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Kharadron Heal Fleet


Ciddan

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Hi All,

I thought of a different approach to the Kharadrons, using maximum heals, putting the troops in the ships and healing them while shooting with the boats.

The list uses the Grundstock Escort Wing and Barak-Mhornar goes quite well with this.

660 - 3 Gunhaulers

280 - 1 Frigate

360 - 3 Arkanauts

100 - 1 Thunderer

100 - 1 Skywardens

120 - 1 Endrin Riggers

140 - 1 Endrin Master

100 - 1 Khemist

100 - Grundstock Escort Wing

Total 1.960

The list can repair 3 wounds on a 4+ per round using the Autotinkerer and two Great Endrinworks, and D3 wounds with the Endrin Master and 1 wound with the Riggers. So the Frigate should be quite safe, boarding 10 Arkanauts and the two characters and two baloon units. Because of the Escort Wing requirements, there is not much room for maneuver here unfortunately, but thoughts and feedback is highly welcome!

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It's an interesting list concept, but I'm not so sure how well it would work. All the ships are 5+ saves, and the Gunhaulers only have 10 wounds. That's going to go pretty fast, and the healing only happens in your Hero phase. Ziflin would give you the ward save and healing, which might fit your concept better. Mhornar is great, but with the amount of damage the boats put out...it's not going to be enough to really make a difference...though the Cannon hitting on a 3+ is nice. If you hit and wound with all your shots, that averages to only 12 damage from all the ships from Cannons...

I'd think about not using that Battalion, because you'll have healing and a bit of an edge with with shooting...but it won't be enough I don't think. What you could do is make a super tugboat using the Iron Sky Command as well as Zilfin.

Allegiance: Kharadron Overlords

Skyport: Barak-Zilfin

Leaders
Endrinmaster (140)
- Artefact: Autotinkerer 
Arkanaut Admiral (140)
- General
- Trait: Doughty Champion 
Aether-Khemist (100)
- Artefact: Autotinkerer 

Battleline
20 x Arkanaut Company (240)
20 x Arkanaut Company (240)
10 x Arkanaut Company (120)

Units
6 x Endrinriggers (240)
3 x Endrinriggers (120)
3 x Endrinriggers (120)

War Machines
Arkanaut Ironclad (440)
- Main Gun: Great Sky Cannon
- Great Endrinworks: Incredible Self-healing Hull

Battalions
Iron Sky Command (80)

Total: 1980/2000

 

So with this list your healing is pretty substantial, and your list has enough shooting to be good to game.

Healing/Defense:

ironclad is a 4+ save and 18 wounds

4+ Regains a wound built in

Batten the Hatches: Reroll saves of 1

Endinmaster Heals D3

Ignore mortal wounds on Skyvessels on a 6+

3 units of Endrinriggers heal 1 wound each for a total of 3

Without our ships, we are naught: Reroll the dice for an ability that heals a Skyvessel once per battle

2 heroes with Autotinkerer heals 2 more wounds ona  4+

 

So that's tons of prevention, and the potential to regain 9 wounds per hero phase on your Ironclad. With the Ironsky Command, you are adding Trusted Bodyguard to keep your Heroes alive as well on a 5+ any wound or mortal wound goes to the Arkanaut Company instead of the hero. Doughty give the Admiral another chance to shrug off wounds on a 5+

 

The way I'd play it might change up a bit, depending on what scenario and army I was up against. More than likely, I'd deploy the Admiral with a unit of 20 and 10 Arkanaut Company nearby to make them immune to battleshock with his command ability. I'd put everything else on the ship, making this a 2 drop army. You can easily keep the Admiral on the ship too, making it so you can run 6" automatically and still shoot.

Just something to consider :)

 

 

 

 

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