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Baron Wastelands

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Posts posted by Baron Wastelands

  1. 9 hours ago, Greasygeek said:

     I much rather figure these situations out in the heat of the moment

    Sure. And that’s exactly what we did 😉

    But as this seems likely to happen often with flyers, I checked through the rules more thoroughly after the game, and just thought I’d ask anyone else who might have hit the same issue.

  2. 1 hour ago, girafarig said:

    and when we calculate the buffs like rampage or rip gore and tear? having in the case of the leader 9 2h vs 15 dual attacks when 16,... percent of the hits are crits, it seems a bit different as we have more quality 2h hits landing compared to withouth rampage.

    Double-handers are a bit more swingy (no pun intended), but no, these aren’t buffs to individual attacks, as such, so 2 weapons is still better, whether you’re making 1 attack action or 3. 

    Basically, if you get lucky with a double-hander it’ll look more impressive for that attack, but game on game, the 2 weapons option wins out.

    • Like 2
  3. 6 minutes ago, Maddpainting said:

    Just by looking at the stats its mostly clear that the leaders are better and the Great Axe non leader is by far the worst, with 2 attacks its rally bad. But what surprised me was the Great weapon Leader is actually better than the Paired weapons Bullgors. But not as good as the paired leader.
    image.png.18eb7d6e21afa63faa92349db7682723.png
     

    I had come to the same conclusion - actually, the dual weapon option is just better than the double-hander in all circumstances, so much so that I wonder whether there’s an error on the card? In other cases, there’s nuances, but not in this case (whether you’re comparing “troopers” or “leaders” independently).

  4. So just wanted to check our interpretation.

    Had a situation yesterday where I wanted to attack a stormcast judicator in melee with a Kharadron endrinrigger.  The judicator was on a platform, one of the little ones, so with a 40mm base there was nowhere for the endrinrigger to land within 1” of him. Now, in the Errata/FAQ, it says that a model can climb as part of a move action and then make a melee attack action, but then fall.

    The way I understand it, and the way we played it, is that the only way to attack the judicator is for the flyer to fly to the bottom of the wall, then climb up the wall until its base is within 1” of the judicator’s base (all with its first action) then make a melee attack action, then fall back to the ground below (though immune to impact damage because flyer).  We therefore agreed that the judicator was not locked in melee, as bases were more than 1” apart, so it could shoot at any visible target in range afterwards.

    Did we play this right? I can’t see any way  to make an attack while flying, as such.

  5. 59 minutes ago, Warpedstorm said:

    Rat ogres seem the powerhouse for their points

    I would agree, they hit really hard, even at range for the warpfire one.

    6 hours ago, Zinnar said:

     

    I think this works, I've read the rules a bunch and cant seem to determine whether you round up or down for the rule about how you "can't have more than half the warband in a single battlegroup". I assume it's rounding up, like the rule about the requirements for the Shield, but I'm unsure. I have nine models total, so "half" is 4.5, and I'm assuming I round that up to 5.

     

    I assume the opposite, in that 5 is more than half. So max 4 in an 8 or 9 strong group.

  6. 6 hours ago, Sttufe said:

    Aether War set finally arrives, and I am getting it assembled soon. Playing with a friend once we get them assembled, and he has never played before. We have purely the contents of the box, and I was thinking of using some trickery. He has never played, and  am planning to build out full wardens, while emphasizing how great riggers are all around. Then when he prepares to sit back at range, I charge in with my wardens. Thoughts and suggestions? (everything charges in, including the master and hauler provides ranged support with the sky cannon shrapnel)

    My first thought would be go easy on your friend if he’s never played before, especially if you want him to play you again 😁

    My second thought is that unless you have lots of riggers already, you might regret later building them as wardens. 

    My third thought is that riggers are no slouches in melee either, and give you a bit more tactical flexibility to react in game.

    • Like 3
  7. 3 hours ago, Lovehatter said:

    Thanks so much for the replies. Good point about incremental rule additions as I learn that will probably help. These decks are larger and more intimidating than the last ones. I don’t have much time to experiment with a bunch of different warbands but melee does seem to have less to focus on in the beginning. When I build my teams, what should I focus on? Like speed, toughness, attack? I mean I’m trying to figure out how to compare how teams play and how they will play for a beginner. I was thinking speed seems awfully important, but I’m not sure if it is in practice. Sorry for the thousand questions, I just really don’t have a ton of time to customize my band and learn and still have a really bad team. Lol

    For a starter warband, you want a bit of everything so you can figure out your preferred playstyle. If models are no object, I’d go for something like:

    Bestigor hero

    Bestigor

    Bullgor with 2-hander

    dragon ogor with 2 weapons

    2 ungors with bows

    3 gors with 2 weapons

    990 pts

     

    If you don’t have any models yet, however, I’d get a box of Bullgors  (or a box of dragon ogors, if you prefer the look) and a box of ungors (again, or gors)  to start with, will give you a good range of options. The underworlds (beastgrave) BoC warband will also give you some beautiful models that are all useful, although only available in the starter set at the moment I think.

     

    • Like 2
  8. 1 hour ago, Groomy said:

    So what list do you think about making with the leaders being all 100+ points?

    have had a few games with:

    stormvermin leader 170

    stormfiend with grinders 265

    rat ogre with warpfire gun 235

    Melee rat ogre 225

    pack master 65

    giant rat. 35

     

    they’re great at kill missions, and have to say the rat ogres are mvps so far. I’m thinking of swapping out the ‘fiend for more bodies though, as finding it harder with objectives.

  9. 6 hours ago, Bueno said:

    Looking for a bit of advice on how to build Arkanauts and Thunderers.

     

    I have 10 Arkanauts 2 units of 5 Thunderers on sprue, how am i best equipping them all?

    I agree with @PensivePanther that you are safe equipping your arkanauts with one of each special weapon per 10.

    the thing with thunderers is that they can fill different roles; they can stay on board a ship and shoot from 18” (in which case all rifles), from 9-12”, in which case max cannons, etc. But if you plan to footslog, or, say, ever leave the ship, you will benefit from more specials. Footslogging with a khemist and you definitely want 1-2 fumigators.

    so it’s hard to build so that you have flexibility, depending on how you might want to play them in any given list.

    my advice would be to build 1 sergeant and 4 rifles, so that you can at least try a unit of 5 from range, then 2 cannons, 1 mortar, and either 2 descksweepers or 1 decksweeper and a fumigator. That way you can field units of 5 in any configuration you like, and a unit of 10 with specials. Then your next Start Collecting box (trust me, it happens to us all 😁) you can customise further if you want to narrow down to a particular playstyle. I have recently gone from 10 to 15 thunderers, and decided there was never an occasion when I wasn’t grateful for an extra cannon, so 3 cannons is the only special I’ve maxed.

  10. 5 hours ago, Groomy said:

    At risk of being repetitive, I may just go ahead and divide mercs and new warbands into 4 grand alliances and take them. See any problems with houserules like this?

    Only in the fluff, really (Tzeentch with Khorne heroes, etc.). Some of the new warbands don’t really need allies, mind!

     

     

    • Thanks 1
  11. Not divided by grand alliances in that way, but by runemark, so strictly speaking only the warrior chamber (and weirdly, not the original stormcast) can ally in mercenaries so far. For all the new warbands, officially I suspect you will have to wait for the next monsters and mercenaries book, which I’m sure there is bound to be.

    In the meantime, nothing to stop you house ruling it at a tournament. It’s fairly easy to assign based on grand alliance, or even on race.

     

    • Like 1
  12. 10 hours ago, sorokyl said:


    On the chopping block
    gnoblar -  I like the scraplauncher but do not like the gnoblars (i don't enjoy moving hordes around, and the models are meh. Plus i have a moonclan army).  Are gnoblars super great or is it ok to get rid of? Is scraplauncher playable without (or even with) junkmob? seems weak to me. maybe I will keep 1 just because i like the model. 
    Ironblaster - what is the most you'd play in an underguts list? Is this list good? 
    Mournfang - I don't want to get more than the 4 I have. I don't want to play thunderbellies, but it does allow me to try some BCR batallions... The movement isn't that special I guess due to the hungry allegiance ability (3" more isn't that much extra utility). I guess i can keep if this is just a really good warscroll but doesn't seem that special. 

    That’s a hard question for anyone to answer here, as getting rid of anything ogor seems counter-intuitive! But to try and answer your questions (please note personal opinion only!):

    one block of gnoblars is useful as a tar pit, and still widely used, though no not necessarily 60, often 20 is ok. That said, I would rather spend the points on a much more versatile unit of 12 gluttons, and given what you say about them, I don’t think you’d miss the gnoblars. Would free up most shelf space too!

    scraplauncher - not great due to lack of synergy with anything, and I don’t much like junkmob (especially without gnoblars as above!) keep one if you like the model, has reasonably consistent damage against hordes

    Ironblaster - max you’d play is 4 in UG (but I haven’t). You could get away with 1-2, but then you’d probably want more leadbelchers to make underguts work. Based on your intentions, I would get rid of the unbuilt boxes and forget about underguts

    mournfang  - “I don’t want to get more” - then don’t :) 

  13. 7 hours ago, thediceabide said:

    So I've been playing a bit of AoS lately, after taking quite a hiatus. I have a decent sized Beastclaw Raiders force and was wondering how they're doing these days? I know the book came out and it's all just Mawtribes, but am I going to have to expand into the lowly, foot-based ogors for them to be any good? My meta is fairly tournament focused, so I'd like to make sure I can do something competitive with what I've got.

    Here's a list of what I have:

    • 1x Frostlord on Stonehorn
    • 2x Huskards on Thundertusk
    • 1x Huskard on Stonehorn
    • 2x Stonehorn Beastriders
    • 4x Mournfangs with Gargant Hackers
    • 4x Mournfangs with Iron Fists
    • 2x Hunters
    • 8x Sabretusks
    • 6x Yhetees

    ...and I'll probably get the new Underworlds warband when it comes out (just looks too cool). Should I be adding butchers, gnoblars and the like, or is it fine to keep it as-is?

    Stonehorn units are strong at the moment, and you can go even more monster-heavy than in the previous book due to behemoths not counting as behemoths when they are battleline, and the fact that they have a better chance with objectives. So you don’t have to diversify at all if you don’t want to. Boulderhead tribe is the one you want to look at!

  14. 6 hours ago, 5kaven5lave said:

    Ok, so Frigates. What’s the best loadout for one? And by that, I mean what units to put in / around it?

    My default ‘best’ setup would be 10 Thunderers (or 10 ArCo in a pinch) inside and 6 Endrinriggers hitching, maybe even the balloon hero if possible. Does that sound about right? The Frigates guns on their own really don’t do a huge amount in my experience.

    Any thoughts?

    I’m sort of seeing the frigate as a boat of all trades, and flagship of none. You want a solid gunship loaded with thunderers? Take an ironclad. You want a cheap harrying unit with the occasional impressive shot? Take a gunhauler.  Want to deliver a multifaceted self-healing big alpha strike with heroes, thunderers, and riggers? Back to your ironclad. Need a nippy delivery system for your surprisingly potent grudgebearing admiral assassin? Try the latest in gunhauler accessories, the collapsing compartment! 

    You get the point. Honestly, I think the main role for frigates is in delivering 10 arkanauts onto an objective, anywhere on the board, providing a screen, and possibly moving them onto a different one later on if needed.

    • Like 1
  15. 13 hours ago, Ciotola said:

    hi, I composed this warband for a tournament

    boingroot leader :Jastor Gallywix 265 pt

    boingroot bounderz : Zip-Zap 220 pt

    Squig hopper : Grizzek 200 pt

    Shoota: Kakkola 1 65 pt

    Shoota: Kakkola 2 65 pt

    Shoota: Kakkola 3 65 pt

    stabba barbed net: Zputino 45 pt

    stabba pokin’ spear: Ztarnuto 70 pt

    995 pt

    shield :

    boingroot leader

    shoota

    barbed net

    knife:

    squig hopper

    shoota

    pokin spear

    hammer:

    boingroot bounderz

    shoota

     

    I wanted to ask for advice on my warband and how to approach the following warband: nighthaunt, stormcast vanguards, untamed , splintered and another gloomspite (possibility mirror match in terms of models) ty all

    The barbed net and the Boingrot leader are a nice combo when it happens, but in many games the Netter just won’t keep up. I’d be tempted to move the Pokin spear with the netter too, so rejig your dagger. I also find one shoota is a bit underwhelming, so I run 3 in one group, so they can focus fire and deploy together.

    I get why you’d want squig riders in each group to cover, but I’d maybe go with:

    Dagger: Boingrot leader, hopper

    Shield: bounder, netter, Pokin spear

    Hammer:  3x shootas

  16. Ok, so bought another SC yesterday mainly to get another gunhauler, but also to up my thunderers and endrinriggers count. And now I’m torn about how to equip the 5 extra thunderers to give me maximum flexibility.

    I have 10 already, built as 1 sergeant, 2 cannon, 2 decksweeper, 1 mortar, 4 rifle. This has meant I can run a unit of 10 with all the complimentary special weapons (built them this way in the first place, pretty happy that it’s a good load out this book), or a unit of 5 with just rifles.

    So, my first temptation is to outfit 1 sergeant and 4 rifles, which would allow me to run 10 rifles (sub in the profiteer rifle for one of the sergeants), 2 units of 5 rifles, or one unit of 10 mixed weapons and one of 5 rifles.

    However, maybe I should add another cannon and decksweeper in case I want to run 15 in one block, and then I think I should add a fumigator since they are better on the ground with special weapons and could walk with a khemist ...

    I do like 10 and 5 though, so that I could put 5 in a gunhauler and 10 in an ironclad ...

    Any thoughts? 

     

     

  17. On 1/7/2020 at 9:00 PM, Groomy said:


    Dear Heavenly Dice Gods, blessed be thy sides, please let Baron Wastelands come back here at the end of this (January 2020) month and say "Hah! I told you they'd make 232 weapon options for KO and all other AoS warbands! Time to preorder!" 

    So, 23 rather than 232, but still, nice work on finding actual gods! Wouldn’t like to anger the gods by unfulfilling prophecies, so “hah”. Preordered 😁

  18. 11 hours ago, Vakarian said:

    Perhaps Spire Tyrants, like some of the "other" non-Chaos warbands, have multiple leader options? Or maybe GW just made a mistake on that one.

    Can’t be the former, I don’t think, as then 3 of the figures that come in the box can’t be used together. I suspect it shouldn’t be the leader runemark, but rather the elites runemark or some such. They are unnecessarily similar!

  19. 6 hours ago, GoddammitGary said:

    Sure once youve written the list it's fun to play .but let's not pretend trying to make a list in the first place is anything but a chore and the illusion of choice.

    This has to be one of the oddest complaints I’ve seen.

    I hate swimming; I mean sure, it fun when you’re there, but man, finding my trunks is a hassle.😉

    Speaking personally, I’m having a whole lot of funding building lists, and I feel like it’s completely different from under the old book where every list started with 3 auto-include arkanaut blocks, where my only choice (given that I didn’t want to field arkanauts much in the first place) was how small could I make them and still have them be useful/competitive. In the end, there was pretty much one list that everyone agreed was weakly competitive, which was depressing as hell, and it was not that fun to play, for me anyway. If you preferred that, then that’s fine, of course; but I’m not pretending that I’m enjoying the variety now.

    • Like 7
    • Confused 1
  20. 6 hours ago, Cauthon said:

    drill cannon on gunhauler has to be our most efficient means of damage but I’ll leave it to the mathmagicians. 

    All the skywardens have their own rides and are battleine (holla!!) their melee profile and survivability don’t really inspire me but the Barak-Zon perks make them “decent” on the charge. 

    Its a crying shame the navigator doesnt have a ride or he would have been an endrinmaster. 

    Take the collapsible compartments instead of the surge injected (which frankly you will never need on a gunhauler) and you can give him a ride :)

    as for the drill cannon, actually most of the time it’s the worst option, unless you really really need mortal wound chances. Personally I’ve been getting the best results with shrapnel, as long as you’re within range, though it is galling when you roll a 1 and wish you’d shot the shell instead! I try to console myself with the thought that the one would have only come up for damage instead 😁

  21. 9 hours ago, Fulcanelli said:

    Of course it's a personal choice, but OP asked for personal opinions :) Anyway I understand your point so, in this case, I think grey it would fit better, because imho that light brown clash with the model scheme.

    Yes, sorry, I meant that I personally prefer brown to black bases, not that your view was singular! I also take your point that a darker colour might be better with the basing.

    • Like 1
  22. 9 hours ago, Fulcanelli said:

    Only thing I dislike: the light brown on the bases edges... It doesn't fit. I suggest to go black, it will add contrast and help the model to stand out.

    That’s personal choice, I think - I would disagree personally, as I think the light brown makes the base less visible, focusing more on the model! But a lot of people are using black rims.

    @Scurvydog Again, personal take, but for me it isn’t the grey of the armour that’s giving them a slightly unfinished look; you could indeed go for a fine highlight to make it look less matt in effect, but at the moment it just looks like a different material than usual. But I think the blue on the armour could use some more highlighting, for example the standing figure’s shoulder pads and shield, or the dragon’s breastplate and shoulder. At the moment they look slightly flat, even where you have edge highlighted a bit. Of course it might just be the photograph - generally I agree with other comments, nice clean work, and I like the grey.

  23. 11 hours ago, leebat said:

    hi all, 

     

    i'm still fairly new to AoS and i'm moving over to KO as i cant face painting any more skellys,

    i'm finding it hard to sort through and get a list that will be a good start. can i have so feed back this list?

    its what i can make with the models i own (bar the Frigates) they would be next months buys 

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Nar

    Leaders
    Endrinmaster with Dirigible Suit (220)
    - General
    - Trait: Endrinprofessor
    - Artefact: Aethercharged Rune
    Aetheric Navigator (100)
    - Artefact: Voidstone Orb
    Aether-Khemist (90)
    Arkanaut Admiral (140)

    Battleline
    5 x Grundstok Thunderers (120)
    10 x Arkanaut Company (90)
    6 x Endrinriggers (200)
    3 x Endrinriggers (100)

    Units
    1 x Grundstok Gunhauler (150)
    - Main Gun: Sky Cannon
    - Great Endrinworks: Coalbeard's Collapsible Compartments
    1 x Grundstok Gunhauler (150)
    - Main Gun: Sky Cannon

    Behemoths
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon
    - Great Endrinworks: Malefic Skymines
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon

    Battalions
    Grundstok Escort Wing (140)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 103

    I think you’re lacking something to do the heavy lifting here. Your frigates become 1) an expensive transport for 10 arkanauts, and 2) erm, an expensive transport for a couple of characters? Maybe consider dropping (or not buying!) the second frigate, and getting 10 thunderers instead, and putting those inside the first frigate for more of a mobile gun platform?

    I also wonder what role your 4 heroes are going to take? They’re all viable, but for example where is your admiral going to go? With who? Be tempted to get a third gunhauler maybe instead of the admiral (you have 10 extra points if you make the switch above), but note that that’s not advice based on me playing a list with 4 heroes in it yet, most I’ve taken so far in the new book is 2!

  24. 2 hours ago, DeathBringer said:

     

    how does this look?  First shot at a build using what I will have once my aether wars box comes in.  It would run with Barak Zilfin and I'm not sure what artefacts/ endrinworks etc it would use.  Any thoughts?

     

    Feels a bit “light”, both in terms of bodies, which I think it’s going to with aether wars and Sc as a base, but also in terms of power to get the work done. Perhaps because brokk and the dirigible Endrinmaster take up so many points. They’re quite similar, and with traits and artefacts, the endrinmaster is just better for me. I think you would get a bit more mileage out of dropping brokk, taking the collapsible compartments endrinworks on one of the gunhaulers, and putting a unit of thunderers inside. If you’re going Zilfin, take the spar torpedo on the other gunhauler, and I recommend grudgebearer and the mandatory artefact on the endrinmaster, makes him a great ranged assassin for the biggest enemy hero. Then you’ve got 160 points left to play with, which could be another gunhauler, some arks or some allied bodies to grab objectives, or more thunderers to footslog, etc.

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