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High Overlord Xenu

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Posts posted by High Overlord Xenu

  1. Been toying with this list concept. Won't be able to field test it for a week or so. Tell me what you think.

    Tempest's Eye

    Knight-Azyros
    -General
    -Hawk-Eyed
    -Patrician's Helm

    Aether-Khemist

    -Adjunctant

    Celestial Hurricanum with Battlemage

    1x30 Longbeards
    1x10 Longbeards
    1x40 Arkanauts
    1x30 Sisters of the Watch
    Gyrobomber

    Extra CP

    The idea is to form a mobile firebase, using the command ability to give the Arkanauts and Sisters run and shoot first turn. Arkanauts target heroes, Sisters target blobs or elites. Longbeards take the counterpunch.

  2. 2 hours ago, Stevinacan said:

    Sorry to keep barraging you with questions on how your list works but I'm starting my first AOS army  and am going KO and am going to mirror your list with a few minor changes to keep that fluff flavor.

     

    But if I understand the general theory right you are basically just dropping 1 Frigate and that your only set up drop until you Last Word the 2nd frigate basically guaranteeing you turn 1? The only question I have is how do you fit 30 arkanaunts into 2 frigates? Can you split the squad 5 into one and 5 into the other? 

     

    Thank you again for the help

    The Iron Sky Squadron warscroll battalion consists of 2-9 Arkanaut Companies and 2-9 Frigates. The Arkanauts and Frigates are all part of the same battalion, so they can be dropped at the same time if desired. Due to transport rules, you can opt to deploy units inside the frigates. These also count as one drop. So if I were going to do a one-drop (again, space out your drops if possible while still guaranteeing 1st turn initiative), it would usually go like this.

     

    Declare deployment of the Iron Sky Squadron.

    Frigate 1 carries Company 1, Khemist, Navigator

    Frigate 2 carries Company 2, Brokk, Endrinriggers (Brokk and Endrinriggers also do not count against transport capacity due to Hitchers rule)

    Company 3 deployed for maximum effect, either to claim an objective or maneuver into sniping position. 

     

    Because the three units physically on the board at the start of turn 1 are all part of the battalion, this can be done as a single drop.

    • Like 1
  3. 1 hour ago, stratigo said:

    The funny thing about Luc, he literally changed his army a week before NOVA, bought a nighthaunt army and painted it in a week. Until that he was practicing with Dreadwood alpha strike list. I still don’t know what he was thinking, but he is a great player who probably would have done better had he more time to practice

    Oh undoubtedly. Was probably the most strategically intense games I played at the tournament. Like I said, I feel I mostly got lucky, and felt like dogshit when I saw how disappointed he was. 

  4. 13 minutes ago, Stevinacan said:

    How did you avoid your Frigates from getting blown off the board if you didn't get turn 1? That 5+ is kind of scary running 2 Frigates lol

    That's what the formation is for - to allow me to control opening initiative. I'm pretty sure I took top of 1 every time, though I fought a lot of fast armies. If I could deploy in such a way as to keep my assets out of the enemy threat radius, I would give them top of 1 in a bid to gain a double turn.

  5. 12 hours ago, stato said:

    He has put some posts about his games on one of the Kharadron Facebook  groups  (cant do a link sorry)

    Cheers mate, I got ya.

     

    Quote

    NOVA Open AoS GT after-action report. I've finally gotten decent sleep (hotel beds are too ****** soft) and some not-junk food into me, so here we go.

    The list I was playing has been posted in the group elsewhere, but will also be posted in the comments for reference. People are questioning the wisdom of Verdant Mantle as my second artifact, but I maintain it is ESSENTIAL. If an opponent manages to get up a Prismatic Palisade and you don't have a way to remove it, it's basically game over. Now then, on to the reports.

    Round 1 vs Chai Tzola - Daughters of Khaine
    Result: Major Defeat (5 of 17 points)

    Chai is an amazing player. He spent a good portion of the tournament on the top table, and for good reason. He handled his DoK list like an expert wields a knife. Multiple overlapping FNP rolls blunted my alpha strike, and a general unfamiliarity with DoK's weaknesses (no one in my local meta plays them) led me to focus too much on Morathi. Don't get me wrong, she's scary, but she should be a tertiary target. Do your three wounds to her AFTER you hit critical targets. Took a major loss on this one, but that probably ended up helping me more than it hurt me. Let's be honest, no KO army is going to take top billing at a major GT until we get a new book.

    Round 2 vs Zach Shelly - Ironjawz
    Result: Major Victory (17 of 17 points)

    Round 2 was Places of Arcane Power. This is a god awful mission, and the fact that it was even written let alone included in a GT is an insult. When the tournament pack came out, I lobbied hard with people I know on the NOVA board to remove it from play and replace it with another mission, but to no avail. For KO players it's incredibly swingy. Either we get absolutely blown out with no hope of scoring any points, or we do the opposite and win on the top of turn 1. This was the latter. Zach knew his army well but only had two scoring units - the Mawcrusha and a Weirdnob. A khemist-boosted Arkanaut unit brought down the Weirdnob, and I used Opportunistic Privateers on the Mawcrusha and laid into it with the rest of my shooting. We played out a few rounds after that but mostly to score our respective secondaries and tertiaries. It was not fun for either of us. That said, IJ is usually an awful matchup for us, so if I'm being honest it was the mission that saved me in this. Most other missions I would have been crushed - I was 0-7 against Ironjawz this edition going into the tournament.

    Round 3 vs David Garcia - Daughters of Khaine
    Result: Major Victory (17 of 17 points)

    Shifting Objectives is a good mission for us, because we can control 1st turn and usually get max points in the first round. On the other hand, my opponent was another DoK list, and this one had the allegiance ability that gave all their units -1 to be hit with missile weapons. Ouch time. It was a drag-out, knock-down fight. I started by using Privateers on a blob of shield wyches, and laying into it with as much firepower as I could muster. This was capped with the Earbuster, which finished off the 30 man unit. I then used Brokk and the Endrinriggers to maneuver into position and charge through the hole I'd opened in their lines. Chainsaws brought the Altar down in a single go, and by the end of the game round a lot of their army was stuck in combat with my Endrinriggers. I won top of 2, and it was basically over but for the screaming at that point. Swell guy though, we were joking the whole time. DoK is a difficult matchup, but if you can get to their creamy center, you stand a chance.

    Round 4 vs Luc Charoenthep - Nighthaunt
    Result: Major Victory (17 of 17 points)

    Duality of Death. Another bad matchup (sensing a theme here?), I used These Are Just Guidelines to gain rerolls vs flying and just prayed. The frigates dropped his allied Arkhan in their shooting, but otherwise I barely did anything to his heroes. Sensing danger, I'd played conservatively and pulled my ships and arkanauts into a tight defensive formation, while leaving my Navigator out as bait. Luc took it, and while that was his only real mistake of the mission, it cost him. I used my Riggers to engage damaged units in an attempt to finish them, while forcing him to charge my ships (and their Skymines / Last Word) if they wanted to get through wherever possible. Skymines are usually worthless. This time, however, they were essential. Mortal wounds is the best way to bring down Nighthaunt, and there were huge swarms of ghosts. Ultimately it was down to just his heroes, which were cleaned up by Brokk and the one lone remaining Endrinrigger. I felt pretty bad afterwards, Luc was obviously salty about it, and to add insult injury due to him not finishing off a number of my units (I had one of twelve Endrinriggers left, and three Arkanauts in both my remaining squads) he only managed to kill 200 points of units for his kill points. He was a great player, one of the most tactical matches I've played in a long while. I got lucky.

    Round 5 vs Joseph Urban - Grand Alliance Destruction (Ogres)
    Result: Major Defeat (0 of 17 points)

    Hoo hoo hoo boy, this was a fun fight. When both KO and freaking Gutbusters showed up at a major GT, no one expected much from either of us. We met on table 6 in round 5 of the largest GT on the east coast. SUCK IT, META! The list is surprisingly durable, and can utterly wreck anything in combat. He had the big ForgeWorld giant which took a lot of my firepower to bring down, and easily kept his heroes safe from my Endrinrigger bomb. He then counterpunched like only ogres can, and we called it after the top of 2. Total game time was roughly 30-45 minutes out of a 180 minute round. Even though I got my ass handed to me on a silver platter, I had a blast. We were both there to have fun, never expecting to get that far, and people kept coming over to watch the spectacle. Joseph ended up getting Rank 5 overall, which he richly deserved. No one saw that list coming.

    Round 6 vs Jacob Berry - Stormcast Eternals
    Result: Major Victory (17 of 17 points)

    This was the final round of a 2 day tournament. None of us had gotten much sleep, half of us were hungover, and we were all pretty punchy at this point. So when I sat down against Tzeentch-themed Stormcast, I was a little befuddled. Those who know me know that the two things I hate most in AoS are Tzeentch - f*cking birdmen don't follow the ****** rules and are just like "LOL NOPE YOU LOSE!" - and Stormcast Eternals - the golden poster boys who get all GW's toys while the rest of us get scraps. So this was one hell of a grudge match for me. Luckily the scenario was Focal Points - if there's one thing we're good at, it's taking territory early. By the end of my first turn, I had units on four of the five objectives, and just started racking up points. His army was based around ludicrous saves, so my Endrinriggers and Brokk were the MVPs throughout. Great game of tactical positioning, but I eventually tabled my opponent at the top of 4. We exchanged d6 - I gave him one of my Warp Charged Gaming team dice, he gave me a "Don't Be an AoShole" die, and we parted on good terms, despite the fact he's a filthy Tzeentch/Stormcast player AND SHOULD BE SHUNNED THUSLY. Sorry. Got carried away.

    Final record: 4-2, 73 out of 102 possible points, rank 20 out of 92.

    Overall thoughts: KO are still in a really bad place. The two games I lost were against opponents who either regularly played against KO, or who had KO as their second army. Much like the Spanish Inquisition, our chief weapons are fear and surprise in the current meta. Most of my opponents flat out said "I have not played against Kharadrons in this edition", and all of them were flabbergasted that I was not running a Clown Car setup. They kept asking "Okay, so what deep strikes?" They did not expect to be blitzed in the first turn, nor did many of them realize that once my first turn is done, I lose a LOT of my speed and punch. The two who beat me took the turn 1 punch in stride and hit back without skipping a beat; those who lost entered what I like to call "Triage Mode" in which they play hyper defensively to try and score as many points as possible while doing a minimum of damage to me. Many of them also assumed Brokk was my General. Yes it was clearly marked on my list that the Khemist was the general, but Brokk was the first model they saw on my list, and he was also the most survivable character at least on paper. Most people I talked to agreed that KO NEED a new book to be competitive in the higher levels, and that GW has done us a real disservice. I mean, hell, I feel bad for anyone who buys a hardcopy book for anything but the fluff - nearly half the rules are inaccurate as printed now.

    Overall I had a blast, and plan to return next year to defend my title of "Best Kharadron Player". Yes, I was the only one by day 2. Shut up.

     

    • Like 2
    • Haha 1
  6. On ‎7‎/‎15‎/‎2018 at 5:54 AM, Barkanaut said:

    Hey there’s my blue boys getting some fame. Can’t wait till I have my full 2k army painted. What list did he take? 

    The list Watcher posted is accurate. I took the Verdant Mantle on my Navigator; though I was sorely missing my Earbuster Khemist, I feel the ability to remove Palisade is just too vital for our army as it stands. Took 12 Endrinriggers with 3 Grapnels.

    And yeah. Realm of Shadow basically gives you the ability to pull off a Clown Car without the restrictions on Clown Car. I played in Ulgu twice, both times the opponent conceded after the top of 1. I also played one game in Shyish against a Nurgle list, was far more close but I ended up taking the mission 18-8.

    • Like 2
  7. On ‎7‎/‎15‎/‎2018 at 1:11 AM, WatcherintheWater said:

    I played a 3 game 12 player local tournament and thought I would share the results. All realm rules were in effect, but no command ability duplication. My first games of AoS2, and I had a lot of fun. 

    I ran the same list I had been going with in AoS1, but switched skyports. Here is the list:

    • Barak-Urbaz
    • Admiral w Fleetmaster and Masterwrought Armor
    • 2 Khemists, one with Lens of Refraction
    • 3x10 Arkanauts
    • 9 Endrinriggers
    • 9 Skywardens
    • 2 Frigates

    Game 1 vs Skyre (Focal Points)

    My opponent had an Arch Warlock, 2 Engineers, 3 units of Stormfiends, a bunch of mortars and Thanquil and Boneripper as an ally. He didn’t have the deepstrike battalion, so I gave him the first turn and he didn’t have much in range. I took out about half of his Stormfiends, one engineer, and got on 4 of the 5 objectives. I won the turn 2 roll, and shot him down to just one or two stormfiends left, and put Boneripper on a couple wounds. He couldn’t do enough to get back in the game, and had just the mortars, a couple heroes, and a very wounded Boneripper still there after his turn, so we called it. MAJOR WIN

    Game 2 vs Nighthaunt (Shifting Objectives)

                Not that familiar with the new Nighthaunt units, but he had a pretty good mix of stuff, and a battalion that bosted his movement. I gave him the turn and he got on the objectives, I hit back with everything, and was able to punch my way into 2 of the objectives, but just didn’t do enough damage. Even focusing fire, I couldn’t fully take out the units I targeted, so he healed back half of what I did get. Ignoring rend is brutal vs. us. He won the role for tun 2 and charge all his stuff in, knocking me off the objectives, and leaving me without all that much left. We played my turn and the called it. MAJOR LOSS

    Game 3 vs Nagash (Places of Arcane Power)

                This game was the whole reason I took Urbaz for that extra artifact. My opponent had Nagash, Arkhan, some wolves, morgasts, and skeletons. I gave him the turn, and he was out of spell range, so not much happened, although he did cast purple sun. He just pushed up (somewhat tentatively, only getting Arkhan on the middle objective). I focused my shots on Arkhan, and took him out, and got my two artifact heroes on the side objectives. He was weighted pretty heavy towards one side of the board, so I had already had a strong hold on one of them. The Endrinriggers failed their 3” charge on Nagash, but I won the priority role and got him next turn and we called it. MAJOR WIN

    Thoughts

    • 3 fun games and great opponents, but no game even made it to turn 3. I think the last 2 scenarios really lend themselves to close games, and so does our army. Kind of disappointing that none were closer though. The second turn roll felt super important every game.
    • Urbaz worked really well (although I forgot the hero phase shooting footnote every game), but it doesn’t feel like the 2nd boat is necessary with it.
    •  My shooting was still really strong in every game except vs Nighthaunts
    • The lens of refraction seems really situational. It only went off once in all my games. People seemed much more focused on casting buffs and debuffs than damage spells. I could see possible situations where it’s huge though.
    • I only used the Admiral’s command ability once (partly because games were so short). Not sure he is worth having if you aren’t using it. I do like the 3+ save re-rolling 1’s for holding objectives, but I would probably drop him for 3 more Endrinriggers or Arkanauts.
    • We used the realm rules and they didn’t feel to impactful. That may just be due to what we rolled and the short games, though.
    • Overall Overlords did really well. I went 2-1 and the someone using a Mhornar went 3-0.

    Battlegrounds in Midlothian? I was the Mhornar!

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