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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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2 hours ago, zilberfrid said:

First you need to wonder why?

In Greywater Fastness, Irondrakes are quite good. They have 3/3/-1/1 at 16", but if there are no enemies in 3", get an extra attack at 15 pts per model. They have save 4, 3 vs missile.

Thunderers have 3/4/-1/2 at 18 with rifles, and get an extra attach if enemy within 3, but they are 24 points per model. They have save 4 and 2 wounds per model.

Thunderers deal less damage per point even when equipped with special weapons, and are about as survivable. Only when the enemy is within 3 or 16-18 away, will they outgun them.

Then there's the matter of the command trait Drillmaster (reroll ones to hit) and command ability (giving +1 to hit) not working on Thunderers.

 

I mistyped and meant to write Tempest’s Eye. 
 

He is advising me that it’s infeasible to send 20 Irondrakes, 10 longbeards for a screen,  celestial Hurricanum and a support hero or two all over via a Soulscream Bridge and that I need to be prepared for the charge on my opponents turn as my screen will instantly die and then so will my Irondrakes. 
 

He is saying sending just 10 Grundstok Thunderers and an AetherKhemist with a Celestial Hurricanum will be much more survivable at 4+ 2 wounds each with a -2 to be hit within 3 inches. 
 

OTOH he runs kunnin rukk and 100 Arrowboys as well as a fully buffed Rogue Idol... and my friend plays Tzeentch (Changehost). There’s also Ogors and Skaven and Idoneth Deepkin In my local meta plus other like Sylvaneth and Ossiarch Bonereapers. Also every single one of them has shooting which does not provide any negatives to hit the Thunderers. 

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2 hours ago, Grudgebearer said:

I have a question regarding drops, if I place a ship and a unit that garrisons it, does that happen simultaneously, making both things 1 drop or does the boat and the unit count as separate drops for deployment and drop count 🤔?

It states in the FAQ that they are seperate drops, unlike before the new BT. Personally I don't miss it with what else we got in that BT.

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6 hours ago, Grudgebearer said:

I have a question regarding drops, if I place a ship and a unit that garrisons it, does that happen simultaneously, making both things 1 drop or does the boat and the unit count as separate drops for deployment and drop count 🤔?

As @Sttufe said, they are seperate drops.  This means that if you have 2 frigates and 2 units of Arkanaughts, you have to drop the frigates first before you can drop the Arkanaughts inside.  However, if you have them in a battalion, you are allowed to drop them simultaneously (ex. iron sky attack squadron would allow you to put the 2 frigates already loaded onto the field).  But there are no "clown cars" like in the old book where you could drop a single ironclad and have everyone either inside or hitching a ride on it.

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22 hours ago, Ravinsild said:

He is saying sending just 10 Grundstok Thunderers and an AetherKhemist with a Celestial Hurricanum will be much more survivable at 4+ 2 wounds each with a -2 to be hit within 3 inches. 

Only models that are near (3") the Grundstock with Fumigator and the Khemist are going to -2 to hit. If he/she goes first, he/she will spread his charging models to avoid the debuff.

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1 hour ago, Beliman said:

Only models that are near (3") the Grundstock with Fumigator and the Khemist are going to -2 to hit. If he/she goes first, he/she will spread his charging models to avoid the debuff.

You can set up 10 Thunderers+Khemist in ranks so that almost all attacking models would get hit by -2 (source: just grabbed mine and checked). And if opponent goes for flanks setting up what he can 0,9" away he will be limited in number of models he can bring to bear. Either way it limits enemy offense in most cases. There is also factor of terrain and objective placement that can futher help with this.

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Hey guys, I have another question and thanks for your nice explanations for my last one ☺️
 

If I do my hero phase move fly high from Barak Zilfin, can my balloon boys hitch? And if so, can they move normally in the following phase as well and even hitch again if I decide to fly high with my ship in the normal movement phase?

 

thanks for your help ☺️

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24 minutes ago, Grudgebearer said:

Hey guys, I have another question and thanks for your nice explanations for my last one ☺️
 

If I do my hero phase move fly high from Barak Zilfin, can my balloon boys hitch? And if so, can they move normally in the following phase as well and even hitch again if I decide to fly high with my ship in the normal movement phase?

 

thanks for your help ☺️

I think that there was an argument a while back and the answer was a yes. Probably should wait for someone else to confirm though, I can't remember the outcome exactly.

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150 wounds with a 4+ save? Can’t get enough of that 9” range? Rerolls for (almost) days? Retreat and shoot an amazing one time per battle? Really like ArCo? Battleshock immunity for your big blob? You’ve come to the right place...

EDIT: I know I’m joking about here but a fully buffed unit of 40 ArCo rerolling hits and 1s to wound stand a decent chance of doing 40 wounds to a 4+, that’s a unit of Mortek Guard or most of one. Only issue is moving it... 

Allegiance: Kharadron Overlords

Kharadron Code
- Artycle: Settle The Grudges
- Amendment: Prosecute Wars With All Haste
- Footnote: There's No Trading With Some People

Leaders
Aetheric Navigator (100)
- General
- Command Trait: Diviner  
- Artefact: Svaregg-Stein Illuminator Flarepistol  
Aether-Khemist (90)
- Artefact: Spell in a Bottle  
Aether-Khemist (90)

Battleline
40 x Arkanaut Company (360)
40 x Arkanaut Company (360)
10 x Arkanaut Company (90)
10 x Arkanaut Company (90)

Units
1 x Grundstok Gunhauler (150)
- Main Gun: Drill Cannon
- Great Endrinworks: Coalbeard's Collapsible Compartments

Behemoths
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Magnificent Omniscope
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon

Battalions
Iron Sky Attack Squadron (120)

Endless Spells / Terrain / CPs
The Burning Head (30)

Total: 1980 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 153
 

Edited by 5kaven5lave
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29 minutes ago, Grudgebearer said:

Hey guys, 

I just need a quick clarification, the Aether gold ability can only be used by one unit per phase, or can several units say that they are going to spend it to reroll save rolls for example ?

One unit per phase

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On 3/20/2020 at 1:12 PM, DavionStar said:

I don't think anyone's responded to this yet (probably just got lost in the other posts) so I'll take a crack at it. Keep in mind I don't have a huge amount of experience playing personally but I think I know enough to point you in the right direction at least.

List 1: This could be workable. Stick the Arks in the frigate with the Endrinmaster and one of the Riggers squads to fly with it, and the other Rigger squad with the Gunhauler. Though I'd replace the Skymines with something else, like the Omniscope, unless you're expecting a lot of flyers. Otherwise the Skymines are useless.

List 2: I find it hard to like this list because you'd have so few models on the table. You've only got 12 wounds worth of Battleline there, and they're not that sturdy either. You need more bodies in a 1k list I think.

List 3: This is pretty similar to a list I wanted to try actually. This one's got potential but I think having 2 Khemists in this list is too much. I don't see what they'd each be buffing. Might want to give one Khemist both Collector and the Bottle then bring either a Navigator or normal Endrinmaster instead.

Thanks for the feedback. 

FOr list 3 I have to have 2 Khemists due to how the Collector Trait works. The extra artefact is unlocked AFTER the first artefact is taken, so the General Khemist has to have Collector + Staff, which unlocks the second Khemist to have the Spell in a Bottle. 

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Ive been umming and ahhing about some options but cant test them out over the lockdown so wanted to see what others reckoned. 

Barak Aamon 2000pts

Master the skies, Always take what you are owed, There's no trading with some people

  • Endrinmaster general; Great Tinkerer, Aertherquartz Monolenz
  • Admiral; Rune of Mark
  • Aetheric Navigator
  • 3x10 Arkanauts; Skyhook + Volley Gun
  • 2x3 Endrinriggers; Grapnel + Volley Gun
  • Grundstok Escort Wing
  • Ironclad; Ebullient Buoyancy Aid + Volley Cannon
  • Gunhauler; Spar Torpedo + Drill Cannon
  • Gunhauler; Drill Cannon
  • 10 Thunderers, 2 Fumigators

Thunderers, heroes and an arkanauts unit in the Ironclad, with the other 2 squads on picket duty. Ive found a single unit of 10 can disappear quite fast so think the thunderers behind an arkanaut screen would hold better. I tried the shooty Endrinmaster once for laughs and quite liked it. He's like another set of torpedos and can then contribute from the boat.  I'm not quite sure on the Rune Admiral and Navigator. Have been tossing it up with a plain Admiral + Ventplates Khemist for a more defensive play. The Rune can be tricky to control and occasionally the Navigators of little use.

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Hey everyone.  I have begun looking into starting a Kharadron army; the ships are just too cool.  On that note, I am at a loss.  It seems like the debate generally boils down to, if you take too many ships you struggle with objectives; and without enough ships you cant get to the objectives.  That said, I have been drawn to having more ships, but the question is how badly am I going to hamstring myself.  Currently looking at a list like this:

 

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin
 

LEADERS
Endrinmaster with Endrinharness (100)
- General
- Command Trait : Grudgebearer
- Artefact : Seismic Shock-gauntlets

Endrinmaster with Endrinharness (100)
- Artefact : Staff of Ocular Optimisation

UNITS
10 x Arkanaut Company (90)
- 1 x Skypikes
- 1 x Light Skyhooks
- 1 x Aethermatic Volley Guns

10 x Arkanaut Company (90)
- 1 x Skypikes
- 1 x Light Skyhooks
- 1 x Aethermatic Volley Guns

1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
- Great Endrinworks : Zonbarcorp 'Debtsettler' Spar Torpedo

1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
- Great Endrinworks : Zonbarcorp 'Debtsettler' Spar Torpedo

1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
 

BEHEMOTHS
Arkanaut Frigate (250)
- Main Gun : Heavy Sky Cannon
- Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

Arkanaut Frigate (250)
- Main Gun : Heavy Sky Cannon
- Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

Arkanaut Ironclad (510)
- Main Gun : Great Sky Cannon
- Great Endrinworks : The Last Word

 

BATTALIONS
Iron Sky Attack Squadron (120)

 

I am not going to lie, I basically lifted this from AoSShorts because it had a higher number of airships.  Would the play style be using the ArkCo in the Frigates, getting them to objectives and sitting there; while the remaining fleet tries to shoot and scoot as best it can?  How does this hold up in most of your experience?  

Thanks in advance, I know a lot of new players ask for list feedback, but I am trying to build a ship-centric list and do some additional thinking before taking the plunge financially.  

Cheers!
 

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5 minutes ago, Lorax said:

Hey everyone.  I have begun looking into starting a Kharadron army; the ships are just too cool.  On that note, I am at a loss.  It seems like the debate generally boils down to, if you take too many ships you struggle with objectives; and without enough ships you cant get to the objectives.  That said, I have been drawn to having more ships, but the question is how badly am I going to hamstring myself.  Currently looking at a list like this:

 

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin
 

LEADERS
Endrinmaster with Endrinharness (100)
- General
- Command Trait : Grudgebearer
- Artefact : Seismic Shock-gauntlets

Endrinmaster with Endrinharness (100)
- Artefact : Staff of Ocular Optimisation

UNITS
10 x Arkanaut Company (90)
- 1 x Skypikes
- 1 x Light Skyhooks
- 1 x Aethermatic Volley Guns

10 x Arkanaut Company (90)
- 1 x Skypikes
- 1 x Light Skyhooks
- 1 x Aethermatic Volley Guns

1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
- Great Endrinworks : Zonbarcorp 'Debtsettler' Spar Torpedo

1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
- Great Endrinworks : Zonbarcorp 'Debtsettler' Spar Torpedo

1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
 

BEHEMOTHS
Arkanaut Frigate (250)
- Main Gun : Heavy Sky Cannon
- Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

Arkanaut Frigate (250)
- Main Gun : Heavy Sky Cannon
- Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

Arkanaut Ironclad (510)
- Main Gun : Great Sky Cannon
- Great Endrinworks : The Last Word

 

BATTALIONS
Iron Sky Attack Squadron (120)

 

I am not going to lie, I basically lifted this from AoSShorts because it had a higher number of airships.  Would the play style be using the ArkCo in the Frigates, getting them to objectives and sitting there; while the remaining fleet tries to shoot and scoot as best it can?  How does this hold up in most of your experience?  

Thanks in advance, I know a lot of new players ask for list feedback, but I am trying to build a ship-centric list and do some additional thinking before taking the plunge financially.  

Cheers!
 

Well that's a ship ton of ships. Ha, ha ha. I am sorry. I would say that it looks quite good, The ironclad would have your 2 endrinmasters and would be flying around decimating anything that comes into range, clearing objectives and the like, while your frigates follow and provide fire support. If you get the SC you might want to swap a hauler out for some riggers and CP and keep the riggers near your ironclad which should be up front for extra heals, or attach them to a gunhauler for fast moving repair. The endrinmasters are going to be healing and the gunhaulers will be the ones who are going around and flanking and such.

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12 hours ago, Lorax said:

Hey everyone.  I have begun looking into starting a Kharadron army; the ships are just too cool.  On that note, I am at a loss.  It seems like the debate generally boils down to, if you take too many ships you struggle with objectives; and without enough ships you cant get to the objectives.  That said, I have been drawn to having more ships, but the question is how badly am I going to hamstring myself.  Currently looking at a list like this:

 

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin
 

LEADERS
Endrinmaster with Endrinharness (100)
- General
- Command Trait : Grudgebearer
- Artefact : Seismic Shock-gauntlets

Endrinmaster with Endrinharness (100)
- Artefact : Staff of Ocular Optimisation

UNITS
10 x Arkanaut Company (90)
- 1 x Skypikes
- 1 x Light Skyhooks
- 1 x Aethermatic Volley Guns

10 x Arkanaut Company (90)
- 1 x Skypikes
- 1 x Light Skyhooks
- 1 x Aethermatic Volley Guns

1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
- Great Endrinworks : Zonbarcorp 'Debtsettler' Spar Torpedo

1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
- Great Endrinworks : Zonbarcorp 'Debtsettler' Spar Torpedo

1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
 

BEHEMOTHS
Arkanaut Frigate (250)
- Main Gun : Heavy Sky Cannon
- Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

Arkanaut Frigate (250)
- Main Gun : Heavy Sky Cannon
- Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

Arkanaut Ironclad (510)
- Main Gun : Great Sky Cannon
- Great Endrinworks : The Last Word

 

BATTALIONS
Iron Sky Attack Squadron (120)

 

I am not going to lie, I basically lifted this from AoSShorts because it had a higher number of airships.  Would the play style be using the ArkCo in the Frigates, getting them to objectives and sitting there; while the remaining fleet tries to shoot and scoot as best it can?  How does this hold up in most of your experience?  

Thanks in advance, I know a lot of new players ask for list feedback, but I am trying to build a ship-centric list and do some additional thinking before taking the plunge financially.  

Cheers!
 

hey, I'm the author of this list and took it to 3rd place at our last pre-lockdown tournament! Happy to answer any questions.

As to the playstyle, the ships generally deploy all in one corner/out of range of enemy alpha, screening with 1 ark-co and a hauler if necessary. 

Smart opponents would then give you first turn as you open yourself up to a double if you go in close. If they do give you first, play conservatively and land your ships in a blob (mission depending) and play from 18"/24" shooting. However, many people can't resist taking first turn if they have the opportunity to do so, and a KO double is absolutely devastating. 

That said, as a rule you should look to give away priority as long as it won't be game-breaking/you aren't passing up the opportunity to deliver a really crippling blow, as it gives you more control to score later. 

KO really shine late game as we can zip around and score, and with the frigates and ark co you can do a classic 'circle of wagons' to defend your ironclad by putting the haulers up front and if facing teleporting dropping the ark co to screen behind. 

The amount of ships in the list can be really nasty when it comes to mortal wounds, especially with Malefic Skymines and the ram on the Ironclad/Debt settler on the hauler. That's a big kicker people don't expect and really helps chew through ethereal bad guys or characters. 

Furthermore, don't be afraid to charge a frigate or hauler into combat to slow people down for a turn or two, those guys are really tanky with triumphs.

Happy sailing!

 

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2 hours ago, Unter said:

hey, I'm the author of this list and took it to 3rd place at our last pre-lockdown tournament! Happy to answer any questions.

As to the playstyle, the ships generally deploy all in one corner/out of range of enemy alpha, screening with 1 ark-co and a hauler if necessary. 

Smart opponents would then give you first turn as you open yourself up to a double if you go in close. If they do give you first, play conservatively and land your ships in a blob (mission depending) and play from 18"/24" shooting. However, many people can't resist taking first turn if they have the opportunity to do so, and a KO double is absolutely devastating. 

That said, as a rule you should look to give away priority as long as it won't be game-breaking/you aren't passing up the opportunity to deliver a really crippling blow, as it gives you more control to score later. 

KO really shine late game as we can zip around and score, and with the frigates and ark co you can do a classic 'circle of wagons' to defend your ironclad by putting the haulers up front and if facing teleporting dropping the ark co to screen behind. 

The amount of ships in the list can be really nasty when it comes to mortal wounds, especially with Malefic Skymines and the ram on the Ironclad/Debt settler on the hauler. That's a big kicker people don't expect and really helps chew through ethereal bad guys or characters. 

Furthermore, don't be afraid to charge a frigate or hauler into combat to slow people down for a turn or two, those guys are really tanky with triumphs.

Happy sailing!

 

May i ask why the gauntlet? The Endrinmaster do not count as charging if he is inside a boat.

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1 hour ago, Rangeltoft said:

May i ask why the gauntlet? The Endrinmaster do not count as charging if he is inside a boat.

Because as the list is relatively high drops, alpha strike armies often try to take first turn, killing your screen (ark co/gunhaulers). This means that you are often in combat or close to combat in your first turn. 

This happened in two games to me and my Endrinmaster was able to jump out in my first movement phase and charge for some extra MW. In my first game I was able to deal around 18 MW to a 2+ save Mawkrusha that had charged my screen on t1: 

4 from Torpedo from hauler

around 4 from clad charge ram

2 from Malefic skymines

2 from Shock Gauntlets

6 from multiple start of combat phase activations from all the boats that were nearby

This really adds up and crucially happens 'out of sequence' - so before anyone swings or when a charge is completed.

 

That said - I'd be tempted to explore other artefacts in future, but it was useful in 2/5 games which isn't too bad.

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Another thing to note about expecting to be given first turn as I also play beasts of chaos. With bodies and speed (and summoning even) it's actually easier than you think to screen off large chunks of the board so you end up not being able to fly high and will spend a couple of turns fighting your way out of the corner. Seraphon were also capable of screening massive amounts of space using skinks (this was before the new book, not sure about since as I haven't played them or anyone in the last couple of months).

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5 hours ago, Unter said:

hey, I'm the author of this list and took it to 3rd place at our last pre-lockdown tournament! Happy to answer any questions.

As to the playstyle, the ships generally deploy all in one corner/out of range of enemy alpha, screening with 1 ark-co and a hauler if necessary. 

Smart opponents would then give you first turn as you open yourself up to a double if you go in close. If they do give you first, play conservatively and land your ships in a blob (mission depending) and play from 18"/24" shooting. However, many people can't resist taking first turn if they have the opportunity to do so, and a KO double is absolutely devastating. 

That said, as a rule you should look to give away priority as long as it won't be game-breaking/you aren't passing up the opportunity to deliver a really crippling blow, as it gives you more control to score later. 

KO really shine late game as we can zip around and score, and with the frigates and ark co you can do a classic 'circle of wagons' to defend your ironclad by putting the haulers up front and if facing teleporting dropping the ark co to screen behind. 

The amount of ships in the list can be really nasty when it comes to mortal wounds, especially with Malefic Skymines and the ram on the Ironclad/Debt settler on the hauler. That's a big kicker people don't expect and really helps chew through ethereal bad guys or characters. 

Furthermore, don't be afraid to charge a frigate or hauler into combat to slow people down for a turn or two, those guys are really tanky with triumphs.

Happy sailing!

 

Wow!  Thank you so much for jumping in.  You are exactly the person that I wanted to hear from!  I love this community.  Your explanation definitely helps a ton, as it gives me more insight into the choices for the Endrinworks, as I did not understand some of the choices, and also AoSShorts had one of the Endrinworks as wrong on their webpage.  It makes a ton more sense with the Ram on the Ironclad, as I see you are using it in a more protective role.  Would you want the Skyhook on this beast since you now have the Ram?  I can see how the Ironclad would be packing a really mean melee punch with all of this.  

I am very happy to say that I do not have Beasts or Seraphon in  my meta.  I am playing against a guy who has death (including the Ossiarch...ugh!) a guy who has a ton of Stormcast, Khorne, Slaanesh, and some StD, and another guy who has Sylvanneth and Skaven.  That is my entire meta, so I feel pretty good about the speed element (minus deepstriking stormcast, nighthaunt, and the odd unit).  Fly high seems like so much fun, it will likely cause all of them to completely rethink their deployments.   

I think you have solidified my decision, the ships just seem like so much fun.  Thank you for sharing your thoughts, I really appreciate it.  

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20 hours ago, Forehead said:

Another thing to note about expecting to be given first turn as I also play beasts of chaos. With bodies and speed (and summoning even) it's actually easier than you think to screen off large chunks of the board so you end up not being able to fly high and will spend a couple of turns fighting your way out of the corner. Seraphon were also capable of screening massive amounts of space using skinks (this was before the new book, not sure about since as I haven't played them or anyone in the last couple of months).

Yes I agree, this is a danger to be aware of. But what people often forget is our base movement is still relatively high, and we can often move to within a fairly decent shooting range.

I think facing a board control army you could afford to deploy more aggressively and 'dare' your opponent to give you first.

I by far prefer to go second but even in a tournament environment people are often scared enough of your first shooting phase to grab first.



 

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18 hours ago, Lorax said:

Wow!  Thank you so much for jumping in.  You are exactly the person that I wanted to hear from!  I love this community.  Your explanation definitely helps a ton, as it gives me more insight into the choices for the Endrinworks, as I did not understand some of the choices, and also AoSShorts had one of the Endrinworks as wrong on their webpage.  It makes a ton more sense with the Ram on the Ironclad, as I see you are using it in a more protective role.  Would you want the Skyhook on this beast since you now have the Ram?  I can see how the Ironclad would be packing a really mean melee punch with all of this.  

I am very happy to say that I do not have Beasts or Seraphon in  my meta.  I am playing against a guy who has death (including the Ossiarch...ugh!) a guy who has a ton of Stormcast, Khorne, Slaanesh, and some StD, and another guy who has Sylvanneth and Skaven.  That is my entire meta, so I feel pretty good about the speed element (minus deepstriking stormcast, nighthaunt, and the odd unit).  Fly high seems like so much fun, it will likely cause all of them to completely rethink their deployments.   

I think you have solidified my decision, the ships just seem like so much fun.  Thank you for sharing your thoughts, I really appreciate it.  

No worries, and yes I tried the Skyhook with the same list at a one day tournament and although it helped a charge or two the main issue was you could fluff your shooting phase with the clad a lot easier, which cost me the only game I lost (I think an opponent saved the skyhook shot on a 6), as I was robbed of the clad's main gun damage.

Ossiarch have nasty output but it's definitely a good matchup for us. Try and fly high to one side of the map and focus everything at the closest unit, then they should have to spend their turn walking towards you at which point you can fly to the opposite side of the board - again, battleplan dependent. 

Problem with Ossiarch is the matchup can spike based on Crawler shots. They shouldn't be able to hurt your clad too much with it, but all it takes is one bad roll and they can down your clad in a turn or two, but that's just the game :D

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