mDaro Posted May 23, 2017 Share Posted May 23, 2017 Has anyone tried to do a unit of 10 in a frigate with a Khemist? Two units of five, use Urbaz so the Khemist can buff both units. One unit of Fumigators, d3+1 than a retreat run move in the combat phase. Fly them in and run them out. Should both be fumigators or should I give the second unit a different weapon? With 10 that would be 10d3+10 shots at 3/2,-1,1! Battleline would be a unit of 10 Arkanauts and a unit of 20 Arkanauts. Any advice on a 1000pt army built around this idea? Link to comment Share on other sites More sharing options...
Dez Posted May 23, 2017 Share Posted May 23, 2017 At 5 models, if they get stuck in any combat they are dead. The other unit may live to use their Keep your Distance rule. Their range is really short too, so you can pretty much guarantee this will work once and they will die. I think the only thing worth putting in boats is Arkanaut Company and Endrinriggers (and maybe only Endrinriggers) or potentially Thunderers with Aether rifles. Thunderers are better off way in the back with a Khemist, Mortars and 36" range. Take this with a grain of salt, I've played a total of 5 games with them so far though in 3 of them I won a local tournament with my team mate. Link to comment Share on other sites More sharing options...
mDaro Posted May 23, 2017 Author Share Posted May 23, 2017 What if I just plop them down at 8" away with 10 and blast away? If I make it two units of five and screen with one and unload with both units do you think at least the back unit of five would survive? i have no Kharadron yet and I'm trying to get a feel for them. Guess I need to proxy with my dwarves for a game and see how it does. Link to comment Share on other sites More sharing options...
Dez Posted May 23, 2017 Share Posted May 23, 2017 I'd proxy first if I were you. I jumped in with both feet, I love the Aesthetic Link to comment Share on other sites More sharing options...
GlanceOnASix Posted May 24, 2017 Share Posted May 24, 2017 If you wanted that drop and shoot thunderers the Rend of the cannons is so strong. But once the khemists show up the cannons really start taking the lead. On average 1 fumigator does 1.1 wounds after hits/wounds while cannons do .83 per cannon. Add one extra shot to each from the kemist and you get exactly the same for each 1.66. Now that's with more range and rend. Of course more shots and cannons get further and further ahead. Link to comment Share on other sites More sharing options...
mDaro Posted May 24, 2017 Author Share Posted May 24, 2017 I thought about that but I figured the 3 to hit was better than the 4 for the cannon. And wouldn't adding the Khemist to the deck sweeper up its damage out put? Link to comment Share on other sites More sharing options...
GlanceOnASix Posted May 25, 2017 Share Posted May 25, 2017 Yea it makes them do the same so the only difference becomes better range and rend. With no kemist support fumies do more wounds, with one it's the same Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.