Well of Eternity

Members
  • Content count

    63
  • Joined

  • Last visited

Community Reputation

103 Celestant-Prime

About Well of Eternity

  • Rank
    Prosecutor

Recent Profile Visitors

314 profile views
  1. Little greenskinz on little round bases. I don't remember if that was posted earlier
  2. My Kharadron Overlords army - Arkanaut Companies with 3 x SKyhooks each (converted). (Bits from Grundstok Thunderers and Endrinriggers) More images and colour scheme on my blog http://wellofeternitypl.blogspot.com/2017/07/warhammer-age-of-sigmar-kharadron.html
  3. My growing Kharadron Army More images and painting scheme on my blog: http://wellofeternitypl.blogspot.com/2017/07/warhammer-age-of-sigmar-kharadron.html
  4. My Kharadron Overlords army - Arkanaut Companies with 3 x SKyhooks each (converted). More images and colour scheme on my blog http://wellofeternitypl.blogspot.com/2017/07/warhammer-age-of-sigmar-kharadron.html
  5. Nice army and great play! You already have nice option for alpha strike/deep strike with Zilfin`s Endrinwork so why Fleetmaster on your general?
  6. He can cast spell on ANY FRIENDLY unit so combo with Sayl for nice 24" fly movement (Saylgnaw Airlines) seeme nice
  7. He did but only took two wounds (poor rolls). In second turn i hide him behind wall and i had to stay my general - admiral on open ground (because of his Mhornar-command-ability) so he killed him in turn three (in turn two he only took 3 wounds on him). As i said - Kurnbows are big gamble but still very dangerous.
  8. Bowhunters are unpredictable. They can shoot hero in one turn or barely scratch him in other (i know something about this because Sylvaneth are my primary army )In last game they take off admiral and two wounds on Khemist (and half unit of 10 Arkanaut so... not bad ). Big problem with them (playing against) is their mobility - they can teleport anywhere near Sylvaneth Wyldwood so it`s very hard to find some safe cover for Kharadron (squishy) heroes.
  9. 5 Thunderers but I`m thinking about replace Admiral with second Khemist. My tactics is quite simple - i crewed frigate with smaller unit of arkanauts and thunderers (reducing number of drops) and trying to disembark on marker (Mhornar ability to run and shoot in first round). Most important thing is target priority - i choose most dangerous enemy unit and trying to shoot them out (even if whole my army is involved), next i`m trying to slow down enemy with quite strong and resilient (14 wound) frigate and buy some time for next (or possibly another one) turn of concentrate shooting into another enemy unit. Buffing big (20 arkanaut) unit with six skyhooks with khemist give me 12 bolts of death (with re-roll from command ability of barak-mhornar it`s deadly for most enemy units on table in 1k game).
  10. Ok., so finally i played few battles (1k) with Kharadrons and their firepower is amazing. Against Nurgle Rotbringers (Harbinger, 2x10 warriors, 10x Knights with mk. of nurgle, 1x poionwind mortar) and Sylvaneth (Branchywch, Branchwraith, 2x3 Kurnscythes, 1x3 Kurnbows, 2x10 dryads) i just tabled my opponents in turn 4. My army: Mhornar Arkanaut Admiral - general Khemist - Earbuster 20 x Arkanaut, 6 x Skyhooks 10 x Arkanaut, 3 x Skyhooks 5 x Thunderers, 5 x Grundstok Mortars 1 x Arkanaut Frigate
  11. Old Araloth (?) repack for sure but still - i have no information when they are planning this repack.
  12. I have not seen this before.
  13. What about Arkanaut Company MSU? I know that ships are mainstay for KO but what I'm thinking about other possibilities like (for 1500 points - we play this format quite often in my group) Barak Urbaz for Khemists buff Admiral for his battleshock bubble and several unit of arkanauts with skyhooks. As a backup 10 thunderers with mortars. LeadersArkanaut Admiral (140)- General- Trait: Stickler for the Code:These are Just Guidelines - Artefact: Hammer of Aethermatic Might Aether-Khemist (100)Aether-Khemist (100)Battleline20 x Arkanaut Company (240)- 6x Light Skyhooks20 x Arkanaut Company (240)- 6x Light Skyhooks10 x Arkanaut Company (120)- 3x Light Skyhooks10 x Arkanaut Company (120)- 3x Light Skyhooks10 x Arkanaut Company (120)- 3x Light Skyhooks10 x Arkanaut Company (120)- 3x Light SkyhooksUnits10 x Grundstok Thunderers (200)- 10x Grundstok Mortars
  14. Gimlet Lens - enemy unit can never benefit from modifiers to save or save Rolls. So no cover, mysticshield or se abilities from lantern or artefatcs. So khemist may have a Chance to do something vs fulminators?
  15. my favorite ones.