Jump to content

Thostos

Members
  • Posts

    275
  • Joined

  • Last visited

Posts posted by Thostos

  1. 7 hours ago, Phasteon said:

    Guys, did we lose our ability to put units into ships when we deploy them? 

    I think the rules just state that units can garrison the ships, not deploy together. 

    Which means without battalions we have lots of drops now

      Looking at the BRB rules on Garrisons,it states that a unit can start the game inside a garrison as long as the garrison is in friendly territory.Now of course there are cities that would allow a boat to enter the game in enemy or neutral territory,but since the rule that allows that is part of a subfaction within a specific army then it overrides the BRB and would be fine.

     That would be my take on it.

     

  2. 1 hour ago, Satyrical Sophist said:

    What other dwarfs are tempting for the port that can take them? I've got iron drakes, longbeards and gyrocopters already, but I don't know if I can resist getting some Fyreslayers to paint up. Big thing stopping me was not wanting to do a whole army 

     When KOs were first released,the build I ran had a block of 20 Vulkites and the Runesmiter with the key that allowed them to backdoor my oponents,,worked pretty well.

     

  3.  Humm...wondering what they mean by "and all the games you play use the updated airborne battles system found in the box."

      It certainly cant be what was released in WD as that is described as a different game like the one they released for 40k last year.

      And do they mean just the games played with the models in the box set..or are these "updated" rules going to be added in to the main AoS rules.

     

  4.   This issue I have is(assuming they don't have any terrain or endless spell(like) warscrolls to add) is that KO`s need every bit of help they can get with the condition the army has been in since its release.Their one main build(skyhook spam) that seems to be the most effective doesn't even use any of the ships that were supposed to be a main feature of the army,,this even after point reductions in the current cycle. Khorne got prayers and a terrain piece that have really helped their army out a lot especially when facing spell heavy opponents.These extra features that some armies are getting can indeed be very helpful.

    Either way,,the army needs a lot of help.Im currently in a very competitive meta in my area,with the current state of the army its literally a waste of time to even unpack them to play a game.Im not sure what the fix would be,though being a high mobility army perhaps they could receive some army wide "hit and run" capabilities along with some wound shrugging abilities..maybe they could become the "Eldar" of AoS or something,,I don't know...

     

    • Like 1
  5. 2 minutes ago, Kirjava13 said:

    It really is obnoxious how inconsistent GW has been this year wrt Endless Spells and faction terrain. Is your army getting a book? A new hero? Some redesigned units? Some new units? Endless Spells? A terrain piece? Dice? Who knows? They just make it up as they go along!

    If I were a Kharadron players I would be disappointed. It's nice to be 2.0 compliant, and I wouldn't turn my nose up at a new hero, but... they got pretty shafted compared to a lot of other factions.

    As a KO player I look at the bright side..at least now there`s a chance that I may get warscroll cards that aren't obsolete before I get a chance to open the package.

     I also play Orruks so no terrain or spells is no biggie,its just  all part of playing the "red headed step children" armies of AoS

    • Haha 1
    • Sad 1
  6. 1 hour ago, Death1942 said:

    So it seems like Nagash outside of bone reapers can't heal himself (nice cash grab GW).  Does that tip him into the too expensive category for you?  I like the spam arcane bolts and he isn't too bad offensively if you keep using the command ability.

     I always look at his command ability alone being on par with  a battalion ability that would cost around 300 pts.So really,,with his high spell count and his new ability to spam AB..I think hes actually more effective now than ever.I say this after playing him in tournaments and events for about 9 mos a couple years back in 1st ed.I had a solid win rate,,though my list had issues with actually scoring a good amount of kill points in events,the new Mortal wound spam goes along ways to solving that issue,,especially as I think back to all the hero phases I had were I simply couldn't  use all of his spell casts he had available.

     

  7.  The digital Battletomes are pretty much half the price of the Hard copy when purchased in the Azyr app.

     Been playing from day one and been using Azyr since it came out,,its probably the main reason why I cant get back into 40k or any other army building minis game,,..too many books to fiddle through while trying to play a game:)
     

  8. 6 hours ago, overtninja said:

    The only thing I'm really worried about from the Bonereapers is their catapult, which seems custom-built to cheaply murder every support hero (and, later on, major hero) in the game. My foot heroes are basically guaranteed to die to a single shot from them, even with LoS (hitting on 3s in that case), and even if they are my general in CoS. A pair of them will down most monsters in a turn, which is rather nuts, considering they only cost 200 each. I suspect we'll be seeing a bunch of them on the table in the future.

     

    Im more concerned with the one per game attack that removes a model at 36" range..breaking coherency in large units.

     

  9. 1 hour ago, broche said:

    Morboys get an extra attack and the +1 to hit if a monster was killed. I would argue that Morboys are sligthly better, an extra attack is slightly better than upgrading from 6+ to 5+, and can get a +1 to hit during the course of the game.

    There certainly is that,,though with the 2" range on the spears the Savage Boys actually will get more attacks overall...of course they would still be hitting and wounding on 4s too.

  10.  So am I correct in assuming that Spearboyz are our best foot option now?
     

    30-2 wound models behind a 5+ in combat,with 3 attacks each 4+/4+ ,2" range means they get a huge amount of attacks on target..all for 300 pts.
     

     I think they are more point efficient than Moreboys,though im sure a focused list of Moreboys is possible.

     

    • Thanks 1
  11.  So,,after seeing some tome reviews,,it looks like The Wurgogg has a rather nasty spell...Fist of Gork,enemy unit within 24",roll a dice for each model in the unit,,any 6`s do morts,,if the cast roll was a 10+,morts happen on a 4+

     The thing is,if hes the general,then he can take a command trait that gives +1 to cast/Unbind,an artifact for +1 cast/unbind,then the Wardokk buff(on a 3+) for a third +1 cast/unbind.This would make the 4+ leafblower version somewhat reliable,,add in a Balewind and a first turn 30" nuke is on the table.

     

    • Like 3
  12. 3 hours ago, cplhicks said:

    Kunning Ruk 1 big boss 2-5 Savage Orruks or Savage Orruk Arrow boyz.

    Can still shoot or move in Hero phase must be wholly withing 12" of the Big boss.  Unit size in this battalion capped at 20. 

    140 pts

    So is the age of arrow spam dead or is is still workable?  I'm a bit surprised GW didn't nerf arrow boyz/kunning rukk in to the ground.  It seems still usable to me but we now have some other tricks or choices to run. 

     Capping the unit size for the Kunnin Rukk is a deal breaker for me.I will run Arrer Boyz but not with the Rukk.In 1.0 I ran a block of 40 and a block of 20,,the 40 got the Hero phase attention of course.Then in 2.0 I just ran a 30 and shot twice with it,that was just barely useful really.Now with just a unit of 20 shooting twice I don't see it worth the new reduced battalion cost.

     Actually though,after seeing the Drakkfoot abilities I will probably be trying to fit 30 arrer boyz in with that Clan,and doing that will most certainly not have the room for any extra battalion cost im sure.

     

  13.   Had to shelf my SCE as they don't loose and my opponents don't have fun playing against them.

     Toughness 5,with 20-35 wounds each,,attacking at range with a high volume of attacks,(or lower volume with insane damage for longstrikes) is simply not a balanced faction.

     Some say that you need to add more LoS blocking terrain,,but in Warcry the terrain cards instruct how exactly to set up terrain so that's not an option.

     Basically SCE can deal elite level damage at a range that is often half way across the board or more and have top tier defensive stats all for a rather moderate price.Many warbands only have 1-2 classes of fighters that can reliably deal damage on par with SCE but need to get into melee range to do so,,and even those fighters costs are on par with SCE Hurricane Raptors.

    • Like 1
  14.  As a local TO..ive been holding off on planning a tournament for the game,mainly due to the balance with some factions,SCE for example being much stronger than most all other warbands.Last thing I want is to have half my players show up with the same warband.

      Really hoping introducing these new features into the game brings balance more inline,,actually thinking that this could be the reason they are rolling this out now instead of later.

     

    • Like 1
  15. On 8/8/2019 at 5:09 AM, azmarus said:

    long raptor can be good with  [double] Onslaught+1 atk : 4 dice 4-10 dmg and 20 range.  MWP my band damage dealer + rr 1 for bird cry amazing

    My best team after 10+ fight

    Hunter prime

    Hunter

    hunter

    Shortraptor

    Long Raptor

    Bird

    Take out a Hunter and add in a Hound and that's been my starting list..haven't played much but won my first game and tied in a multiplayer game so far.More games later this week.

     

    • Like 1
  16. 1 hour ago, Sauriv said:

    I would argue that a rule from an command trait is added after the alligiance ability takes affect, making the trait rule the most resent one giving it priority. 

    You can't  add a trait to your list if you haven't already chosen the right alligiance. 

    The commentary is about the alligiance ability not the trait. 

    Good point,thnx for the responces  on this:)

     

     

  17. 5 hours ago, Calebexnihilo said:

    The exact wording is "affected by the light of the Bad Moon WHEREVER it is located until it is removed when it reaches the opposite edge of the battlefield"

    So you get the perks starting turn 1. Even if the moon never moves, you will have the perks until it reaches the opposite edge.

     Yeah,thats the way I always thought of it too,,,though my opponent sighted this from the Gloomspite Designers commentary in the FaQ section,Warhammer Community site.
    " At the start of the battle, the Gloomspite Gitz player choose the top right-hand corner of the battlefield as the starting location of the Bad Moon. As it is on the edge of the battlefield, no models are affected by its light that round."

     

      So,to be clear then...the command trait overrides that clarification in the commentary?

     

  18. So quick question as to how you all have been playing this.

      Is the Troggboss with the Loonskin command trait able to generate an extra command point in the first Battle round when the the moon is still in the corner?

     Had one opponent this last weekend say that it doesn't..and I always thought it did due to the wording on the trait overriding the rules for the moon.

     

  19. ME is here to stay,,the few games my group has played have been fun and quite balanced.Im planning an area tournament near the end of the year.

      Its way to early to count the new format as "failing" anyway,,lots of stuff going on with AoS now so I wouldn't expect a lot of play focusing on a new format at this time.

     

    Just a few observations from the games we have tried,,it takes more planning than many think when building a force for the various detatchments.As was expected,armies that may struggle competitively in 2k,shine in the 1k format,Gitz come to mind,were is backdooring SCE not so much since the deploying from reserve restrictions really don't let anyone "backdoor".

  20. Clarification on this from the core rules faq-

    "Q: When a characteristic is referenced (Bravery, for example), does this mean the value on the warscroll, or the value on the warscroll including any modifiers? A: The value including any modifiers."

      So if an ability targets a units wounds characteristic,,its the characteristic less any wounds it had taken thus far?


     

  21. 1 hour ago, King Taloren said:

    You always use the most recent ones released.  So any that are in GHB18 that have not received new rules anywhere else just use the ones in there. 

    Any that don’t have warscrolls in GHB and no recent rules you can use the 1.0 rules or just roll on the table.

     So then the GH18 is still a needed publication for these terrain warscrolls?

     As in players who are new to the game need to get both the GH19 and the GH18,even though the GH18 is no longer available? so the "most recent released" is not available anymore..

     

     

×
×
  • Create New...