Jump to content

Daggoth91

New Members
  • Posts

    2
  • Joined

  • Last visited

Everything posted by Daggoth91

  1. I doubt arkanaughts will be limited to one of each. 1: it'll weaken the backbone of an army that's already struggling, and 2: they're battleline so you're expected to buy 3 boxes giving you 3 units of 10 with 3 of each special weapon (one with all Spears, one with all vollyguns, one with all hooks). The nerf to thunderers sucked but it made sense because 5 mortar thunderers with 36” range was broken and required a lot of kitbashing or 4 extra boxes and 20 unused models.
  2. Hello all! I've been thinking about some tweaks that might help KO work a little better and I'd like your thoughts. First, make aetheric augmentation a command ability that either A: can also target boats, or B: targets all melee or all shooting profiles on a single unit. Second, drop the points for an aetherkemist to 110-120 to offset the fact that his main ability now costs a command point. Third, just looking at the warscrolls without taking into account any other unit interactions, it seems like sky wardens are supposed to be flying close combat guys and endrin riggers are supposed to hang back and protect the boats. To make those roles more clear I would suggest nerfing the aethermatic saws (either drop the rend to -1 or make them 4+ 3+), possibly extending the range on the rivet guns a bit, and buffing the skypikes (either -2 rend or 3+ 3+ or both). This lowers the reliance on kemists while still retaining the thing that makes them special and gives the wardens a clear role and a reason to cost 120 points while riggers still have a role (even if it's different from the current one). What do you guys think?
×
×
  • Create New...