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106 Celestant-Prime

About WatcherintheWater

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  • Birthday January 27

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  1. I find it helpful to put some numbers on how big an impact the double turn actually has. I while ago, I took a look at the tournament games I had played over the past ~2 years (mostly local 1 day events, but a couple 2 days), and did some analysis on who won turn rolls and how that effected who won the game. It's not a huge sample size, but here's what I found: 36 games where I could remember who won the rolls. I won 18, drew 1, and lost 17 (51% win rate). I used Overlords in almost every game. In games where I won the turn 2 priority roll, I went 9-1-5 (63%) vs 9-12 (43%) when I lost the turn 2 roll. In games where I won the turn 3 roll, I went 9-4 (69%) vs when I lost the turn 3 roll 9-1-13 (41%). Cutting the data a little further (small sample caveat applies double here): In games where I won both priority rolls, I went 5-3 (63%), Won one roll & lost one roll, 8-1-3 (71%). Lost both rolls, 5-11 (31%). Based on those numbers, I would estimate that the turn 2 & turn 3 priority rolls are each worth between 10% and 15%. Meaning that if at the end of turn 1 you had a 50% chance of winning, and you won the turn 2 priority roll it would become about 63%. That is just based on my army of course. KO are probably more turn dependent than some other armies, due to the all the shooting. To me this is a big dice roll, but not something insane, where is you lose it the game is over. I don't actually think it's that out of line with the randomness in other games I've played (Fantasy, 9th age, Wild West Exodus). Fantasy especially felt like that sometimes, where there was huge randomness in how powerful you magic phase was, or when the whole game could swing dramatically on break & pursuit tests. I think removing the priority roll would cause a huge shift in the balance of power and cause some big issues with scenarios & rules. The main thing I worry about is that alpha striking on the top of turn 1 would become too powerful, since you could do it without any worry that you might get doubled back, and I don't think there is an easy solution to it. However, I would like to see some more mechanics that advantage the second player, like in shifting objectives. The easiest would be to make it so both players score objectives at the end of each game turn, not each player turn.
  2. I'm taking my KO to a local doubles tournament this weekend. Each team takes two 1K points armies. Here's what I was thinking: Barak Urbaz (additional footnote: There's no trading with some people) Aether Khemist w/ Ignax Scales & Stickler for the Code (Surrender is rarely profitable) 10 Arkanaut Company w/ Skyhooks 30 Arkanaut Company w/ Skyhooks 9 Endrinriggers w/ 2 Grapnels My partner is using Cities. His list is basically 50 Phoenix Guard, a wizard, & a Phoenix Guard Hero. Should work well since his durable guard units can keep my squishy stuff safe. Here's the question: Is one Aether Khemist enough at 1K or should I take a second and drop the Endrinriggers down to 6 (no grapnels)? If I can keep him alive, I'd rather have the extra Endrinriggers, and Urbaz gives me 2 buffs anyway, but I worry that some opponents will be able to take him our which pretty dramatically reduces my firepower.
  3. You can always use your Warriors as Longbeards. They are almost exactly the same model. Thunderers & Quarrelers are tougher to find a match for, but I don't think anyone would mind you using the Freeguild Handgunner/Xbowmen rules (although I know some people don't like using dwarfs as humans). That said there's no issue with continuing to use the Dispossessed allegiance for now.
  4. @Entombet Both look like good lists! I think the first list is pretty strong. I really like using Longbeards as an ally. They are great for keeping your big Arkanaut unit safe, and give you some good presence in claiming mid-board objectives. I'm not sure about the Runelord, though. I really like to spread my Longbeards out in a long line to protect everything else, so it's tough to stay wholly within buff range. And at that point you are basically paying 90 points (and +1 drop) for a dispel. I'd swap him out for 5 more thunderers or a Knight-Azyros (good buff, roadblock, & mobile objective claimer). Second list looks really fun, but I don't think is as strong (if that's what you are going for). Brokk is cool, but I don't think he's the most efficient pick for his points.
  5. I agree. Feels like were are generally in a good spot, but more opportunities for battle line would be great. They could also do that with making some existing units battleline if. I really like the idea of having a way to make some ships battleline. If we are wishlisting though, here's what I'd like: Some sort of combat battleline unit. They could be called Arkanaut Marines or something like that and have advantages when disembarking from a ship. Maybe +1 attack or re-rolls to hit if they charge in the same turn that they disembark. A pure combat hero would be fun. Maybe a a guy in a mechanized suit or something like that. A huge aircraft carrier ship. Don't know how this would practically work in normal size games, but it could be a super cool model. Weapons teams sound pretty cool, too.
  6. @LLVThis is so awesome! Thanks! I think there might be a sort error in the Match Win % column in the Meta% table. Looks like the Slaanesh win rate is showing for Stormcast for example.
  7. @sal4m4nd3r I hate it when a list comes in just over! The easiest thing to do would be to just drop the arkanauts to 40/10/10, and then add 3 Skywardens with a shooting loadout. They can deploy in a Frigate, keeping your drops low, and just fly around claiming objectives and shooting. Or you could add 5 Thunderers instead of the wardens (although I like the wardens better). Just have to make sure to use your frigates and smaller arkanaut units to keep the big blob safe. If a good unit gets into them those 480 points can disappear real fast. The other option would be to go 30/10/10 and add another Frigate, but I don't think that would be as strong. I've never used the Iron Sky Squadron, so take my advice with a grain of salt.
  8. Looks like a cool list! A couple ideas if you want to make it more "competitive" or for what you could do with your extra points Replace the 6 Riggers with 9 Wardens. Without the Khemist buff a Warden is basically equal to a Rigger, and it would fit your points nicely. I know you have the +1A from the Sorceress, but there is a chance her spell fails, or she is out of range. Even if you get the +1A, 9 Wardens should have similar output to 6 Riggers, and can soak up a few more wounds Replace Brokk with a Khemist & 3 more Riggers (including 2 or 3 with Grappnels). Chance at getting 3 attacks per Rigger, which is brutal, and the Grappnels probably give you as good movment as Brokks command, without costing the CP, in addition to some extra wounds. I'm not sure Brokk is work 240 points in this list generally. The only time where he adds a lot of value is if you want to alpha strike, but even then you can make it without any help if deployment is 18", and if you are doing more of a Beta strike, you probably don't need him either. He could be useful for helping get onto objectives in your opponent's deployment zone late in the game, but Grappnel's give you much more range for that. That said, he is really cool! I like the 10 man Longbeard unit for it's grumbling ability Just my thoughts.
  9. The Khemist is a huge buff piece to support the endrinriggers. It basically doubles their combat output. If you want to use Brokk, I would prioritize adding a Khemist above the Frigate. If you want to make a competitive list, I would consider dropping Brokk. Tough to fit him in at 1K. Instead you could go with min Arkanauts, Khemist, Frigate (with deepstrike artifact), and either 9 Endrinriggers and a CP or 12 Skywardens. Gives you a 2 drop list with the ability to drop the bulk of your force where you want.
  10. @sal4m4nd3rlooks like it could be a good list. One big risk that jumps out to me: usually you see these Mhornar lists with some sort of battalion or at least ships to keep them low drop and give them the choice of first turn. If you go against an enemy that out droops you and can alpha strike hard or turn 1, get a big speed bump in your way, or give you the turn and keep key targets out of harms way (like stormcast deploying their important units in the sky), it will be an uphill slog from the very start.
  11. The first model I ever painted (back in middle school). Time to give him a new paint job and have Kragg the Grim join my Cities of Sigmar army!
  12. Sounds like I’m more positive about the changes than most people. Here are my opinions on what is better/worse: Better: -Shields: you can debate whether you would rather have the reroll, but the fact that you get the +1 all the time now is great. Also means we have it on turn 1 if someone alpha strikes us. -Musicians: Avg run roll is 4.5 now, and you get the charge bonus. If you have some way to teleport a unit and have a command point reroll, you have a 66% chance to make the charge, and tempest eye dwarfs can go 9+d6” on turn 1 if they run! -Warden King oathstone ability is so much better. - Hammerers got a real nice buff. -Endless spell defense Neutral: -Warden King grudge ability: +1 attack is better than +1 to wound, but now only for combat -Longbeard grumbling- I quite liked battleshock protection. -Irondrake shooting Worse: -Ironbreakers & Irondrakes trade the ignore tend for +1 save vs shooting. - Longbeards lose the option to take GW & shield. - Standards
  13. I just used some superglue and green stuff. Make sure you give it a full 24 hours to cure. Played probably 40 games with it and no issues
  14. For people who are sad about the warriors going away, use them as Longbeards! That's a proxy that no one should have any problem with at all. They're still dwarfs, the weapons options are exactly the same, and their beards are pretty long anyway 🧔. It's barely even a proxy, just a different sculpt of basically the same thing. I wonder if the option for great weapon & shield is going to go away. They did say they are updating warscrolls.
  15. @ForrixThanks! @Dead Scribe Yeah. Agreed that if you are just worried about being as competitive as possible, you should just go with the small base. I like to play somewhat competitively, and sometimes go to tournaments, but I'm not worried about squeezing every last drop out of my list. For me the 40mm base just looks cooler, and I don't think it should make that much difference (especially if you keep him partly wrapped in allied units). Sounds like no one can really think of reasons an opponent would object to the bigger base.
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