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WatcherintheWater

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Posts posted by WatcherintheWater

  1. Hi everyone! I've been primarily a KO player for the past year or so, and thought about trying out Tempest Eye as a change of pace (and because I have a lot of Dispossessed models that I've never used in AoS). What do people think of this list?

    Allegiance: Order

    City: Tempest Eye

    • Runelord
      • General
      • Inspiring
    • Aether-Khemist
      • Gryph-Feather Charm
    • Knight-Incantor
    • Knight-Azyros
    • 40 Dispossessed Warriors
      • Double Handed Axes & Shields
    • 20 Arkanaut Company
      • 6 Skyhooks
    • 10 Arkanaut Company
      • 3 Rotary Guns
    • 20 Ironbreakers
    • 12 Endrinriggers
      • 3 Grapnel Launchers
    • Celestar Balista

    The idea is that turn 1 the Khemist buffs the Endrinriggeres and they move 16" and destroy something important. The Azyros flies forward and lets me re-roll ones. If he survives until the next hero phase he does his mortal wound bomb. The Runelord hangs out with the Warriors or Ironbreakers and buffs their rend when they try to sit on objectives. After the first turn or two the khemist buffs the skyhooks on the big unit of Arkanauts. Would have loved to fit an extra Khemist in so they could have the buff from turn 1, but can't figure out quite how to make that work.

  2. On 10/7/2018 at 1:14 PM, sainted75 said:

    Hi Guys, I'm looking for a bit of help and feedback with a list for a 1250 tournament 3 games with predetermined realmscapes ( 2 battleline requirement) i have coming up.

    Allegiance: Kharadron Overlords - Mortal Realm: Ulgu
    Skyport: Barak-Urbaz
    - Additional Footnote: There's No Trading With Some People
    LEADERS
    Aether-Khemist (160)
    - Artefact : Aethersight Loupe


    Brokk Grungsson (260)


    Arkanaut Admiral (120)
    - General
    - Command Trait : Grudgebearer
    - Artefact : Doppelganger Cloak


    UNITS
    20 x Arkanaut Company (240)
    - 6 x Light Skyhooks


    10 x Arkanaut Company (120)
    - 3 x Aethermatic Volley Guns


    6 x Endrinriggers (240)
    - 2 x Grapnel Launchers


    5 x Grundstok Thunderers (100)
    - 1 x Aethershot Rifles
    - 1 x Aetheric Fumigators
    - 1 x Decksweepers
    - 1 x Aethercannons
    - 1 x Grundstok Mortars

    TOTAL: 1240/1250 EXTRA COMMAND POINTS: 0 WOUNDS: 66
    LEADERS: 3/4  BATTLELINES: 2 (2+)  BEHEMOTHS: 0/2  ARTILLERY: 0/2
    ARTEFACTS: 2/1 ALLIES: 0/200

     

    I have gone for the loupe for the obvious dispell and made the admiral better at what he is good at. I have another khemist, an Ironclad , a gunhauler and a frigate available as well as some stormcast i could ally in including lord ordinator and incantor. I was thinking of going for the realm of shyish to give the admiral the ethereal amulet but i think of he is targeted by then he is probably dead anyway.

    Footslog the infantry and use the riggers and brokk for hunting or objectives. Maybe swapping to 2x3 on the riggers.

     

    Thoughts?

    Thanks

    Personally I really like getting the Endrinriggers up to 9. Especially if you want to give them Grapnels, you need those extra attacks. At 1250, I would drop the Admiral to pay for 3 more. 

  3. @Somanlius that’s a really good spread of stuff! I agree with stato for the most part. If you are running the endrinriggers as one unit of 6, I would probably go with all saws, though. Buff them with the khrmist and they can really hit like a freight train. Grappnels are really fun, to, and they make endrinriggers one of the most mobile units in the game, but I wouldn’t start adding them in unless the unit is 9+ models. Just personal opinion. Don’t think you can go wrong either way!

  4. Depends on what type of list you play, too. I have 3 games of AoS2 with a combat & movement Endrinrigger/Skywarden & double Frigate Zilfin list, and  3 with a more shooty Urbaz list. My games with the Zilfin list all went 4 or 5 turns. My Urbaz games all went 1.5 or 2 turns, and the person who won the turn 2 priority roll  won each game. Small sample, but it feels like the more shooting heavy you go, the more likely to have a short game, and the more that turn 2 roll matters,

    • Like 2
  5. One thing I want to try with my Skywardens is to make better use of the 2" reach. If you could use a ship + a unit of Arkanauts to make a ring around a unit of skywardens and a Khemist stitting on an objective, that could be nasty to charge. Assuming the charging unit has 1" reach, they would have to go after the arkanauts or ship, and the buffed Skywardens would get a turn of fighting before they could be hit . It would work even better with some Dwarf Warrior or Ironbreaker allies.

    • Like 1
  6. @Nick907 looks cool, and I could see the MSU Endrinriggers being fun, but I see a few issues

    •  Only 1 hero, and if he stays in the boat he can’t use command abilities.
    • If you keep all the healing stuff in or by the ironclad, that’s over half your army clustered right together.
    • Not that familiar with they gyrobombers, but feels like your list lacks some damage output. 

    I don’t mean to be a downer, just pointing out some things to consider.

    • Like 1
    • Thanks 1
  7. 10 hours ago, Lossen said:

    Im still not clear what to bring, atm im stuck on this list. have a upcoming tournament in sept. thinking of Barak-Urbaz as my skyport.

    this any good, u guys think?

     

    Looks fun. My advice would be to hold off on throwing that big unit of endrinriggers into the enemy army until you see something that you are willing to trade them for or if you have a chance for a double turn.

    Also, since the incantor is the only wizard, you have a lot of points wrapped up in the endless spells. She only gets one cast per turn, and if your opponent takes her out it basically wipes out 280 points of your army.

  8. 1 hour ago, stratigo said:

    at the pure cutting edge tournament level, KO don't have really any good matchups. Not even tzeentch any longer.

    I think Nagash is a really good match up. Maybe Seraphon post FAQ.

    But for friendly play, that isn't really the issue unless your local group is all hard-core all the time. There are plenty of ways to make KO lists that fit into a casual environment without getting steamrolled.

    • Thanks 2
  9. On 7/29/2018 at 6:13 AM, Backbreaker said:

    A friend of mine wants to start KO... he just loves models without having playing the game yet.

    Honestly, is there something to do with this faction ? Not in a competitiv way but simply not being outmatch everytime.

    We have Ironjawz, Khorne, Stormcast, Sylvaneth, Nighthaunt players.

    I agree with what a few of the previous commentators said. For friendly games, KO can definitely cut it. I think they can do fine in tournaments too, but because they have some bad matchups (Nighthaunt, Nurgle) they probably don't have a great shot at winning a big event.

    IMO the big this is that they have a very distinct play style. A lot of shooting, and a few units that can hit hard if buffed right, but super fragile. If that is appealing to your friend and he likes the models, they can be a really fun army!

    • Like 2
  10. I like that list. All the ships plus the gyrocopter will look great on the table!

    if you are running the Endrinriggers as one unit of 6, I might drop the special weapons. Never too many saws ?

    For the artifacts, I think it depends on what you think you will be going against. There are some good anti magic choices, but the Incantor helps out there too. I think the defensive artifacts are great on the admiral since he is so easy to fit in cover for a 2+.

  11. 4 hours ago, Barkanaut said:

    Hey there’s my blue boys getting some fame. Can’t wait till I have my full 2k army painted. What list did he take? 

    Believe it was:

    Ironclad

    2 Khemists

    Navigator with an artifact that made him a wizard

    30 Arkanauts

    2x 10 Arkanauts

    A big unit of Endrinriggers 

    The realms played a way bigger role in his games. He played in the realm of shadows a couple times and used it to teleport his loaded up ironclad around the board on turn 1.

    • Like 2
  12. I played a 3 game 12 player local tournament and thought I would share the results. All realm rules were in effect, but no command ability duplication. My first games of AoS2, and I had a lot of fun. 

    I ran the same list I had been going with in AoS1, but switched skyports. Here is the list:

    • Barak-Urbaz
    • Admiral w Fleetmaster and Masterwrought Armor
    • 2 Khemists, one with Lens of Refraction
    • 3x10 Arkanauts
    • 9 Endrinriggers
    • 9 Skywardens
    • 2 Frigates

    Game 1 vs Skyre (Focal Points)

    My opponent had an Arch Warlock, 2 Engineers, 3 units of Stormfiends, a bunch of mortars and Thanquil and Boneripper as an ally. He didn’t have the deepstrike battalion, so I gave him the first turn and he didn’t have much in range. I took out about half of his Stormfiends, one engineer, and got on 4 of the 5 objectives. I won the turn 2 roll, and shot him down to just one or two stormfiends left, and put Boneripper on a couple wounds. He couldn’t do enough to get back in the game, and had just the mortars, a couple heroes, and a very wounded Boneripper still there after his turn, so we called it. MAJOR WIN

    Game 2 vs Nighthaunt (Shifting Objectives)

                Not that familiar with the new Nighthaunt units, but he had a pretty good mix of stuff, and a battalion that bosted his movement. I gave him the turn and he got on the objectives, I hit back with everything, and was able to punch my way into 2 of the objectives, but just didn’t do enough damage. Even focusing fire, I couldn’t fully take out the units I targeted, so he healed back half of what I did get. Ignoring rend is brutal vs. us. He won the role for tun 2 and charge all his stuff in, knocking me off the objectives, and leaving me without all that much left. We played my turn and the called it. MAJOR LOSS

    Game 3 vs Nagash (Places of Arcane Power)

                This game was the whole reason I took Urbaz for that extra artifact. My opponent had Nagash, Arkhan, some wolves, morgasts, and skeletons. I gave him the turn, and he was out of spell range, so not much happened, although he did cast purple sun. He just pushed up (somewhat tentatively, only getting Arkhan on the middle objective). I focused my shots on Arkhan, and took him out, and got my two artifact heroes on the side objectives. He was weighted pretty heavy towards one side of the board, so I had already had a strong hold on one of them. The Endrinriggers failed their 3” charge on Nagash, but I won the priority role and got him next turn and we called it. MAJOR WIN

    Thoughts

    • 3 fun games and great opponents, but no game even made it to turn 3. I think the last 2 scenarios really lend themselves to close games, and so does our army. Kind of disappointing that none were closer though. The second turn roll felt super important every game.
    • Urbaz worked really well (although I forgot the hero phase shooting footnote every game), but it doesn’t feel like the 2nd boat is necessary with it.
    •  My shooting was still really strong in every game except vs Nighthaunts
    • The lens of refraction seems really situational. It only went off once in all my games. People seemed much more focused on casting buffs and debuffs than damage spells. I could see possible situations where it’s huge though.
    • I only used the Admiral’s command ability once (partly because games were so short). Not sure he is worth having if you aren’t using it. I do like the 3+ save re-rolling 1’s for holding objectives, but I would probably drop him for 3 more Endrinriggers or Arkanauts.
    • We used the realm rules and they didn’t feel to impactful. That may just be due to what we rolled and the short games, though.
    • Overall Overlords did really well. I went 2-1 and the someone using a Mhornar went 3-0.
    • Like 9
  13. Trying to brainstorm ways to get more scoring options for the "Places of Arcane Power" battleplan. Seems like that one puts us in a real tough spot. Here are the choices I see:

    • Take a battalion
    • Ally in Stormcast Wizards
    • Always Take What You Are Owed Amendment (Build your own Skyport or Urbaz)

    I'm playing a small 3-game tournament on Saturday and that is one of the scenarios. I was planning on running a 2 frigate Zlifin list since it's what I am used to running, but now I think I might need to switch to Urbaz or find room for a Knight Incantor, but honestly, I wonder if that's even worth it. It's too bad boats with Great Endrinworks can't score objectives (I don't think they can at least).

  14. I really like the Moneyball reference someone made earlier, but I have a slightly different take on it. 

    The idea of Moneyball is that if you are in a situation where you have a competitive disadvantage you have to be ahead of the curve in finding new ways to succeed. In the book it was a baseball team with very small payroll capacity, that adopted advanced stats before other teams. That analytics powered the to a run of unexpected success. The lesson is to always look for new ways to succeed and not to be wedded to how things have been done in the past.

    Our constraint is the small selection of units and high cost of many of them.  We just need to be creative and forward thinking to find a way to win in AoS2.

  15. Congratulations on the success of the site! It's such a great resource for the community.

    I like the idea of adds, but also giving the option to buy a membership that makes the site add free for paid members. That way people who don't like the adds have a way to get rid of them, and people who don't want to keep up on a subscription have a way to still use the site without any big restrictions. 

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