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Azamar

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Posts posted by Azamar

  1. The cow spirits are growing on me I think, but the stone guard less so, mostly because of how much better they look in some of the mock ups with plumes in this thread.  It occurs to me, aesthetics aside, that they’re also going to be a pain to transport with the helmets as they are. 
     

     There’s no way this is the whole range though- I think they’re just showing off the mountain aspect at the moment and I’m willing to bet there’ll be at least one more aspect from the start- the veiled lady might be the mage for the wind aspect for example.

    For some baseless speculation, I think they’ve laid out the faction with the three core units (spears, archers and cavalry) with Teclis and Eltharion as all rounders. Then for each of the 4 aspects there’ll be a fighty hero or spirit, a mage and an elite unit, either at release or planned down the line. 

    Wishful thinking? Maybe, but I think it’s feasible that we could see 3 out of 4 aspects at release:

    Mountain: Spirit of the mountain, stonemage and stoneguard.

    Wind: Unseen combat hero, veiled lady, mounted archers (dual kit with dawn riders)

    Rivers: Unseen combat hero (dual kit with wind hero). Unseen mage, elite unit (dual kit with stoneguard)

    That only needs two more as yet unrevealed kits to achieve (the river mage and a combat hero) with the rest coming from the other half of dual kits we’ve already seen- a big release but not that different to ossiarchs (11 kits including the one in feast of bones, we’ve seen 9 so far for lumineth).
     

    If this is a whopper of a release we may yet still see Tyrion and the zenith aspect but it’s feeling unlikely. Or they could be making Phoenix temple units the Zenith units (possibly with a redesigned Phoenix given that banner, or a new mage) allowing all 4 aspects from the start- which would explain why they were the only old high elves to stick around. 
     

    Again, pure baseless speculation, but I reckon it’s possible! 

    • Like 1
  2. 1 hour ago, zilberfrid said:

    I would think the Kharadron still are Grungni's dwarves, as seen by the Gaze of Grungni attack by the Endrinmaster. Even though the Kharadron don't really do gods anymore.

    I'd sooner put my faith in Valaya. There are references to an all female temple guard in the old world, and it would provide a new angle to existing dwarves.

    But then, my braids have been longer than my beard, so maybe that's just my wishful thinking.

    There’s a bit of lore in the newer fyreslayer’s book that Grungni  is believed to be “crafting something wondrous that will unify his scattered children” in a new stronghold in chamon. On the same page there’s also mention of reunification talks (duardrazhal) so there’s a couple of directions they could take duardin, albeit likely many years off. 

    • Like 2
  3. 20 minutes ago, swarmofseals said:

    @Thiagoma You're certainly entitled to dislike the new design, but let's not pretend that the old High Elf helmets were remotely practical either! If WHFB were real, like 90% of High Elf casualties would be a result of snapped necks caused by a glancing blow to the helmet XD

    I agree- let’s not pretend the old Eltharion could enter a building with his hat on, and IIRC Caradryan had a helmet half as tall as he was. In typical AOS style it’s dialled up to 11 with the new mage, which will never be everyone’s cup of tea, but it’s growing on me

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  4. 13 minutes ago, Koradrel of Chrace said:

    Good catch!  After looking at it, I'm going to have to disagree with @Azamar.  I think the old Asur rune is Tyrion's symbol, and Teclis' symbol is the big combo rune that combines all of the elements, seen on Teclis' belt.

    Another observation with the new banner pic, I wonder if that belongs to the hammer unit?  The artwork for that character had the "cracked stone" look they're associating with the mountain rune.  Looks like, instead of White Lions, we're getting Bull Hammerers.

    I misread the article and thought the mark of Teclis was referring to the scabbard in the picture right below, but yeah reading again it’s the mark of the sun spirit

    • Like 2
  5. 1 minute ago, Mr2spyderguy said:

    lol, duh. 

     

    I will say that games workshop is not great face painting.... not that I am amazing either but the plastic is what matters not the paint job. I don't care one way or the other about the faces. some of the detail can be removed to smooth out a face if needed, and some of the details may be just paint. what bothers me is the helms, but historically for me. GW has been horrible about helms and head dressings being atrocious. Not trying to take anyone's enjoyment out but for me I never really care for the way they make helms and helm adornments.

    Looking closer at the mage, i think he’d look a lot less goofy if his eyes had been painted closed- something about the intense stare with that zen like pose just seems off. The prominent lower lip doesn’t help either but again I think that’s the paint rather than the model itself.

     

    I can get past the giant horns- elves have never really been known for their sensible, understated headgear after all. 

  6. I dunno- I thought the veiled head looked really well done-looking forward to seeing the rest of that model.

    Also, the ‘mark of Teclis’ seems to be the old rune of Asuryan, which still features prominently on the Phoenix guard kit (iirc it’s on the throne of the anointed on Phoenix model as well). I still wonder if Phoenix temple might have at least a partial link to the lumineth

    • Like 3
  7. 19 hours ago, Boar said:

    So Seraphon Coalesced reduce incoming damage by one from each attack (to min of 1), effectively halving output of shrapnel and aethershock carbines of capital ships. In essence Frigate loses half firepower against Coalesced.

     

    My brother is buying Seraphons right now, concern rising.

    It’s a reason to fire a solid shell I suppose, as the impact on that will be less (just -1 damage). Although the ironclad might still be better with shrapnel or, better yet, a volley gun.

    There’s a fair amount of weapons with high number of shots at one damage (thunderers, endrinriggers, khemists etc) so if you’ve got a good mix of units it probably won’t be too bad, and without the teleport shenanigans you’ll be running rings around them anyway. Maw tribes are crying at the moment though

  8. 18 hours ago, willange said:

    Well I guess my shadow warriors can now deploy 3" from enemy units because they were "more than 9 inches away" from other enemy units.  This wording is used all over the place and really means all as jamie.white pointed out.

    EDIT: While I'm being a little sarcastic, I don't mean to be mean.  I merely mean to point out that "more  than 9 inches from any enemy units" is very commonly understood to mean "more than 9" from all enemy units" for tons of abilities.  Mad as Hell isn't an exception to that.

    I’ve quoted the above because, for me, this is the point that really puts the argument to bed. However you want to spin it, the wording for Mad as Hell is identical to every teleport/ deep strike/ summoning ability out there (or at least those I’ve looked at to confirm). If you want to play it that Mad as Hell activates if at least one enemy unit is more than 9” from you, you have to accept that any teleport etc ability is going to work the same way (i.e I can drop a spirit of durthu right on top of your support heroes, as long as at least one of your units is more than 9” away).  Everyone is entitled to their opinion, but my opinion is, that is clearly bonkers. 
     

    Like @Kasper just said,   I think the issue is people are getting hung up on the meaning of the word “any” in that particular faq. However you can only put it in context with the phrases ‘within 9”’, or ‘more than 9”away’. The faq was written based on the former, and I doubt the writer considered how it might affect the latter (apparently they’re only human). 
     


     

    • Like 5
  9. Not that many unfortunately. There’s the eidolon aspect of the sea, Aventis firestrike and the lord arcanum on tauralon that have 2 spells. Morathi and the slann have 3 and Kroak has 4. Can’t find any others although I haven’t looked at compendium units.

  10. 40 minutes ago, RuneBrush said:

    Would agree with you on this and pretty sure it's how most people envisage it working. (myself included)  In my eyes, abilities, battleshock etc trigger off models that are actively slain - basically damage or killed by something tangible like a spell, ability etc.  I think the reason we've not had this question arise previously is because a lot of triggered abilities occur in a specific phase or at the start of the battleshock phase.

    I don’t really have a horse in this race, (don’t play Tzeentch, or face them that often as a casual player) but reading through the last few pages out of interest, I would say I agree they don’t split from battleshock losses. Closest I can find on the current faqs is the clarification that a unit is destroyed “when the last model is slain or flees”, implying that they’re two different mechanisms. Very far from a concrete answer, but the closest we’ll have for now. 

     

    For the pink horror banners I think I’d play it this way: abilities that activate on an unmodified roll mean they activate if the right number is showing on the dice. So if a destiny dice showing a 1 is used, then no models will flee and d6 horrors come back. That 1 would still technically have casualties added to it as a modifier, but there’s no point in doing so as, regardless of what the total is, the ability states that no models will flee if the dice was a 1.

     

    That’s how I’d play it anyway

    • Like 2
  11. 1 hour ago, Gecktron said:

    Not to interrupt these very interesting tactics discussions, but I wanted to ask the admirals here, do you name your ships?

    Ships are so central to our faction and real life history is full of famous names (the Victory, Bismarck, Constitution, etc.). So it would be only fitting to name our Skyvessels.

    I named all of my ships so far.

    The flagship of my fleet, the “BLACK DEATH
    My two frigates “DEBTORS RUIN” and “BRINGER OF PROFIT II
    Plus my three Gunhaulers “INVISIBLE HAND”, “AETHER WOLF” and “IRON ACCOUNTANT

    Am I the only one? What did you name your ships?

    I’ve called all my ships “The Barag (something), 
     

    my Ironclad is the Barag Azamar (The Eternal). 

    my frigate is called Barag NuDron (Very roughly translates to “Thunder Child)

    and my gunhauler is called Barag Akrak Dar (lucky gambit) 

    I’m planning to call my next two gunhaulers Barag Kol Izril (Black Pearl) and the Barag Garaz (Fearless)

    For extra nerd points I’ve converted the names into runes (using an old dwarf army book) and painted them in shaky freehand on the side of my completed ships.


    The frigate isn’t pictured- it was the first one I did and I instead tried to make a name plate for it, but lost it. 

    39BD967C-2CB2-443E-BF77-626EBD9EA239.jpeg

    EC873106-D210-4ADB-8EE7-E74BBE0FE78D.jpeg

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  12. 20 minutes ago, Acid_Nine said:

    You know, I can accept the face when you put it like that. He had two worlds to live through and is now on his second race of elves. I can accept that now, and It's starting to grow on me a bit more. But that could be me forcing it. He is also a god, so that could just be the Alien sort of look to show he's not of this world just yet.

    He also exploded in the end times if I recall correctly. I think he’s earned the right to be a bit grumpy.

    he also growing on me with the screenshots for the video. I saw someone mention somewhere that they look more like a duo than mount and rider, and that kinda makes the pose make more sense. If there’s room on the base I’d be tempted to have him standing on a Balewind vortex or similar, rather than just floating there like a grumpy phantom.

    • Like 2
  13. To get the negative out of the way, Teclis looks... weird. I think it’s the pose and the way he’s off centre on the mount perhaps? In any case I’m glad I’m not the only one who thought that. I like his flying Sphinx though.

    As for the rest, I really like it. The infantry style really hits the spot for me in particular, and I love the hollow armour- looks really well done.

    • Like 2
  14. 2 hours ago, Nick907 said:

    On the topic of anti- synergies:

    KO have a plethora of fun and unique mechanics that when combined would make for an OP play experience. Rather than deprive the player of these mechanics, the game designers restricted when certain abilities could be used. This ensures that players have more options with how they build and play their armies. 

    I think you and @satyricalsophist have hit the nail on the head here- can you imagine an ironclad with 10 thunderers and a khemist on board, floating around with a -2 to hit bubble in combat (-3 to hit the units inside) that then counts as 22 models on an objective and can teleport? 
     

    WW mentioned it felt like someone added these restrictions at the last minute, and I wonder if this is what happened when the play testers found a broken combo?- to me having that sorted before the book is even out (rather than having to wait for an faq fix) is a good idea. 
     

    It’s a shame every single thunderer ability doesn’t work when embarked, but the -1 to hit abilities and counting towards objectives feel like there’s a reason they shouldn’t work when embarked.

    • Like 5
  15. 9 minutes ago, Kramig said:

    I@readercolin

    @Kramer

    Thank you very very much for your answer :)

    My level is "local club", I am not looking for the most competitive list, I just want to play this army in the good way

     

    I have a further question: how do you equip endriggers and sky wardens? 

    I would say endriggers keeping saws for all the models, so that you have close combat unit, while skywardens use special range weapon. Is it right? 

    Might depend on what skyport you’re using. In Barak Nar Skywardens have quite a lot of potential on the charge, so you probably want them to have the combat weapons plus a skyhook in larger units. 
     

    endrinriggers might spend a lot of the game near your boats rather than on the offence- if so then taking ranged weapons would be better. 

    • Thanks 1
  16. 16 minutes ago, Ser_namron said:

    Had a match with tzzentch and OH BOY it did not go well lol. Im not quite sure what to do against them. 

    Our mobility and ranged are our biggest advantages, but Tzzentch can teleport 2 units 9" away every hero phase and they have some INSANE shooting. The conflagration coven ( might be wrong name) gives their shooting -1 to rend. That leads to blobs of horrors and flamers getting 30-60 shots at -1 rend. The flamers are doing d3 damage with +1/+2 to hit based on enemy unit size. They can EASILY blow away our ground forces, and can take out a ship or 2 a turn with focused fire.  they also have a -2 to be hit by ranged with the covens artifact and the general locus, so the mobs of flamers/horrors are hard to actually hit ( not to mention they split up when they die so you havent actually removed the threat). 

    My major issue was that i lacked a proper screen, but with the low wound count of the army theirs not a ton to spare and im loathe to leave my thunderers as a screen to die. Even if i did have a screen, the movement on the models is no joke so they can get where they need to be. I tried to deploy in a corner with my ships in the back, but he killed 2 gunhaulers in the first turn, and i decided to try and kill his LoC that was giving the -1 hit locus and artifact. It took my entire army to just barely get him. then he got the initiative and we called it a game before he shot my entire army off the table. 

    If i had retreated to a flank with fly high he wouldve just dropped the flamers outside 9" again and roasted me for a 2nd turn in a row. I felt liek the only chance i had was to get a double turn. 

    Felt like a pretty impossible matchup, but i'd love to hear some advice. 

    I don’t really know much about the new Tzeentch book, but I’m not sure what any army could do against that to be honest.

    edit: although isn’t locus of change against melee attacks? 

  17. 19 minutes ago, GoddammitGary said:

    And you don't want to use 4/5 of those battle line options. You have to make a decision very early on with your list design on weather you want your list to suck or have rigger/hauler battle line.. and then to access these two you limit your army options way more than you did in the last book (while fitting it in to a reduced pool of battalions)....

    ...there is a reason most lists look almost identical and it makes me very sad.

    Even speaking as someone who’s  very pleased the new book, I agree. The battleline feels very restrictive- it’s disappointing that skyriggers are linked to the one new hero rather than being a general “battleline if KO” choice. If you didn’t want a named sky port, or did but one of the half of the choices that don’t unlock a battleline, then you’ve either got to take the new hero or stick to the old three units of arkanauts- which isn’t great for list variety. 
     

    At least arkanauts are dirt cheap now, which frees up points to go elsewhere if you want your own skyport led by an admiral for example. It’s a bit of a shame, but also something an faq or future ghb could easily fix, so fingers crossed. 

    • Like 1
  18. 43 minutes ago, Nick907 said:

    Rules question:

    the ‘Aether injection boosters’ allows an Endrinmaster with Dirigible Suit to use the ‘fly high’ ability from the gunhauler warscroll. Gunhauler warscroll says it is a ‘sky vessel’ and the ‘hitcher’ rule says ‘sky vessel’ but the Endrinmaster is a ‘sky farer’.  

    Will Endrinriggers be able to use the ‘hitcher’ rule when the Endrinmaster uses the ‘fly high’ ability, or does ‘hitcher’ only apply to models with the ‘sky vessel’ keyword? 
     

    I’m thinking they cannot, but it might be worth an faq. 

    It would go by the sky vessel keyword, so no. But thank you for the hilarious image of a bunch of balloon dwarfs launching into the air like some kind of chain of monkeys

    • Like 1
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