Jump to content

Gecktron

Members
  • Posts

    1,008
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by Gecktron

  1. 11 minutes ago, GeneralZero said:

    Is the DoK one good? When you get one, is it usefull to get a second one?

    Blood Sisters are good, and the Blood Cauldron kit builds every single Daughters Hero besides Morathi. Getting atleast 2 (to build one as Bloodwrack Shrine) is the best way to go when starting Daughters.

    Quote

    I'm curious to see if this means the old Daughters start collecting will get removed from sale. The witch elves/sisters of slaughter are one of the most expensive troop units in the game and their price alone makes them a barrier to entry on the faction considering you want what... 60-90? Having them in the start collecting at least made starting the faction barely feasible, but removing the current start collecting would make starting much harder.

    That box was only a limited time thing and hasnt been avaible for a while now. 

    • Thanks 1
  2. 19 hours ago, Baron Klatz said:

    From the "Shadows over Hammerhal" supplement it sounded like they don't rely on the Aqshy ocean so much as using lava cogs to take advantage of those rivers of lava covering the land and in "Hammerhal and other stories" the guards note the airship docks were bustling with human, aelf and duardin vessels for trades over the hostile lands.

    The Corebook even gives some art of the trading airships you can see in Aqshy.

    book26.jpg

    Otherwise it's Ghyran and it's oceans that Hammerhal uses with captains sailing into the mystic forests and ominous jungles for exotic game to bring back.

    That picture shows the floating city of Bataar. You can find it in the top left of this map. 
    I really hope they expand on it a bit. 

    • Like 1
  3. 7 minutes ago, CommissarRotke said:

    I just want the darn DOK warband already at this point. The 2 LRL articles before Adepticon are likely to be lore over any model reveals IMO, or small rule tidbits

    Do we have any clue what will be included? Im hoping for a Bloodwrack Medusa sculpt. 

  4. 3 hours ago, Double Misfire said:

    Are there any other units you guys feel should get a points hike? The current selection feels like a wishlist only three very obvious options marked for an increase. 😕

    I havent tried everything yet, so my list isnt complete but I feel like there are a few units that deserve a points hike.

    Phoenix Guard most obviously, the Hurricanum (a no-brainer compared to the Luminark), Shadow Warriors could also go up 10 points without much problem.

    Then there are two units that are very similar, but one is just plain better. Handgunners and Crossbowmen shouldnt cost the same. Same goes for Pistolliers and Outriders. Outriders require a lot of prep work to make them good, contrasted with the Pistolliers which can be used as they are without much problem. 

     

  5. 3 hours ago, ArmyOfGrodd said:

    Barak Thryng: 

    Incredibly Stubborn: The warriors of Barak-Thryng will often deny death long enough to get in a last blow.

    If a friendly SKYFARERS model is slain while it is within 3" of an enemy unit, roll a dice. On a 4+, that model can fight before it is removed from play.

     

    This doesn't stipulate you can pile in and fight with melee weapons, or the combat phase specifically the way that similar rules like No Respite does. So can you use missile weapons? Fire weapons if killed in enemy shooting phase etc? Can anyone point me to any core rules related to this?

    From the core rules page 5: 

    Screenshot_20200221-214932__01.jpg.2a3ea556ab3794667106813b4cef07f7.jpg

    • Thanks 1
  6. 19 minutes ago, Serpico said:

    Which list is better for take all comers?:

    Iron Sky Command

    Endrinmaster with Dirigible Suit, Phosphorite Bomblets, Grudgebearer 

    Navigator

    Khemist, Spell in a Bottle (Purple Sun)

    Ironclad (Volley Cannon, Ebullient Buoyancy Aids)

    10 Arkanauts

    3x3 Riggers (Rivets and Saws)

    20 Thunderers

    Total: 1970, 2 Drops

    OR: No Battalion, No Navigator, Khemist or Arkanauts but Brokk, 3 more Riggers and a Gunhauler. 9 drops.

    The second list is deadlier; but will never outdrop anyone. I’m inclined to take the two drop list so I have the choice to alpha or take the opportunity to have the first double turn. Have people had really bad experiences when out dropped by alpha strike capable lists? Or maybe outdropped and allowed them to get too many buffs up? 

    Your two specific lists aside, I wouldnt leave the house without atleast one navigator. Banning spells/unbinding spells is just too important, the ability to harm flying units is also nice to have as most centerpiece models got the FLY keyword. 

  7. 4 hours ago, 5kaven5lave said:

     

    If have played double frigates in every game so far and I think mobility is our key to victory. We may not have the highest damage output, or the best defense but being able to focus down key units in one turn, and grabbing objectives in the next is our biggest strenght. 

    I experimented with leaving a few units behind, but they felt like deadweight for most of the game... 

  8. 53 minutes ago, Kramer said:

    So many ships 😍

    didn’t you feel the need for some more bodies? 

    Having so many ships felt good. Especially the flexibility of the skycannon was great. Shrapnel plus carbines were great at thinning out hordes. 

    The lack of bodies wasnt too much of a problem. Objectives stay under control even if you move off. So I claim then by either staying on them turn one, or by dropping a hero or my riggers on them before moving somewhere else. If the enemy lacks mobility I can tie them up on their half, if they are mobile I try to bind them in close combat (I often just throw my Arkos in there). The Gunhauler is pretty useful in that regard. It can cause D6 mortal wounds on the initial charge thanks to the spar torpedo, cause another round of mortals due to the bomb rack. Thanks to its 4+ save, it may even survive and escape via fly high. 

    Also, If I really felt like I need to lock down an objective I have the squad of thunderers. (In one game, they managed to remove Archaon's last 2 wounds in close combat). 

    13 minutes ago, Beliman said:

    The Iron Sky Squadron ability: ARKANAUT COMPANY units from this battalion can leave an ARKANAUT FRIGATE from the same battalion either before or after it has moved. In addition, roll 3D6 instead of 2D6 when making charge rolls for ARKANAUT COMPANY units from this battalion that left an ARKANAUT FRIGATE from the same battalion in the movement phase of the same turn.

    Can you disembark after Fly High? 

    IMO, you can't because the Designer's Commentary Q: Some abilities allow you to remove a unit from the battlefield and set it up again, and say that this ‘counts as their move for the movement phase’ (or words to that effect). Do these units count as having made a move for the purposes of any other rules or abilities? A: No, it simply restricts them from making a move later on.

    Am I missing something? Or is just as it seems? We can't disembark afterFly High because it's just not a "move"? Can you still charge with the frigatte and then disembark (3" away from the enemy) and charge (because you are still in the charge phase) to another unite?

    Since GW didnt said anything different in the FAQ I'd say Ironsky Arkanauts can disembark after flying high.

    *tinfoil hat-mode on*  GW may have left this vague on purpose, to see how it plays out and remove this if it proves to be too strong. *tinfoil hat-mode off*

    • Like 4
  9. Just now, ArmyOfGrodd said:

    what was your list out of interest? Assume you were Zilfin or Nar?

    I played this Barak-Zilfin list:

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Zilfin

    Kharadron Code
    - Artycle: Master The Skies
    - Amendment: Prosecute Wars With All Haste
    - Footnote: There's Always a Breeze If You Look For It

    Leaders
    Aetheric Navigator (100)
    - Artefact: Svaregg-Stein Illuminator Flarepistol
    Endrinmaster with Endrinharness (100)
    - General
    - Trait: Great Tinkerer
    - Artefact: Staff of Ocular Optimisation

    Battleline
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    3 x Endrinriggers (100)
    - 1x Skyhooks
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon
    - Great Endrinworks: Magnificent Omniscope
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon

    Units
    1 x Grundstok Gunhauler (150)
    - Main Gun: Drill Cannon
    - Great Endrinworks: Zonbarcorp 'Debtsettler' Spar Torpedo
    10 x Grundstok Thunderers (240)

    Behemoths
    Arkanaut Ironclad (510)
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: The Last Word

    Battalions
    Iron Sky Attack Squadron (120)

    Total: 2000 / 2000
    Extra Command Points: 1
    Wounds: 103

  10. On 2/7/2020 at 10:19 PM, Gecktron said:

    So, im taking my Kharadron Overlords for a Spin tomorrow, 2000 points, matched play.

    Potential enemies include a Troggoth heavy Gloomspite Army, a Varanguard list lead by Archaon, the new Tzeentch stuff and others. 

    I played the same list last week against some Sylvaneth. I really like the mobility and flexibility of the Ironsky squadron. The damage output was a bit lacking but maybe that was just due to my bad luck. 

    Short update to my post from friday. The first game was against the Troggoth army. Battleplan was "The better part of valour".

    123326673_betterpartofvalour.PNG.3a87cd69aa6f214312873c9d9c83684f.PNG

    My enemy fielded some stabbas, a lot of trolls, 3 mages and a lot of Endless Spells. I deployed at the table edge with everything in my ships. I couldnt really inflict any damage the first round as I had to split my fire. I got hit really hard by charging/teleporting Trolls turn 2. My deployed Thunderers barely hold the center objective, but the Navigator's flare pistol saved the day as I focused down his big stone troll unit. 

    The Ironclad was my personal MVP. The giant base really helps with blocking off enemy movement. 

    All in all, Im pretty happy with my list and how strong our sky-vessels are now. 

    • Like 2
  11. 39 minutes ago, Cèsar de Quart said:

    This is two very European looking heraldic designs and two very strange choices, the overdetailed face of a bearded god, and something with a fish tail I can't even picture. You're telling me this is consistent?

    That face is a depiction of the god Taal. The blazon is pretty detailed but it could very well be an established symbol in the world of Warhammer. Taal is commonly shown as a bearded man with wild hair and antlers.  It could easily described as "Or, a head of Taal vert"

    Also, bearded heads already exist in heraldry. 

    200px-Complete_Guide_to_Heraldry_Fig253.png.440eb90d67b6f8ee965cc5ebf6fe9025.png

    The second is a mermaid. The established symbol of Marienburg.

    burg1.PNG.290c3353a44394a3ae9d4ba6ee1687e9.PNG

    Maybe it was just custom at the time to draw her with a split tail (which is also a thing that exists in real life). 

    Yes, im telling you the designs themselves are consistent with the world of Warhammer Fantasy.

    • Like 7
  12. So, im taking my Kharadron Overlords for a Spin tomorrow, 2000 points, matched play.

    Potential enemies include a Troggoth heavy Gloomspite Army, a Varanguard list lead by Archaon, the new Tzeentch stuff and others. 

    Quote

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Zilfin

    Kharadron Code
    - Artycle: Master The Skies
    - Amendment: Prosecute Wars With All Haste
    - Footnote: There's Always a Breeze If You Look For It

    Leaders
    Aetheric Navigator (100)
    - Artefact: Svaregg-Stein Illuminator Flarepistol
    Endrinmaster with Endrinharness (100)
    - General
    - Trait: Great Tinkerer
    - Artefact: Staff of Ocular Optimisation

    Battleline
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    3 x Endrinriggers (100)
    - 1x Skyhooks
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon
    - Great Endrinworks: Magnificent Omniscope
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon

    Units
    1 x Grundstok Gunhauler (150)
    - Main Gun: Drill Cannon
    - Great Endrinworks: Zonbarcorp 'Debtsettler' Spar Torpedo
    10 x Grundstok Thunderers (240)

    Behemoths
    Arkanaut Ironclad (510)
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: The Last Word

    Battalions
    Iron Sky Attack Squadron (120)

    Total: 2000 / 2000
    Extra Command Points: 1
    Wounds: 103
     

    I played the same list last week against some Sylvaneth. I really like the mobility and flexibility of the Ironsky squadron. The damage output was a bit lacking but maybe that was just due to my bad luck. 

    • Like 1
  13. 1 hour ago, Cèsar de Quart said:

    Well, they didn't do a good job at making up something new when it comes to the design of these coats of arms. I find it funny because real heraldry has been around for almost a thousand years (maybe 900 years) and had become, already by the 1400's, a very stylish, respected and fashionable form of design. Now people come in and say they can "do it better"? I doubt it.

    Heraldry is absolutely a field where people can experiment. Heraldric tradition differs a lot between cultures even here in our world. The same should hold true in a fantasy world. 

    There are a lot of heraldic rules that are based on traditions, not because they are the best thing people came up with. A coat of arm can look great even if it breaks a lot of these rules. Just look at the heraldry in A Song of Ice and Fire (https://awoiaf.westeros.org/index.php/Heraldry). Many of the most striking designs break a rule or two. 

    Even the two most well known arms, the arms of House Stark, and the one of House Targaryen, wouldnt be possible if G.R.R. Martin would have just followed traditional conventions. 

    A coat of arms has to be recognizable from afar. Everything else is secondary. 

    • Like 3
    • Thanks 1
  14. 4 minutes ago, EccentricCircle said:

    Eh, "unpopular" is really relative when it comes to this hobby. Being less popular than 40k doesn't make it unpopular. GW games are still head and shoulders ahead of most of the rest of the fantasy wargaming genre. Even when Lord of the Rings was at it's height WFB was still pretty much in third place, and it really took the rise of x-wing and a large shift to warmahordes to damage its standing. Even then it was still well in the top five- ten. Most other games a neither household names, or really gateway games.

    I didnt said unpopular. But claiming Fantasy was massivly popular is wrong. You said it yourself, Tabletop is a niche hobby, back then even more so.  And fantasy was a niche even in this niche. Even with the 7th edition in 2006. GW gave Fantasy a lot of attention during late 7th and the whole 8th edition. New armybooks for every faction besides Bretonnia, a lot of new plastic kits for all these armies, two big expansions in 8th alone. Every second release was fantasy themed back then. And even all that couldnt revive fantasy. Im not hating on it. I started the hobby with the 6th edition High Elves army book, but I want to keep the record straight. 

    • Thanks 1
  15. 21 minutes ago, Beastmaster said:

    I still find the whole idea of killing off an extremely popular setting, building up a completely new setting, then re-releasing the old setting 5 years later completely insane. 
    Maybe I’m just getting old. 😅

    I wouldnt call Warhammer Fantasy "extremly popular". The game was clearly on its way out back then. Completly dwarfed by 40K. A lot of people hyping up the old world online are mostly coming from Total War: Warhammer. Its hard to say how much this will translate into real players.  

    • Like 7
    • Thanks 3
    • Confused 3
  16. 44 minutes ago, Kasper said:

    The core rules for "slain models" and "battleshock" read significantly different. The text for "slain models" reads that the models are slain as in dead, then removed from the table. For battleshock the rules read that the models are removed from the table (not slain/dead), but following that they count as slain - For  the purpose of kill points etc. 

     

    In 40K, the Adeptus Mechanicus subfaction Graia has an ability that triggers when a unit is slain "or removed due to failed leadership test". 

    Sure, its a different game, but It could be a hint on how GW handles these things. 

  17. 35 minutes ago, kozokus said:

    By the way, is there a consensus about the loadout for Thunderers?

    Let's say you want to mount 10+ in an ironclad, what is the best setup? regular toys or spechul shootaz?

    I had a game today. I used 10 Thunderers in an Ironclad. I was pretty happy with the all rifles loadout. Good range compared to Arkanaut pistols and some of the special weapons. 

×
×
  • Create New...