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SireScott

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  1. So I've given it some thought and this army looks great in math hammer but feels hard to see how to make it work well in a game. For example if you can get wardens stood on a midfield objective in a shining company stood near avalenor, with protection of hysh, then you have this really points efficient unit on defence and offence. But then I note this is a movement 6 unit, that loses its key defensive buff if it runs or charges and I wonder how that unit ever gets to a midfield objective before the opponent
  2. I need to see more detail but this seems potentially a very nice book. My initial view is ripperdactyls are poor. But for 80 points you get 9 wounds moving 16 inches and putting out a good number of low quality attacks. Seems that they would be considered good in many armies, they are just utterly outclassed by terradons. And whilst skinks are worse than before 60 points for a 10 wound skirmish screen still seems useful.
  3. Following on from the skywarden discussion, if you ever ran a unit of 3 (for Grundstok battalion, keeping drops to a minimum) what would you arm them with? This is on the assumption you already have 12 skywardens armed for combat
  4. It seems a perfect storm of a problem which makes it hard to unpick. Flames and horrors both have major problems which changehost completely solves. Ie both are short ranged and somewhat slow, and flamers arent tough. However a 1 drop battalion with teleports just seems to completely nullify those issues making them both way too efficient. It almost seems that changehost just cant exist but that wont happen. So I'm at a loss how this will be solved.
  5. Hi all Quick rules question if you are playing iron sky squadron can your arkanaughts deploy within 9 of the enemy after their frigate flies high? I thought they couldn't but I cant see a rule stopping this
  6. I have to ask who is getting any serious amounts of units into combat with you in turn 1? You can deploy literally on the back line as you can deep strike. The one keeper of secrets with fly, run and charge can get there, perhaps a terrorgheist or dragon with the movement spell. In which case it's not unreasonable to screen your ships with arkanaughts and delete that one unit. In summary there are armies with a unit that can cross the board and charge turn 1 but which armies can do that with multiple units?
  7. I don't understand complaining that our frigate and thunderers cost more than a unit they can destroy in one turn. If all our units could destroy their points value in a single salvo then logically we would deep strike and wipe out the enemy army in turn 1. That doesnt strike me as entirely balanced
  8. This is of course premature before my first game but i think people are vastly underrating the effect of the kharadron mobility. Any objective that isn't permanently manned can just be teleported onto. Any which is lightly held can be assaulted with the right units/ formations (e.g. brokk, iron sky squadron, or even frigates with harpoon. I play bonereapers and i can imagine many missions which will be very hard against kharadron as any character/ catapult is vulnerable to the high rend firepower kharadrons can output and bonereapers dont have great mobility to retake captured backline objectives I would estimate that what may hold kharadron back from top tier will be: 1. their inability to put very tough models on objectives in missions with few objectives 2. lack of tough characters and characters in ships not being able to capture in things like balance of power 3. not being great at removing tough units from objectives but this is all guesswork and there seems some tricks id love to explore, e.g. the endless spell, or allying in some deepstriking berserkers who strike back when killed
  9. Thanks Gecktron, my main confusion is the Iron Sky Squadron mentioned that they could disembark before or after flying high, from the Garrison rules I cant quite see the significance of that.
  10. So is anyone certain of when you actually can disembark? e.g. can you fly high then disembark in the same turn?
  11. If there are good battalions the idea of deploying your whole army in airships across the backline, giving your opponent first turn then deep striking to focus on one part of the army sounds potentially superb.
  12. I thought I'd asked earlier but just in case can I be added to reserve list please?
  13. Hi all, So I've put my orruk army on bases which use milliputty and a greenstuffworld roller. I love the look but I typically finding several models per game fall off their base. My current method is simply supergluing them. Does anyone have a more successful technique to secure the models to their bases?
  14. Hi all, With Blood and Glory on the near horizon its time to choose my army. To cut a long story short I've decided to play Orruks, but havent left myself enough time to test (given how much painting i have to do) and so would like some advise on what to play. I've got pretty much all Orruk models but need to pick my list today to get through all the painting. So below is my current list ideas, any critique would be great. Army 1 Big Waaagh Prophet (General Master of the Weird, unsure of item) Wardokk Weirdnob (Hand of Gork) Rogue Idol 30 Arrowboys Ardfist (2*10 Ardboyz 3*5 Ardboyz,Warchanter Aetherquartz Brooch) 30 point endless spell (either burning head or Palisade) Army 2 Ironjawz Mawkrusha (General, unsure of items atm) Weirdnob (Hand of Gork) Warchanter Rogue Idol Ardfist (4*5 Ardboyz Warchanter (Brooch?)) 6 Goregruntas Army 3 Bonesplitters (Drakkfoot) Prophet Maniak weirdnob 2* Wardokk 30 Savage Orruks 30 Savage Orruk Arrowboys 3*5 Savage Boardboy Maniaks Rogue Idol Command Point Burning Head or Palisade Thanks for any assistance p.s. i realise i havent written spells for bonesplitters, but i prioritise Brutal beast and Breathe of Gorkamorka
  15. Hi all For my DOK army i roll alot of dice. I picked up a cheap dice tray but it was too small and sides too high. Can someone suggest somewhere which sells a nice, relatively flat dice tray?
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