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Thostos

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133 Celestant-Prime

About Thostos

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    Dracothian Guard

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  1. Been playing this since the start of 2nd edition,,though you have to use Hurricanes instead of Longstrikes and I use a Knight Zephros instead of an extra Venator.I only played 3 games with it in my group but won all 3,,rather easily even.Retired the army at the time though since Moonclan came out and I switched to them.The thing is,,once players know to shoot the Aetherwings off as soon as they can,,the army gets picked off pretty easily..also getting double turned is a deathnell,,you just dont have the wounds to deal with that.However single drop allows you to make your opponent go first so that helps alot,,just start with your onboard stuff hiding on board edges and out of sight if they have shooting. I know most prefer the Longstrikes,but im here to say that Hurricanes with 10 shots per model, and rr 1s to hit,wreck most anything you point them at..as long as there is at least one bird alive,you usually can cockblock a charge on them too,,then use the Auquilor to port them to safety when ya can. Its a very fragile build and rather nailbiting to play with,but now that it looks like I have around 110 pts to play with,ill probably throw it down in the near future.
  2. The Dreads base isn't quite big enough to hold an entire objective cap zone.so getting swarmed is still a problem. Would have been really nice if they gave Seraphon the same rules that the Mawtribes monsters got...
  3. I will certainly be running a list for mine,,though the base is so huge now,im not sure I would be looking to give it much in any way of movement buffs as it will likely have problems finding a good place to land/go.I would more be looking to camp it on an objective(or in cap range of course) were I know a fight will be taking place then buff/heal it.
  4. I prefer Bombers all the way,,extra wound per model and once ya get the hang of using the bomb drops,they can deal impressive mortal wound damage and even some decent damage from their guns now and then.Mainly...try and set up bombing runs on the flanks of larger enemy formations that are locked in combat with your large or tanking units,Fly over,bomb then land just out of enemy pile in shenanigans and shoot rinse and repeat if possible,.or if you need to,retreat along with a run, and bomb as you do so,making your way further into your opponents backfield of course.Then spend a turn or two pooping all over his casters or artillery.
  5. Yeah,that makes sense...it would be allowing them to make "normal moves" twice in one turn. The main advantage of this ability though,,is to port near an objective and be able to actually drop models into the cap range,so still very good I think.
  6. Question..with the Iron Sky Assault battalion..Can a unit of Arkanauts load into a Frigate at the beginning of the movement phase,then disembark after the Frigate does a fly high move?
  7. Again..in comparison to most other warbands,,SCE are way undercosted. 4 str 5 attacks 2/4 with 20 wounds for 180.Toughness 5 and 6 warband wide....its filthy.
  8. Im 3 games in and undefeated so far:) Yes the "Fight for Profit" triple is total money for this warband,,plant your leader near an objective and blast away with whoever you can!,,stock thunderers are good to keep in range,though ive wrecked with the fumigator and the Aethermatic saw is a face remover with all the extra attacks.Stock Arkenauts are good,though I like run one with the skypike,that 2" range can keep him protected from combat at times.Riggers are a must for the warband,,im sticking with the Mizzenmaster even though hes 265 pts..hes fast enough to get out of trouble and at 26 wounds is likely to get a chance to escape if needed. Overall I really like this warband,the mobilitie and shooting really makes for some varied gameplay tactics.
  9. Yeah I would assume that if he was onboard a boat(having the marine keyword of course) that boat would not be able to flyhigh.I personally would love to have him in an Ironclad..float around the board and delete units as ya go lol.
  10. I know this is a real stretch,,but since GW Added the Bonesplitter and Ironjawz Keyword to the Rogue Idol..would it be out of the realm of possibility for Gotrek to be given the Marine keyword? How would that help out KO`s?
  11. Should work..Fly high is indeed "instead of a normal move"..so if you are allowed to make a "normal move" out of phase then Flying High should work for that phase as well. There of course would be issue with taking balloon units along for the ride since it states "one unit"
  12. Yeah,the army is still just for funzies… That being the case and now we know nothing will really change.I think ill be building a force with a ground contingent led by Gotrek and a 20 block of Arkanauts then throw in a Frigate and some gunboats and Thunderers along with the balloon boss and see what I can do with that.
  13. Yeah,,thats what my group is going to do until GW makes it official.
  14. None of the new warbands in this current release have their runemarks on the allies matrix in the monsters and mercenaries book.GW really needs to get it together on Warcry,,its a great game but just doesn't seem to be getting a lot of support.
  15. So we have the new warbands finally coming out,yet were do I find the allowed mercenaries for them? Im trying to get a tournament going in my area and for matched play warbands,they can include one merc,,which is fine for the original warbands that have the chart in the monsters and mercs book,,but were do the new ones fit in? I suppose I could allow players to choose one based off the AoS armies they come from but would prefer to have an official word on this.
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