Slick_Kid Posted June 14, 2017 Share Posted June 14, 2017 13 minutes ago, Ciddan said: Hi All, Just glueing together my Endrinriggers. Do you guys use them with Saws & Rivet Gun, or would anyone recommend any of the other weapons for them? Ciddan, I assembled mine already too and left just their endrinpacks spearate for painting reasons. But as far as kitouts, I assembled 5 with rivet pistols and saws and equipped one with a grapnel launcher. The choice is yours, but the opportunity to rubberband across the board 24" and slaughtering a stonehorn is great right after slaughtering some fools with your rivet pistols! Link to comment Share on other sites More sharing options...
Dez Posted June 14, 2017 Author Share Posted June 14, 2017 I rely on the Grappling Gun, I think it's too good of a utility to pass up. I take 3 to make sure I hit and I take the Endrinriggers in units of 9. Link to comment Share on other sites More sharing options...
Slick_Kid Posted June 14, 2017 Share Posted June 14, 2017 11 minutes ago, Dez said: I rely on the Grappling Gun, I think it's too good of a utility to pass up. I take 3 to make sure I hit and I take the Endrinriggers in units of 9. So Dez, If you take 9, is 7 attacks from the saw enough to put enough hurt on your target? Do you buff with Khemists, and how many? Link to comment Share on other sites More sharing options...
Dez Posted June 14, 2017 Author Share Posted June 14, 2017 I'll buff with a Khemist first, usually they've done what they need to do when the buff wears off. They still deal a lot of damage without the Khemist buff. Link to comment Share on other sites More sharing options...
GlanceOnASix Posted June 15, 2017 Share Posted June 15, 2017 I tend to use my riggers as more of a counter charger so I rely less on the harpoons I hvent met an army that isent already trying to close with me. That's why I've been running 1x6 or 2x9 if I get the harpoons then I can go do something silly if it misses they still exist to be a goalie keeping folks out of my Thunderers Link to comment Share on other sites More sharing options...
Superking Posted June 21, 2017 Share Posted June 21, 2017 Hi Does the Arkanaut Company special weapons fit on any body or are they locked to a particular one? I.e if I buy two light skyhooks do I have the ability to stick them on any body? Link to comment Share on other sites More sharing options...
Slick_Kid Posted June 21, 2017 Share Posted June 21, 2017 8 minutes ago, Superking said: Hi Does the Arkanaut Company special weapons fit on any body or are they locked to a particular one? I.e if I buy two light skyhooks do I have the ability to stick them on any body? Yes you can! I have 3 Light Skyhooks per 10 Arkanauts and I used different arkanaut bodies, but the same Light Skyhook bits. I think the arm and gun attach and then you just fit it onto any body of your choosing. Is that what you're asking? Link to comment Share on other sites More sharing options...
Superking Posted June 21, 2017 Share Posted June 21, 2017 Yes thanks. Trying to figure out how to get enough light skyhooks too but thats a different problem. Link to comment Share on other sites More sharing options...
Slick_Kid Posted June 21, 2017 Share Posted June 21, 2017 Yeah, the best bet it to trade bits but bits are scarce. The best looking conversion i saw was just use the volleygun and cut the spare Light Skyhook tip off one of the other bits and glue it to the tip of the volley gun. Looks legit enough. Link to comment Share on other sites More sharing options...
Naflem Posted June 21, 2017 Share Posted June 21, 2017 6 minutes ago, Slick_Kid said: Yeah, the best bet it to trade bits but bits are scarce. The best looking conversion i saw was just use the volleygun and cut the spare Light Skyhook tip off one of the other bits and glue it to the tip of the volley gun. Looks legit enough. That would look a lot better IMHO if one smoothed out the barrels of the volly gun so it looked like one single barrel rather than multiple - with green stuff or whatever... Link to comment Share on other sites More sharing options...
Dez Posted June 21, 2017 Author Share Posted June 21, 2017 1 hour ago, Naflem said: That would look a lot better IMHO if one smoothed out the barrels of the volly gun so it looked like one single barrel rather than multiple - with green stuff or whatever... I'd considered doing it that way, but I really like the look of the volley gun In my mind, it represents multiple chambers for compressed air used to propel the hook directly into a Thundertusks' ugly little face Link to comment Share on other sites More sharing options...
kozokus Posted June 23, 2017 Share Posted June 23, 2017 There is a very interesting podcast here : http://baddice.co.uk/overlords-6-nations-aos-daily-109/ About the 6nation overlord list. Has anyone something so say about it? i found this very interesting and hard to counter. Link to comment Share on other sites More sharing options...
Paul Buckler Posted June 23, 2017 Share Posted June 23, 2017 Pretty standard multi buff list. Double turn or decent chaff can deal with it. Link to comment Share on other sites More sharing options...
Nico Posted June 23, 2017 Share Posted June 23, 2017 Quote About the 6nation overlord list. Has anyone something so say about it? i found this very interesting and hard to counter. What was the list? Link to comment Share on other sites More sharing options...
Paul Buckler Posted June 23, 2017 Share Posted June 23, 2017 4 Khemists, Admiral, 3 arkanaughts, Ironclad, Riggers, Zifflin Clown car. Its good, the riggers are amazing with 5 attacks each, chew through anything. But good bubble wrap, or area denial will deal with it. If it doesn't get a double most will go down in a round to something decent. Has to drop then kill, then double and kill again. Link to comment Share on other sites More sharing options...
Nico Posted June 23, 2017 Share Posted June 23, 2017 I'm surprised that there isn't more in the list. Is it a unit of 12 Riggers? Or does Clown Car include 20 Thunderers too? Link to comment Share on other sites More sharing options...
kozokus Posted June 23, 2017 Share Posted June 23, 2017 The Clad-car include 2 units of Arkanauts that are not part of the skycommand squadron (to make a 1drop army) 12 rigger 3 wardens and the 5 heros ant that is pretty much everything. Link to comment Share on other sites More sharing options...
Karchev23 Posted June 25, 2017 Share Posted June 25, 2017 So ive been playing Overlords for afew weeks now, alot of losses as i get used to them ( I was a Beastclaw Raiders Player so abit of a learning curve ) and i FINALLY had my first victory with them yesterday. Granted it was a 2v2, but it still felt good and I was able to play them how they should be played. My ally was Fyrelslayers, so he did the majority of the melee while i systematically tabled my opposing Seraphon player. So in hindsight of my experiences. Thunderers w/ rifles with Aetherkhemist = ANGRY Endrinriggers with khemist buff on swords = SUPER ANGRY Barak Nar unbinding=Hilarity Arkanaut company are good, and in the absence of any good chaff they can hold out for alittle bit while you shoot whatever they are in combat with Cannon on the frigate is veery hit and miss, but when it does hit its worth it. I have no idea what the Admirals for.... like seriously Endrinmaster is rad. Link to comment Share on other sites More sharing options...
Dez Posted June 25, 2017 Author Share Posted June 25, 2017 Admiral is for a big Immune to Battleshock bubble. Link to comment Share on other sites More sharing options...
Paul Buckler Posted June 25, 2017 Share Posted June 25, 2017 Admiral also lets you run/shoot with ship (probably ironclad). Which can be great, esp combined with always run 6. He has a 3+ save as well so 2+ in cover. Give him reroll 1's and the pass off wounds various abilities and he is really hard to kill. Link to comment Share on other sites More sharing options...
Karchev23 Posted June 26, 2017 Share Posted June 26, 2017 17 hours ago, Paul Buckler said: Admiral also lets you run/shoot with ship (probably ironclad). Which can be great, esp combined with always run 6. He has a 3+ save as well so 2+ in cover. Give him reroll 1's and the pass off wounds various abilities and he is really hard to kill. Aaaand i forgot all that thanks! On that note ive got a 2k tourney coming up in July and im trying to figure out whether or not i want to take 3 aetherkhemists ( for maximum cheese ) or 2 khemists, an endrinmaster and an admiral. thoughts? Link to comment Share on other sites More sharing options...
Paul Buckler Posted June 26, 2017 Share Posted June 26, 2017 I would go second option, but I like a varied list, and am not that worried about where I place in an event. Link to comment Share on other sites More sharing options...
Mordeus Posted June 26, 2017 Share Posted June 26, 2017 I feel the second option might also be more interesting to play than the first. And it's not like you are lacking in the khemist department either, two is a lot nonetheless. I kind of like the endrinmaster and the admiral on an Ironclad. Makes it way too expensive but kind of fun to play with! Link to comment Share on other sites More sharing options...
Karchev23 Posted June 26, 2017 Share Posted June 26, 2017 Thanks guys! Will see how the event goes i suppose. Link to comment Share on other sites More sharing options...
GlanceOnASix Posted June 27, 2017 Share Posted June 27, 2017 I keep thinking about that "clown car" list and while I love the one drop That it can do I have no idea how it can win so consistently. it seems like it'd come down the riggers kill one unit and then die to the incoming shooting in the next turn. Then you have nothing left but trying to delay them mopping up the troops. It seems so very much eggs in one basket and even then you can't reach your one inch range over your own bases so I don't know how a unit of 12 guys consistently would even get all 9 in on a unit if anyone's found video/batreps on those games I'd love to see them Link to comment Share on other sites More sharing options...
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