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Garamond

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  1. Technically, the flying transport rule states you cannot GAIN control of an objective while garrisonned. But if he already has control, and the scenario specific rules states "the leader unit must be killed or move more than 3" away to lose control." So wouldn't he still control it if he is on a ship parked on the objective? I mean, if there was a building nearby, a hero could capture the objective and then garrison the building all while maintaining control of the objective, right? It's definitely a grey area. Also, my reading of it is that a set up move is not a movement, so disembarking might not count towards capturing the objective.
  2. Ok. That makes sense. The second part is the real meat though... Can he embark on a ship parked on the objective after gaining control and keep control? The scenario rules say the only way to lose control is to move away or be killed. But most people I've spoken to seem to think that embarking will lose control.
  3. Also, if he has to disembark to capture the objective. Can he maintain control if he gets back on the transport which stays within 3"?
  4. Rules question: In Place of Arcane Power. Does the hero model have to disembark to capture the objective? The scenario rules say that a leader model must end a move within 3" and that normal rules for objective capturing is not used. But the warscroll says garrisoned models don't count towards capturing objectives. Which rule trumps which?
  5. Quick question: Can characters/units embarked on a flying ship shoot over citadel woods or overgrown terrain? My intuition says they should be able to, but they dont gain the FLYING keyword, so RAW mean they dont have line of sight.
  6. I just went with weather related names, and made the spelling basically look norwegian. In my mind Duardin are very small, smart Scandinavians. I like your colour scheme. Doing the balloons half metallic and half painted works well!
  7. These are the heavy weapons riggers, I made up for this list. I like how one of them looks like Bane!
  8. I'm playing in a 2 day tournament soon and I think I've finalized my list. I decided against a battalion, so that I could take another gunhauler and squeeze in an akanaut company. Also, I figure turn order does not really matter that much with KO. Any comments and criticism welcome. Allegiance: Kharadron Overlords - Sky Port: Barak Zilfin Leaders Admiral Gunni Günnersen (140) Arkanaut Admiral Aether-Khemist (90) - General - Command Trait: Collector - Artefact: Staff of Ocular Optimisation Aetheric Navigator (100) - Artefact: Svaregg-Stein Illuminator Flarepistol Battleline Hailstørm Co (90) 10 x Arkanaut Company Blizzård Co (90) 10 x Arkanaut Company Typhoon Co (90) 10 x Arkanaut Company Hailstørm (250) Arkanaut Frigate - Main Gun: Heavy Sky Cannon Units Hailstørm Riggers (100) 3 x Endrinriggers - 1x Aethermatic Volley Guns - x Skyhooks - 1x Drill Launcher Typhoon Riggers (100) 3 x Endrinriggers - 1x Aethermatic Volley Guns - 1x Drill Launcher 5 x Grundstok Thunderers (120) Alpha Charlie (150) 1 x Grundstok Gunhauler - Main Gun: Drill Cannon - Great Endrinworks: Coalbeard's Collapsible Compartments Hotel Sierra (150) 1 x Grundstok Gunhauler - Main Gun: Sky Cannon Behemoths ZFS Tyfoon (510) Arkanaut Ironclad - Main Gun: Great Sky Cannon - Great Endrinworks: The Last Word Total: 1980 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 115
  9. This seems like a decent list. You'll be challenged on scenarios that require heroes to capture objectives. Brokk is amazing in combat, but he will need to be supported...so make sure to get the ironclad in there with the ram. (As a side note, I've been thinking the skyhook and ram would make a good combo, with the +2 to charge, automatically giving you 2 more dice for MWs, but I'm not sure how much that takes away from the ship's firepower) Also, forgo the chutes on the frigate for the spar torpedo on a gunhauler. It will give you a mortal wound bomb in addition to Brokk's charge, and that way he has his own escort. I'm not a huge fan of prudency chutes unless you are carting around precious heroes... I think this list would play similar to mine. You strike a flanks, redeploy onto objectives, shoot them down as they come to you, with the ironclad garrisoned by thunderers taking the initial charge. Use the gunhauler to ensure the boats accepting charges don't get fully surrounded, and the hero phase move can get you out of tough combats for another round of shooting. I know you said it'll be a while before you get to balloon boys, but I feel like wardens would fit well into the playstyle of charging, then retreating for MWs. Anyway, have fun with it. It's super thematic having so many boats on the table!
  10. Here's the 2k list I'm taking to a small tournament tomorrow. I've played 2 games with it against FEC gristlegore and Slaanesh (2 keepers). Won both games. Allegiance: Barak Zilfin Admiral - General 140pt Command Trait: Master Commander Khemist 90pt Artifact: Occular Optimisation Navigator 100pt Artifact: Sven's Flare Rifle Ironclad (The Tyfoon) 510pt Weapon: Great Cannon Endrinworks: Last Word Frigate (Hailstørm) - battleline 250pt Weapon: cannon Endrinworks: Malefic Skymines Frigate (Blizzård) - battleline 250pt Weapon: cannon Gunhauler 150pt Weapon: cannon Endrinworks: Spar Torpedo Hailstørm Aknanaut Co 90pt Blizzård Arkanaut Co. 90pt 5x Grunstok Thunderers 120pt 6x Endrin Riggers 200pt w/ Sky Hook & Volley Gun ________________________________________________________________ Total: 2000pt
  11. The skyhook definitely looks better, which is why I want to use it so badly. I never thought about moving laterally! That could get the ship in a better blocking position. I've definitely used it to get within 3" to stop bloodcrushers charging, but that was probably the only time the hook has made any difference at all. For the time being, I'll probably just use the cannon for the extra damage.
  12. Does anyone use heavy skyhooks on their ships? The ability to move closer seems interesting, but despite trying, I can't find a good use for it. Instead I always wish I had just taken the cannon for D6 damage.
  13. I like this list a lot. The squigs fit in thematically, and can form a meat shield, protecting your big boys against charges. It also gives you an objective holder, if need be. The mushroom can do massive damage against hoard infantry, and goes well with an elite army that heals. Have you play-tested this yet? Would love to hear how it went.
  14. Honestly, the regular dankhold looks better than the boss model. What do you guys think?
  15. Thanks, man! Some of it is, but I kind of did a gradation from the warhammer TV purple to a lighter grey colour using drakenhoff nightshade over celestra grey with ulthuan drybrush. Didn't want to do a boss that was too white.
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