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Trebuchenanigans

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31 Lord Celestant

About Trebuchenanigans

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  1. Trebuchenanigans

    Lets Chat: Idoneth Deepkin

    This, or use the void drummer head (from Leviadon kit, hope there's a spare) on the default model. Probably works better if you're going a darker enclave, such as Mor'Phann. I had also considered trying to get some Wracks helms for my Thrall modems, and going for an all-helmed army, with a more sinister look.
  2. Trebuchenanigans

    Lets Chat: Idoneth Deepkin

    Could be. I still think it makes sense that it's Reavers, though, as they can also benefit from the Soulrender's ability. Hell, I'd love it to be changed to 1-2/3 Soulrenders can be included in a Mor'Phann Namarti Corps.
  3. Trebuchenanigans

    Lets Chat: Idoneth Deepkin

    Speaking of things that need a FAQ. The Mor'Phann rules state that a Namarti Corps can take up to 6 Thrall units, but it can already take 2-6. I wonder if they mean up to 6 Reaver units, as it's currently capped at 4.
  4. Trebuchenanigans

    Lets Chat: Idoneth Deepkin

    It's been a long time since I last posted in here (sadly, life got in the way of my intent to start a KO army), but I picked up the IDK book today with the intent to start a new army. Why? Because fishmen. Despite their IRL cost, I find myself drawn to the Namarti units, and I loved the Soulrender's angler/later-fish look the first time I saw it. So, naturally, I find myself drawn to a Mor'Phann force, with a Namarti Corps forming the bulk. Here's a rough sketch of a 2k list, using models I like more than anything that might be considered overly competitive. Soulrender - General: Born from agony (+2 wounds characteristic) Tidecaster - Sands of Infinity (extends spell for 2 of your hero phase) Aspect of Storm - Terrornight Venom (re-rolls 1s to wound for one melee weapon - on spear) 20 Thralls 10 Thralls 2x10 Reavers 2x Allopex - both with harpoon launcher (3-shot weapon) 6 Morsarr Guard - full command Waracroll Battalion: Namarti Corps Idea is for the Morsarr & AoStorm to be hammers, charging units held up by the Thralls. Big unit of Thralls is hammer, with up to 6 slain models returned each of my battleshock phases thanks to warscroll battalion & Mor'Phann enclave trait. Tidecaster will support this block, along with one unit of Reavers. The 10 Thralls & 10 Reavers might end up on a flank, and/or supporting AoStorm. Although I'll use the Mor'Phann traits, I'm thinking of doing a descendant enclave, but one still in Shyish. I want to give them Salamanders black skin, bone armour, and purple cloth. Give them a real menace from the depths look. Might also eventually work on a list with a King as general, but with a big Thrall block for an anvil.
  5. Trebuchenanigans

    Let's chat Kharadron Overlords

    I think this may have come up before, but with no concrete conclusion. I have a theory that there may be something in the upcoming GHB2 that might make this more beneficial. Otherwise, there's the closer shooting range, as you said. Off the top of my head, I can also see this giving you more room to disembark units from the same/other skyships in the vicinity, as by charging successfully you're clearing more room in a space that was previously occupied. That's about it for now, I think.
  6. Trebuchenanigans

    Kharadron Overlords - Post your Barak/Fleet

    Thanks for that, @FractalRain. I actually used that Bugman's list to work out my Barak name (as well as for my suggestion for yours). There's some cool ideas in here already. I hope we start to get some more posts as more players decide to take up a KO force.
  7. Trebuchenanigans

    Kharadron Overlords - Post your Barak/Fleet

    @FractalRain sounds great. How about Barak-Zorn Izril? As far as I can tell, it means Plateau of Jewels. It sounds like it would still accurately describe your port, and there's less grammatical issues to work around.
  8. Trebuchenanigans

    Kharadron Overlords - Post your Barak/Fleet

    That sounds perfect for some great narrative games. I wish you fleet luck in their quest, and hope they can quench their hard-earned thirst on the best cold beer soon.
  9. Trebuchenanigans

    Kharadron Overlords - Post your Barak/Fleet

    Hi all While we have a "Let's Chat" KO thread, which is great for army building ideas & tactics, I thought it might be a good idea to start a separate thread for narrative/fluff discussion for the faction. Specifically so that it doesn't clutter up the great tactical discussion going on in there. Mods, please feel free to move/alter as you see fit if this is in the wrong place. I'll go first, although I'm only starting to work this out myself. Fleet: The Black Iron Charter Port: Barak-Gazul Admiral/Flagship: Jhasson Grundvengryn/Unbakit A smaller sky-port located in Shyish, the realm of death, Barak-Gazul began as a small joint venture between the dour traditionalists of Barak-Thryng & the pragmatic militarists of Barak-Zon. The port was named after the ancient Duardin god of the dead at the suggestion of the founders from Barak-Thryng as an intent to honour their ancestors. However, over time it has taken on a darkly humorous tone as its inhabitants encounter more and more of the undead that populate the land below them. The Black Iron Charter is a highly effective military fleet based at Barak-Gazul. The fleet has a remit to conduct search & destroy missions against perceived threats against the port, and as such has been granted considerable lee-way as to how it conducts its operations with respect to the Kharadron Code. The current admiral, Jhasson Grundvengryn, has spent a considerable part of his career as both a Thunderer in the employ of the Grundcorps, and a Skywarden prior to promotion to his first captaincy and subsequent elevation to the Admiralty. He is a grizzled veteran not given to many words, and commands the respect of his crew through his actions (and his custom Aethershock Bludgeon). Code: Artycle - Settle The Grudges Amendment - Prosecute Wars With All Haste Footnote - These Are Just Guidelines
  10. Trebuchenanigans

    Let's chat Kharadron Overlords

    With Barak-Zon, I feel he's best aimed at Heroes/Monsters in combat. Preferably used to finish them off after doing some damage with your guns. Give him the +1 attack Command Trait, and the Aethershock Bludgeon, and he's doing 3 3+/2+/-3/2 attacks, re-rolling half his misses & all failed wound rolls (re-roll 1s to hit & wound) against Heroes & Monsters. I've not done the math, but surely that would result in 6 wounds the majority of the time? Use a Khemist for a fourth attack. I also like the run & shoot ability he grants any Skyvessel he is aboard. Adds to the maneuverability of the army.
  11. Trebuchenanigans

    Let's chat Kharadron Overlords

    This is also why I was looking at fumigators for a forward Thunderers unit. The good thing is that they have that retreat option in the consolidation part of the combat phase. So while they may be a one-use missile, I'd used correctly they should do a load of damage to a key target. I figure that's worth 100 points (200 with a Khemist/additional 5 grunts).
  12. Trebuchenanigans

    Let's chat Kharadron Overlords

    I like your thinking. I am considering doing similar, but with an Admiral. Also using Barak-Zon. I wonder if the GHB2 rules will introduce some initiative order based on who charges first and/or when? Maybe an extra attack on a successful charge in the Hero phase?
  13. Trebuchenanigans

    Let's chat Kharadron Overlords

    I've been brainstorming trying to fit a Gunhauler into a list without the escort wing (so I can include an ironclad as well & keep it Matched Play legal). The list I came up with is below. Behold, The Black Iron Charter: Admiral, Aether-Khemist 3x10 Arkonauts 10 Thunderers, rifles 6 Endrinriggers, no add-ons Ironclad - heavy cannon Frigate - heavy cannon Gunhauler - drillcannon Artycle: Settle The Grudges Amendment: Prosecute Wars With All Haste Footnote: These Are Just Guidelines. Plan is to deploy ironclad forward, with admiral, Khemist, Thunderers, & 10 pike Arkonauts. Drop Thunderers & Khemist in first hero phase to get a more forward position (make most of 3" disembark range), then run forward & aim to annihilate the Grudge unit early. Use riggers, admiral, ironclad, & pikenauts as combat force, making use of 'Guidelines' to choose more beneficial Artycle. Use rest of army as support, with one of the other Arkonaut units (volley guns) in frigate, and third (sky hooks) on foot. Alternatively, I could run a pair of pikenaut units in ironclad, and use these as battering ram, but this would increase drops from 4 to 5. Could probably also run this using any of the pre-built codes. Thoughts?
  14. Trebuchenanigans

    Let's chat Kharadron Overlords

    @DynamicCalories that sounds wicked. You could drop a very nasty contingent of Thunderers (say, 10 aethercannons) with Khemist escort in a frigate, backed by a load of skywardens. See that unit? It's dead now. Charge me? Thunderers will back off & unload more fire into your ranks. Give the skywardens a skyhook or two, get them closer to the unit you want to charge on the turn you drop (as they can't move), then get stuck in in the combat phase. As if that's not a tasty combo?
  15. Trebuchenanigans

    Let's chat Kharadron Overlords

    Thank you. I'm pretty happy with it. I'm a lover of rule of cool & teeming armies. I could see the above as being a core of a nice narrative list, and I've only included the Arkonauts as they're required for matched play. Narrative-wise, maybe their ship crashed, their officers are dead, save for the Khemist who somehow survived & escaped back to an outpost. He's hired some Grundstok crews to help effect a rescue. Nice & easy. Tactically, well, the battalion will mostly pinpoint key targets, and hopefully decimate one or two a turn. The Arkonaut will march forward & provide additional fire/grab objectives. As long as it's fun to play, I don't care, and I think I'll aim to make this as an alternative list to the one I posted a few pages back.
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