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eekamouse

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About eekamouse

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  1. eekamouse

    Mixed Kharadron with Fyreslayer allies list - 2000 points

    Thanks for the reply. I definitely get your point about subbing in Bezerkers etc... over the Auric Hearthguard. I'll definitely chew on that. I was thinking to group the Skywardens into larger groups to get a better bang out of the Khemist. I hear you on the Sky Cannon. I guess I was in the 40k mindset of having a couple of "high strength" weapons on the board. More dice "should" be a good thing though
  2. eekamouse

    Let's chat Kharadron Overlords

    That's great info. Thanks. Ya I wanted to take Brokk but he felt expensive to me.
  3. Any thoughts on this list in terms of viability? Not planning to win tournaments with it but be moderately competitive. Finishing up a Death army and looking to finally pull the trigger on a Duardin army. This tickles my fancy thematically and “seems” decent. It’s not 100% Clown Car and I really like the idea of two big ships. Basically get alpha strike on the Hearthguard through the Runesmiter and the boats with Zilfin Skyport. Thought about swapping out the Khemist with an Endrinmaster for ship repairs, but extra attack power sounds better than repairs. It's three drops.... Runesmiter + Hearthguard, One boat with 2 companies and 6x skywardens, One boat with 1 company, Khemist and 6x wardens. Allegiance: Kharadron Overlords Skyport: Barak-Zilfin - Additional Footnote: Surrender Is Rarely Profitable Auric Runesmiter (80) - Runic Iron - Allies Aether-Khemist (140) - General - Command Trait : Fleetmaster 15 x Auric Hearthguard (300) - Allies 10 x Arkanaut Company (120) 10 x Arkanaut Company (120) 10 x Arkanaut Company (120) 6 x Skywardens (200) 6 x Skywardens (200) Arkanaut Frigate (280) - Main Gun : Heavy Sky Cannon - Great Endrinworks : Aetherspheric Endrinds (Barak-Zilfin Skyvessel) Arkanaut Ironclad (440) - Main Gun : Great Sky Cannon Total: 2000 / 2000 Allies: 380 / 400
  4. eekamouse

    Let's chat Kharadron Overlords

    Any thoughts on this list in terms of viability? Not planning to win tournaments with it but be moderately competitive. Finishing up a Death army and looking to finally pull the trigger on a Duardin army. This tickles my fancy thematically and “seems” decent. It’s not 100% Clown Car and I really like the idea of two big ships. Basically get alpha strike on the Hearthguard through the Runesmiter and the boats with Zilfin Skyport. Thought about swapping out the Khemist with an Endrinmaster for ship repairs. It's three drops.... Runesmiter + Hearthguard, One boat with 2 companies and 6x skywardens, One boat with 1 company, Khemist and 6x wardens. Allegiance: Kharadron Overlords Skyport: Barak-Zilfin - Additional Footnote: Surrender Is Rarely Profitable Leaders Auric Runesmiter (80) - Runic Iron - Allies Aether-Khemist (140) - General - Command Trait : Fleetmaster Units 15 x Auric Hearthguard (300) - Allies 10 x Arkanaut Company (120) 10 x Arkanaut Company (120) 10 x Arkanaut Company (120) 6 x Skywardens (200) 6 x Skywardens (200) War Machines Arkanaut Frigate (280) - Main Gun : Heavy Sky Cannon - Great Endrinworks : Aetherspheric Endrinds (Barak-Zilfin Skyvessel) Arkanaut Ironclad (440) - Main Gun : Great Sky Cannon Total: 2000 / 2000 Allies: 380 / 400
  5. eekamouse

    Let's Chat: Nighthaunt

    You can splash Soulblight as allies (Vampire Lord and Coven Throne) which can heal "Summonable" units.
  6. I'd throw in for a Patreon or other subscription. This is honestly my favorite miniature-related hub on the internet.
  7. eekamouse

    Let's Chat: Nighthaunt

    Honestly, the foremost thing in my mind is the versatility. You can airdrop half of the army down, or deploy it all. The Mournghuls can be taken as summoning points so both of them can be in the sky as well as almost all of the Hosts and Hexwraiths, so it's a high Alpha Strike list... but if you Alpha Strike everything you'll lose buffs and heals. If playing against Alpha Strike or fast moving army, I'd likely field everything on the table except maybe the Mournghuls?... Can't let the Wraith get deleted too fast! I think it would be a case by case basis, based on opponents honestly. For the trait I was thinking to re-roll Ethereal Rulers trait. I'm all over the place on the Artefact, I was thinking the one that can make the KoS a Wizard.
  8. eekamouse

    Let's Chat: Nighthaunt

    Just spitballing, but I'm thinking about supplementing some of the stuff I'll be picking up for a Legion of Sacrament army to a straight Nighthaunt army. I would need to still pick up a second Mournghul, but is there anything else I should sub in over a second Mournghul? I love the idea of fielding two now. Lower cost and better redundancy. Can start out with one or two or summon one or both. Frankly, I like the idea of popping units via the Cairn Wraith and the Ethereal Leader ability over the grave sites n the Legion allegiance. I have to roll, but I can keep the Wraith safe instead of moving it into danger and also have more versatility in terms of where to drop things. No healing without the grave sites... but the Vampire Lord/Coven can heal... and no Mournghul(s) in the Legion either. Leaders Knight of Shrouds (120) - General Cairn Wraith (60) Vampire Lord (140) Coven Throne (260) Units 5 x Hexwraiths (160) 5 x Hexwraiths (160) 5 x Hexwraiths (160) 3 x Spirit Hosts (120) 3 x Spirit Hosts (120) Behemoths Mourngul (350) Mourngul (350) Total: 2000 / 2000 Allies: 400 / 400 Leaders:
  9. eekamouse

    Line of sight

    Once I got my head around his concept, the concept of abstraction I was almost able to handle TLOS as it’s explained. The next step was to define terrain beyond what it visually looks like. There’s an example of this in 40k 8th. “All ruins block LOS on the first floor regardless of windows, open doors, etc...” Once you realize it’s not on the game design to establish terrain rules but rather the players and/or the TO, it becomes a simple proposition to make the game as open or closed as you want.
  10. eekamouse

    Double Turn Overhaul Suggestion

    I like something very simple like this. I do feel like +1 to Save for the player on the receiving end of a double turn (as mentioned a few posts back) is ideal.
  11. eekamouse

    Double Turn Overhaul Suggestion

    Line up everyone on the very back of your deployment zone.
  12. eekamouse

    Double Turn Overhaul Suggestion

    I kind of love this one. It’s my favorite of the suggestions presented so far. I’m a fan of the double turn but frankly am annoyed by it at some moments, though I’ve learned to play around it most of the time. I really like the universal +1 to saves on the following round after “losing” initiative. It’s thematic as well. You get caught off guard but bunker down a bit more, giving you more opportunity to make a come back. It helps alleviate the “win more” double turn and helps elevate the “comeback” double turn.
  13. eekamouse

    Square Bases - How outlawed are they?

    Frankly. I feel like that comes into play more often in my games than a couple of extra rolls on a unit that probably hits on a 4+.
  14. eekamouse

    Square Bases - How outlawed are they?

    You can even twist the model and not overstep movement on a pile in. It all depends how your models are stacked and what terrain may be in the way. The models themselves may prevent the full three inch pile in, but twisting the bases would add a lot more attacks.
  15. eekamouse

    Square Bases - How outlawed are they?

    That’s more than fair regarding piling in. When I’m using square based models I don’t turn them 45 degrees and all that nonsense when piling in. I don’t think others should either. I view it as cheating and would not play with someone who did that. Square bases are fine until someone piles in like a chump. I’d rather see a rule clarifying pile ins than a rule disallowing squares. Why should I have to rebase a monster on a square?
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