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Chris Tomlin

AoS 2 - Kharadron Overlords Discussion

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On 7/11/2018 at 4:30 PM, Gheistvor said:

Has GW ever talked about or mentioned the Gunhaulers 'Sky cannon' and the Frigates 'Heavy sky cannon' being the exact same gun? I can get past all the nerfs and changes but this just looks like an error they've yet to correct.

Hell even the ironclads great sky cannon is the exact same except having 6" more range, be nice to have 1 extra rend or better to hit chance.

Just had a quick look, the skyhooks seem even worse off, the Arkanauts 'light skyhook' is the exact same as the Ironclads 'great skyhook', and the Frigates 'heavy skyhook' is the exact same but with less range! Just hate the idea of paying points for a boat when its big forecastle main gun does the exact same thing as a single infantry dude with a little handheld gun, or is actually worse in the Frigates case.

New to this community so im sure this has been brought up before, it just really grinds my aether-gears. 

The weapons need looked at again.  Infantry range should be around 18", Gunhauler should be about 24", Frigates 30" and the Ironclad's 36".  Since they're high explosive weapons, Aethershock torpedoes should have rend -2, putting them on par with the grenade launching blunderbusses of Freeguild Outriders.

And again, our guns all need to be wounding on 3s with -1 rend, exactly like the firearms of other factions.  Even if it means reduced range or attacks or whatever.

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Yeah I always found that mystifying that bigger guns did the same thing as infantry guns. It’s part of the reason ko units have little distinction and their roles overlap heavily. We have all these models with overlapping roles and gun profiles. It doesn’t make any sense. 

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So I had a 1000 points game with a fresh player running Stormcast Eternals. He had 2 Ballitae and a Lord-Ordinator. To avoid confusing him with rules overload, we agreed to run our forces as stock, meaning just referring to rules as stated on the warscrolls and the basic rules, so no allegiance abilities, no equipment etc.

Man, that ballista is brutal. Rolling to see number of wounds feels very broken for both modes of firing. If it were just for the Rapid Fire Mode or vice versa, maybe it can still be fair but having 2 of them hitting on 3+s and then rolling number of wounds and then -2 rend? Yeah, its no joke.

I lost the game but I didn't want to squash someone who is just getting into the game with tons of rules. But yeah, SCE are Age of Sigmar on easy mode to be sure. That being said, I am highly tempted to get that damn Lord-Ordinator now.

 

I am a bit torn, one one hand, I want to try running the Grundstock Escort Wing in Barak Zilfin because it opens up a lot of possibilities on your shooting turn (drop in a Frigate, unload your 9 or 12 Skywardens and some Arkanauts, then declare All Hands to Guns to reroll misses? Seems good). Focus Fire on T1 into a hero or unit that just has to die. If you have a Lord-Ordinator tucked away among your Gunhaulers, hitting on 2+ on either the Sky Cannon or the Drill Cannon seems very tempting. But I don't want to buy and assembly 9 to 12 Skywardens....

On the other hand, Barak Zilfin running Iron Sky Squadron seems is more in keeping with my current collection. I just wish both the abilities weren't so...meh. And the Barak Zilfin Iron Sky Squadron's added benefit of running Endrinriggers seems quite pointless since nothing in the Battalion's abilities benefit them, unless I am missing something from an FAQ that allows the Endrinriggers to benefit from Bold Privateers?

 

Anyway, to me at least, Grundstock Escort Wing is a good "I choose to go first" army which doesn't fare badly if you go 2nd either. But man, Iron Sky Squadron is a definite go second type force. 

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The grind stock escort wing is, ultimately, too many points. By like 400 or so points. Not that your army is going to be that wing at min size, three companies and then roughly two characters, and the only variation you get is what characters you want to bring (I suggest an ordinater and then probly a couple navigators)

Ultimately your force simply isn’t substantial enough on the board.

 

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I actually have a fairly comprehensive list of changes I'd like to see to KO.

 

1. Arkanaut Company. I want their point reduced to 100, I want the light skyhook to lose 6 inches of range and one rend, and I want the pike to become a 3+ 3+ weapon.

2. Grundstock Gunhauler. Make this go down another 20 points, add 6  inches to the range of its big guns

3. Frigate. Add 6 inches to the range of its big guns and give it a 4+ save

4. Ironclad. Add 6 inches to the range of its big guns, except for the volley gun, and make it  a 3+ save

5. Gundstock company. Make the battleline if KO allegiance and either reduce thier points by twenty, or make their special weapons 2 per 5.

6. Endrinriggers. Increase their points by 20

7. Endrimaster. Reduce his points a further 20

8. Khemist. Reduce his points by 20 to 40.

9. Wardens. Reduce their points by 20

 

Reasoning:

1. Arkanaut companies have absolutely no reason to take anything but the skyhook, and the skyhook as it stands dictates a lot of how you can play KO. Weakening the skyhook and strengthening the skypike gives players a reason to take the melee varient, and adds some much needed flexibility into the army. To compensate for a weaker skyhook points were reduced. The Skyhook's overwhelming effectiveness was the only reason to be 120.

 

2. The gunhauler is still an overall poor choice. At 140 it will remain a poor choice in most lists, but the grundstock escort wing is actually on the cusp of greatness, and a slightly cheaper gunhauler may push that type of list into viability. Also, upping the ranges for all main guns adds a bitof flexibility in the KO lists once more and allows for a bit more synergy with other units, as the big guns are all rather weak statistically.

 

3. The frigate's save isn't reflective of its battlefield role, and since behemoths lost the ability to gain cover, there's no good reason for this unit to be a 5 plus save any longer.

 

4. The same reasoning applies to the ironclad from the previous two ships.

 

5. Grundstock thunderers were heavily nerfed and have subsequently disappeared from every KO list. KO needs another battleline unit as there is frankly no excuse to saddle them with just one. Literally no other battle tome has this restriction. And, at 100 points, they fail to preform a battlefield role. They either need the ability to mass their special weapons, though not to the extent they used to, with an eye to receive a khemist buff, or they need to be cheaper.

 

6. In light of the buffs to all other units, nerfing this one a bit is reasonable to keep the army well balanced. The points increase also later justifies a point decrease from the khemist.

 

7. The endrimaster remains the odd man out of the army, especially now that navigators have found a purpose, struggling to find a place in any list. At 100 points and increased ship effectiveness, he may actually have a purpose.

 

8. The Khemist was over nerfed, and with nerfing both units the khemist's buffs most strongly impact (riggers and arkanauts with skyhooks), reducing him back down to 140 or 120 is entirely justified.

 

9. Even returning them to 20 points cheaper than riggers via a rigger nerf, at 120, this unit still feels weak. I continue to suspect their nerf was more to hurt fyreslayers and KO were collateral, but please don't nerf one army's units because another army makes an effective use of them. Nerf that army instead.

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Really good points stratigo.  Me, I’d like it if the skypike simply became damage 2, putting it on par with liberator grand blades, blood warrior goreglaives and other similar weapons.

But the guns?  Please, 3+ to wound and -1 rend.  Even if that means reduced range and/or attacks.    

I’ve got an idea; if Arkanauts had their choice of each kind of special weapon limited to 1 per 10, along with the changes to weapon profiles, would this justify allowing an aether khemists augmentation ability to affect all of the units weapons at once?  As in +1 to all attacks, the pistols, specials, cutters etc?  

This would also help out thunderers a lot too.   And they need their specials boosted, since they can no longer be spammed.

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Well, on minor change if I could have is the rule for Heavy Skyhooks. It doesn't make sense that the ship moves towards the target it hits but should instead be the target being pulled towards the firing ship. This could help pull enemy heroes out of Look out sir range or combat with any of our units. More importantly, closer to our guns or charge range.

There is still a lot of thing I think GW doesn't want to commit to. Game balance is quite delicate for the KO. Make certain changes and you might have an extremely broken faction than everyone will bandwagon on, not until they figure out how to balance out the other factions. As it stands, a lot of the factions carried over from WHFB are a little above the curve to throw a bone to the old Fantasy players and make them viable.  I get some of the hesitation. They don't want to make a faction that they don't want to push as being too powerful, not until they are done with their push of their newer models. And even then, the whole shooting vs combat struggle is something GW has always struggled with in general. 

As it stands, the KO is a glass cannon shooting bean bags right now. I am having fun but I will admit being salty with the amount of special rules, charge shennanigans and other special rules other factions have. Quite frankly, the battleline statline is designed to be painfully average in a faction that seems confused to either hang back and shoot vs rush up the board and fight. And with how fast our unrestricted some factions are with running and charging, and some factions have 36" weapons with better Stats than ours, we lose out either way. 

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I played a 3 game 12 player local tournament and thought I would share the results. All realm rules were in effect, but no command ability duplication. My first games of AoS2, and I had a lot of fun. 

I ran the same list I had been going with in AoS1, but switched skyports. Here is the list:

  • Barak-Urbaz
  • Admiral w Fleetmaster and Masterwrought Armor
  • 2 Khemists, one with Lens of Refraction
  • 3x10 Arkanauts
  • 9 Endrinriggers
  • 9 Skywardens
  • 2 Frigates

Game 1 vs Skyre (Focal Points)

My opponent had an Arch Warlock, 2 Engineers, 3 units of Stormfiends, a bunch of mortars and Thanquil and Boneripper as an ally. He didn’t have the deepstrike battalion, so I gave him the first turn and he didn’t have much in range. I took out about half of his Stormfiends, one engineer, and got on 4 of the 5 objectives. I won the turn 2 roll, and shot him down to just one or two stormfiends left, and put Boneripper on a couple wounds. He couldn’t do enough to get back in the game, and had just the mortars, a couple heroes, and a very wounded Boneripper still there after his turn, so we called it. MAJOR WIN

Game 2 vs Nighthaunt (Shifting Objectives)

            Not that familiar with the new Nighthaunt units, but he had a pretty good mix of stuff, and a battalion that bosted his movement. I gave him the turn and he got on the objectives, I hit back with everything, and was able to punch my way into 2 of the objectives, but just didn’t do enough damage. Even focusing fire, I couldn’t fully take out the units I targeted, so he healed back half of what I did get. Ignoring rend is brutal vs. us. He won the role for tun 2 and charge all his stuff in, knocking me off the objectives, and leaving me without all that much left. We played my turn and the called it. MAJOR LOSS

Game 3 vs Nagash (Places of Arcane Power)

            This game was the whole reason I took Urbaz for that extra artifact. My opponent had Nagash, Arkhan, some wolves, morgasts, and skeletons. I gave him the turn, and he was out of spell range, so not much happened, although he did cast purple sun. He just pushed up (somewhat tentatively, only getting Arkhan on the middle objective). I focused my shots on Arkhan, and took him out, and got my two artifact heroes on the side objectives. He was weighted pretty heavy towards one side of the board, so I had already had a strong hold on one of them. The Endrinriggers failed their 3” charge on Nagash, but I won the priority role and got him next turn and we called it. MAJOR WIN

Thoughts

  • 3 fun games and great opponents, but no game even made it to turn 3. I think the last 2 scenarios really lend themselves to close games, and so does our army. Kind of disappointing that none were closer though. The second turn roll felt super important every game.
  • Urbaz worked really well (although I forgot the hero phase shooting footnote every game), but it doesn’t feel like the 2nd boat is necessary with it.
  •  My shooting was still really strong in every game except vs Nighthaunts
  • The lens of refraction seems really situational. It only went off once in all my games. People seemed much more focused on casting buffs and debuffs than damage spells. I could see possible situations where it’s huge though.
  • I only used the Admiral’s command ability once (partly because games were so short). Not sure he is worth having if you aren’t using it. I do like the 3+ save re-rolling 1’s for holding objectives, but I would probably drop him for 3 more Endrinriggers or Arkanauts.
  • We used the realm rules and they didn’t feel to impactful. That may just be due to what we rolled and the short games, though.
  • Overall Overlords did really well. I went 2-1 and the someone using a Mhornar went 3-0.
Edited by WatcherintheWater
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Hey there’s my blue boys getting some fame. Can’t wait till I have my full 2k army painted. What list did he take? 

Edited by Barkanaut
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On 7/13/2018 at 6:02 AM, Badlander86 said:

Man, that ballista is brutal. Rolling to see number of wounds feels very broken for both modes of firing. If it were just for the Rapid Fire Mode or vice versa, maybe it can still be fair but having 2 of them hitting on 3+s and then rolling number of wounds and then -2 rend? Yeah, its no joke.

You know that you only roll the number of hits, not wounds? You still need to roll a to-wound dice. Also ballista has rend -2 but only 1 Damage, so i think its not op. Still, Ballista is way too cheap for what she does.

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4 hours ago, Barkanaut said:

Hey there’s my blue boys getting some fame. Can’t wait till I have my full 2k army painted. What list did he take? 

Believe it was:

Ironclad

2 Khemists

Navigator with an artifact that made him a wizard

30 Arkanauts

2x 10 Arkanauts

A big unit of Endrinriggers 

The realms played a way bigger role in his games. He played in the realm of shadows a couple times and used it to teleport his loaded up ironclad around the board on turn 1.

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21 hours ago, WatcherintheWater said:

I played a 3 game 12 player local tournament and thought I would share the results. All realm rules were in effect, but no command ability duplication. My first games of AoS2, and I had a lot of fun. 

I ran the same list I had been going with in AoS1, but switched skyports. Here is the list:

  • Barak-Urbaz
  • Admiral w Fleetmaster and Masterwrought Armor
  • 2 Khemists, one with Lens of Refraction
  • 3x10 Arkanauts
  • 9 Endrinriggers
  • 9 Skywardens
  • 2 Frigates

Game 1 vs Skyre (Focal Points)

My opponent had an Arch Warlock, 2 Engineers, 3 units of Stormfiends, a bunch of mortars and Thanquil and Boneripper as an ally. He didn’t have the deepstrike battalion, so I gave him the first turn and he didn’t have much in range. I took out about half of his Stormfiends, one engineer, and got on 4 of the 5 objectives. I won the turn 2 roll, and shot him down to just one or two stormfiends left, and put Boneripper on a couple wounds. He couldn’t do enough to get back in the game, and had just the mortars, a couple heroes, and a very wounded Boneripper still there after his turn, so we called it. MAJOR WIN

Game 2 vs Nighthaunt (Shifting Objectives)

            Not that familiar with the new Nighthaunt units, but he had a pretty good mix of stuff, and a battalion that bosted his movement. I gave him the turn and he got on the objectives, I hit back with everything, and was able to punch my way into 2 of the objectives, but just didn’t do enough damage. Even focusing fire, I couldn’t fully take out the units I targeted, so he healed back half of what I did get. Ignoring rend is brutal vs. us. He won the role for tun 2 and charge all his stuff in, knocking me off the objectives, and leaving me without all that much left. We played my turn and the called it. MAJOR LOSS

Game 3 vs Nagash (Places of Arcane Power)

            This game was the whole reason I took Urbaz for that extra artifact. My opponent had Nagash, Arkhan, some wolves, morgasts, and skeletons. I gave him the turn, and he was out of spell range, so not much happened, although he did cast purple sun. He just pushed up (somewhat tentatively, only getting Arkhan on the middle objective). I focused my shots on Arkhan, and took him out, and got my two artifact heroes on the side objectives. He was weighted pretty heavy towards one side of the board, so I had already had a strong hold on one of them. The Endrinriggers failed their 3” charge on Nagash, but I won the priority role and got him next turn and we called it. MAJOR WIN

Thoughts

  • 3 fun games and great opponents, but no game even made it to turn 3. I think the last 2 scenarios really lend themselves to close games, and so does our army. Kind of disappointing that none were closer though. The second turn roll felt super important every game.
  • Urbaz worked really well (although I forgot the hero phase shooting footnote every game), but it doesn’t feel like the 2nd boat is necessary with it.
  •  My shooting was still really strong in every game except vs Nighthaunts
  • The lens of refraction seems really situational. It only went off once in all my games. People seemed much more focused on casting buffs and debuffs than damage spells. I could see possible situations where it’s huge though.
  • I only used the Admiral’s command ability once (partly because games were so short). Not sure he is worth having if you aren’t using it. I do like the 3+ save re-rolling 1’s for holding objectives, but I would probably drop him for 3 more Endrinriggers or Arkanauts.
  • We used the realm rules and they didn’t feel to impactful. That may just be due to what we rolled and the short games, though.
  • Overall Overlords did really well. I went 2-1 and the someone using a Mhornar went 3-0.

 

Urbaz does seem to be the way to go with KO's heavy reliance on the Aether-Khemist as our only viable boosting ability. Being able to add +1 to 4 different weapon profiles to several units seems reliable. I just wish it wasn't the case.

Maybe my dice rolls haven't been kind or my opponent's saves are just too timely. Especially with Nighthaunts and some other factions where the almost have 2 to 3 different save rolls.

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Can I confirm if the rule for "There's always a Breeze if you look for it" has changed to prevent disembarking? The June FAQ states :

Change the last sentence of the first paragraph to: ‘It can act normally for the remainder of the turn.’

So no more free move and dump out?

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31 minutes ago, Badlander86 said:

Can I confirm if the rule for "There's always a Breeze if you look for it" has changed to prevent disembarking? The June FAQ states :

Change the last sentence of the first paragraph to: ‘It can act normally for the remainder of the turn.’

So no more free move and dump out?

yep. Getting out is at the start of the hero phase, the hero phase move is not

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3 hours ago, stratigo said:

yep. Getting out is at the start of the hero phase, the hero phase move is not

 

Wow. They really want to let Wizards cast spells don't they.

 

Another few question then. If I insist on running Zilfin for fluff reasons but forgo equipping any of my Skyvessels with Aetherspheric Endrinworks, instead going with The Last Word, is that list legal?

 

Also, If I accomplish the requirements of the Iron Sky Command battalion by bring the 3 Heroes (Aetheric Navigator, Aether-Khemist and/or Endrinmaster) in any combination, but choose to include the Admiral in the army, is the Admiral able to be embarked in the Ironclad?

It seems very clunky but my hope is if I go T1 (which I will have to now because of the changes to Disembarking and There is Always a breeze), in my Hero Phase I will use Batten the Hatches and Fire at Will from the Ironclad and take my free 8 inch move. Then run 14" because we always roll a 6 on running, hopefully in a position where you can do some damage by shooting since the Admiral allows the ship it is embarked on to run and shoot on the same turn, then safely unload the rest of the force.

Keeping the free move in your back pocket feels redundant and since now it makes more sense to go first to be able to disembark and have your units do something.

 

Edited by Badlander86

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Hey all,

Played in a 30 player tournament on Saturday run by the club I go to, really fun day with some great mixes of armies on the tables.

I took a random mish-mash list as ive been getting bored of my normal KO list, my first time running Ziflin and also thunderers. Allied in a Runelord for magic counter, and also some longbeards, as in my eyes allying in a hero without some of his kin is just edging into the realm of 'a bit gamey'.

Spoiler

Allegiance: Kharadron Overlords
Mortal Realm: Aqshy

Skyport: Barak-Zilfin

Leaders
Runelord (100)
- Allies
Arkanaut Admiral (120)
- General
- Trait: Fleetmaster 
Aether-Khemist (160)
- Artefact: Aethersight Loupe 

Battleline
10 x Arkanaut Company (120)
- 3x Skypikes
10 x Arkanaut Company (120)
- 3x Light Skyhooks
30 x Arkanaut Company (360)
- 9x Light Skyhooks

Units
30 x Longbeards (270)
- Axes or Hammers
- Allies
9 x Endrinriggers (360)
- 2x Grapnel Launchers
5 x Grundstok Thunderers (100)
- 4x Aethershot Rifles
- 1x Aetheric Fumigators

War Machines
Arkanaut Frigate (240)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Aetherspheric Endrinds (Barak-Zilfin Skyvessel)

Total: 1950 / 2000
Extra Command Points: 1
Allies: 370 / 400
Wounds: 133

Game 1:  Pre-arranged Grudge match against Sylvaneth : Focal Points

Ive won a few best opponent awards so its a running joke in the club that im 'The nicest man in warhammer' and my opponent won the award at the last club tournament which i couldnt make, so we arranged a grudge to see who really was the nicest  . I bribed him with some 40k Nurgle, he bought me a bunch of Carnations 😁, he wins.

Anyway the game, he had a treelord and Durthu, some battalions, 30 dryads, some judicators, etc.   He took first turn and moved up to score, in turn i shot at his treelord causing a lot of damage. I then got 2nd turn and proceeded to kill the treelord and Durthu and take a large VP lead.  His Dryads bounced off my longbeards and he scored a few more points, but didnt get a double turn back and couldnt really do much with all of my shooting still in play. Major Win.

Game 2: Nighthaunt : Orb thingy

Almost impossible to cause any damage on nighthaunt without going for massive overkill on Heros, at which point the troops just tear you apart.  The objective also moved away from where i dropped my frigate and i couldnt grapnel to it as there were so many bodies (or not..) on the table in the way.  A non-game in terms of going for the win, but still fun to to-and-fro with the nighthaunt, spirit hosts dont do as much damage as i thought, but they just kept regenerating, once up close the mass amount of pistol shots did serious damage(more dice is better than good rend against nighthaunt) but then left me open to charge and death the following turn. Major Loss

Game 3: Legion of Sacrament : Shifting Objectives

My opponent loves big showcase stuff, so brought Neferata, Arkhan, Mortis engine, bunch of Necromancers, 30 skeleton, 6 endless spells! and some small filler units. He had first turn and had his necromancer went for Spellportal.... double 1!!   After that he didnt know what to do so double command point with Neferata to make my stuff -2 to hit and ran her into my lines.   I was still seriously concerned, so gave everything i had into her and took her off thanks to the +1 to hit monsters on my Arkanauts and Ziflin re-roll 1 to hit and wound flying things. This left a lot but thankfully a double turn meant my riggers went into and killed his Necromancers and the rest of my shooting took the other heros off.  Not quite a table-ing in 2 turns as he still had skeletons and some hounds. Major Win (pure fluke!)

 

Overall just a great day, i was concerned it might not be fun facing magic constantly but it didnt really impact games more than any other phase (last game might have though if he had more luck). 

Summary 1; AoS 2 is imbalanced not just in points and some rules but also in missions, which means every game has huge potential swings in who could win. Individually you could consider it annoying, but over the course of many games with different opponents I think its fine (as long as your not just playing the same person all the time)

Summary 2; KO absolutely need a command point in the bank unless you can be certain of going first. Each game i had to use it as i went 2nd every time and took a chunk of damage to a key unit. Being able to throw inspiring presence down using that bought command point was crucial to not losing scores of extra models.

 

I come out 10th overall, highest placing yet but I think purely due to some fantastic luck getting the double turn in 2 games and my opponent failing spell portal.

 

Edited by stato

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On ‎7‎/‎15‎/‎2018 at 1:11 AM, WatcherintheWater said:

I played a 3 game 12 player local tournament and thought I would share the results. All realm rules were in effect, but no command ability duplication. My first games of AoS2, and I had a lot of fun. 

I ran the same list I had been going with in AoS1, but switched skyports. Here is the list:

  • Barak-Urbaz
  • Admiral w Fleetmaster and Masterwrought Armor
  • 2 Khemists, one with Lens of Refraction
  • 3x10 Arkanauts
  • 9 Endrinriggers
  • 9 Skywardens
  • 2 Frigates

Game 1 vs Skyre (Focal Points)

My opponent had an Arch Warlock, 2 Engineers, 3 units of Stormfiends, a bunch of mortars and Thanquil and Boneripper as an ally. He didn’t have the deepstrike battalion, so I gave him the first turn and he didn’t have much in range. I took out about half of his Stormfiends, one engineer, and got on 4 of the 5 objectives. I won the turn 2 roll, and shot him down to just one or two stormfiends left, and put Boneripper on a couple wounds. He couldn’t do enough to get back in the game, and had just the mortars, a couple heroes, and a very wounded Boneripper still there after his turn, so we called it. MAJOR WIN

Game 2 vs Nighthaunt (Shifting Objectives)

            Not that familiar with the new Nighthaunt units, but he had a pretty good mix of stuff, and a battalion that bosted his movement. I gave him the turn and he got on the objectives, I hit back with everything, and was able to punch my way into 2 of the objectives, but just didn’t do enough damage. Even focusing fire, I couldn’t fully take out the units I targeted, so he healed back half of what I did get. Ignoring rend is brutal vs. us. He won the role for tun 2 and charge all his stuff in, knocking me off the objectives, and leaving me without all that much left. We played my turn and the called it. MAJOR LOSS

Game 3 vs Nagash (Places of Arcane Power)

            This game was the whole reason I took Urbaz for that extra artifact. My opponent had Nagash, Arkhan, some wolves, morgasts, and skeletons. I gave him the turn, and he was out of spell range, so not much happened, although he did cast purple sun. He just pushed up (somewhat tentatively, only getting Arkhan on the middle objective). I focused my shots on Arkhan, and took him out, and got my two artifact heroes on the side objectives. He was weighted pretty heavy towards one side of the board, so I had already had a strong hold on one of them. The Endrinriggers failed their 3” charge on Nagash, but I won the priority role and got him next turn and we called it. MAJOR WIN

Thoughts

  • 3 fun games and great opponents, but no game even made it to turn 3. I think the last 2 scenarios really lend themselves to close games, and so does our army. Kind of disappointing that none were closer though. The second turn roll felt super important every game.
  • Urbaz worked really well (although I forgot the hero phase shooting footnote every game), but it doesn’t feel like the 2nd boat is necessary with it.
  •  My shooting was still really strong in every game except vs Nighthaunts
  • The lens of refraction seems really situational. It only went off once in all my games. People seemed much more focused on casting buffs and debuffs than damage spells. I could see possible situations where it’s huge though.
  • I only used the Admiral’s command ability once (partly because games were so short). Not sure he is worth having if you aren’t using it. I do like the 3+ save re-rolling 1’s for holding objectives, but I would probably drop him for 3 more Endrinriggers or Arkanauts.
  • We used the realm rules and they didn’t feel to impactful. That may just be due to what we rolled and the short games, though.
  • Overall Overlords did really well. I went 2-1 and the someone using a Mhornar went 3-0.

Battlegrounds in Midlothian? I was the Mhornar!

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On ‎7‎/‎15‎/‎2018 at 5:54 AM, Barkanaut said:

Hey there’s my blue boys getting some fame. Can’t wait till I have my full 2k army painted. What list did he take? 

The list Watcher posted is accurate. I took the Verdant Mantle on my Navigator; though I was sorely missing my Earbuster Khemist, I feel the ability to remove Palisade is just too vital for our army as it stands. Took 12 Endrinriggers with 3 Grapnels.

And yeah. Realm of Shadow basically gives you the ability to pull off a Clown Car without the restrictions on Clown Car. I played in Ulgu twice, both times the opponent conceded after the top of 1. I also played one game in Shyish against a Nurgle list, was far more close but I ended up taking the mission 18-8.

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