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Dez

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1 minute ago, Dez said:

Yeah I was really excited when I saw that extra mortar! I haven't opened my Frigate yet, but I'm also thinking of perhaps using the bombs from that depending on scale. I've also got so many Cadian and Catachan grenades I wonder if I can do something with those too, like a clusterbomb.

The other bit that people haven't discovered yet is the Cinderblast bomb from the Irondrake/Ironbreaker kit.  This could be snipped off and used for a mortar pretty easily.

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Just now, Dez said:

I was mulling about Ork Stikkbombs too....I have SO many of them.

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I'm in a similar situation with Ironbreaker/Irondrake/Hammerer/Longbeard bits.  When AOS dropped, one of the bits sellers I regularly purchased from on eBay liquidated their stock and sold all the remaining bits for each of these units in auctions, which ended up going for between $5-10 per lot.  I'm literally swimming in bits from these kits, lol.

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Is there any reason to take Skywardens over Endrinriggers other that fluff? It seems like they are only better in pretty significant ways for a tiny amount of points.

I originally was thinking of taking Skywardens when I wanted to replace the standard load out with bug guns (since they are the same), but the Endrinriggers normal shooting is significantly better. The only thing that looks better are the mines but they seem useless. A minor chance of wounding for a unit that will probably not live long enough to retreat.

Just curious if I'm missing something. The points haven't mattered to me yet because the lists I'm making seem to end in odd points.

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There's still so much to unlock!

Think about this:

Barak-Zilfin and an Ironsky Formation

So you take an Ironclad to put your General in who has Fleetmaster. Then you put Aetherspheric Endrins on the 2 Frigates. Now you have the ability to do a weird Null-Deploy/Shell Game deployment because the 2 Frigates come down in the Hero phase 9" outside enemies (imagine them full of Endrinriggers/Khemists/Thunderers) and you can redeploy your Ironclad to totally ruin your opponents strategy. Then, you can just open fire with the Ironsky Formation, Khemists buffing Endrinriggers so they can get in crazy attacks and charges. 

I may have just turned my back upon Barak-Mhornar.

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6 minutes ago, Kevin K said:

Is there any reason to take Skywardens over Endrinriggers other that fluff? It seems like they are only better in pretty significant ways for a tiny amount of points.

I originally was thinking of taking Skywardens when I wanted to replace the standard load out with bug guns (since they are the same), but the Endrinriggers normal shooting is significantly better. The only thing that looks better are the mines but they seem useless. A minor chance of wounding for a unit that will probably not live long enough to retreat.

Just curious if I'm missing something. The points haven't mattered to me yet because the lists I'm making seem to end in odd points.

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Endrinriggers are just better across the board, especially if you take a Khemist. They can really move and hit targets you need dead.

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19 hours ago, Aezeal said:

Dunno, how many armies do you have? How many do you play? How is your painting backlog with your other armies? Can you afford missing another 400+ euro's/pounds in the next 2 years? 

Well let's see counting my 40k stuff and the order asked: Too many, all of them, absolutely abysmal, dollars for me and maybe ;)

 

19 hours ago, Dez said:

I say go for it :) I love all things Dwarf myself...except everyone already had Dwarf armies in my group. I've always, always always been forlorn that I missed the boat on Squats, but lo and behold here they are!

I know what you mean with New Model Syndrome, but I've held off pretty well even with a slight loss of Force of Will with Ironjawz :)

I should realize by this point that the default answer on forums like this is always "go for it and damn the consequences and backlog!" instead of "be responsible and hold off" :P

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I originally was thinking of taking Skywardens when I wanted to replace the standard load out with bug guns (since they are the same), but the Endrinriggers normal shooting is significantly better. The only thing that looks better are the mines but they seem useless. A minor chance of wounding for a unit that will probably not live long enough to retreat.

The 20% cost difference is significant. The list I'm building towards is 2000 on the nose, so this is a significant factor. They are preferable as the pew pew option in that sense. You're getting one Volleycannon and one Drill cannon for 100 points, then the champion has a meh gun, but you save 20 points. The Riggers are your only melee unit. 

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There's still so much to unlock!
Think about this:
Barak-Zilfin and an Ironsky Formation
So you take an Ironclad to put your General in who has Fleetmaster. Then you put Aetherspheric Endrins on the 2 Frigates. Now you have the ability to do a weird Null-Deploy/Shell Game deployment because the 2 Frigates come down in the Hero phase 9" outside enemies (imagine them full of Endrinriggers/Khemists/Thunderers) and you can redeploy your Ironclad to totally ruin your opponents strategy. Then, you can just open fire with the Ironsky Formation, Khemists buffing Endrinriggers so they can get in crazy attacks and charges. 
I may have just turned my back upon Barak-Mhornar.


Was thinking similar till the zilfin scroll says 1 sky vessel can take this artifact not multiple.


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45 minutes ago, Dez said:

Endrinriggers are just better across the board, especially if you take a Khemist. They can really move and hit targets you need dead.

Combat ties enemies down and in 2 combat phases you can deal more damage than in 1 shooting phase. having said that... the riggers melee isn't that much worse :D

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Don't know if it's been mentioned, but I've got the idea in my head of a suicide unit of endrinriggers to plug into my dispossessed.  

9 of them, 1 with grapnel launcher, buffed by an aether khemist or 2.   24 rivet gun shots and 24 aethermatic saw attacks with a potential 36 inch flying move and charge, could be fun :D

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6 minutes ago, Hyperion said:

Don't know if it's been mentioned, but I've got the idea in my head of a suicide unit of endrinriggers to plug into my dispossessed.  

9 of them, 1 with grapnel launcher, buffed by an aether khemist or 2.   24 rivet gun shots and 24 aethermatic saw attacks with a potential 36 inch flying move and charge, could be fun :D

We taked about this on Warhammer Weekly last week.  There is definitely a lot of potential here.  The more I've played with my list, the more I'm finding myself wanting to have at least 2 Endrinrigger units.  My current running list looks something like this: 
 

  • 240     6 Endrinriggers (1 Grapnel, 5 Chain Swords)
  • 240     6 Endrinriggers (1 Grapnel, 5 Chain Swords)
  • 200     6 Skywardens (2 Volley Guns, 2 Drills) or 10 Thunderers
  • 480     40 Ark. Company (9 Light Skyhooks)
  • 120     10 Ark. Company (3 Light Skyhooks)
  • 120     10 Ark. Company (3 Light Skyhooks)
  • 200     2 Khemists [1 w/ Aethershock Earbuster]
  • 100     Khemist [General; Fleetmaster or Prospector]
  • 280     Frigate [Prudency Chutes]

Total of 3-4 drops.  Significant mobility and shoot power.  Multiple waves of Shocktroop Endrinriggers.  Works without the need for stacking buffs (although stacking makes this list even better).

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5 minutes ago, Hyperion said:

@Thomas Lyons I'll have to give it a listen! See what yalls thoughts are :) 

I'm really liking the idea of endrin riggers, just causing around the board.  Could replace my miners as artillery hunters/mobile objective grabbers. 

You'd want to be Thryng if you do, so you can get the once per game reroll on that one necessary grapnel check, as there really isn't any other way to get a reroll for this roll.

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13 hours ago, Sactownbri said:


I'm going to be really surprised if we see these types of lists right now, before the bits manufacturers can make knock off sky hooks and aether mortars. With just one special weapon in a box that will significantly limit most players since the bits alone are likely to be extremely pricey. But if you want extra rank and file I'll bet you'll be able to get them cheap pretty soon.



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Why would that surprise you?  That list actually has the perfect number of light skyhooks for all your Arkanauts since you nick them off the Endrinrigger units.  Also, as people have alluded too, pretty easy conversion available by converting the sky pike things.

I've been thinking a box of thunderers could quite easily be converted into the 5 chemists I need.  They all have big backpacks, and you could kitbash their guns to convert into his instruments.

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I'm quite happy with how this book turned out, and I'm amazed at how versatile the battle-shock relic is. I imagine my mhornar admiral with that relic and the privateer trait making plenty of models run when combined with the hardcore shooting. I think I worked out a nasty combo of using the hero-phase charge to have a unit tackle the enemy's hard hitters (subtracting bravery by 1 due to the alliance ability), shoot them a ****** ton and then finish them off with the shriek-er pistol to send a few running, which then compounds in the true battle shock phase to send more guys running. 

I think you can clear off a unit of 20 chaos warriors using this trick in one turn? it depends on what you shoot them with, but even dealing a minimum of 12 wounds could send guys running, which compounds the end of phase battle shock test!

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Combat ties enemies down and in 2 combat phases you can deal more damage than in 1 shooting phase. having said that... the riggers melee isn't that much worse [emoji3]

Unbuffed, their melee is basically identical. Against units with 4+ save it is a wash. Riggers benefit significantly more from aetherchemist buffs though.

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Did a few small conversions. Aethermatic volley gun to light skyhook using the Spike from the Skyspike.

I then used an Arkanaut Cutter ax to make a Skypike. I did flip the hook part upside down because it looks better.

 

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Random thought/question: Can the Skyrigger units 'embark' on Grundstok Gunhaulers (the ships don't have any passenger capacity, but Skyriggers don't count towards embarked passengers.

I was thinking that maybe an alternative 'hammer' force could be a Grundstok Escort Wing with the Skyriggers hitching a ride on each of the ships, and in units of 6 so as to provide extra combat punch. Have the Arkonaut either on foot (with appropriate guns) and/or a unit in the frigate (with skypikes). I'm AFB but I'm sure there's a way to squeeze this in at 2k points. Thoughts?

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I'm quite happy with how this book turned out, and I'm amazed at how versatile the battle-shock relic is. I imagine my mhornar admiral with that relic and the privateer trait making plenty of models run when combined with the hardcore shooting. I think I worked out a nasty combo of using the hero-phase charge to have a unit tackle the enemy's hard hitters (subtracting bravery by 1 due to the alliance ability), shoot them a ****** ton and then finish them off with the shriek-er pistol to send a few running, which then compounds in the true battle shock phase to send more guys running. 

This does look like a good combo and an inventive new mechanic. I would only note that models that flee in the first Battleshock test are not "slain" and so they don't count towards the second Battleshock test.

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