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Qaz

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Everything posted by Qaz

  1. I don't find these changes surprising or heavy handed at all when it's somewhat unintended. I prefer releases such as S2D, KO, DoT, CoS where they enter into 'mid-tier' compare to Hedonites, FEC gristlegore, and OBR Petrifax (with clearly written powerful combination of rules) who are dominating when released. I wonder if it's the same person that wrote these book.
  2. You can mitigate the forced endrinworks by taking a battalion, notably the Aether War's 'Intrepid Prospectors' for 110 points . Think about it, 110 points for a CP, an endrinwork and an artefact of power. The battalion is 1 dirigible suit, 1 unit of 3 skywardens, 1 unit of 3 endrinriggers, 1 gunhauler.
  3. Is this just me or the horrors' icon changed back to "return D6 slain models"?
  4. Speaking of Spell in a Bottle, any recommendations for which Endless Spells to use? My contenders are: - Soulscream Bridge: extra movement shenanigans - Mighty shroom: it's like a mini nuke that can also kill you - Scuttletide: can drop in turn 1 but easily dispelled. Also cheap - Everblaze Comet: can drop in turn 1 for maximum damage. - Warp Lightning Vortex: Good reliable board control spell, also hard to dispell normally - Slaneesh mirror thingy: hero sniper?? - Wildfire Taurus: Khemist will often be quite close to combat so the Taurus can do a great deal of damage
  5. It's the default one unless otherwise stated (like in Duality of Death etc)
  6. Funnily enough, I think the designers forgot that 'removing' and setting up again doesn't count as a retreat. From my RAW understanding, you can shoot again if you 'Fly High' no matter what. From RAI standpoint, probably not.
  7. Could be really nice for the 1000 point game. Have grundstok thunderers in them and run 2 in Barak-Zilfin: Vanguard Thunderers (120) Gunhaulers (150) Core 6 Endrinriggers (200) Endrinmaster in Dirigible Suit (220) General Rearguard Thunderers (120) Gunhaulers (150) How I wish they came standard with it though. haha.
  8. Going to have a game this weekend with the new KO book and going with an escort wing from Barak-Urbaz. Most likely against Tzeentch. The Fleet Guidelines Plan on giving extra D3 shares from the amendments to the Ironclad, Thunderers and Endrinriggers (in that order) and play defensively. Grouping my army into 3 parts, 2 team of a Gunhauler with 3 Wardens and the rest with Ironclad. Ironclad team will be fighting the enemy main force and take center objectives whilst the Gunhauler teams will try to sneak onto backfield objectives. When opportunity presents itself the khemyst will throw his bottle of lightning to slow down and rappel down with the grundstok thunderers to defend the ship and objective. Note that this is after enemy's own turn. With -2 to hit from the unit's fumigator and khemyst with rerollable 4+ save will give me some staying power. The Endrinmaster can pop up where he is needed most or chase down all the support heroes at the back. Not so sure on the artefact yet, that Phosporite Bomblets can be clutch or Ethereal Amulet/Thermalrider for staying power. Don't think getting the first turn is important for KO. The battalion for me is literally for the extra Endrinworks, Command Point and Artefact of Power. Test list version 2:
  9. Ya, so for an all round unit of 10 the loadout would be: 1 sarge w/ rifle, 1 fumigator w/banner, 1 mortar, 2 decksweepers, 2 cannons, and 3 rifles. Not sure, there's a reason to go over 10 guys tho.
  10. Shooting attack got a bit better from what I can tell. Pinks get 3 missile attacks and Blues 2? Just marginally better due to now hitting on 5+.
  11. But it only makes sense you have WARP LIGHTNING in a bottle taken from your ol' world nemesis.
  12. I would have picked the Warp Lightning Vortex (and drop a unit to pay for it) since I own one .... but as pointed out but others, need to take a khemyst. Which I totally forgot
  13. Not sure. Currently mulling over Barak-Zon's or Barak-Zilfin. Probably start with Barak Urbaz. I kinda need to get more rifle thunderers, only have 5 atm. I think for a garisioning unit, the rifle is the better option. Any opinions on best loadouts for thunderers for 5, 10, or 20?
  14. This is the plan I have all the models (albeit not the best loadouts) Floaty Endrinmaster (220) -General - BottleArkanaut Admiral (140) - Port's Artefact10 x Thunderers (240)3 x Skywardens (100) - Battleline3 x Skywardens (100) - Battleline3 x Skywardens (100) - Battleline Arkanaut Ironclad (510) - Last WordGrundstok Gunhauler (150) - DebtsettlerGrundstok Gunhauler (150)Grundstok Gunhauler (150)Grundstok Escort Wing (140)Total: 2000 / 2000 After more careful reading... it seems like a big unit of Skywarden in Barak-Zon looks to be very strong but you can't hitch more than 7 at any given time. And there's not a way to get a single drop in the battletome since you have to 'set-up' in a garrison.
  15. Ta da. Allegiance: Tzeentch5 x Gaunt Summoner on Disc of Tzeentch Chaos Sorcerer Lord 4 x 5 Chaos Warriors Fatesworn Warband Total: 1990 / 2000 I could totally imagine a Chaos Sorcerer Lord (Bob) with his bodyguards and retinue of sorcerers doing a summoning ritual to open a rift from the Chaos Realm. Would totally deploy them in a summoning circle
  16. Rend 2 is artillery level shooting though. Thats asking for a lot imo. Magical Flames are horrors missile attacks right? So in conflagration, it gives an army wide rend p1 missile attacks. That's already pretty strong. I think the Tzaangors and their brethren are unlikely to change from their update in BoC. If so, would Locus of Change (-1 to hit in combat) on Enlightened Tzaangors make a good unit even better? Especially if Fold Reality sticks around. 🤔
  17. well... the skyvessel itself can claim but doubtful (and not very thematic) if your skyfarers can claim inside boats.
  18. Woah. Looking good. Time to dust off the pirate hat. Does this mean that if a skyvessel can "Fly High", it can shoot out of redeployment? 😳
  19. No idea. They went back to Nagash . There's an influx of Slaneesh (and Ironjaws) armies though but despite the powerful summoning, not doing so great.
  20. FEC practically dropped out of the face of earth locally for me. WLV now has to be casted within unbind range to be effective.... Not so sure, it seems like Fyreslayers is the power faction here. Yet, they only place well, not win tournaments overwhelmingly.
  21. Well... they won't be able to do everything now considering you can only buy 1 cp and they would be inclined to spend 1-2 CP in their first turn for summoning. Hence gristlegores will only have 1 CP each round to strike again. So yes, something will double strike you and murder a unit, with proper deployment and screening, hopefully it's a throwaway unit, not your key unit.
  22. Dunno man. My Fyreslayers doesn't feel right at <70 models. Too elite. A real army would be one at around 100. And a horde is one at 120+ models . That being said, my local is being dominated by Fyreslayers, DoK and FEC, none are actually over 70 models. Hardly a horde meta. Although it'll be nice if your 'size' contributes to controlling objectives but I'll would classify things differently: Monsters = 10 models, Monstrous Infantry = 3 models
  23. all their key characters went up 20-40 pts and plague monks too. The common build went up by ~10%, effectively losing 20+ clanrats.
  24. Dunno, man. The Castellan knight was powerful when it's a Mechanicus-Knight + House Raven + Ion Bulwark + Cawls Wrath, not so scary when it's a House Cadmus... Yet, it got a 100 point increase in the last 40k FAQ. I do hope however that it's an errata for FEC and DoK since I find them mostly fair outside their 'best' subfactions (except for the 60 point Hag) but then that'll probably be in July and not in the GHB2019. Kharadron Overlord mercenaries, maybe? anyone?
  25. I'd will be surprise if they can still take mount traits, gristlegore court... that made FEC so strong. Now the question, how much of your army can be made out of mercenaries. On another note, I can make a Lethisian Defenders army. My (bad) habit of collecting random miniatures have been rewarded.
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