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Humanatee

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3 Liberator

About Humanatee

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    Liberator
  1. Humanatee

    Let's chat Kharadron Overlords

    It just occurred to me that with the new artillery changes coming out, we may be getting radically changed rules for our ship's main guns. This might explain the drastic points changes as well. Maybe it's wishful thinking, but you would think that if the KO get anything out of the new edition, it would be that.
  2. Humanatee

    Let's chat Kharadron Overlords

    As somebody who preferred infantry over boats, I'm really hoping that some of the other units get a point drop as well. I love arkanauts in big numbers more than a min unit in a frigate. Even with an 80pt decrease, you're still dropping 320pts on them. I could have a lot of skyhooks for that much.
  3. Humanatee

    Let's chat Disciples of Tzeentch

    Ok cool. It's strange that they don't give any kind of benefits if you build a pure Arcanites or Daemons list. But I guess it makes list building easier.
  4. Humanatee

    Let's chat Disciples of Tzeentch

    Oh hell! I never noticed they got that sweet max unit discount. Well if I run two big 30man blobs instead i could squeeze in ten pink and ten blue horrors, taking me to 1990. I have the 60 tzaangors so I might as well field em. Also, I'll definitely run one big skyfire blob. I do it in 40k so I only modeled one aviarch anyway. So I'm guessing there's no benefit to running straight arcanites right? I don't sacrifice anything by fielding demons too?
  5. Humanatee

    Let's chat Disciples of Tzeentch

    So I'm looking into jumping back into AoS with the new addition coming out. Hopefully it'll drum up some new and old players in my community. I have a small kharadron army, but it turns out that I have more than 2000pts of Tzaangory goodness from my Thousand Sons army in 40k! Who knew they were so much beefier in Sigmar? So I want to know if a solid tzaangor arcanites list is viable. I can run something like this easily: Tzeentch 2000 -Tzaangor Shaman - Aether Tether, Souldraught -Tzaangor Shaman -x20 Tzaangors - x8 Blades/Shields, x8 Greatblades, x4 Mutants, Twistbray, instrument/banner -x20 Tzaangors - x8 Blades/Shields, x8 Greatblades, x4 Mutants, Twistbray, instrument/banner -x20 Tzaangors - x8 Blades/Shields, x8 Greatblades, x4 Mutants, Twistbray, instrument/banner -x3 Skyfires -x3 Skyfires -x3 Skyfires So is this any good in current AoS? I have a couple winged princes as well, and as far as I can tell, there's no detriment to taking the tzeentch keyword over arcanites. Thoughts?
  6. Humanatee

    Help with Double Ironclad List

    I'm building up to 2k skydorf as well and have built a list with two Ironclads like this: 2000pt Zilfin, (Master the Skies, Don't Argue With the Wind, There's Always a Breeze, Surrender is Rarely Profitable) Khemist (General, Fleetmaster) 140 Khemist (Earbuster) 140 20x Arkanaut Company (Skyhooks x6) 240 10x Arkanaut Company (Skyhooks x3) 120 10x Arkanaut Company (Skyhooks x3) 120 9x Endrinriggers (Grapnel x2) 360 Ironclad (Aetherspheric Endrins, Skycannon) 440 Ironclad (Skycannon) 440 If you're going to run Ironclads, This is how I think it should be done. One dropping from high anchor with the 20man company, all balloons and characters, and the other deployed normally with the other two squads inside. You get a free re-position after deployment for the second ship, as well as a free move at the start of the game. Khemists buff the two big squads after the drop, ironclads buff eachother, and you let loose.
  7. Humanatee

    How to get the most out of the Arkonaut Boxed Set?

    No you're thinking of Thunderers. And they're limited to one of each gun per-five.
  8. Humanatee

    How to get the most out of the Arkonaut Boxed Set?

    Im planning on building a list based around one I see on here a lot which involves lots of skyhook-toting arkanauts and a swarm of balloon boys. I figured I could use the skyhooks from the rigger kits to fill out the squads. Three squads means nine skyhooks, and I'll be building up to 9 rigger kits with one skyhook each. I don't know how compatible the bits are but I'm sure I can work around it.
  9. Humanatee

    Let's chat Kharadron Overlords

    I think that they're still pretty good. Their stock weapon was never bad, it was only that the Aethercannon was better. I think most people are moving over to endrinriggers now. Khemists want to use their ability on a unit with single, strong attacks. I feel like you can still get mileage out of them, but the days of building a list around a Zihlfin ironclad full of thunderers is probably over.
  10. Humanatee

    Let's chat : Maggotkin of Nurgle

    Well I'm mostly taking the other two for mobility. I'm honestly hoping they drop the characters in the new book and give us generic Lord/Sorcerer on Maggoth, but for now they'll do ok. As for the Glottkin spell, I will agree he's better off targeting a cheap horde unit. Hoping for a new plague zombie kit like what deathguard just got in 40k.
  11. Humanatee

    Let's chat : Maggotkin of Nurgle

    So I figured people would get the most mileage out of running the full suit of characters. Something like this maybe? Blightlords 2000 Harbinger of Decay: general (cunning deceiver, talisman) 140 The Glottkin 420 Orghotts Daemonspew 240 Morbidex Twiceborn 240 Blown Rotspawned 240 Blightkings x5, 180 Blightkings x5, 180 Blightkings x5, 180 Blightkings x5, 180 Characters have mobility and threat, harbinger is there for the good Chaos traits and his command ability. Min units of kings gives me lots of rolls on their heal ability as they saunter up the field. Although I still wish I could run a big 600pt deathblob of kings.
  12. Humanatee

    Let's chat : Maggotkin of Nurgle

    So I have a handful of blightkings and small characters like spume and lord of plagues. I have always wanted to run a solid rotbringers list and now a friend wants to trade me some of the bigger dudes, glottkin and the like. Now that max blightkings are so much cheaper and with a nurgle book maybe on the way it seems less like a bad idea. So how do people typically run solid rotbringers these days? Their one battalion is pretty restrictive. I've always wanted to run a massive wall of kings with some supporting characters sprinkled in, but it's a painfully slow setup. Any advice? How do people use these guys? And is it even worth ignoring the daemons and slaves parts of nurgle now that blightkings are just nurgle battleline?
  13. Humanatee

    Lets Chat: Flesh Eater Courts

    Looking at the idea of running Ghoul Patrol with the new changes. Maybe something like this: AGKoTG: general, Grim Garland, Completely Delusional, 400 Crypt Ghast Courtier: Flayed Pennant, 80 Crypt Ghouls x40: 360 Crypt Ghouls x30: 300 Crypt Ghouls x10: 100 Terrorgheist: 300 Terrorgheist: 300 Ghoul Patrol Batallion: 150 Total: 1990 The list let's me put minimal units on the table and is designed to keep the bats unmolested until they can get into range. With the patrol infiltration and the pennant ability, you're getting pretty guaranteed turn1 charges to tie up whatever threatens the bats before they can get into range. Mind you this is just a theory. I've not put models on the table in a year, but GH17 seems like a good time to get back into AoS so I'm trying to decide on an army.
  14. Humanatee

    Let's chat Kharadron Overlords

    I had been planning to start KO as my first jump into AoS since launch and figured a new book would be the perfect time to actually get it done. So these nerfs don't really bother me as much. The list I'd crafted was based around Zilfin shenanigans so I'm not too hurt over the changes. This is basically what I want to do: Aetherkhemist-general(Prospector/Earbuster) x3 Arkanaut Company 10(Light Skyhook x3) Ironclad(Skycannon/Aethermatic Endrins) x2 Frigates(Skycannon) Thunderers 10(Aethershot x8, Aethercannon x2) Endrinriggers 3(No Weapon Upgrades) Iron Sky Squadron Batallion Khemist, Riggers, Thunderers, and one Company are in the dropping Ironclad, and the other two Companies with the Frigates deploy normally. At 2000pts before I had all aethercannons on the thunderers, and enough points left to have an Admiral as the general. Other than those nerfs it still seems playable. Maybe it'd be better to spam riggers and wardens out of the ironclad though with this new change.
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