried to mitigate this as much as possible.

    Lemme know what you guys think!

     
  8. 17 minutes ago, Arkhanist said:

    Keep the 6 gyros though!

    Oh absolutely! Zhufbar Air Corps ride again!

    My current thoughts are in order of most probable:
    - A Celestial Hurricanum IF their +1 to hit ability works on Stormcast CoS units. That way I can buff the Celestar Ballistas and have some pretty good mortal wound output

    -20 Handgunners (will just use thunderer models) and an extra command point, as they would benefit from the Greywater buffs.

    -A General on Griffon, because Karl Franz is still awesome (albeit leading dwarfs) and the statline is pretty good for the price point despite not having any synergy with the allegiance or units.

  9. Right so after writing a few lists, I think ive come up with a decent gunline dwarf army (yes I know, not competitive because of objectives but theres a grudge book thats not been written off yet).  All points have been adjusted with the new book.
    Here goes!

     

    Allegiance: Greywater Fastness
    Mortal Realm: Ghyran

    Leaders
    Lord-Ordinator (140)
    Warden King (110)
    - General
    - Trait: Ghyran Mere Ranger
    - Artefact: Ghyrstrike
    Runelord (90)
    Runelord (90)

    Battleline
    20 x Hammerers (280)
    20 x Irondrakes (300)
    20 x Irondrakes (300)

    War Machines
    Celestar Ballista (110)
    Celestar Ballista (110)
    Celestar Ballista (110)
    3 x Gyrocopters (180)
    - Gun: Steam Gun
    3 x Gyrocopters (180)
    - Gun: Steam Gun

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 125

     

    So the Runelords are there to give each separate Irondrakes unit an extra -1 to their guns, while the Warden King allows them to run and shoot with the general trait, adding much needed movement to the army. Hammerers are there as a mortal wound output and also as counter combat unit. Im sort of tempted to replace them with 30 shield longbeards to buff the Irondrakes even more. The Warden King would probably benefit more from 'Betty's Magnificent Magnifier' for that extra command point on the first turn to help with adding +1 to hit for the Irondrakes when needed.

    Gyrocopters get +3" on their steam guns, so I thought this was a no brainer.

    The Celestar Ballistas are still way better than the fixed artillery choices from Ironweld Arsenal. Taking 3 of them with the Lord Ordinator gives a lot of good backfield ranged power.

    Fluff wise, I intend on using my Organ guns as the Ballistas as they match pretty evenly in the fact they both shoot lots of shots.

     

    The main issue im seeing with this list is 1. Command Points are lacking, and 2. Dwarfs are slow. Ive tried to mitigate this as much as possible.

    Lemme know what you guys think!

  10. 7 minutes ago, Arkhanist said:

    That's true; though Blacksmoke Battery has the old rules for crew with separate profiles though, so can get shot to pieces quite easily, and won't benefit from the city allegience rules IIRC as mercenaries. And of course you can take the new warscrolls (as latest published) in an entire dispossessed army using the GHB rules along with all the old units still, so they're not totally dead for at least another year. But I think CoS has too many buffs overall to ignore. That said, I'm unconvinced of the wisdom of buying new old 'pre AoS' ironweld/freeguild/elf units etc to replace ones that just got squatted, but that may be just me...

    With regards multiple rend, there's nothing in the new warscroll that prevents multiple runesmith prayers applying at once, nor the main rules IIRC, and the general consensus was that the rend prayer stacked before the new wording, so no reason I can see why they won't now. Hammerers with longbeard, runesmith and king buffs will be downright nasty (the longbeard re-roll of 1s to wound will also generate extra MW on hammerers if you roll 6s!)

    Thats excellent! Im absolutely doing an army with 2 units of 20 Irondrakes with a runelord following both then! 20/40 shots if static hitting on 2's, with -2 rend will put out a lot of pain a turn. And being able to run and shoot makes an amazing 24.5" threat bubble.

    Just need to work out whats going with gotrek at this point, and its looking like its gonna be hammerers with the fact im taking 2 runelords!

    I think my list is going to look something like this: 
     

    Allegiance: Greywater Fastness
    Mortal Realm: Ghyran

    Leaders
    Runelord (90)
    - General
    - Trait: Ghyran Mere Ranger
    - Artefact: Betty's Magnificent Magnifier
    Runelord (90)
    Gotrek Gurnisson (520)
    - Allies

    Battleline
    20 x Hammerers (280) - Battleline if Dispossessed General
    20 x Irondrakes (300) - Battleline if Duardin General
    20 x Irondrakes (300) - Battleline if Duardin General

    War Machines
    3 x Gyrocopters (180)
    - Gun: Steam Gun
    Celestar Ballista (110)
    Celestar Ballista (110)

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 520 / 400
    Wounds: 104

    • Like 1
  11. 4 minutes ago, Arkhanist said:

     

    The old 'sit back and shoot them to pieces because we're hard as nails' style is definitely dead with the loss of canons, organ guns, quarrelers and thunderers and the loss of re-roll saves. Ironweld + greywater fastness + freeguild bubblewrap I think is the new gunline army.

    Cannons are not all lost though! The Blacksmoke Battery lets us take them still, and with our new Gyrocopters thats even better!

     

    One question ive been wondering, is if you can take 2 runelords and do the extra rend prayer twice. Having 2 units of 20 Irondrakes, running up the board and then shooting with -2 rend guns is bloody brilliant in my mind if its possible!

  12. 30 minutes ago, Impa said:

    Here’s a size comparison. They all have horned helmets and are pretty much the same size.  Am I reaching? Lol 

    20350DF0-85D5-4CE4-9FE5-A03A9DD46AF8.jpeg

    I love them! They totally fit in with the khornate feel. I kinda wanna get that overhead axe guy myself now.

    • Like 1
  13. Okay we have a simple solution to all this whining which is happening again.

     

    If you wanna play in a tournament/ competitive setting, dont bring khorne.

    If you dont care, bring khorne.

     

    Simple!

     

    Can we go back to not whinging again? We had a really good week before FAQ and now its all rushing back. No one needs to fight, and no one's opinions are solid fact. We need to band together on this. 

     

    Ill start us off. What does everyone think of the Skulltaker? I love him since hes an absolute beast in combat and Id even go as far as to say hes one of if not the best non monster combat character in the game! Lemme hear those opinions!

  14. 3 minutes ago, Fredster001 said:

    Whaaattt, its an absolute outrage!!

    Why if I ever get my hands on...

     

    ..meh😔

    🎶 When you try your best but you don't succeed... 🎶

     

    Genuinely though, I'm surprised that there isn't any outrage at all! Cannon spam isn't very thematic anyway so I'm glad that its been nerfed. 

  15. 10 minutes ago, Battlefury said:

    Did you see the previous preview of Fyreslayer Battletome?

    I would like to ask a question, that is really on my mind, now as I saw the Battletome review.
    Please note, that my question is not meant to be offending, harsh, unnessecary negative or as a rant, but:

    Is Khorne designed to loose?

    Might it be, because they're concidered the "evil opponent of shiny golden boys", that they're actually designed that way?

    #nooffend

    Absolutely not in my opinion. We have a lot of tools including StD, its just about finding something that works.

     

    Even if the book were designed to lose, thats a good thing! It makes us a challenging army to play and if you play it right, you become a stronger player in general.

    • Like 1
  16. So I've been thinking (dangerous I know🤣), wheres the best place for our skull altar in all 3 deployment types?

     

    Personally I like the "as close to the centre of the board as possible" route for all 3. Whats everyone else's opinions?

     

  17. 21 minutes ago, Ravinsild said:

    Camp Graveyards. You can deny him respawn. It’s not uncounterable. 

    Depending on the situation and how he plays his Graveyards if you stand in such a way it’s impossible for him to be within 9” or set up WHOLLY within 9” then it can’t come back. He may have to use a different gravesite or not be in range. You can counter play his bringing it back. 

    19D8B1FC-104A-48E8-9A2C-5D29D9D141DF.png

    If only I knew that in the game I just played! Thank you so much for the info!

  18. 11 minutes ago, Bjornas said:

    Cheers! I know he'll bring 1x40 and 1x20 skeletons for starters, plus some knights and other stuff. I reckon just try to ignore the bigger blocks since they can come back?

    Gonna be a challenge to kill Arkhan, especially since I'm only using the Hex skulls and not the Axe, but it's gonna be a good learning experience regardless. 

    I actually just played a game against Arkhan so I can tell you right now that the skulls absolutely cripple death (managed to make Nagash forget Hand of Dust!). He will have to keep Arkhan 16" away from your Skull Altar, so plop that right down in the middle of the board for best coverage. 

    Yeah unfortunately he can bring back a unit that has died of his, so maybe just kill the unit of 20 for points scoring.

    How many priests you running? 2 will be a safe bet for output and making sure the skulls are babysat.

    • Thanks 2
  19. Alright lads!

     

    So with a new tome having been released, I've managed to catch the painting bug again! This time I want to focus on getting all 2000pts of my Khorne army completely finished. 

     

    Recently picked up the Skulltaker, Tome, Judgments, Skull Altar, and Warscroll Cards upon release, and painted up the Skulltaker as soon as I primed him. Such a fun model to paint!

    Current list of stuff that needs painting:

    - 2 Slaughterpriests

    - 1 Bloodthirster

    - 9 Mighty Skullcrushers (Only have 3 atm so will be saving those till I get the other 6, by far my favourite models!)

    - 10 Flesh Hounds (Still need to buy these)

    - 1 Bloodstoker

    - 30 Bloodletters (Still need 10 more)

    - Wrath Axe, Hexgorger Skulls, and Skull Altar

     

    Heres hoping I dont get any painters block or lose that painting streak! Thanks to all of you who pop by and have a look at what I have, and will paint!

    Skulltaker.png

    • Like 8
    • LOVE IT! 1
  20. 7 minutes ago, Bjornas said:

    So now that we're back on! If anyone's got the time to read this, I've got two games tomorrow against Beastmen and Death (Arkhan, Zombie Dragon, Skeletons), using a Skullfiend Tribe mortals list. Any advice you can give me against these armies will be much appreciated. 

    Against death I can help. Kill Arkhan ASAP. Spam all your blood boils, wrath axes, and get into combat quickly with him. As soon as hes dead the army will struggle. You can kill the skeletons but for 1CP they can bring back a unit of 40. The zombie dragon is the hammer, so either smack it with chaff/anvil or deal with it the same way as Arkhan.

    • Like 1
  21. 12 minutes ago, Kaz said:

    To be honest my friends, I do agree that our army isn’t incredibly competitive. Buff stacking is difficult to achieve, especially with wholly within buffs. 

    And like @Xasz said, we don’t have a proper win condition. Other than kill stuff. We can’t Alpha Strike like Deepkin. We can’t play objectives like Seeaphon. We don’t have the replenishment of LoN, or the sheer ridiculous cheese that can be doK (basically do our job better, but with magic, seriously GW...) . All we can do, is deny magic pretty well, pray for things to happen, and stack buffs in the right situation.

    The first thing that jumps out at me is mobility. Beasts of chaos are very bad at killing at stuff, but I’ve seen players win on objectives alone. Idoneth has insane mobility, same with Nighthaunt. We’re slow. Extremely so. Unless we leverage Goretide and Murderhost, which I do feel helps a bit. 

    Our reliance on our heroes is another problem: In every game there’s gonna be someone who’s gonna snipe them. 3 Celestars to the face, the usual. You rarely get the chance to get the full potential of your characters. 

    At least we (hopefully) won’t get hated as much as before. For some reason, whenever I see a reddit or thread about Khorne, I see a LOT of people pissing on his name, and the Bloodbound, with lots of unflattering names, ESPECIALLY when we got a new battletome. 

    At the end of the day, it sucks for us, and I do admit that we’ll likely to be below the other chaos gods, especially our greatest rival Slaanesh... 

    HOWEVER, I’m still sticking with this army. Khorne has always resonated with me on a very personal level, and I’m not gonna sell my boys just cuz the dark prince got some shiny new toys. I stay loyal to Khorne, as I’ve always had all these years. 

    Im glad youre sticking with the best god! Solidarity through bloodshed and all ;)

    One thing we all have to remember is the more we all play with our armies, the better we will become at playing khorne in general. After about 3 months of play eventually youll understand what tactics you can use in game to mitigate weaknesses from the book.

     

    Overall, from a semi-competitive standpoint, I feel the tome is exactly where it needs to be. Nothing is blatantly overpowered and nothing is totally bad (except reavers... those can just go in the bin in my opinion XD). With enough hard work we can make our enemies tremble for this is our path of skulls!

    • Like 3
  22. 2 minutes ago, AresX8 said:

    @Broken Netcode I've put down a unit of 6 myself and they were really difficult to manuever on the table and keep in wholly within auras, I can only imagine what a unit of 9 must be like.

     

    I actually havent had this issue when Ive run the 9 in games other than getting the bloodstoker in range of whipping past 2nd turn, which by then I dont really mind as I most likely will have gotten a charge with them.

    I can agree with the statements people are making though as there are much better units to take than 6 or 9 Skullcrushers (540 is a lot of points you can use), but being my favourite unit im going to keep them in my list. Rule of cool and all!

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