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Lord Veshnakar

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Everything posted by Lord Veshnakar

  1. In the main rulebook in the realm of metal sections it talks about the nations of "Azgal, Sigyorn, Patina, Prosperis, and Viscid Flux convene a great conclave of their mightiest aethermancers.." Azgal is referenced in the Kharadron Overlords book as being one of the pre-KO (before they took to the skies) duardin kingdoms. So it stands to reason there are Duardin wizards in AOS. Kharadron Overlords could have an Aethermancer and it would legitimately be plausible at this point. They could have wind and aether-based magic and it would make sense in my humble opinion. Making ships and Endrinriggers/Skywardens go faster. It would be too cool. It wouldn't even have to be them using magic like most Wizards. It could be via "mechanical wonders"/technomancy, like how the Aetheric Navigators use tech to see the currents of magic and call upon them to disrupt enemy spells etc.
  2. I can't help but see a resemblance between these two. Perhaps wishful thinking but I wonder if this is part of a "Curse of Da Bad Moon" endless spell or something similar?
  3. If we get plastic squigs and squig hoppers I might as well start filing the bankruptcy and divorce paperwork. Just kidding, she loves squigs as much as I do. Who doesn't?
  4. Had an amazing dream last night that we got a new book with a new second battleline infantry called Arkanaut Breachers that have a two handed close range shotgun style weapon like an aether-powered grudge-raker. We also got the ability to parachute in with most of our infantry akin to deepstrike. It was too cool and it led me to realize how much of a missed opportunity our army is from a gameplay standpoint. Have there been rumors of a new book anytime soon? I know there are rumors of a Fyreslayer re-release (that might just be a book) but at current our book almost feels like it is more errata than it is normal content.
  5. I can see them making it less reasonable to take Witch Aelves in huge massed units. I think the horde discount going away is a given at this point. Especially if tournament players keep hitting the top 10 with the same types of list. And honestly Hag Queens at 60 points, a unit that can make a unit re-roll failed wounds, immune to battleshock, and cast two prayers is pretty absurd. Especially since prayers are just spells that can't be dispelled, and we have some dang good ones. My opinion though obviously.
  6. I would be very careful buying more than 60 witch aelves honestly. With the amount of 90 witch elf and 3+ death hag tournament lists I have been seeing lately I feel a nerf is inevitable IMHO, and that's a lot of money to spend on a unit that might not end up as insanely viable as it is now. I could easily see Hag Queens doubling in cost and Witch Aelves going up by about 20-30 points per 10 or losing the horde discount.
  7. In case anyone was interested in seeing the winning list of James Bunting, the gentleman that won the Rising Sun GT
  8. Can someone explain the negative consensus on Skywardens a little more for me? I have been taking a unit of 12 for a good bit now, and they shred everything they touch . On the charge I typically get all 12 in range due to the 2” reach and when buffed with a Khemist they have 3 Attacks each for a total of 37 attacks on 4+/3+ with -1 rend and D3 damage. Compared to the 13 attacks I would get from a buffed unit of Endrinriggers. Maybe it’s just me but I would rather have the extra 1” range and 24 extra attacks than +1/+1 hit/wound and -1 extra rend.
  9. At this point I would personally recommend dropping the boats and spending more points on Endrinriggers, Thunderers, or Skywardens (though most KO players will tell you not to use Skywardens, I like them). I am sure he likes the boats from an aesthetics standpoint (we all do ) but in most of my lists they struggle to make their points back. The one thing the boats should be good at is as a firing platform (but with usually 4+ to hit they are unreliable at best), and to give mobility and to help capture objectives but Endrinriggers/Skywardens are equally as good at capturing objectives too with the grappling launchers. The only thing my Ironclad is usually good at is drawing all of the opponents attention. Less experienced players spend way too much time worrying about bringing it down leaving you open to focus controlling the rest of the board. Lossen's list above is a great compromise though.
  10. While that would be ideal I just don’t see them making rule changes like that shortly after having released the battletome. Maybe stuff that could be FAQd like nerfing the hagg nar buff etc. And I would argue against us being glass cannon-like as most run Hagg Nar+cauldrons which make units like witch elves buffed or not, absurdly durable IMHO.
  11. I’m starting to think we are very inevitably going to see a significant price hike on Witch Elves, Sisters of Slaughter, Hag Queens, and Morathi with the next GHB. Everyone locally here weeps about them being underpriced.
  12. I am imagining we are going to see the endless spells for all of the new tomes to come, and maybe for Daughters of Khaine and Idoneth Deepkin too since they said they designed them with 2.0 in mind.
  13. How have you guys found DoK faring in 2.0 so far? My buddies are still screaming that they are overpowered and its a bit disheartening. I am curious what everyone else's experience has been.
  14. I agree on the increase in saves to the ships. I am also in favor of the save for Arkanaut Companies going up to 4+ and Thunderers going to 3+. It doesn't make sense that the Arkanauts have the same save as a naked Fyreslayer. And the thunderers have some seriously bulky plate on for just having a 4+. Just my humble opinion though.
  15. I swear it’s like the more people say KO are terrible now the more I find myself wanting to play them, just because nothing beats that feeling of winning games when everyone says your army struggles. Also, I don’t know if this has been mentioned but the lord ordinators command ability is changed in the new book. I’m not sure to what but a friend that went to open day told me it had.
  16. That was my immediate thought as well. And it looks like those feet are coming out of the shell we saw the other week.
  17. Lord Veshnakar

    wild-rider.jpg

    Reminds me of a character straight out of the game "the Witcher 3". Ace work!
  18. Fyreslayers need a serious addressing of their point values across the board for everything maybe barring the Auric Hearthguard and some of the foot characters. From what I can tell their points are based off of the original SCGT points pack that had them substantially over-costed. They significantly adjusted the pool cost for them in future SCGT pool docs, but this reduction occurred after the GHB was written. Also it would be great to see units with the "Priest" keyword gain the ability to unbind.
  19. On the positive side of things, at least skeletons are quick as a whip to paint and still have them look half decent! Good luck!
  20. What a comforting thing to hear, thanks for writing this up! I agree with your points on all accounts. To me if anyone has never played a true narrative campaign before they are REALLY missing out. IMO the feeling of being part of a story trumps "winning" by miles and points have only ever been the "illusion of balance" that serves as a platform to support someone feeling that they beat someone else fair and square in order to pump up their ego. Wish we had more players like you here in Georgia! I would be thrilled. We have a fairly large "in it to win it" crowd here and it's pretty disheartening.
  21. Just a few ideas! Some are echoing the thoughts of others. Command abilities and artifacts for all of the pre-Sylvaneth Battletomes (Seraphon, Stormcast, Bloodbound, Fyreslayers, etc) Base to base measuring and with that an appropriate base size chart. Add a small handful of additional basic spells like Arcane Bolt and Mystic Shield. An overall small reduction in point costs for Fyreslayers. Especially Vulkite Berzerkers who I believe were given point cost based on the old version of the SCGT comp before they reduced the pool costs on the Berzerkers down from 10 vulkites for 10 pool choices to the more appropriate 10 vulkites for 7 pool choices. Special Rules for fighting in the 8 realms. (harder to hit with shooting in the realm of shadow, minus to bravery for undead/daemons in realm of light etc.) and perhaps a way to randomly determine which realm you are fighting in at the start of the game as well. I really feel that summoning and the magic phase needs to stay close to the same as it is now beyond some new spells so every spell caster can do something. Otherwise it will get out of hand REALLY fast and it will be magichammer all over again. Perhaps allowing replenishment of wounds up to the starting value for units but keep it so you have to pay points if you want to summon entirely new units? I have seen how crazy summoning can get when we used to do open play at our club here, and it is just WAY too much.
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