I'm going to go with very dark steampunk, dark leather, stained wood, brass, iron, etc.
I'm also going to wait for more prices to release, and for Lovecraftian Elves to come out, so I can decide what army I want to play.
Anyway, enough about me, here's more images and data from here.
One more skyport.
Opinion stuff.
Morning everyone !!
Now that you got an idea of what is in the book, I'd like to share a few cute combinations I found.
NB : (To be honest Barak Mhornar is my favorite and strongest sky port)
General consideration:
Positive :
- I think they are going to be a good army once everything is figured out. Really strong shooting, lots of movement tricks, Deepstrike, a few strong melee hitters, Anti flying tech. Mine + thunderer combo is really strong against melee (see point VI).
- FLYING SHIPS
Weakness :
- I am not sure about the impact of having no shield spells with iron clad at 4+ and frigate at 5+.
- Counterspelling is a big investment unless you play vs flyer ^^
- No generic hero with a jet pack :(
- Limited number of units (even if they are quite cool)
- Being able to Roll 4+ - Only 1 battleline unit and no possibilities to have another one with battalion or command.
A few good synergies with them.
I ) Morhnar bombardment
Command trait Opportunistic Privateers = grants reroll against one unit of choice if you are 3" from your general.
10 thunderer with mortar + 1 Aether Khemist + 1 general from Mohrnar = 20 shots, 36"range, hit on 4+ with reroll, wound on 3+ with 1d3 dmg. Math says : 15 hit, 10 saves (each wound is d3). Very good against low save high number units.
threat range is : 4 + d6 + 36 on first turn ^^
ps : I will not comment if it's possible to stack 2 khemist effect on a single unit ^^.
Option : You can do the same combo with Barak Thrygg, choose 1d3 units at start of game and reroll 1 to wound and hit. Math is around 11.5 hits, 8.5 saves but doesn't involve the general.
II) Frigate Death star (still in Morhnar)
1 frigate 10 thunderers, 1 Morhnar general, 1 khemist.
In the hero phase disembark and move in position.
Choose an enemy unit that you want to die and get reroll to hits.
20 Aethercanon shot with 4+ to hit with reroll, 2+ to wound, -2 rend, d3 dmg. = 13 saves with -2 rends * 1d3 dmg ^^
III) Skywardens.
My favorite units are the skywardens - they are cheap, move fast and won't count towards the number of embarked dwarves. yay
3 skywardens are 100pt.
You can easily disembark, move and charge.
Each one of them get 2 melee attacks at 4+ to hit, 3+ to wounds, -1 rends , d3.
ps : I think I am going to use magnets with them - I want to be able to kit them full melee or keep the option to go full specials weapons as a skirmish units.
Option : With the right battalion (escort wing give +1 to hit against 1 unit per turn in the shooting phase) I can disembark 9 of them, move, shoot and shoot 18 volley gun shot + 3 explosive drill at a 24" range.
IV) First round ship Alpha !
Iron sky Squadron grants: 1 extra shot PER WEAPONS on first turn for frigate.
Barak-Morhnar grants: run and shoot on first turn ! + reroll against 1 unit. (you can get the run and shoot for generic sky ports.)
You need : 2 frigates, 1 ironclad, 2 Arkanauts with 3 sky hook each + 2 khemist = (1520pt) you can add a third frigate+comp if you want to maximise first round alpha or other stuff if you want to play save ( 10 thunderers and 9 wardens get you to 2k)
First hero phase, Ironclad adds 2 carbines shot or 3" range.
khemist grant extra sky hook to Arkanaut.
First turn : you run and shoot with everything and woaaa that's a lot of shooting.
Each frigate is making : 7 carbines shot + 2 heavy sky cannon.
the ironclad make : 10 carbines shot + 1 great sky canon.
+ 12 light sky hook from the 2 arkanauts comp.
It's crazy and doesn't cost anything you can still play normally if you can't alpha first turn. The board space created on objective based battleplans is very interesting forcing the adversary to hide.
V) Morale fixing.
a) Surrender Is rarely profitable (footnote): once per game you can replace a batleshock test by a 1.
b) Respect your commanders : Reroll battleshock 8" of heroes. (Artycle)
c) Rising Star command trait : Use general bravery admiral is 8 so it's good.
VI) Thunderer + Detonation drills
All ships have them, Enemy UNITS ending charge 1" of this models, pile in last, doesn't work on flyer.
Thunderer instead of pile in can make a move+run to retreat ^^.
As for my reliability as a Captain I can assure you I am fully comply with the code and working with you and the authorities to cite this grudge successfully and this will be duly noted. I can't be held accountable if all the other parties necessary are taking this less seriously now can I?
So the frigate is out of stock already on the UK site Although personally that's something of a blessing in disguise as I have plenty of more important stuff that needs paying for this month.
Gamgee wrote: That mask reminds me of Pan's Labyrinth for some reason.
Edit
So what is the verdict on the Kharadron? OP? Balanced? Need buffs?
They look really weak to me. Zero ways to deal Mortal Wounds so far. How would they even consider taking down a unit of Fulminators with their 1+ re-rollable saves in the shooting phase, or Sylvaneth Treelords with Oaken Armour?
The ships all remind me of the Steamtank - lots of wounds but the damage output relying on a single 1 shot cannon that will only hit in half your turns. I know from experience how unreliable the Steamtank is.
But saying that, a unit of Grundstock Thunderers all with Mortars backed-up by a Khemist in a mixed Order Army near a Hurricanum and maybe a Loremaster is going to be absolute filth.
They have a lot of high rend shooting. I doubt Sylvaneth will be much of a problem because they won't have to go into woods to engage; they can easily out-shoot them. Stormcast would be a bit tougher, but dismantling units like Fulminators is still very possible because Kharadron shooting can snipe Stormcast heroes giving the buffs.
Besides, they can always go generic Order allegiance and throw in some hurricanum.
The problem with the guns that I see is even unbuffed Fulminators will save over 50% of -2 shots, so you've only got the -3 rend on the Drill Cannons to rely on, but those are one shot, D3 damage guns in limited supply (so you're not going to be able to buff them army wide).
Unit of 4 Fulminators with Castellant buff and Lightning Chariot will smash through these guys.
I am happy to be proved wrong, but I think the army looks weak because it doesn't appear to have a good answer to a unit like Fulminators.
I don't think the army is weak, I think it's more or less solid on its own, but an army that is in a good place balance wise is an army that will not have much of a chance in the AoS tournament scene. What I fully expect to see at the tournament level is the OP elements pulled out and put into the already-effective Order gun line army.
I'm suprised that the Arkanaut kit gives options for cutlasses OR axes on the whole squad but only one of each special weapon. The handweapons all have the same rules, right, so it is nice the kit makes a visually cohesive unit if you want, but getting double special weapons would be a LOT nicer. Trading axes for swords with someone would be much easier than getting those special guns eceryone wants.
Still sorely tempted after playing BF1. No rumours on the pricing of the other units, right? The Gunhauler (?) price being the most pressing.
Edit: Oh, and the ancestor face can't be customised? Mhhm
NinthMusketeer wrote: I don't think the army is weak, I think it's more or less solid on its own, but an army that is in a good place balance wise is an army that will not have much of a chance in the AoS tournament scene. What I fully expect to see at the tournament level is the OP elements pulled out and put into the already-effective Order gun line army.
I think it's a bit of sign of what's to come. GHB2's preview showed us a more viable Fyreslayers and a more manageable (some may say less broken) Tomb Kings. My guess is that they'll, hopefully, will do a bit of fine tuning to correct the most glaring issues (up to a point, of course) and make the game more levelled.
Galas wrote: The Arkanaut Box only comes with 1 of every 3 types of special weapons, so if you want 3 Skypike for example, you need to look for bitz online, conversions or buy... 3 boxes... me don't like.
You don't like that you can't take 3 of the same one or that you have to put in extra work for the cheese?
Yeah because having the capacity to put the loadout I want in my very expensive miniatures without recurring to bitz resellers its so cheese...
I think that I'm just gonna buy 3 boxes (Because Arkanauts are the only battleline of the faction) and make 3 units of 10, specialized with only one type of weapon. But that don't change the fact that its a very bad distribution.
Wait for the thunderers, if they only have 1 of every special weapon on the box, THAT will suck.
Galas wrote: The Arkanaut Box only comes with 1 of every 3 types of special weapons, so if you want 3 Skypike for example, you need to look for bitz online, conversions or buy... 3 boxes... me don't like.
You don't like that you can't take 3 of the same one or that you have to put in extra work for the cheese?
Yeah because having the capacity to put the loadout I want in my very expensive miniatures without recurring to bitz resellers its so cheese...
I think that I'm just gonna buy 3 boxes (Because Arkanauts are the only battleline of the faction) and make 3 units of 10, specialized with only one type of weapon. But that don't change the fact that its a very bad distribution.
Wait for the thunderers, if they only have 1 of every special weapon on the box, THAT will suck.
My guess (and hope) is that they'll be a bit like devastators: two of each at least.
Galas wrote: The Arkanaut Box only comes with 1 of every 3 types of special weapons, so if you want 3 Skypike for example, you need to look for bitz online, conversions or buy... 3 boxes... me don't like.
You don't like that you can't take 3 of the same one or that you have to put in extra work for the cheese?
Yeah because having the capacity to put the loadout I want in my very expensive miniatures without recurring to bitz resellers its so cheese...
I think that I'm just gonna buy 3 boxes (Because Arkanauts are the only battleline of the faction) and make 3 units of 10, specialized with only one type of weapon. But that don't change the fact that its a very bad distribution.
Wait for the thunderers, if they only have 1 of every special weapon on the box, THAT will suck.
Them having only one of each weapon per box is pretty much an inevitability. GW seems to not realize that mixing weapons is a terrible, terrible thing to do.
Binabik15 wrote: I'm suprised that the Arkanaut kit gives options for cutlasses OR axes on the whole squad but only one of each special weapon. The handweapons all have the same rules, right, so it is nice the kit makes a visually cohesive unit if you want, but getting double special weapons would be a LOT nicer. Trading axes for swords with someone would be much easier than getting those special guns eceryone wants.
Still sorely tempted after playing BF1. No rumours on the pricing of the other units, right? The Gunhauler (?) price being the most pressing.
Edit: Oh, and the ancestor face can't be customised? Mhhm
Wait really? That tells me the warscroll originally had two weapon profiles.
They are both Arkanaut Cutter 1" 1/4+/4+/-/1
So yeah, the option to have 10 axes or 10 swords its really great, but actually I prefered 2 of every special weapons and 5 axes and 5 swords, or 10-5, for example.
I'll be picking up the book next week, but I was curious how "splashable" they seemed. I've been holding out for a dwarf army since I started playing last year.
I really hope it will be viable to build a very "tech" focused army and splash in some Ironweld Arsenal (and even some Fyreslayers). Does anyone have a sense how the Battleline requirements and keywording will lend itself to mixing the Overlords with other Duardin or other Order?
Binabik15 wrote: I'm suprised that the Arkanaut kit gives options for cutlasses OR axes on the whole squad but only one of each special weapon. The handweapons all have the same rules, right, so it is nice the kit makes a visually cohesive unit if you want, but getting double special weapons would be a LOT nicer. Trading axes for swords with someone would be much easier than getting those special guns eceryone wants.
Still sorely tempted after playing BF1. No rumours on the pricing of the other units, right? The Gunhauler (?) price being the most pressing.
Edit: Oh, and the ancestor face can't be customised? Mhhm
Wait really? That tells me the warscroll originally had two weapon profiles.
Yeah, check the sprue pics on the GW site. One of the sprues is badically row after row of left arms. Choice of standard rocks on the Neophyte sprue because you get a ton of shoties and ARs for conversions, but here it kinda stinks. Less uniformity, more gatlings. Guns are a lot harder to press mould, after all
PS: The airships would workso good for Imperial Guard or AdMech. On the flipside a de-teched electropriest might make a really nice allied human wizard for the dwarfs.
Yeah, if melee weapon is purely cosmetic, than more special ranged weapons would have been a better use of the sprue space. This is probably one of those times where rules development didn't synch up with the model design as well as would be liked.
TheWaspinator wrote: Yeah, if melee weapon is purely cosmetic, than more special ranged weapons would have been a better use of the sprue space. This is probably one of those times where rules development didn't synch up with the model design as well as would be liked.
Totally. I expect the the warscroll was originally planned to have the swords be one melee profile and the axes be a different melee profile, only for them to get combined too late in development to change the kit.
As a skaven player I don't expect to have multiple weapons in a set (see stormfiends)
It's also no real shock about there only being 1 of each per set or so.
Rules wise though, they seem very middle of the road.
I don't see a pure forcing close to winning any tournaments, but I don't see it struggling to hold it's own either.
Jackal wrote: As a skaven player I don't expect to have multiple weapons in a set (see stormfiends)
It's also no real shock about there only being 1 of each per set or so.
Rules wise though, they seem very middle of the road.
I don't see a pure forcing close to winning any tournaments, but I don't see it struggling to hold it's own either.
They're definitely very, very shooty. And in AoS, that means various opportunities to take out enemy characters, removing their unit boosting buffs before your opponent can make good use of them. Given how important those synergies can be, that's not something I'd underestimate
True, shooting is good in AoS.
But keep in mind some armies don't care about high rending shots atall.
Horde armies generally don't have saves of note anyway.
Tons of seraphon units ignore alot of rending.
Nighthaunt flat ignore all rending.
A mourngul with shield will be evil to play against with them.
Also keep in mind powerful shooting is great, but you have to hit first.
Lots of 4+ in there.
Keep in mind some armies can alter hit and wound rolls too, making it even harder to land shots.
Jackal wrote: True, shooting is good in AoS.
But keep in mind some armies don't care about high rending shots atall.
Horde armies generally don't have saves of note anyway.
Tons of seraphon units ignore alot of rending.
Nighthaunt flat ignore all rending.
A mourngul with shield will be evil to play against with them.
Also keep in mind powerful shooting is great, but you have to hit first.
Lots of 4+ in there.
Keep in mind some armies can alter hit and wound rolls too, making it even harder to land shots.
True. Though there's some ways to ameliorate this issues. The main source, though, in so far seems to be Barak Mhornar. Re-rolling all fails to hit within 3'' of the leader is a good bonus and then there's the fact that your addditional footnote let's you get these are just guidelines. Which means you can get settle the grudges against a high priority target.
Oh no doubt they can mitigate it alot of the time.
Keep in mind that buffs from leaders aren't always reliable though.
More so the shorter ranged ones.
Most leaders with said buffs are usually pretty squishy and being AoS, can't join units.
Mortal wounds and magic are a big thing too though.
They lack the ability to deal and deal with both.
I'm not saying they are a bad army as I'd say they are top of mid tier ish.
But they have nothing overly stupid like goutfire or rukk, like the top armies.
They seem to be a solid, balanced army if anything, which should be how they all are.
At a glance I would place this army on the power-curve near Flesh Eater Courts, which I find the absolute sweet-spot.
It has a clear theme/focus, with some fringe options. It has some diverse/fun rules, and doesn't seem woefully inadequate in its ability to play to its strengths and win.
If everything AoS were in this range, power-wise, it would be perfect, and store-level tournaments usually are. Its only the outlier, bullcrap broken combos which ruin the game at a top-top competitive level.
We have to wait for the Mathhammers to disect the Battletome and find the 18 Tzaangor Skyfires + Shaman combos equivalents.
But at a first glance, yeah. They seem a little "underpowered" only in comparasion with the 3-4 broken combos that dominated the meta. All battletomes should be like this, mid-tier. If everyone is mid-tier, nobody is broken, nobody is useless.
Galas wrote: We have to wait for the Mathhammers to disect the Battletome and find the 18 Tzaangor Skyfires + Shaman combos equivalents.
But at a first glance, yeah. They seem a little "underpowered" only in comparasion with the 3-4 broken combos that dominated the meta. All battletomes should be like this, mid-tier. If everyone is mid-tier, nobody is broken, nobody is useless.
Yup. Though we already have one 'problem combo' identified with 20 mortars + khemist.
Please, no Andromeda spoilers or comments, I've yet to play it.
Gamgee, it's because people have the right to comment on things (and always will share their opinions), and we don't have the right to silence them. We do have the right to tell them they're wrong, but we're not gods or mods, and we can't just tell them to leave.
I know that but if it was me I would just move on (eventually) and forget about it. It boggles my mind why they try and be upset is all. Anyways it's way too off topic for me. I broke down and ordered the Kharadron Overlords Batteltomb online since I'm having some issues getting my flgs to order it.
The sicknesses of the flesh and mind, the spawn of Nurgle, are not the only diseases plaguing our proud forum. There is a third kind of disease, a contagious idea, a dangerous memetic virus plaguing our domain, twisting the minds of our users, banishing reason, and promoting voids of logic! This virus... is known as Age of Sigmar hate, and it must be purged, at all costs! There cannot be any quarter in the war against this scourge, no compromise made against the deluded, and we may not surrender, until this memetic virus, this menace of dangerous minds, is purged from this forum, with bans and warnings if need be! We must silence those infected, lest we, ourselves, are afflicted by this abomination!
This message is sarcastic. This message is sarcastic.
People have all their right to share their opinion. Other people have their right to call that opinion bs. The first ones have their right to call the opinion of the second posters even more bs... etc...
Or, wait. No, we have no rights because this is a private page and we only behave how we are permited by the owner and mods
So, Kharadrons out... I expect Death Guard and GHB 2.0 next and then... Death? Cthulu Aelves?
Hey just looking at the Arknaught Admiral sprue and it doesn't come with the stone attachment on his hammer. Neither is there another option on the warscroll, but there is a picture of him with it? anybody heard anything?
Madmatt wrote: Hey just looking at the Arknaught Admiral sprue and it doesn't come with the stone attachment on his hammer. Neither is there another option on the warscroll, but there is a picture of him with it? anybody heard anything?
If you mean the stone decorative thing on the base he is standing on, it certainly does show that on the sprue,
Madmatt wrote: Hey just looking at the Arknaught Admiral sprue and it doesn't come with the stone attachment on his hammer. Neither is there another option on the warscroll, but there is a picture of him with it? anybody heard anything?
If you mean the stone decorative thing on the base he is standing on, it certainly does show that on the sprue,
Madmatt wrote: Hey just looking at the Arknaught Admiral sprue and it doesn't come with the stone attachment on his hammer. Neither is there another option on the warscroll, but there is a picture of him with it? anybody heard anything?
It's the relic thing from the back of one of these guys:
Madmatt wrote: Hey just looking at the Arknaught Admiral sprue and it doesn't come with the stone attachment on his hammer. Neither is there another option on the warscroll, but there is a picture of him with it? anybody heard anything?
If you mean the stone decorative thing on the base he is standing on, it certainly does show that on the sprue,
No, he's refering to the tip of his hammer.
Oh I see it now. The thing in the artwork. Yeah it's probably just something they added on. Not sure why they would feature an image with the admiral having a different weapon unless it was something it was originally intended to have, but then they changed it.
Will all Overlords stuff be up for preorder next weekend? This week had one out of three char/infantry (or ballooneer)/vessels previwed, so they could spread it over two more weeks? Taking up valuable Death Guard release slots
Can someone link me to a pic of the Grundstock mortar, please, or tell me which page leaked WD pics are in this thread, please? I forgot my WD at home but want to see if that mortar might fight a Plague Marine. If you think about it, the Overlords with their WW1 and steampunk look and guns might be a good fit with the Death Guard.
PS: And just how would one go about building Chaos Pinguins?
Galas wrote: We have to wait for the Mathhammers to disect the Battletome and find the 18 Tzaangor Skyfires + Shaman combos equivalents.
But at a first glance, yeah. They seem a little "underpowered" only in comparasion with the 3-4 broken combos that dominated the meta. All battletomes should be like this, mid-tier. If everyone is mid-tier, nobody is broken, nobody is useless.
Yup. Though we already have one 'problem combo' identified with 20 mortars + khemist.
I don't even see that as a problem setup. Rend nothing means it's strong, but mitigated quite easily with certain units. And the Thunderers seem to be expensive and not much in the way of combat or even just ranged defense, so bopping them off seems pretty easy. So, in essence it sounds like every other artillery piece, but on the high side of potential damage while probably costing more and requiring a combo and good target to be effective. I think that sounds super fair, to be honest!
The lack of ranged mortal wound output is pretty much my main concern with the army, that and the lack of a really solid infantry unit in the same vein as Chaos Warriors in terms of durability and cost. Of course, the army has lots of mobility and shooting so keeping your distance should be easier for the Overlords than it is for other armies, and the in-built charge defences for the airships are pretty cool. The Thunderer combo has it's weaknesses but it's definitely nasty, I can see it being plugged into Order gun-line armies alongside a Hurricanum in place of or in addition to Kurnoth Hunters.
The Thunderers don't scream "play me" in quite the same way as a Lord of Change or Tzaangor Skyfires from the Tzeentch book do, nor do any other Kharadron unit in particular really. They just look to be solid overall which I like, it will be interesting to see just how much transports affect the flow of gameplay in Age of Sigmar.
I think they're very solid, and mortal wound output, or lack thereof will be a measured consideration, but not a deal-breaker outside high-high end play.
As per 99% of armies... null deploy/deep-strike shenanigans will ruin their fun... but such is AoS right now, and something unlikely to change as its a tactic so linked to the game's poster-child army.
Again though, that only matters in super serious competitive circles.
Gamgee wrote: I know that but if it was me I would just move on (eventually) and forget about it. It boggles my mind why they try and be upset is all.
Because despite what the ultrafans like to think, plenty of us who dislike a thing are willing to keep a somewhat open mind no matter how strong our reservations and check in periodically to see if things have improved? You know, like how a few pages ago I expressed admiration for the new Skydorf models. It's almost as if human beings are capable of holding views that are more complex than "I like this thing in its entirety, it is flawless" or "This thing is bad in all possible ways, and always will be"
Galas wrote: We have to wait for the Mathhammers to disect the Battletome and find the 18 Tzaangor Skyfires + Shaman combos equivalents.
But at a first glance, yeah. They seem a little "underpowered" only in comparasion with the 3-4 broken combos that dominated the meta. All battletomes should be like this, mid-tier. If everyone is mid-tier, nobody is broken, nobody is useless.
Yup. Though we already have one 'problem combo' identified with 20 mortars + khemist.
People keep thinking of this as existing in a Kharadron allegiance army where it isn't too bad. I'm saying it will show up in the Order gun line armies. Slap it down next to a hurricanum and lack of mortal wounds is no longer a problem. Not to mention it will then deal an average of 26.6 wounds even to a 4+ save, easily capable of killing almost any monster or an army's worth of support characters in just one round of shooting at 36". Additionally when deciding turn choice against it you have to either give them first turn and eat all that shooting before you can do anything, or let them take second turn and risk an auto-loss if they get a double.
Next week's preorders will be the gunhauler for $50, £30 and the thunderers for $40, £25. Presumably the third week will be the ironclad and all the characters.
Chikout wrote: Next week's preorders will be the gunhauler for $50, £30 and the thunderers for $40, £25. Presumably the third week will be the ironclad and all the characters.
Where do the Skyriggers fit into the release schedule?
Chikout wrote: Next week's preorders will be the gunhauler for $50, £30 and the thunderers for $40, £25. Presumably the third week will be the ironclad and all the characters.
Where do the Skyriggers fit into the release schedule?
Oh yeah forgot about them. Maybe it will be a four week window. 2 boxes this week and 3 boxes plus three characters next week would be strange. My info comes from landmine on Twitter by the way.
Chikout wrote: Next week's preorders will be the gunhauler for $50, £30 and the thunderers for $40, £25. Presumably the third week will be the ironclad and all the characters.
Thats a pretty great price for the Gunhauler- I was expecting £35, very affordable to get a bunch of escorts for the fleet. Thunderers follow the 5 man box specialist price, I was hoping for £22.50 for them but £25 isn't bad. The Skywardens are what I'm really wanting [in the sense I want it all, but those especially] as well as the Endrinmaster and the Khemist.
the sky sharks from the pictures dont look like any screamers that ive ever seen... they literally look like sharks.
darn... theres a pic of the art somewhere on here but i couldnt find it. its a flying shark thats big enough that it has guys walking on it attacking it.
Chikout wrote: Next week's preorders will be the gunhauler for $50, £30 and the thunderers for $40, £25. Presumably the third week will be the ironclad and all the characters.
Did I miss the info about the Thunderers in the maelstrom of the thread?
Chikout wrote: Next week's preorders will be the gunhauler for $50, £30 and the thunderers for $40, £25. Presumably the third week will be the ironclad and all the characters.
Did I miss the info about the Thunderers in the maelstrom of the thread?
I don't recall seeing any rules posts for them.
1 wound, 4+ save and bravery 7. Rifles are 2 shots at 3+/4+/-1/1
usernamesareannoying wrote: the sky sharks from the pictures dont look like any screamers that ive ever seen...
they literally look like sharks.
darn... theres a pic of the art somewhere on here but i couldnt find it.
its a flying shark thats big enough that it has guys walking on it attacking it.
That's not the skyshark. The Sky-Sharks were mentioned in the text to be directly daemons as well.
Liberty Duardin, a mighty order formed for freedom when their leader, Geore Wyshinton, cut down the infamous Nurgle cherry tree which allowed chaos to infest the Skyforts by plague cherries being carried up by the high winds and turned anyone they touched into Nurgle spawn.
Currently are battling tribes of Grots that raided Duardin caravans and use stolen guns and underground lairs, with gigantic burrowing spiders, to conduct a guerrilla war with the airborne Liberty forces who have to brave the harsh jungles of the Iron Greens in the war of Vytnahm.
Oh we can do better than that, it's the realm of metal. Sky sharks with half their bodies composed of minerals and dead tissue from uranium deposits which they mix with chaos energy to fire airship destroying blasts from their mouths where several conductive metals are in their teeth to draw forth the energy.
You can make it a evolution of the basilisk for eye-lasers as well.
A propos spiders: How big is an Arachnarok body compared to the frigate?
I had the idea of using the bloated spider body as the balloon part of a Death Guard zeppelin raining death from the sky into the trenches of the grimdark future. Bombs and all already included in the ship box. A real - pardon me - Lead Zeppelin. The Ironclad looks way better, but its too big, sadly. Already build an "Endrinrigger", now I just need to loot a plastic easter egg for the balloon half of him.
So having run the stats through my handy dandy Azyr Comp tool, these guys come out at about middle of the road in terms of damage and durability and their rumored point costs don't make them super undercosted (read: OP tournament choices). As such I'd classify them as a pretty fun army to play and face, but not in the competitive scene or against competitive armies.
I'll try and plug them into my db so you can all access their stats and where they rank up at www.louisvillewargaming.com/AOSStats.aspx
My meta pretty much came to that same consensus. None of the tournament powergamers are going to play these guys because they aren't busted and there isn't anything that screams busted for the tournament scene.
As such I give this a solid thumbs up to the design team for making an army not broken and fairly balanced. This of course is just going off of stats and math and not played it yet.
which is a skaven tail (unless they're running a complicated double bluff)
so resin bloodbowl player?
It's, apparently, a black and white photograph of an already painted model, going by Azreal's comment. So I'm going to say plastic AoS, considering the tail's owner is standing on something.
Skryre with more than just a crapton of stormfiends would be pretty neat. You only ever see a few units used because of how broken they are in combination.
mmzero252 wrote: Skryre with more than just a crapton of stormfiends would be pretty neat. You only ever see a few units used because of how broken they are in combination.
That jezzails and globadiers are ridiculously expensive to buy probably has a significant affect as well.
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auticus wrote: So having run the stats through my handy dandy Azyr Comp tool, these guys come out at about middle of the road in terms of damage and durability and their rumored point costs don't make them super undercosted (read: OP tournament choices). As such I'd classify them as a pretty fun army to play and face, but not in the competitive scene or against competitive armies.
I'll try and plug them into my db so you can all access their stats and where they rank up at www.louisvillewargaming.com/AOSStats.aspx
My meta pretty much came to that same consensus. None of the tournament powergamers are going to play these guys because they aren't busted and there isn't anything that screams busted for the tournament scene.
As such I give this a solid thumbs up to the design team for making an army not broken and fairly balanced. This of course is just going off of stats and math and not played it yet.
What we're seeing on the PPC end as well. It definitely seems that they did a very good job with these guys.
angelofvengeance wrote: I think it might be Clan Eshin for this one. Seems likely after the Deathrunner we saw in Silver Tower...
But I can't afford to start another army so soon after Karadrons!
Agreed, I'm up to like $475 in things I want and half of them don't even have prices yet...
I know the pain. I want Beastclaw Raiders, Kharadron, (maybe sky aelfs), and now Clan Skyre (or whatever) Skaven.
What if it's a new clan and hastings is wrong? He was wrong about the sky aelfs being previewed. What if it's actually sky skaven? Also I want one Barracude from FW. Also if FW ever brings forth the coming of hell and releases the Tau/AdMech stuff they keep claiming they are working on then maybe that too.
angelofvengeance wrote: I think it might be Clan Eshin for this one. Seems likely after the Deathrunner we saw in Silver Tower...
But I can't afford to start another army so soon after Karadrons!
Agreed, I'm up to like $475 in things I want and half of them don't even have prices yet...
I know the pain. I want Beastclaw Raiders, Kharadron, (maybe sky aelfs), and now Clan Skyre (or whatever) Skaven.
What if it's a new clan and hastings is wrong? He was wrong about the sky aelfs being previewed. What if it's actually sky skaven?
Don't do that to me! I can't afford an army that's even MORE my jam so short after the shorties. The only thing I dislike about Kharadron is that they are dwarfs. Skaven are my favorite race lol
I know that feel. I would have to put the breaks on Kharadron too. The only possible things that could rank higher than Sky Skaven are Sky Beastclaw Raiders riding Roc's, Thunderbirds, and other mythical birds of death in the skies. Or Sky Sepharon.
In the interests of making News and Rumors threads a bit more accessible, I am locking this thread and requesting that folks start separate threads for various AoS-related news.
Thanks!