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Arkanaut Admiral

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168 Celestant-Prime

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  1. Arkanaut Admiral

    AoS 2 - Dispossessed Discussion

    I’d love to know the answer to that as well. It was a great kit, great detail, and unlike the warriors and marksmen, it’s also got a workable number of models in it too.
  2. Arkanaut Admiral

    AoS 2 - Kharadron Overlords Discussion

    I agree with your second point; KO are on their knees and need a boost. Which is why I said that the individual weapons could be improved, and the Khemist buff could be changed to a flat +1 attack bonus (that would really help out mixed weapon thunderers too). As to the first point, I think it’s just a trend GW is moving towards; having unit options match what comes straight out of the box. Look at stormfiends for example; they recently changed their weapon options to match the kit options more closely. I could be wrong though.
  3. Arkanaut Admiral

    AoS 2 - Kharadron Overlords Discussion

    I think they will limit arkanaut special weapons to 1 of each type per 10 models. It’s a trend I’ve been seeing across ranges. However, this can be balanced out by fixes; making the weapons more powerful and/or making khemist buffs better too.
  4. Arkanaut Admiral

    AoS 2 - Dispossessed Discussion

    Ohhh! I hope that happens! Because they never got a good showing did they?
  5. Arkanaut Admiral

    WiP Wednesdays

    Made my fanatics and Gloomspite endless spells tonight:
  6. Arkanaut Admiral

    AoS 2 - Kharadron Overlords Discussion

    I'd bet money on weather effects too. Might make the navigator useable!
  7. Arkanaut Admiral

    AoS 2 - Kharadron Overlords Discussion

    'Endless Weather!' I'm excited. For a new book, and the Warband too.
  8. Arkanaut Admiral

    AoS 2 - Kharadron Overlords Discussion

    Yeah unfortunately it would be strictly for friendly games...for now...but the hope is that in future it becomes official.
  9. Arkanaut Admiral

    AoS 2 - Kharadron Overlords Discussion

    You can find them in the Core Rules, near the bottom. If you use them (treating a ship as a terrain feature that only Overlords can garrison) the difference is unbelievable. 20 arkanauts shooting/fighting out of an ironclad is very nasty.
  10. Arkanaut Admiral

    AoS 2 - Kharadron Overlords Discussion

    If you use the garrison rules, the Navigator can happily navigate (and dispel, and shoot, and fight) from the comfort and safety of an Ironclad. I tried it out once; the navigator went from being a useless points sink to an incredibly viable force multiplier.
  11. Arkanaut Admiral

    AoS 2 - Kharadron Overlords Discussion

    I tried my hand at rewriting the frigates warscroll, to make it a viable option and worth its cost. I haven’t got a copy of my one to hand but here’s the gist of it: Save increased to 4+ Range of Heavy Skycannon/Skyhook increased to 32”. All hands to the guns now +1 to hit. Grudgesettler Bombs now work like a Gyrobombers bombs. I.e, dropped on a unit the ship flies over. D3 mortal wounds on a 4+. Detonian Drills unchanged. Combined with the garrison rules below, they should come into their own now. Skymines now d3 mortal wounds on a 4+, making them more likely to go off and more damaging to big targets. Garrison rules for embarking and disembarking, not just allowing embark units to act, but also allowing them to disembark after the ship has moved, making them actually fast.
  12. Arkanaut Admiral

    AoS 2 - Kharadron Overlords Discussion

    I guess “summoning” isn’t the right word to describe it, as there’s no magic involved in the sense of conjuring up creatures out of thin air. I just think that it, along with some reworked rules, could make us a force to be reckoned with again. I recently played a 2 day event, and I’ve figured out that if you haven’t got summoning/teleportation of some description and/or a mortal wound blocking save, don’t bother turning up at tournaments. Also, I recently did this little doodle and I figured that here would be a good place to show it:
  13. Arkanaut Admiral

    AoS 2 - Kharadron Overlords Discussion

    I really hope that we’re getting a 2.0 book. Also, I’ve figured out a way for Overlords to have a realistic summoning mechanic. I got the idea from a documentary about trawlermen in their boats, if you can believe that. The idea that overlord ships are about, following leads and tailing other ships in the hope of getting in on the action, and the spoils. Anyway, you can earn points every turn for each overlord character, frigate and ironclad you have on the board (admirals and ironclads earn more), plus some extra points for having your units in enemy territory or having enemy units in your territory. These points can then be used to buy units from a set menu. X points buy you a gunhauler, Y points buys you a frigate with either 10 arkanauts, 5 thunderers, 3 skywardens or 3 endrinriggers onboard, and Z points buys you an ironclad with 10 arkanauts, 1 other overlord unit (either 5 thunderers, 3 skywardens or 3 endrinriggers) and 1 character onboard. These reinforcements arrive embarked upon their ship within 6” of a board edge and 9” away from enemy units.
  14. Arkanaut Admiral

    The Rumour Thread

    I've heard this rumor doing the rounds, that old elves and dwarfs are going, but I don't believe it for one second. There's way too much potential (and stock) to just 'throw them away'. And what about the GHB entries too?
  15. Arkanaut Admiral

    AoS 2 - Wanderers Discussion

    Wardancers could be brought back in some capacity as a new unit. As could the rest, in some shape or form. If they want to make them more "high fantasy" than what went before, they could have units riding insects. Smaller versions of the Wardroth beetle and so forth. I can see it now; the two merged back together, with some new plastics (all finecast replaced with plastics, endless spells), with the current Sylvaneth and Wanderer allegiance abilities combined together, with command traits, artifact lists and spells for specific character types. In a way, think of Chaos books and how they split things between mortal and demon units.