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Arkanaut Admiral

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Posts posted by Arkanaut Admiral

  1. 41 minutes ago, stratigo said:

    Why?

     

    No really, why?

     

    It is not hard killing a ship. And not hard killing a ship while surrounding it and thus killing everyone inside.

    Tell me about it. :(

    All of the ships need a 3+ save.  Because as it stands, anything anyone throws at them sticks.  Sure there’s ways to heal them but that requires a bit of luck to stay ahead of the damage.  

    The warships should be incredibly durable, because they’re, well, warships.  Great big armour plated sturdily built things.  But right now, as it stands, an Ironclad, our toughest ship, is about as tough as a mid sized unit of blood warriors.  And that is poor.

    Give them all a 3+ save and make their tireless endrinrigger ability automatic.  Now they’d be on par with those super though units like...well, Dracoths always seem invincible to me. 

    Our lists are only ever going to have a few ships in them at most.  So they absolutely have to be able to survive more than one turn of damage.

  2. So I’ve got my list for that test game:

    Ironclad

    2 frigates

    Admiral

    khemist

    navigator

    endrinmaster

    x3 10 Arkanauts

    x2 3 endrinriggers

    I’m not sure which skyport to go as but the plan is to put the command staff and 1 unit of Arkanauts in the Ironclad, and then the frigates each take a unit of arkanauts and endrinriggers.  This should really test my ideas out.

    All three ships will have healing and plenty of embarked crew to fight with.  Plus the navigator will actually be able to assist in moving them too.

    I might take Barak Morhar.  Running and shooting in the first turn and the opportunistic privateers trait could be lethal!

  3. I feel like the KO are going through the same thing the Imperial Guard went through a number of years back.  That their very own rules aren’t adapted to their playstyle.  Hopefully we’ll get a new book that’ll rectify all that,  just like the IG got.

    • Thanks 1
  4. 37 minutes ago, Gemzo said:

    So.... I was just thinking of picking up some Kharadron forces.  I have the book, but I'm not that familiar with how the army used to be.  Can anyone run down the major new pros and cons?  Reading through the above discussion, I feel like I'm missing something.  

    Here's a quick test model I painted this week:

     

    KO Test Paint.jpg

    That is a sweet model!  Lovely contrast!

  5. I said it before and I'll say it again; we need the garrison rules adapted to replace our current system of embarking and disembarking.  With that done, all of our forces could then fight from the ships as described in the fluff and depicted in the artwork.

    Our firearms need a boost.  All of them should wound on at least a 3+ and have at least -1 Rend, just like the firearms of other races.

    The three ships need their saves boosted to 3+.  That's right, all of them.  They then need either a further boost, or to have their prices slashed again.  

    I'm not kidding around.  My win rate with KO as a percentage is a single digit.  Other factions just delete our units at a touch and soak up everything we shoot back in return.  Time to address the balance!  

  6. The points decreases were good, but by themselves it’s not enough.  The ships definitely need a boost in their saves.  They’re armour plated battleships for Grungni’s sake! :D

    Also, has anyone noticed how...weak, our firearms actually are?  Compare a privateer pistol to a free guild or dispossessed issue firearm.  Yeah we have the range and extra shot and better accuracy but they don’t mean much.  Arkanauts are weak imo, when they need to be actual glass cannons.  1 wound and a weak save yes.  But guns that wound on a 3+ with -1 rend please!

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