Admiral Ironbrow Posted June 29, 2017 Share Posted June 29, 2017 Separate discussion but I listened to this yesterday. http://garagehammer.net/category/episodes/garagehammer/ Almost a 4 hour discussion on the K.O. One of the guys is a Dwarf player. Also, anyone see someone play both Iron Sky Squadron and Batallion in a list yet? It's 1940 points and I'm wondering how feasible it might be. Link to comment Share on other sites More sharing options...
stato Posted June 29, 2017 Share Posted June 29, 2017 5 minutes ago, Admiral Ironbrow said: Separate discussion but I listened to this yesterday. http://garagehammer.net/category/episodes/garagehammer/ Almost a 4 hour discussion on the K.O. One of the guys is a Dwarf player. Also, anyone see someone play both Iron Sky Squadron and Batallion in a list yet? It's 1940 points and I'm wondering how feasible it might be. Do you mean the Iron Sky Squadron and Iron Sky Command? I doubt you would see both battalions run in a competitive list as its 3 ships, which is a lot of points for not much benefit, but could be fun to play. Ill be using the Squadron in my 2000pt list, its not optimal but i think it will still be a good list. Link to comment Share on other sites More sharing options...
Admiral Ironbrow Posted June 29, 2017 Share Posted June 29, 2017 Yeah, sorry. That's what I meant. The Iron Sky Squadron fits easily into my lists. Still debating myself if Iron Sky Command will be worth it instead or together. Link to comment Share on other sites More sharing options...
amysrevenge Posted June 30, 2017 Share Posted June 30, 2017 Dumb (maybe) question. Aetherstrike Force. As far as I know, you can take the Stormcast Eternals with this formation and still count as Kharadron Overlords for allegiance purposes. Can the Knight-Venator be your general? Can he take KO abilities? Evidence: Looking at the Command Traits in the Battletome, it says "if they are a Hero, the general of a KO army can have..." Looking at Artefacts of Power, it says "If a KO army includes any Heroes, then one may bear an artefact of power." BUT then in the individual tables, it says "Any KO Hero can be given one of the following..." Thus, the way I read it. The Knight-Venator CAN be the general. He CAN take a Command Trait from the KO list. He CANNOT take an artefact of power. Seem right? (The reason I am figuring this out is that it looks like a minimum sized Aetherstrike Force plus a minimum sized Iron Sky Squadron adds up to exactly 2000 points, with no room for Heroes beyond the KV in the former.) Link to comment Share on other sites More sharing options...
Naflem Posted June 30, 2017 Share Posted June 30, 2017 3 minutes ago, amysrevenge said: Dumb (maybe) question. Aetherstrike Force. As far as I know, you can take the Stormcast Eternals with this formation and still count as Kharadron Overlords for allegiance purposes. Can the Knight-Venator be your general? Can he take KO abilities? Evidence: Looking at the Command Traits in the Battletome, it says "if they are a Hero, the general of a KO army can have..." Looking at Artefacts of Power, it says "If a KO army includes any Heroes, then one may bear an artefact of power." BUT then in the individual tables, it says "Any KO Hero can be given one of the following..." Thus, the way I read it. The Knight-Venator CAN be the general. He CAN take a Command Trait from the KO list. He CANNOT take an artefact of power. Seem right? (The reason I am figuring this out is that it looks like a minimum sized Aetherstrike Force plus a minimum sized Iron Sky Squadron adds up to exactly 2000 points, with no room for Heroes beyond the KV in the former.) I don't know if that was their objective or not, but rules as written, I agree with you. It is a KO army, though he's not a KO model... Link to comment Share on other sites More sharing options...
Superking Posted July 2, 2017 Share Posted July 2, 2017 Hi guys got some skyhook conversions suggestions from a bits search. I made a very long 'buckshot' thunderer skyhooker. I also planned used the arkanaut officer pistol with an ogre accessary thats just a bunch of hooks. Finally, I have a sprue of emprie spearmen and the upper half of their spears are seperate. So I've got solutions for the 'I want 3 skyhooks' issue but my question to you is - if I have 3 squads wirh 3 hooks, but each set of hooks look different (one with leadbelcher ammo buckshot, one with pistol and ogre accessary hooks and one with spearheads on either thunderer rifles or ark pistols. So... is that ok to have different looking skyhooks, eqituette wise (from conversions) I also have 4 from 4 boxes so that gives me a squad of 40 with 12 if thats acceptable. Link to comment Share on other sites More sharing options...
Paul Buckler Posted July 2, 2017 Share Posted July 2, 2017 As long as you can tell they are skyhooks, and not any other option I would say its fine. Link to comment Share on other sites More sharing options...
DynamicCalories Posted July 2, 2017 Share Posted July 2, 2017 Long time no posting due to the tail end of uni. Good to see this thread healthy! Has anyone had any success running the Kharadron Overlords in Skirmish? Think it is going to be a long time before I get around to painting a second unit of Arkanauts (the tiny gits really tested my patience and skills) but I'd like to get some on the board soon. Link to comment Share on other sites More sharing options...
Luke.w Posted July 2, 2017 Share Posted July 2, 2017 Okay, got my list mostly worked out: Barak Urbaz, additiona footnote: there's no trading with some people Aether Khemist 100 with autotinkerer and fleetmaster trait Aether Khemist 100 with autotinkerer Aether Khemist 100 Ironclad 440 with great cannon and incredible self-healing hull. 3x 10 Arkanaut Company w/ 3 light skyhooks 360 15 Thunderers 300 with aethercannons 10 Thunderers with aethercannons 200 9 Endrinriggers with saws and pistols. 1960 15 Thunderers and Khemist in Ironclad. Everyone else slogging on foot. The Khemists give buffs to Thunderers and double buff to Riggers once everyone is out. Otherwise, fire with buffed skyhooks. With three Khemists, on 3 units, you get 27 skyhook attacks averaging 15 wounds against 4+ save elites and 20 wounds against 4+ save heroes for a decent alpha strike from 24". The companies then hold objectives and screen for Thunderers while also chpiping in here and there for the rest of the game. Once deployed where they are needed, everyone knows the insane damage output of 25 aethercannons with double Khemist buffs. Link to comment Share on other sites More sharing options...
kosarev Posted July 4, 2017 Share Posted July 4, 2017 First post in this forum, so sorry of this is the wrong place. I'm about to finish my frigate and it's time to name her. Someone knows a little bit of khazalid? The idea was to name her Steamhammer or something similar. Link to comment Share on other sites More sharing options...
DynamicCalories Posted July 4, 2017 Share Posted July 4, 2017 There was a post about such things a few pages back - hammer should be GRUND, there isn't any khazalid for Steam that I know, but there might be someone who knows it better. This is a good site for translations: http://www.bugmansbrewery.com/tutorials/article/114-dwarf-language-khazalid-a-definitive-guide/ I used this image to write mine out: Link to comment Share on other sites More sharing options...
Cap Posted July 5, 2017 Share Posted July 5, 2017 On 10 May 2017 at 11:53 PM, servoarm said: Lurker here... I've finished my first two models - Admiral and Frigate. Slightly brighter Barak Ziflin scheme as that's who I'll be using for the Code. Gemstone paints are still wet btw. Damn these stands are pretty ******. I plan to perma-glue mine in as I'll be magnetising the base to carry in a storage box anyway, but no way would these things stand up to constant unplugging and plugging... @servoarm this is beautiful I don't suppose I could ask what colours u used for the blue and yellow could I? Link to comment Share on other sites More sharing options...
Rakkzul Posted July 5, 2017 Share Posted July 5, 2017 Hey, First post here couldn't find a place to post this, so let me know if it's not the correct place. I'm starting a skirmish campaign with 50 renown, and I've thought about this warband: Bork Gordsson- Aether-Khemist 5x Arkanaut Company 5x Grundstok Thunderers Regards Link to comment Share on other sites More sharing options...
FractalRain Posted July 5, 2017 Share Posted July 5, 2017 3 hours ago, Rakkzul said: Hey, First post here couldn't find a place to post this, so let me know if it's not the correct place. I'm starting a skirmish campaign with 50 renown, and I've thought about this warband: Bork Gordsson- Aether-Khemist 5x Arkanaut Company 5x Grundstok Thunderers Regards Perhaps provide some additional detail on what you are equipping the lads with and what relic/command ability you may be starting with? And don't forget you can take the champs for each of those warscrolls. I'd suggest a light skyhook for the company to help deal with heroes and the 24" range. Mortars might be nice for some thunderers, but the aethershot rifles and other weapons may be nice too. A mix is ideal for skirmish. Link to comment Share on other sites More sharing options...
Rakkzul Posted July 6, 2017 Share Posted July 6, 2017 17 hours ago, FractalRain said: Perhaps provide some additional detail on what you are equipping the lads with and what relic/command ability you may be starting with? And don't forget you can take the champs for each of those warscrolls. I'd suggest a light skyhook for the company to help deal with heroes and the 24" range. Mortars might be nice for some thunderers, but the aethershot rifles and other weapons may be nice too. A mix is ideal for skirmish. I was thinking about the Prospector ability, the Helmet for relic. Can't equip the Arkanauts with anything, because the minimum amount for switching weapons is 10 and I'm only running 5 yet. As for the Thunderers, I think 3 Mortars and 2 rifles will be enough. I don't think all mortars will be a solid choice, and the rest of weapons are too short range imho. Regards Link to comment Share on other sites More sharing options...
Paul Buckler Posted July 6, 2017 Share Posted July 6, 2017 Interesting how your playing the special weapons. We are doing the opposite, so first 3 can have specials then any more will be either champion or normal troopers. Link to comment Share on other sites More sharing options...
Naflem Posted July 6, 2017 Share Posted July 6, 2017 2 hours ago, Paul Buckler said: Interesting how your playing the special weapons. We are doing the opposite, so first 3 can have specials then any more will be either champion or normal troopers. I've been following a number of other discussions on that topic in the forums and it seems to me the way he is playing it is the heavy consensus (unfortunetely, particularly for the KO.) Link to comment Share on other sites More sharing options...
FractalRain Posted July 6, 2017 Share Posted July 6, 2017 Yeah, it would be really good to get clarification from GW. My group is playing that you can take champs and can take a specialist up to the first requirement - i.e. can take a light skyhook if you have 3 arknaughts, take another at 6 arknaughts, and the last at 10 arknaughts. Link to comment Share on other sites More sharing options...
FractalRain Posted July 6, 2017 Share Posted July 6, 2017 6 hours ago, Rakkzul said: I was thinking about the Prospector ability, the Helmet for relic. Can't equip the Arkanauts with anything, because the minimum amount for switching weapons is 10 and I'm only running 5 yet. As for the Thunderers, I think 3 Mortars and 2 rifles will be enough. I don't think all mortars will be a solid choice, and the rest of weapons are too short range imho. Regards Those are good abilities/items. Should be fun to try! I agree on your Thunderer load-out, but you could even take the fumigator or deck-sweeper, as those may work well in skirmish. My group started at 30 renown, so I just have one Thunderer and gave it a mortar for now. Link to comment Share on other sites More sharing options...
Rakkzul Posted July 7, 2017 Share Posted July 7, 2017 In the end I went with this: Aether Khemist +1 wound, Helmet artifact (Can't remember the name) 5x Arkanauts 3x Thunderers w/ Mortars 2x Thunderers w/ Rifles (Leader was here) Played my first game vs Nurgle (5 Blightkings and a fat guy with a huge axe, had to kill more than half of them). Went pretty well, it was the random deployment scenario, and managed to get almost all my Thunderers stacked with the Khemist. The Arkanauts didn't do anything remarkable, they just fed the Nurgle guys with easy preys, in retrospective, I should've moved them better, since only one or two of them got to shoot (12" is way shorter that I thought) and they got charged easily by the Blightkings. The MVP's were the Thunderers, killing about a Blightking each turn, and the "Keep your distance" rule saved me from the loss, running out of charge ranges and shooting stuff dead. In summary, I'm pretty happy with the warband (by now), my next round is scheduled against the current 1º in the campaign, who plays chaos too. I'll keep you informed Rakkzul Link to comment Share on other sites More sharing options...
Slick_Kid Posted July 12, 2017 Share Posted July 12, 2017 I have a question for all my fellow Sky Pirates: Say I am playing Barak-Zilfin and I have the Aetherspheric Endrins equipped on a ship deployed in the sky with most of my army on it and have deployed 3 x 10 man units of Company on the field in my deployment zone. That is 4 drops total. An army like Clan Skryre tunnels and destroys my 3 x 10 units of company. In my turn, my I still bring down the deployed ship in the sky or are they slain? I have never played the sudden death way but that would suck if that were the case. I played a tournament this last weekend and clan skryre tunneled and killed everything turn 1. I want to be sure that in the future if I am matched against Skryre I can go second and get some shots off before he decides to tunnel me or shoot me. The ruling on the use of Aetherspheric Endrins is below: Let me know what you guys think. The same question for Thunder Brotherhood. Link to comment Share on other sites More sharing options...
kozokus Posted July 13, 2017 Share Posted July 13, 2017 Depends on the scenario you play. If you are using the 6 scenarios from the matched play section, the victory condition exclude the anihilation of your opponent. You can table the enney but still loose the game to the points. Link to comment Share on other sites More sharing options...
Slick_Kid Posted July 13, 2017 Share Posted July 13, 2017 Right. I guess what I'm asking is: If I have the three units of Company and they are removed turn 1, can I still bring the ship down. It doesn't say I can't. It just says I have to bring it down by the end of the game. I'm wondering if that is a stipulation that I must still have at least one model on the board by my turn 1. Link to comment Share on other sites More sharing options...
kozokus Posted July 13, 2017 Share Posted July 13, 2017 I guess i wasn't very clear. 4 hours ago, Slick_Kid said: If I have the three units of Company and they are removed turn 1, can I still bring the ship down. It depends on the victory condition on the scenario you are playing. If you play a scenario, check the victory conditions, they replace the basic rules. If you use no scenario, then the rules from the Basic Rules that tells you that no model on board = opponent win. What was the scenario you played? Link to comment Share on other sites More sharing options...
Slick_Kid Posted July 13, 2017 Share Posted July 13, 2017 8 hours ago, kozokus said: I guess i wasn't very clear. It depends on the victory condition on the scenario you are playing. If you play a scenario, check the victory conditions, they replace the basic rules. If you use no scenario, then the rules from the Basic Rules that tells you that no model on board = opponent win. What was the scenario you played? Thank you! Sorry for the confusion. Throughout the GT we played 5 of the Matched Play scenarios. The one left out was Border War. However, in my matchup against Skryre, we played 3 Places of Power from the General's Handbook. I have read through the Victory Conditions for all 5 scenarios played and I can't find the reading where tabling your opponent before forces come in from reserve or the aethersphere results in dissallowing them to come in. I think the warscroll will read otherwise. For example, the Stormcast Eternal battalion where they get to deep strike says they have to come in by the end of the battle on a 3+, otherwise are slain. The reading on the Barak-Zilfin ability reads: by the end of the battle for that ship equipped with the aetherspheric endrins. Technically, the battle isn't over until the end of turn five or in some cases my opponent has all four objectives by turn three. So, this would allow me then to deploy 3 x 10 Company as bait, let them die and then bring in the Ironclad to clean up Skryre. That's kinda where I'm going with this. Let me know what you all think. Link to comment Share on other sites More sharing options...
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