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Arkanaut Admiral

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Everything posted by Arkanaut Admiral

  1. So who thinks that we’ll get a new book soon? Or that it’ll just be GHB points adjustments?
  2. I took the survey today. And in my final comment I specifically said “keep the dispossessed (and Wanderers and Ogors and so on)”. Hope it sticks! And I would put the characters on 32s. Hopefully that’s what they get in future.
  3. Horray, we’re back online! Also, if they design new kits in such a way that the old ones aren’t made obsolete I think you’ll be ok.
  4. Yeah I thought the dispossessed were those dwarfs who had fled with Sigmar to Azyr whilst the overlords where those dwarves who had fled into the skies on airships. Not sure where fyreslayers came from. And if they are making a new dwarf warrior kit, it should probably have enough parts for 20 models. But I wouldn’t hold my breath. 😒 Also, just had a thought...definitely have stone golems (animated statues powered by ancestor spirits) as heavy troops equivalent to trolls or what have you, but also have a dual throne chair warden king and portable anvil of doom kit that’s carried by a couple of these golems...or even four. Old Warhammer used regular dwarves, but we’re in aos now and we need to go bigger!
  5. @Zadolix I’m inclined to agree. They’ve moved beyond the Viking look now, and they don’t quite match up with the later kits. Not to mention the awkward numbers in the kit. A new warrior kit, that more closely resembles the longbeard models, would be sweet. Basically, no more horned helmets, they now wear a mixture of scale mail and solid plate rather than chain mail, have bigger and more detailed shields, and come in a batch of 20 with both weapon options. Literally like ‘scaled back’ versions of the longbeard models, with shorter beards too. I’m actually thinking of drawing an example of this idea with a longbeard as a comparison!
  6. OK, keep dispossessed as foot infantry. Maybe Fyreslayers could get cavalry in future; they’ve already got the monsters after all. And since they have the gyrocopters, I think they could get away with big land lumbering steam machines. Just as long as they don’t get too close to the Overlords. Big question; the current warrior and marksmen kits. Who wants them retained, and who thinks they need replaced?
  7. I’m kinda throwing ideas out there to see what sticks. It’s important that they don’t tred too much on the toes of the others in terms of ideas, if that makes sense. With that in mind btw, I really think that it could be time to see duardin cavalry...or possibly chariots. That would be very different to what the others have.
  8. I had a thought about the duardin. Does anyone remember the Squats of epic and their massive land trains? Maybe, just maybe, the duardin should get more fantastical steam punk versions of these? Could it be supported by the fluff? See, they could be a mixture of established karaks and ‘caravans’ looking to retake old/build new ones. Caravans made up of big steam trains.
  9. I can’t wait until that feedback opens up. We’ve got so many suggestions! Btw GW, I will buy traditional dwarves if you cement them with a battletome, or even just continued Handbook rules.
  10. They are? Happy days! Still in bundles of 16 though?
  11. After what happened with glade guard, I’m worried about the future of the warrior and marksmen kits. I still say that they could have just added another sprue to make 20. But dispossessed have plenty of options for big display models. Anvil of Doom, throne chair, ancestor statue, new artillery. They can definitely be AoSified. And give them their war machines back, for goodness sake.
  12. That Fyreslayer stuff really gives me hope for the future of all duardin. And on the off chance GW read this thread, they must see that there’s so much love for the classic dwarves. I know a couple of people who are starting them, and once I know where they’re at, I’m jumping on that band wagon too.
  13. I hope this is ok. I supposed to have posted this on Wednesday but I got very tired and literally fell asleep. Then I was out all day yesterday. Anyway, enjoy some KO bases:
  14. 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.
  15. 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.
  16. 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.
  17. Ohhh! I hope that happens! Because they never got a good showing did they?
  18. Made my fanatics and Gloomspite endless spells tonight:
  19. I'd bet money on weather effects too. Might make the navigator useable!
  20. 'Endless Weather!' I'm excited. For a new book, and the Warband too.
  21. Yeah unfortunately it would be strictly for friendly games...for now...but the hope is that in future it becomes official.
  22. 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.
  23. 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.
  24. 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.
  25. 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:
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