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WatcherintheWater

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Everything posted by WatcherintheWater

  1. 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.
  2. @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.
  3. @EldarainThat's what I was thinking too. Sort of wish they just made that big base his official one.
  4. How are people handling the 2 different size bases? Magnets? I was thinking about just using the 40 because it looks cool. I’m guessing most people would be fine with that.
  5. Badly needs an FAQ. I've always played it as the shooting also has to be within 3", but it could really go either way. I just tend to default to using the less powerful version when it's a toss up. I actually think it might be a little too good otherwise. If you buff the pistols & skyhooks on a unit of 40 Arkanauts it's putting out 48 Skyhook shots & 170 pistol shots that turn, which is insane! If I was against an enemy that didn't have 3" reach in combat, I would sometimes put my 40 man unit 2.5" behind the front of my screens to try and get within 3" while staying safe.
  6. @sal4m4nd3rWelcome! Looks like a a super fun list. I think the biggest challenge will be keeping your big blob of 40 Arkanauts safe while still playing the objectives game. With only 4 units (not counting the heroes) you might struggle against armies that can out drop you and make a first turn charge, since Arkanauts die fast. Although if they go first, you can smash Gotrek into them when it's your turn!
  7. LOL. Fair. I was thinking of a Skaven list that is mostly clan rats/plague monks/stormverman, with some heroes wizards, and a few War Machines. In that case most of the army is roughly the size and power level of a normal human. Contrast that with Stormcast or BCR where every model is some sort of larger than life character. On the other hand Clan Skyre is about as high fantasy as it gets.
  8. I like both. From a "realism" & lore point of view, I think it's easier to get into low fantasy. Not to make it a WHFB vs AoS thing, but the characters in low fantasy novels are generally more relateable. I really liked the almost history book style of some of the old WHFB Army Books, too. However, for a hobby, I think the high fantasy setting works better. Like many posters said, the amount of freedom you get is awesome, and gives you so much opportunity for customization and creativity. I think it also works better on the tabletop. For a WHFB battle to feel epic, you needed at least 100 models, because the majority of armies were just infantry (some armies had way than 100). Because of the scale & power of the new models (also maybe because you don't have to rank up any more), a game of AoS can feel like a huge fight with half the figures on the table. As a slow painter I appreciate that. I think the AoS setting can easily support both types of armies, even if it's mostly high fantasy so far. I think the Skaven and Gloomspite both somewhat fill the low fantasy role, if you want to build them that way and Cities of Sigmar likely will too.
  9. We can use him as an ally. Any Order army can. However he takes up your whole ally allowance, so everything else has to be pure KO.
  10. Anyone come up with a decent KO & Gotrek list? I don't think he really fits our army very well, but the best I thought of was a gunline list something like this: Gotrek 2 Khemists 10, 20 & 40 Arkanauts 9 Endrinriggers 2K on the dot. The two smaller units of Arkanauts bubble wrap the army and keep everything else safe for the first couple turns. When your enemy gets close you push Gotrek into them, while the 40 man unit keeps shooting. Endrinriggers can counter charge where needed, or use Grapnels to go claim objectives in turns 3-5. Think it's to slow to be a competitive list, and you probably need some sort of combat unit to stick with Gotrek to prevent your opponent from getting to many attacks against him, which we don't have.
  11. Don't think I would agree with that. Slaanesh are really a strong, and you probably need a double turn to shut off their summoning, but if you play well you can win without the double through smart positioning & playing the objectives. I definitely made some mistakes in my deployment the game that I lost. When I played Slaanesh again in game 3, I lost every priority roll, and my opponent summoned on 2 new Keepers (and could have summoned more if the game went to turn 5), but I still won the game. I think KO can compete with almost any army now (way different than how things were a few months ago), but it's still a dice game. Every game is going to have 8 or 9 really important dice rolls (priority, long charges, important spells) that could go either way. If most of those big rolls go against you, and it's a match up of two good armies, you have to really outplay your opponent to win. I didn't do that in my loss.
  12. Slaanesh summoning is really good. I think it is the best there is currently. We have the tools to take out heroes as efficiently as any army in the game, but if your opponent is running max heroes (like pretty much every decent Slaanesh list does), you pretty much need a double turn to get them all, because he can keep bringing new ones on! It requires us to be really thoughtful with deployment and movement to make sure they can't summon onto objectives.
  13. I went to a local 3 game tournament a couple weeks ago and thought I would share my write up. I like to do these after going to an event, because it helps me think about the games, and what I can do to become a better player. My List: Barak-Zilfin Game 1 (Knife to the Heart) Game 2 (Total Conquest) Game 3 (Focal Points) Final thoughts:
  14. I've always used the Cannon. The skyhook is to undependable to make a plan that relies on it, while getting some extra damage is always useful. Even if it does an unsaved wound, you might roll a 1 or 2 for the movement. Two things that I think can help: Unlike the Endrinrigger/Skywarden Grappnels, you don't have to move straight towards the enemy. You just have to end closer, so you can move diagonal or sideways. I think you can use it to move within 3" of an enemy (doesn't say you can't). This could be useful to get around opponent abilities that trigger when they get charged, like the Free People's shooting & counter charges. As long as you can survive one round of combat, you can tie something up this way. The skyhook looks cooler though!
  15. Ah, gotcha. Of those 4 games, twice i lost both turn 2 & 3 piority rolls, going 1-1 in those games vs going 2-0 in the 2 games where I won at least one roll. But yeah, not a big enough sample size to say anything based on that. Scenarios can play a really big role in determining winner, too. For an army like overlords, there are some scenarios are were pretty close to auto-lose in GHB 2018 (depending on opponent). So there can be a lot of noise in a 33 game sample.
  16. I finished middle of the pack in both of the 2-day tournaments, so nothing too out of line with the rest of my results (and a small sample). So of the 4 games I played on day two I went 3-1. Is there a specific question you are trying to get at?
  17. Feels like this has been a hot topic since the start of AoS, so I went back through my game notebook and tried to put some numbers on the impact of the turn roll. I included only 2,000 point matched play games from the last two years where I had recorded (or remembered) who won the priority rolls on turns 2 & 3. This gave me a sample size of 33 games. That includes 10 games from 2-day tournaments, 18 games from local 1-day tournaments, and a handful of pickup games. I used KO in all games. Here are the numbers: In games where I won the Turn 2 priority roll (13 games) I won the game 64% of the time vs 42% when I lost the Turn 2 roll (19 games) In games where I lost both the Turn 2 & 3 priority rolls (14 games) I won the game only 29% of the time, vs winning 68% of the time when I won at least 1 of the first two priority rolls (19 games) Not a huge sample size, so you can't draw any firm conclusions, but indications are that the those first two priority rolls swing your chance of winning +/- 10% or so. Really important dice rolls, for sure, but far from completely determining the outcome of the game on their own.
  18. Awesome overview of the faction. Thanks for making it! Also, shout out to the Aethercast Podcast mentioned in the video. It's a KO specific podcast, so I'm guessing many people on this forum would like it.
  19. I had some success in casual games with a no ship Urbaz list before the new points came out. Big blob of arkanauts, unit of endrinrigger, unit of skywardens, a couple khemists, and a big built of allied dwarf warriors for them to hide behind. The list really packs a punch, and has a lot of bodies. The downside is that it’s really stationary. If your opponent can take out the flyers, it’s really tough to go score objectives on the other side of the board.
  20. If you build your Endrinriggers/skywardens for melee, there is an extra skyhook in the kit. Another easy solution is to mount the head of a sky pike to a rotary gun.
  21. Hey guys! Thought I'd share a write up of a tournament at my local store from a week and a half ago. We had 16 players and a pretty good mix of armies. Forgot to take any picture though. My List: Barak-Zilfin. Game 1 (Duality of Death, Realm of Death, +1 Bravery Realmscape Feature) Game 2 (Shifting Objectives, Realm of Fire, +1 Rend to shots over 12” Realmscape Feature) Game 3 (Knife to the Heart, Realm of Fire, no Realmscape Feature) Final thoughts:
  22. Wonder if we are going to see some of the similar warscrolls across races consolidated and made non race specific. Like Thunderers and free guild hand gunner merge under a new scroll called Free cities hand gunners which can be any race. The same could happen with Quarrelers and free guild crossbows and a bunch more.
  23. I'm going to a local 3 game tournament this weekend and deciding between these two lists. It's going to be fought in the realms (Fire & Death), with a random set of scenarios: Urbaz Gunline - Idea is that the Maraudes give you bodies to claim objectives during turn 1&2 and block out people from getting to the damage dealing units (Arkanauts, and Balloons). This list has a lot of firepower, buffs from the Khemists, and a lot of bodies. The Incantor also gives you a crucial auto-dispel & access to the realm spells. However, it's pretty stationary, and high drop. Also you lose the turn 1 command point. And my marauders aren't painted. 2 Khemists 2x10 & 1x40 Arkanauts 9 Endrinriggers (2 or 3 with Grappnels) 9 Skywardens 40 Marauders Knight Incantor Zilfin Dropship - The deepstrike & Frigate makes objective grabbing way easier, and you still have the 2 units that hit really hard. Also only 4-5 drops, so you probably get to choose turn 1 order half the time. However, the Zilfin footnote isn't nearly as good as Urbaz, and you miss out on the magic (casting and defense). 2 Khemists 1 Frigate 2x10 & 1x40 Arkanauts 12 Endrinriggers (3 Grappnels) 40 Dwarf Warriors I'll probably take the 2nd list because it's all Dwarfs & is fully painted, but I think the first is probably more powerful. What do you guys think?
  24. I’m actually pretty excited for the release! If it’s anything like the Firestorm cities there will be plenty of options to have an all dwarf force, I’d if it can include KO or Ironweld as part of the core army, even better as far as I care. I’m sure some of the allegiances will be plenty thematic, and there’s no reason you can’t say that instead of A free city, you army is from a Karak only populated by dwarfs! The only real loss that I see is this probably means no dear specific endless prayers or terrain.
  25. It’s tough to compare vs Skaven, since they are one of the strongest armies at the moment. For a 1k game (unless you are against another soft list) I would never take more than 1 ship. A frigate makes most 1k lists 2 drops, so you usually will get to decide who goes first. And if you pick Zilfin it let’s you deep strike almost your whole army. The ships are never going to make points back on their own, and unfortunately I think they provide diminishing returns if you take more than 1 and don’t go with a battalion.
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