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Posts posted by Garamond
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On 12/5/2020 at 5:36 AM, Phasteon said:
Edit: Just doublechecked it, you need to disembark in range of the objective to capture/hold it.
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.
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19 minutes ago, Garamond said:
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?
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"?
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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?
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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.
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12 hours ago, Sttufe said:
Seriously, what is it with arctic names for kharadron overlords? So far I have the Arctic Company, with it's which is going to be accompanied by the Arctic Frigate. Is this a popular theme?
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!
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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
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11 minutes ago, Priha said:
Greetings Overlords!
After the new Battletome, I've been looking at starting KO as my secondary army. I really like the skyships and have gone pretty deep on them with this hypothetical list. So far I've chosen models based more on looks than their efficiency (so no Riggers or Wardens in the current iteration), but since it'll be a while until I really start my purchases (still painting my Ogors) I thought I'd post my current thoughts on a list for some review.
2000pts
Port: Barak-Zilfin
Leaders:
Brokk Grungsson
Aetheric Navigator
Behemoth:
Arkanaut Ironclad
- Great Skycannon
- Battle Ram
Battleline:
2x10 Arkanauts
Arkanaut Frigate
-Chutes
-Heavy Sky Cannon
Arkanaut Frigate
-Heavy Sky Cannon
Other:
2x Gunhaulers
- Sky Cannon
5x Thunderers
+1 Command Point
<< edit: this list seems to be fairly similar to Garamond's list that they posted while I was typing this, but it's good to see that skyship lists can have some traction
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!
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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
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Total: 2000pt
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23 minutes ago, WatcherintheWater said:
I've always used the Cannon. The skyhook is to undependable to make a plan that relies on it, while getting some extra damage is always useful. Even if it does an unsaved wound, you might roll a 1 or 2 for the movement. Two things that I think can help:
- Unlike the Endrinrigger/Skywarden Grappnels, you don't have to move straight towards the enemy. You just have to end closer, so you can move diagonal or sideways.
- I think you can use it to move within 3" of an enemy (doesn't say you can't). This could be useful to get around opponent abilities that trigger when they get charged, like the Free People's shooting & counter charges. As long as you can survive one round of combat, you can tie something up this way.
The skyhook looks cooler though!
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.
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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.
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On 5/23/2019 at 2:24 AM, blubearbare said:
Allegiance: Gloomspite Gitz
Mortal Realm: Ghur
Leaders
Dankhold Troggboss (300)
- General
- Trait: Loonskin
- Artefact: Glowy Howzit
Fungoid Cave-Shaman (90)
- Lore of the Moonclans: Itchy Nuisance
Fungoid Cave-Shaman (90)
- Lore of the Moonclans: The Hand of Gork
Battleline
3 x Fellwater Troggoths (160)
3 x Fellwater Troggoths (160)
3 x Fellwater Troggoths (160)
6 x Rockgut Troggoths (320)
6 x Rockgut Troggoths (320)
Units
24 x Squig Herd (280)
Endless Spells
Mork's Mighty Mushroom (80)
Total: 1960 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 152
my take on a Troggoth army. Leave comments or concerns
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.
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8 minutes ago, miguel_fernan said:
Love it! I specially love the colors of the skin, are the same ones as the video in Warhammer TV?
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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Finally got my troggboss (mostly) painted. I never realised there were multiple setups... Not that I would have changed much. Maybe just the ears.
I really liked the mushroom back, but after painting the white dots, I feel the stalagtite back is pretty dang cool.
Glad there is so much variety. Now we just gotta get the word out that there can be variation with the boss too.
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11 hours ago, Batch said:
Oh and if you really like Mollogs model Im pretty sure he is the same sized base as a Dankhold if you still want to use the model, I think most would accept that.
Haha! Yeah, to be honest, I'm basically only trying to play him for his model. Since his stats are not optimized for large battles. But that is a good compromise.
I was thinking of swapping him for the fungoid and 20 grots. I know it's not a lot, but they can tag objectives, and provide look-out sir for the 2 heroes. Also netters add another -1 to hit, which is what I'd be losing for not taking Mollog.
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1 minute ago, Batch said:
Swap Mollog out for a Fungoid and Madcap Sharman. Same points.
If youre running a troop of Dankhold you need to Hand of Gork them in, it would be absolutely devastating.
Good point! I love the fungoid model, so it works for me.
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At first, I planned on a Hag list, seeing how she's the only troggoth wizard. But I'm wondering how capable this list would be. It depends on getting -1 to hit on several enemy units, and doing mortal wounds all around, while just pummeling in melee combat, but there is ABSOLUTELY NO MAGIC.
Dankhold Troggboss (300)
- General
- Command Trait : Pulverising Grip
- Artefact : Rageblade
Mollog (170)
UNITS
3 x Dankhold Troggoths (660)
6 x Fellwater Troggoths (320)
3 x Rockgut Troggoths (160)
3 x Rockgut Troggoths (160)
BATTALIONS
Troggherd (180)1950 ... Could potentially take the extra CP.
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Location : Barrie, Ontario, canada
Name: Garamond / Graeme
Contact : @graemophone on Twitter / graemophone@gmail.com
AoS 2 - Kharadron Overlords Discussion
in Order
Posted
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.