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Qaz

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Posts 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. 4 hours ago, Phasteon said:

    Also no forced artifact, though the forced Endrinwork is a downer (though Breath of Morgrim can be awesome against hordes with some hot dice... but yeah its not that great of a choice) 

    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. 5 minutes ago, plavski said:

    Good call. There's also the Verdant Mantle from Ghyran which lets you unbind an Endless Spell.

    But if you're gonna give your Khemist an artefact, not having it be the Spell in a Bottle has got to be a warcrime.

    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

    • Like 1
  4. 35 minutes ago, TheadTheOgorSlayer said:

    Not KO specific but someone will have an answer.

    i played a casual escalation league, I heard a rule that I didn’t sound right but we played with it to keep the games going faster (and it didn’t change much honestly)

    Basically the rule was, that if a unit controls and objective then moves off it. They continue to control that objective until the enemy contests with their own models. Even if they themselves have no more models within range.

    i believe this is how it works in a few scenarios ( I definitely remember it being specifically stated in one or two) but does this rule apply to all objectives across all matched play scenarios? 

    It's the default one unless otherwise stated (like in Duality of Death etc)

  5. 3 minutes ago, Rangeltoft said:

    The Fly High states that you can retreat and disengage with the model etc etc, so if an enemy unit of flyers are within 3" when you fly high, you wouldn´t be able to shoot after the teleport?

    Funnily enough, I think the designers forgot that 'removing' and setting up again doesn't count as a retreat. 
    image.png.d38f90395ed4f0c11c79b4d244271065.png

    From my RAW understanding, you can shoot again if you 'Fly High' no matter what. From RAI standpoint, probably not. 

  6. 2 minutes ago, GeneralZero said:

    What do you think about the thing (artifact I think) that give the gunhauler a 5 men transport capacity? Could be nice...

    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.

  7. 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:

    Quote

    Skyport: Barak-Urbaz
     

    Heroes 
    Endrinmaster in Dirigible Suit (220) 
    - General: Tough as Old Boots 
    - Artefact: Aether Injection Boosters 

    Aether-Khemist (90)
    - Spell in a Bottle: Warp Lightning Vortex (100)*
    *Pending GW clarification

     

    Battlelines 
    3 x Skywardens (100)
    - 1 Grapple launcher, 1 Volley Gun
    3 x Skywardens (100)
    - 1 Grapple launcher, 1 Volley Gun
    6 x Endrinriggers (200) 
    - 1 Grapple launcher
    Grundstok Gunhauler (150)
    -  Endrinwork: Barak Urbaz
    Grundstok Gunhauler (150)

    Units
    10 x Grundstok Thunderers (240)
    - 1 Fumigator, 4 Rifles, 2 Decksweeper, 2 Cannons, 1 Mortar
    Arkanaut Ironclad (510) 
    - Endrinworks: Last Word

    Battalion
    Grundstok Escort Wing (140)

     

     

    • Like 1
  8. 4 minutes ago, crkhobbit said:

    On my last read of it, fumigator wasn't mentioned.  I easily could have missed it.

     

    Yes they are.  I'll probably be taking units of 10 or 20 though.  So 2-4 of the good weapons, but only one mortar and the rest rifles.

    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. 

    • Like 1
  9. 2 minutes ago, AverageBoss said:

    I mean, they already split before, they are just one unit now. So we traded the flexibility of multiple units for single unit durability. The shooting attack is a bit worse, and they went up in points.

    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+.

  10. 1 hour ago, Kramer said:

    What sky port would you choose with this? 

    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?

  11. This is the plan :D

    I have all the models (albeit not the best loadouts) 

    Floaty Endrinmaster (220) -General - Bottle
    Arkanaut Admiral (140) - Port's Artefact
    10 x Thunderers (240)
    3 x Skywardens (100) - Battleline
    3 x Skywardens (100) - Battleline
    3 x Skywardens (100) - Battleline 
    Arkanaut Ironclad (510) - Last Word
    Grundstok Gunhauler (150) - Debtsettler
    Grundstok 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. 

    • Like 1
  12. 10 hours ago, swarmofseals said:

    I'm a lot more concerned, like @Frowny, about gaunt summoner spam. 

    Depending on battalions though it might not be so bad as the list may be forced into pretty high drops and gets hard countered by anything that can project force on turn 1, particularly long range or deepstriking shooting.  CoS bridge lists, shooty living city, or builds with a bunch of shadow warriors will easily table a 6 gaunt list on turn 1 if Tzeentch can't keep their drops low.

    Ta da. 

    Allegiance: Tzeentch
    5 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 

  13. 16 minutes ago, Gesundheit said:

    Hopefully they got rend 1 and ist just increased by 1!😕 otherwise they are still ******.....

    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. 🤔

     

  14. 2 minutes ago, WatcherintheWater said:

    Does anyone know if garrisoned units claim objectives? If they can, that makes the Fly High rule even better.

    well... the skyvessel itself can claim but doubtful (and not very thematic) if your skyfarers can claim inside boats. xD

  15. 25 minutes ago, Zanzou said:

    with the 14 inch flight + charge, won't the FEC double strike still  dominate the competition?  How could you respond to that if they can get in and immediately double strike on their turn regardless?

    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. 

    • Thanks 1
  16. 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

     

    • Like 2
  17. 4 minutes ago, HollowHills said:

    Anyone wish that skaven went up more? The horde spam is just not engaging to play against. Especially with the death frenzy spell. 

    all their key characters went up 20-40 pts and plague monks too. The common build went up by ~10%, effectively losing 20+ clanrats.

     

  18. 1 hour ago, novakai said:

    Considering how more direct they where in the last 40K FAQ, I can see them errata some of the stuff to tone down Gristlegore and Hag Nar

    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? 

    • Like 1
  19. 8 hours ago, Double Misfire said:

    Flesh-Eater Courts aren't broken anymore if anyone can take them ;)

    https://www.warhammer-community.com/2019/05/13/forbidden-power-unboxedgw-homepage-post-1/

     

    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. 

    • Like 1
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