Dave Fraser

Members
  • Content count

    97
  • Joined

  • Last visited

Community Reputation

77 Celestant-Prime

About Dave Fraser

  • Rank
    Retributor
  1. Nobody really tanks. Skinks chaff and if needs the dracoth gets mystic shield & can pin a unit, as can the hunters The shooting is more brutal than you think.
  2. I put mine on a 150mm base, because that was the largest size my plasticard cutter could extend to. Gives a bit of room around the feet and I'm happy it looks about right.
  3. I know Andy who ran them for Scotland at the 6 nations. Normally when he dropped down he wasn't buffing the endrinriggers, he buffed the arkanauts. his list: Admiral, 4 khemists 3x10 arkanauts 9 endrinriggers (3 grapnels) 6 skywardens - couple of drill cannons Ironclad iron sky command Characters, 2 arkanaut units & all the bubble dudes go in the ironclad. Deploys - 10 arkanauts &ironclad in sky Gives opponent T1 His T1 drops ship 4 khemists usually buff arkanauts. Shoot off top priority target(s) with skyhooks, if needed endrinriggers charge something too having grapneled to be a relatively easy charge. Hope for double turn - khemists can buff either arkanauts again or endrinriggers as required. Shoot up another unit, chop up a unit. Usually at this point your opponent has no significant threats left. If you do lose the turn roll if you've deployed it right there shouldn't be many threats close to you that can do any serious damage and if people do countercharge in then the Khemist debuff to attacks (which stacks at present) basically drops everyone to 1 attack and they tend to just get stuck. T3 onwards, clean up and saunter onto objectives for the win.
  4. New stuff since last year? Stormcasts vanguard wing - the scouty/fast stormcasts & more good shooting. Kharadron Overlords - airship dwarfs with lots of good shooting Tzeentch - All subfactions rolled into 1 book and lots of good shooting. Khorne - all subfactions rolled into 1 book and alliance ability that helps them run across the table and fight as units die.
  5. I played ETC for Scotland back in 8th ed, we were competitive if never top 10. As a competitive game it had it's merits. AOS also has it's merits. I switched to AOS because after playing a few games it felt just as strategic to me but with some of the rules barriers removed. The main thing was the change in styles. A lot of 8th was about preventing your opponent from doing things by creating a stand off and then trying to force an opening. A lot of AOS is about engaging and destroying your opponents army to stop them from doing things. I just find AOS is more engaging and conclusive than playing round the margins to try and get an edge to open them up. But ultimately one game is being backed by GW and getting new content on a regular basis with new armies & stories. One is a fan creation trying to tighten down the rules for a fixed set of armies & models to make it as competitive as possible. Ultimately (for me) I like my new shiny and had grown bored of 8th after 5 years and I don't see enough different about 9th to tempt me back. AOS is big in the UK, there are 100 person tournaments, there are team events. The first 6 nations just took place and there is an appetite for more. Anyone suggesting AOS is just for fun and not competitive is misjudging the game. But equally anyone saying 8th/9th ace can't be cinematic and have wow factor is misjudging that game. They are both good games and they both have their pluses and minuses.
  6. Toss a phoenix stone on there, you've enough wizards floating around for a mystic shield as and when needed and it's survivable enough. The ability to pump out a decent volume of mortal wounds at a reasonable range is not to be sniffed at. If I were to be building an order gunline from the ground up I'd probably take 2. Celestial Hurricanum With Celestial Battlemage (320) Celestial Hurricanum With Celestial Battlemage (320) Battlemage (100) - life wizard to heal the hurricanums/celestant Aether-Khemist (100) - buff the skyhooks Lord-Celestant On Dracoth (220)- Tempestos Hammer & Thundershield 20 x Arkanaut Company (240) - 6 skyhooks 10 x Skinks (80)- blowpipes 10 x Skinks (80)- blowpipes 3 x Kurnoth Hunters (180)- Greatbows 3 x Kurnoth Hunters (180)- Greatbows 3 x Kurnoth Hunters (180)- Greatbows Total: 2000/2000 But that is totally moving away from the duardin lists being talked about here. Sticking pure duardin you'll always struggle in the movement game. A couple of gyrocopters can help in the scenarios where you can contest with just 1 model but realistically you want to broaden your selection with other order units to address the movement shortfalls. Be it skinks for fast & cheap or dracoths for fast & survivable (not that it gives you much by way of bodies).
  7. What do you see everything in the list achieving? Presume the intent is stack the rend on the xbows and shoot stuff off, cannons also do good range & high rend shooting and largely the thunderers do the same. Longbeards just there to fill the battleline requirement? Have you thought about how you play under different scenarios? If I was facing it I'd just be sitting back out of range of as much as possible and trying to win on scenarios unless I was able to use greater mobility/range to just bully the shooting you have (I'm thinking skyfires & kurnoth hunters here). Kunning Rukk could potentially outshoot you by just hiding the boss and then using the movement to jump forward with their movement tricks and pour shots into your shooting, cripple one unit and play to double turn and do the second in the next one. Overall it's just looking a bit too samey for my tastes. I ran a list at heat 2 which was: Hurricanum with wizard 2x Runelords Grimm Frost phoenix annointed Loremaster 30 quarellers 20 Glade Guard 3x10 skinks (battleline) Hellstorm Rocket All mostly shooting but it had a bit of a mix in there of Mortal Wounds, High Rend and the indirect fire on the hellstorm to give the army a few different looks. The phoenix was there as a tarpit but also to get objectives in 3 places of power. I ended up 3-2 but was in with a chance on one of the losses and faced a similar but more optimal army (and played very badly against it) in the other loss.
  8. Entirely the wrong time of year but typically in December GW release a few 'army boxes'. These have historically been fantastic deals getting up to 2x retail value in the boxes for the price. In a similar vein the 'getting started' boxes usually offer very good value starting points too. People have already pointed out that going via online retailers can get you 20% off and if you're prepared to hunt around on eBay/facebook market you can get even better deals. I recently picked up £200 worth of Kharadron stuff for £110 with the bonus of it being built & mold-lines removed and even came with extra skyhooks on the arkanauts. Ultimately it's down to finding an army type which you like best and then from within that having a shop around.
  9. Skryre army is about 20 models and highly competitive.
  10. I think I have 2 copies of this mag. Let me dig it out and if you send me an address I can bung it in the post.
  11. Krunk 2.0
  12. Bloodsecrator banner (extra attack) blood stoker (bonus to charge range) wrath of khorne bloodthirster (run & charge command ability) First one pumps up the damage output of units, next 2 increase the threat range of the units.
  13. I was thinking it looked quite attractive in a khorne list. You can put the +1 to hit from slaughterpriest and that improves the shooting and combat hit roll. Bloodsecrator banner for +1 to all the combat attacks. Just feels like it adds a lot to the model. Problem is a Bloodthirster isn't too many more points and you're trading off a bit of survivability for greater damage output and the quintisential khorne model which is a tough call.
  14. I've seen Kurnoth hunters being used.