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FractalRain

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Posts posted by FractalRain

  1. On 1/11/2021 at 7:16 AM, Docthe3rd said:

    So I'm one week into the Soroth Kor Campaign from the new Tome of Champions, and the KO are doing pretty well. I'm currently using this list:

    Gunnery Sergeant

    Thunderer w/ Aethercannon

    Arkanaut w/ skypike

    Arkanaut w/ volleygun

    2x Skywardens w/ skypike and pistol

     

    And while they aren't encountering any problems so far (I'm 3-0, and over the course of the games have only lost 3 models total), it feels like it could all fall apart at any moment... what suggestions do folks have for expanding outwards as the campaign goes on (for example, I can currently field up to 1150 points/game, but still only have these guys). Are the endrinriggers that good? They've accounted for most of my losses (literally they go in, they die, they perma-die during injury rolls). Should I just go for more bodies and get more arkanauts with special weapons? Should I spring for a warden/rigger with a volley gun? My problem is, as nothing has technically gone wrong yet, I don't REALLY know what holes I need to shore up. Thanks!

    It is a good list!  The only suggestions I have would be to flush out with some cheaper models to help you with objective grabbing missions and to make it harder for others to out-activate you-so a couple more arkanauts could help.  The arkanauts with volleyguns are quite nasty, so adding more of those are nice!  The light skyhook is fun, but that minimum range can be tricky.  You could add an endrinrigger and then just run with one skywarden and one endrinrigger, rather than two skywardens.

     

  2. I too got the box and assembled the dungeon terrain components.  I think everything has great detail and the dungeon rules certainly make the game bloodier in many respects and add some interesting elements tactically.  I got two games in on Sun and had a great time!  

  3. I lack any of the Tzaangor Enlightened or Skyfires, so my 1k list (920 pts) has been:

    1 Arcanite Leader -glaive/shield
    1 Arcanite with bird
    1 Arcanite with scroll - very nice ranged attack
    1 Arcanite with glaive/shield
    1 Arcanite with sword/shield
    2 Tzaangor with two hand weapons
    1 Tzaangor mutant
    1 Tzaangor champion with 2-handed weapon

    9 models fits the sacred number Tzeentch!  Overall it does alright.  I have numbers and all the Tzaangor have 15 or 20 wounds and move 5.  All the Arcanites have ranged attacks or can melee, but the one with the scroll has a great ranged attack and is perfect for the generic quad.  The Tzaangor champ is also a beast.  The 2" range on the 2-handed weapon and glaives is helpful at times and adds a little flexibility. 

  4. On 10/6/2020 at 1:15 AM, Kramer said:

    Another question.  Is the composition as they are build in the box a fun way to start the game? Or should I definitely convert a model to something different? 

    doesnt need to be competitive or anything but needs to look pretty in a display cabinet and not be an auto lose when I let someone play them.

    Well, you certainly can, but I did end up getting a 2nd box so I could covert a few to include more Mirrorblades with glaive and Mindbounds with double-bladed sword -I really like the 2" reach. 

    My 1k list is:   my 1k list is Thrallmaster, Luminate, 3 Mirrorblades with glaive, 2 Mindbound with Double-Bladed Sword, and 1 Mindbound. 

    • Thanks 1
  5. On 9/29/2020 at 12:07 PM, Docthe3rd said:

    Hello everyone!

    Has anyone here tried using KO in a champion's mode (or whatever it's called) campaign? If so, how have you found them? I'm starting a new league soon using those rules and picked KO to play, but don't know if the mode differences changes things. For example - do any of the units get particularly bad if they get an injury? Is the Grundstock sergeant still a good basis as a leader? Presumably shooting is still good, but should more melee get mixed in to mitigate any injuries?

    Yes, I played with them in Champion Mode and it was just fine.  You may get injuries and there are some artifacts which can heal those in the treasure charts.  Otherwise, it really depends on the injury roll, just like any other warband!  I found the Grundstock Thunderer sergeant was still good for me and I went with mostly shooting, but took one arkanaut with skypike for melee, along with an endrinrigger with standard build.  My warband build is above, but I'll repost here for convenience:

    Thunderer Leader -good stats and can use the bird Double -175
    Skywarden - 2" melee is nice and no minimum range on pistol -mobile -200
    Endrinrigger -slightly better melee and no minimum range on pistol -mobile -205
    Thunderer with aethercannon - great damage-dealer -175
    Arkanaut with skypike - 2" melee, but no range - helps block and clear models within 3" of the shooters  -85
    Arkanaut with volleygun - low Str, but many shots!    -105

  6. 1 hour ago, Lovehatter said:

    Do you find that 6 guys is decent even against more hoard armies?

    It is certainly a concern of mine and that is what I'm hoping to find out.  I played against LoN and he had 10 models (and brought back 3) and I won, but it was defensive and easier for me.  I also played 3 games against Daemons of Tzeentch and tied 1 and narrowly lost 2 others.  The ability for the Pink/Blue Horrors to split is tough to deal with - you have to focus fire and kill them, because if you leave them wounded, they can split .  So as I learn how best to use my KO, I'm hoping to find out what strategies will work best vs the larger numbers!

    • Like 1
  7. I'm currently running this list:

    Thunderer Leader -good stats and can use the bird Double -175
    Skywarden - 2" melee is nice and no minimum range on pistol -mobile -200
    Endrinrigger -slightly better melee and no minimum range on pistol -mobile -205
    Thunderer with aethercannon - great damage-dealer -175
    Arkanaut with skypike - 2" melee, but no range - helps block and clear models within 3" of the shooters  -85
    Arkanaut with volleygun - low Str, but many shots!    -105

    Though only having 6 models can be tough as you'll be out-activated, two balloons is worth it for mobility and almost everyone can shoot.  Will likely add more Arkanauts with volleyguns as I get a territory, but having some low-cost Arkanauts may be helpful for controlling objectives and having activations.

    • Like 1
  8. 2 hours ago, Ulfast said:

    As a new player of Warcry and thinking to start Cyper Lords, do you have any good advice?

    The Cypher Lords' strengths are their mobility and number of attacks.  I really like the 2" reach weapons so my 1k list is Thrallmaster, Luminate, 3 Mirrorblades with glaive, 2 Mindbound with Double-Bladed Sword, and 1 Mindbound.  You always want to run your Luminate and Thrallmaster in different sections, as they both can use the Shadowy Recall ability, which can be very useful.  Also, there is a good tactics blog out there somewhere and not to self-plug - we just did a Dogs of Warcry podcast covering Cypher Lords: https://www.podbean.com/media/share/pb-8mwzt-d08f5a?utm_campaign=au_share_ep&utm_medium=dlink&utm_source=au_share&fbclid=IwAR206ihDtkwzn9NCpK7zCCqj3la7KrFmCBN59ryAm0FkWCVf9rP9qxtm10Q

  9. 2 minutes ago, Kramer said:

    Yeah maybe. Wardens for the objectives perhaps. Clear small units, contribute from range, charging in and retreating over for extra moment. Also doesn’t need mich support so can move away. 

    True - that would work well.

    15 minutes ago, DeadpoolNakago said:

    And that is a use. I guess in my head, what we're presenting then is "Here's a melee unit, that wants you to retreat every round in your turn." For me, personally, then I'd rather take Riggers and have the (and my math could be totally wrong) better melee damage output. 

    Honestly, thinking now, maybe Wardens almost seem like a better option to go if I wanna dedicate to range through special weapons because the synergy of retreating works better with a primarily range attacking unit. As if the role presented of both units is flipped. Riggers for going into melee, Wardens for staying at range, now.

    Previously, I always used Skywardens as mobile fire support and Endrinriggers were my melee heavy-hitters with a Khemist buff.  Now that ships are more desireable, Endrinriggers seem even more important for repairing, so having them with some ranged support makes sense so they can stay close to the ship.  Definitely need to get more games in to try out variations and strategies! 

    • Like 2
  10. Yeah, I think Skywardens have a place with their mines!  Helps against flying units (which can prevent us from Flying High and then shooting the same turn) and you can use them for hit and run attacks with those Timed Charges - charge in, then retreat and every unit within 3" gets D3 mortal wounds on a 4+.  No guarantee, but could be a useful tactic!

     

  11. Yeah, I agree and I mentioned it earlier in this thread that it would make a lot more sense if you could at least fit 1 Hero along with the squads, which come in units of 10 or groups of 5 models. Ironclad has the same problem - 15 or less you can Fly High.  Thanks for sharing the load-outs!  I find myself in the position now where I need to swap my special weapon Skywardens into Endrinriggers.....so curious what people were using. 

    • Like 1
  12. 2 hours ago, DeadpoolNakago said:

    1000 pt match: KO (Barak-Urbaz) vs Ogors (Unknown Allegiance)
    Realm - Aqshy
    Realscape Feature - Boiling Geysers

    General - Arkanaut Admiral (Command trait: War Wound, Artefact: Proclamator Mask Hailer)
    Arkanaut Frigate (Breath of Morghrim)

    10 Thunderers
    3 Endrinriggers
    1 Grundstok Gunhauler
    10 Arkanaut Company

    Round 1:
    Ogors lets KO go first. Frigate, Gunhauler, Admiral, Thunderers, and Endrinriggers teleport to 9" from Sluaghterbrute. Company moves 4" towards center of board. Thunderers spend gold to reroll hits and KO holds onto its command point. Endrinriggers, Gunhauler, and Frigate shoot into Slaightermaster and drop it. Thunderers shoot into Firebelly, leaving it at 1 wound left. Lots of 1s on to-wounds.

    Thank you for sharing your list and battle report with us!  One thing is that you cannot Fly High with the Frigate when it has 11 or more models in it - so you shouldn't have flown high with your Frigate in Round 1 with the Admiral and 10 Thunderers.    Also, would you mind sharing what weapon options you had on your Thunderers/Arkanauts/Endrinriggers?  

    • Like 1
  13. 3 minutes ago, zilberfrid said:

    So, I have started designs for terrain. Originally, I was toying with putting a housing unit in a steam beer can with medicine pots for doors and windows, but I do find it cheating. Like my halfling Arkanaut based on the Black Gobbo, I like taking something that GW never designed for this, and using that in a way GW never intended me to do. Limiting myself to GW stuff is just a way for me to make it interesting for my creativity.

    Now I am thinking of using (not puncturing) an empty Citadel rattlecan, and make gunports out of Citadel paint pot lids, some tubing on the side will be just wire, but I'll allow myself that. There'll be a port for a cannon (I have a few spare Empire cannons) on the bottom, and a few gun ports on the sides. It'll be chained with the chains of AoS marker terrain (unsure what the name of that was at the moment)

    I may make this a defeated defensive station so I can use it as terrain (It would not really be balanced to have a functioning one on the field).

    I now have a use of GW lids that I never imagined.

    Awesome idea - I hope you share it!  As an aside, I have seen brass/copper looking toilet floats in hardware stores - which would work really well as an endrin!

     

  14. I've had a couple games and am enjoying the new flexibility and how boats work.  It makes boats much more useful!  However, one disappointment was that frigates can only carry 10 models without losing Fly High and halving movement.  As our only units which can ride in the boat come in blocks of 5 (Grunstock Thunderers) or 10 (Arkanauts), you can't really take a hero model with a unit of 10 models to support/buff them without losing Fly High.  It would have been nice if they made the cap 11  models for the Frigate, because at least the Ironclad can take 16 before losing Fly High.

    • Like 2
  15. On 1/11/2020 at 9:40 AM, mikethefish said:

    I'll pick up my preordered stuff later today, but those already in possession of the book, I have a question...

    In the new book, is there any more artwork depicting KO settlements or structures?  I have a floating KO city concept in mind for a terrain project, and I am wondering if there is anything I can use for inspiration

    There is a side-bar image on the first page which shows a skyport in the background and a floating defense station.  I'll try to upload a pic!

     

    20200112_220219.jpg

  16. FYI, I saw a store copy of Aether War and it has lots of cool lore added, as well as some aerial battle rules.  Additionally, it has Warscroll Battalions for the KO and Tzeentch models in the box!  I suppose other box sets did too, but I hadn't seen them before.  Looks like the battalion costs 110 points.    The KO battalion is Intrepid Prospectors: 

    1 Endrinmaster with Dirigible Suit

    1 unit of 3 Endrinriggers

    1 unit of 3 Skywardens

    1 Grundstok Gunhauler

    Battalion ability is after all armies have been set up, but before the first battle round begins, you can move friendly units from this battalion up to 6".  

    Nothing too powerful, but a cool bonus!

    • Like 1
    • Thanks 1
  17. 4 hours ago, Smooth criminal said:

    The real question is why shouldn't you take Archaon in every list? (and the answer is being a pain to transport)

    Well, competitively, it might make a lot of sense to take him.  Narratively, I don't take any of the gods/demi-gods/goddesses, as it seems ridiculous to me that every one of my 2k games would have that person involved.  That is just my personal preference though and I admit the models are amazing.  That, and I don't want to put almost half of my 2k points into a single model.......just too many eggs in that basket!   Perhaps one day I'll give it a try though!

  18. On 12/5/2019 at 8:17 AM, Moldek said:

    The only downside to me is that the original theme and setting of the game is going to lose some of its strength : if they were going to have all factions anyways, why set it in the eight points instead of shadespire or some other more generic place? It does feel like they started with a chaos skirmish game, and then decided to change it into aos killteam mid-development.

    I'm hoping that as the game grows they add new campaign settings that explore various places in the mortal realms. The system is light enough that's it's easily doable.

    I agree that it could dilute the current setting.  I am a huge fan of the current setting and am playing Cypher Lords myself, so I hope the 8-points will continue to grow and develop as it has rich opportunities.   However, my over-arching hope at the start of all of this was that they would eventually release rules for all the different factions so that we can use this nice Skirmish rule-set anywhere we want and so we could make our own campaigns etc.  We could even tie-in skirmish games to an overall AoS campaign.  So, this is headed that direction and I'm glad for it.  Now we just have to wisely use the tools given to us! 

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