Ironbreaker Posted September 27, 2019 Share Posted September 27, 2019 I hate that I can't play my army until I figure out how to fix my airship stand. I want to play AoS again so badly! Quote Link to comment Share on other sites More sharing options...
cofaxest Posted September 28, 2019 Share Posted September 28, 2019 11 hours ago, Ironbreaker said: I hate that I can't play my army until I figure out how to fix my airship stand. I want to play AoS again so badly! I use this for my Ironclade, 3 Frigates and 4 Gunhawlers. Works pretty good for now. https://themagnetbaron.com/collections/kharadron-overlord-flight-stands/products/2x-kharadron-overlord-large-flat-magnetic-flight-stands 2 Quote Link to comment Share on other sites More sharing options...
Ointagru Posted September 28, 2019 Share Posted September 28, 2019 12 hours ago, Ironbreaker said: I hate that I can't play my army until I figure out how to fix my airship stand. I want to play AoS again so badly! I use 3 GW stands for each airship. It doesn't look pretty, but it is stable. Quote Link to comment Share on other sites More sharing options...
DavionStar Posted September 28, 2019 Share Posted September 28, 2019 @Lightbox those models are GORGEOUS! And the kitbashing too just. So good. 1 Quote Link to comment Share on other sites More sharing options...
stratigo Posted September 28, 2019 Share Posted September 28, 2019 20 hours ago, Ironbreaker said: I hate that I can't play my army until I figure out how to fix my airship stand. I want to play AoS again so badly! Hahaha, in a year and a half now I have not yet figured out how to fix my stands Quote Link to comment Share on other sites More sharing options...
WatcherintheWater Posted September 28, 2019 Share Posted September 28, 2019 I just used some superglue and green stuff. Make sure you give it a full 24 hours to cure. Played probably 40 games with it and no issues Quote Link to comment Share on other sites More sharing options...
Malakithe Posted September 29, 2019 Share Posted September 29, 2019 Anyone planning out some Tempest's Eye lists? Quote Link to comment Share on other sites More sharing options...
Azamar Posted September 29, 2019 Share Posted September 29, 2019 5 hours ago, Malakithe said: Anyone planning out some Tempest's Eye lists? I like the idea of using it to make a true combined duardin list- something like (if I’ve got the new points right): warden king (general) Runelord Runelord battle line: 30 ironbreakers 30 hammerers 10 longbeards others: 10 grundstock thunderers kharadron frigate 3 gyrocopters allies: grimwrath berserker 10 hearthguard berserkers How well that would synergise with the tempest eye’s rule’s I don’t know- I may well be better splitting the dispossessed into smaller units, but I like the idea of having a combination of fast objective grabbers (gyrocopters and the Kharadrons), heavy hitters to grind up the field (berserkers and the hammerers) and a meaty block of ironbreakers in Defense (ok they’ve been inexplicably nerfed, but 30 models with a 3+ save/ 6+ invun, and battleshock immunity if I hang the king back, is still tough to shift. Quote Link to comment Share on other sites More sharing options...
Malakithe Posted September 29, 2019 Share Posted September 29, 2019 10 minutes ago, Azamar said: I like the idea of using it to make a true combined duardin list- something like (if I’ve got the new points right): warden king (general) Runelord Runelord battle line: 30 ironbreakers 30 hammerers 10 longbeards others: 10 grundstock thunderers kharadron frigate 3 gyrocopters allies: grimwrath berserker 10 hearthguard berserkers How well that would synergise with the tempest eye’s rule’s I don’t know- I may well be better splitting the dispossessed into smaller units, but I like the idea of having a combination of fast objective grabbers (gyrocopters and the Kharadrons), heavy hitters to grind up the field (berserkers and the hammerers) and a meaty block of ironbreakers in Defense (ok they’ve been inexplicably nerfed, but 30 models with a 3+ save/ 6+ invun, and battleshock immunity if I hang the king back, is still tough to shift. Theres a Tempests battalion that can take up to 2 gunhaulers but not sure what the battalion abilities are Quote Link to comment Share on other sites More sharing options...
stratigo Posted September 29, 2019 Share Posted September 29, 2019 (edited) 2 hours ago, Malakithe said: Theres a Tempests battalion that can take up to 2 gunhaulers but not sure what the battalion abilities are retreat and still shoot and charge. It's situationally nice, but with how deadly combat in in AoS, most units will kill off outriders or a gunhauler if they make contact. Neither of those are super durable units. It's better on the griffon general to let him skip through to major targets and keep his lance bonus going all the time. Now, one of tempest eye's command traits (According to GMG, so your mileage may very to its veracity) is plus one to wound with ranged weapons wholly within 12 of general. The means, with general, khemist, and Celestial hurricanum, your skyhooks are getting 24 shots hitting on threes (hitting monsters on twos), and then wounding on twos. With this in mind, and looking at my collection, I threw together this army Khemist Freeguild general Celestial hurricanum with battle mage Battle mage 40 arkanauts 30 handgunners 30 crossbowmen (Both hand gunners and crossbow men are stand in as dwarves, but ain't no way imma buy 60 models just cause they squatted like 80 percent of my dwarves. Gunners have guns, crossbows have crossbows. Easy sub. And it was the dwarves that taught humans how to do all this anyways! *grumble grumble*) 30 longbeards with shields Shackles endless spell nets me a cool 2000 points. The shooting is quite intense, You have strong CP generation between adjunct rule and the tempest eye spell that nets a CP on a 7 to cast (and hurricanum gives plus one to casts). Longbeards jam up a turn, followed by handgunners, all the while you are raining fire down upon the foe. Outside of gotrek (and morathi of course), I'm not sure there is a character in the game that can survive 24 three plus two plus (or two plus two plus) skyhook shots. And your threat range is really far. 31 inches on the first turn. AND tempest eye has a run and shoot CP, so, theoretically, it is a 37 inch threat range first turn. All of this is just to say, Arkanaut companies are waaaay better in Cities of Sigmar and their goodness there is going to be how GW self justifies nerfing their weapon options to one of each per ten and I'll quit the game in disgust once more. Edited September 29, 2019 by stratigo 1 Quote Link to comment Share on other sites More sharing options...
dekay Posted September 29, 2019 Share Posted September 29, 2019 Overlords, I have a question for you. What is your opinion on the potential of Gunhaulers in primarily non-Kharadron Tempest's Eye army? Things to consider: They have access to both +1 to hit from Hurricanum and +1 to wound from general. They are a part of a battalion that I plan on using anyway. They get+1 save and +3 move in the first battleround. Additionally, they get +1 to their run move and can shoot and charge after retreating. Plus they have access to a lot of command points for their re-rolling needs. I know they're generally considered, well, suboptimal, but I wonder if under all those buffs they may be more viable. Will adding any Kharadron characters increase their viability? Or, to reiterate: I already have a base for their models due to unfortunate squatting with only a bit of conversion required. How useless they'll be if I include them? ; ) Quote Link to comment Share on other sites More sharing options...
stratigo Posted September 29, 2019 Share Posted September 29, 2019 They’ll be alright. The battalion bonus only barely applies to them though Quote Link to comment Share on other sites More sharing options...
cofaxest Posted September 30, 2019 Share Posted September 30, 2019 (edited) 19 hours ago, dekay said: Overlords, I have a question for you. What is your opinion on the potential of Gunhaulers in primarily non-Kharadron Tempest's Eye army? Things to consider: They have access to both +1 to hit from Hurricanum and +1 to wound from general. They are a part of a battalion that I plan on using anyway. They get+1 save and +3 move in the first battleround. Additionally, they get +1 to their run move and can shoot and charge after retreating. Plus they have access to a lot of command points for their re-rolling needs. I know they're generally considered, well, suboptimal, but I wonder if under all those buffs they may be more viable. Will adding any Kharadron characters increase their viability? Or, to reiterate: I already have a base for their models due to unfortunate squatting with only a bit of conversion required. How useless they'll be if I include them? ; ) I think about 12 wardens with chemist. 8 drill shots 3+/2+/-3/d3 and on 5+ deal d3 mw to enemy unit within 3 of targeted plus 24 shots 3+/3+/-1/1. Could be interesting.(still 540 pts) Edited September 30, 2019 by cofaxest Quote Link to comment Share on other sites More sharing options...
dekay Posted September 30, 2019 Share Posted September 30, 2019 18 minutes ago, cofaxest said: I think about 12 wardens with chemist. 8 drill shots 3+/2+/-3/d3 and on 5+ deal d3 mw to enemy unit within 3 of targeted plus 24 shots 3+/3+/-1/1. Could be interesting.(still 540 pts) I've considered those too, but, being yet unfamiliar with the Kharadron, how in the world does one make Khemist keep up with them? Quote Link to comment Share on other sites More sharing options...
cofaxest Posted September 30, 2019 Share Posted September 30, 2019 (edited) 9 minutes ago, dekay said: I've considered those too, but, being yet unfamiliar with the Kharadron, how in the world does one make Khemist keep up with them? Under Tempest eye you can move him 7. So 7 + 18/24 inch weapon. 25/31 inches more then you need on turn 1. Edited September 30, 2019 by cofaxest Quote Link to comment Share on other sites More sharing options...
sal4m4nd3r Posted October 4, 2019 Share Posted October 4, 2019 (edited) On 9/30/2019 at 7:50 AM, dekay said: I've considered those too, but, being yet unfamiliar with the Kharadron, how in the world does one make Khemist keep up with them? I have been toying with the idea of giving a khemist the thermal rider cloak. So not only can he just keep up with them, but also be able to debuff a unit fighting the riggers/wardens. Sucks to lose the earburster or a defensive artefact to keep general alive (typically in mhornar) though. Some cool conversion opportunities though! Can you more experienced KO players provide some feedback on this list? I know Brokk isnt the most optimal, but I LOVE the model and being able to move, run, shoot and charge turn one seems LEGIT. and He can certainly add some more PUNCH to the unit of 12 riggers. If I did take him out, what should I sub in?? THANKS FOR ANY AND ALL ADVICE! P.S. I love the thought of the incantor using some KO tech to call in a giant meteor from space and dropping it on the battlefield. Definitely going to be painting it up as if its metallic/iron Allegiance: Kharadron OverlordsMortal Realm: AqshySkyport: Barak-Mhornar- Additional Footnote: There's No Trading With Some PeopleSkyport: Barak-MhornarLeadersAether-Khemist (140)- General- Trait: Opportunistic PrivateersAether-Khemist (140)- Artefact: Thermalrider CloakBrokk Grungsson (240)Knight-Incantor (140)- AlliesBattleline40 x Arkanaut Company (480)- 12x Light Skyhooks10 x Arkanaut Company (120)- 3x Aethermatic Volley Guns10 x Arkanaut Company (120)- 3x Aethermatic Volley GunsUnits12 x Endrinriggers (480)Endless Spells / TerrainEverblaze Comet (100)Total: 1960 / 2000Extra Command Points: 0Allies: 140 / 400Wounds: 107 Edited October 4, 2019 by sal4m4nd3r Quote Link to comment Share on other sites More sharing options...
WatcherintheWater Posted October 6, 2019 Share Posted October 6, 2019 @sal4m4nd3rlooks like it could be a good list. One big risk that jumps out to me: usually you see these Mhornar lists with some sort of battalion or at least ships to keep them low drop and give them the choice of first turn. If you go against an enemy that out droops you and can alpha strike hard or turn 1, get a big speed bump in your way, or give you the turn and keep key targets out of harms way (like stormcast deploying their important units in the sky), it will be an uphill slog from the very start. Quote Link to comment Share on other sites More sharing options...
sal4m4nd3r Posted October 7, 2019 Share Posted October 7, 2019 20 hours ago, WatcherintheWater said: @sal4m4nd3rlooks like it could be a good list. One big risk that jumps out to me: usually you see these Mhornar lists with some sort of battalion or at least ships to keep them low drop and give them the choice of first turn. If you go against an enemy that out droops you and can alpha strike hard or turn 1, get a big speed bump in your way, or give you the turn and keep key targets out of harms way (like stormcast deploying their important units in the sky), it will be an uphill slog from the very start. Looks like Iron sky has great synergy with Mhornar. That’s an awesome tip! Thanks so much! Getting my first game in tomorrow! Very excited! Quote Link to comment Share on other sites More sharing options...
Kramig Posted October 11, 2019 Share Posted October 11, 2019 Hello! I'm new of kharadron, I'm looking for some advise for a 1000 points list. Can you please give me some suggestion? I have some doubts about choosing between skywarders or endriggers? Is a frigate necessary at 1000 points? Thank you for your help! Quote Link to comment Share on other sites More sharing options...
stratigo Posted October 11, 2019 Share Posted October 11, 2019 1 hour ago, Kramig said: Hello! I'm new of kharadron, I'm looking for some advise for a 1000 points list. Can you please give me some suggestion? I have some doubts about choosing between skywarders or endriggers? Is a frigate necessary at 1000 points? Thank you for your help! Riggers and generally better, but require more support, they need a khemist and usually want a ship to help them. Wardens are more self sufficient. But wardens also want to largely be shooters because they have the same shooting options as riggers for cheaper at 1000 points if you are bringing riggers, this is pretty much the entire point of your lists and you should build around them Quote Link to comment Share on other sites More sharing options...
Kramig Posted October 11, 2019 Share Posted October 11, 2019 Thank you stratigo I'd like to put Brokk for his command ability, in order to support endriggers, but with him, 6 endriggers, 2 battle line, I have already 720 pts; I could put a frigate, but with 80 points I can't put anything else... Quote Link to comment Share on other sites More sharing options...
WatcherintheWater Posted October 11, 2019 Share Posted October 11, 2019 The Khemist is a huge buff piece to support the endrinriggers. It basically doubles their combat output. If you want to use Brokk, I would prioritize adding a Khemist above the Frigate. If you want to make a competitive list, I would consider dropping Brokk. Tough to fit him in at 1K. Instead you could go with min Arkanauts, Khemist, Frigate (with deepstrike artifact), and either 9 Endrinriggers and a CP or 12 Skywardens. Gives you a 2 drop list with the ability to drop the bulk of your force where you want. 1 Quote Link to comment Share on other sites More sharing options...
stratigo Posted October 11, 2019 Share Posted October 11, 2019 4 hours ago, Kramig said: Thank you stratigo I'd like to put Brokk for his command ability, in order to support endriggers, but with him, 6 endriggers, 2 battle line, I have already 720 pts; I could put a frigate, but with 80 points I can't put anything else... Do a khemist, Brokk essentially takes some of the role of the frigate in giving the riggers a bit more movement. Though you are losing out on their pretty solid shooting if you are using his command ability. 1 Quote Link to comment Share on other sites More sharing options...
Kramig Posted October 12, 2019 Share Posted October 12, 2019 Thank you very much guys! Quote Link to comment Share on other sites More sharing options...
Kramer Posted October 16, 2019 Share Posted October 16, 2019 On 9/29/2019 at 11:22 AM, Azamar said: I like the idea of using it to make a true combined duardin list- something like (if I’ve got the new points right): warden king (general) Runelord Runelord battle line: 30 ironbreakers 30 hammerers 10 longbeards others: 10 grundstock thunderers kharadron frigate 3 gyrocopters allies: grimwrath berserker 10 hearthguard berserkers How well that would synergise with the tempest eye’s rule’s I don’t know- I may well be better splitting the dispossessed into smaller units, but I like the idea of having a combination of fast objective grabbers (gyrocopters and the Kharadrons), heavy hitters to grind up the field (berserkers and the hammerers) and a meaty block of ironbreakers in Defense (ok they’ve been inexplicably nerfed, but 30 models with a 3+ save/ 6+ invun, and battleshock immunity if I hang the king back, is still tough to shift. Im doing roughly the same. Why the grimwrath and not a runesmiter for deepstriking the incredible tanky bezerkers? Served me well in the past as a forward objective grabber turn one. At the very least forces a difficult choice on my opponent. Going first vs reacting to my play. For the KO part I also want to try endrinriggers/skywardens with Brokk instead of the frigate with thunderers. Because you lose the deep strike which was what made that combo Fun. further I second the dispossessed selection! It’s all fun stuff that does their thing. I just went for more longbeards vs gyrocopters. Now to actually play a game 😂 Quote Link to comment Share on other sites More sharing options...
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