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BWG Cannonball

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Everything posted by BWG Cannonball

  1. Hey Admirals! I have a tournament coming up this week and I'm stuck between two lists. I have a heavy hitting 1-drop and a 4-drop with more fire power I'm having difficulty deciding between. Please please please, let me know which one you think would work out better for me. I'm terrible at decisions!! 1-Drop: Allegiance: Kharadron Overlords Mortal Realm: Ghyran Skyport: Barak-Mhornar - Additional Footnote: There's No Trading With Some People Aether-Khemist (140) - General - Trait: Opportunistic Privateers - Artefact: Verdant Mantle Aether-Khemist (140) - Artefact: Aethersight Loupe 40 x Arkanaut Company (480) - 12x Light Skyhooks 30 x Arkanaut Company (360) - 9x Light Skyhooks 10 x Arkanaut Company (120) - 3x Aethermatic Volley Guns 6 x Skywardens (200) - 2x Aethermatic Volley Guns Arkanaut Frigate (200) - Main Gun: Heavy Sky Cannon - Great Endrinworks: The Last Word Arkanaut Frigate (200) - Main Gun: Heavy Sky Cannon - Great Endrinworks: Incredible Self-healing Hull Iron Sky Squadron (130) Total: 1970 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 130 And the 4-Drop: Allegiance: Kharadron Overlords Mortal Realm: Ghyran Skyport: Barak-Mhornar - Additional Footnote: There's No Trading With Some People Aether-Khemist (140) - General - Trait: Opportunistic Privateers - Artefact: Verdant Mantle Aether-Khemist (140) Aether-Khemist (140) 40 x Arkanaut Company (480) - 12x Light Skyhooks 30 x Arkanaut Company (360) - 9x Light Skyhooks 10 x Arkanaut Company (120) - 3x Aethermatic Volley Guns 10 x Grundstok Thunderers (180) - 10x Aethershot Rifles 6 x Endrinriggers (240) Arkanaut Frigate (200) - Main Gun: Heavy Sky Cannon - Great Endrinworks: The Last Word Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 131
  2. Hello fellow Sky-Captains! Had an oddball idea I was playing around with. Kharadron Overlords Summoning Mechanic aka "Air Drops" Any character in their hero phase may survey for aether-gold in order to pay for an air drop. If they do so, they cannot move, shoot, or charge in the remaining phases, but may fight if already engaged. They gain 1 aether-gold point for each hero that does so. Also, you may choose to roll a dice while gaining aether-gold. On a die-roll of a 6, you've found information on a volatile aether-gold vein and gain 2 points. However, on a roll of a 1, the vein explodes and the character takes a mortal wound. To spend aether-gold Points, the characters may call in an Air Drop. Air Dropped units must be within 12" of a skyvessel or character and 9" away from enemy units. Chart: 2 AG Points - Smoke Drop - Nominate an enemy unit within 12" range of a character/skyvessel. That unit is -1 to hit. 3 AG Points - 5 Grundstok Thunderers 4 AG Points - 10 Arkanaut Company 5 AG Points - 3 Endrinriggers 6 AG Points - Grundstok Gunhauler 7 AG Points - Strafing Run - Pick an enemy unit within 18" of a Skyvessel or character, that unit is dealt d3 mortal wounds. If the unit contains 10+ models it's d6 mortal wounds. 8 AG Points - Tactical Airstrike - Pick a terrain piece on the board, all enemy units within 6" of the terrain feature suffer d3 mortal wounds. All units effected are also a -1 Bravery.
  3. The fact it's on a Murder Podcast makes the old intro music THAT much better.
  4. Going back to adjustments, I do feel the save characteristic needs to change on the airships. The Ironclad needs a 3+ save, Frigate a 4+, even if the points stay the same on them.
  5. I came up with a hotfix list for KO after a friend of mine asked me to really think about what could be the army in line with other armies. Here are my thoughts, let me know what you guys think. KO Hotfixes · Admirals drop to 100pts · Admiral given 4 attacks · Endrinmaster drops to 100 points · Endrinmaster gains Command ability “Overcharged Aether-Engines” – Endrinriggers and Skywardens within 18” of the Endrinmaster may run and shoot or run and charge · Aether-Khemist drops to 140 points · 20-40 point drop on all airships · Ironclads gain a 3+ save · Frigates gain a 4+ save · Airships have garrison rules for shooting out of ships · Give Arkanaut Cutters 2 attacks · Gunhaulers have 2 shots with their cannon/drill cannon at 12” range · Skywardens drop back down to 100 points · Grundstok Thunderers become battleline when Admiral is General · Aethermatic Volleyguns hit on a 4+ for Arkanaut Company · Drop cost of battalions by 10 points · Extend Navigator’s abilities by 6” · Navigator points increase to 100 with inclusion of new Command Ability “Clear Skies, Hard Targets”- Nominate one unit in the shooting phase within 12” of the Navigator. That unit can ignore negative modifiers to shooting attacks.
  6. "And the special bonus gift is... let me tell you about this one time at Taco Bell."
  7. Hell yeah, I won the random selection! I will most definitely post up some inch-slat photos once they come in the mail. P.S. I actually do use him as an Admiral in my KO army. I like to give him the Rockjaws relic and call his Cannon "Rockjaw," so it dishes out mortal wounds.
  8. One thing I've noticed, if you get the actual new Forgeworld Special Edition Daemonsmith with Pyrestaff, it comes with a 32mm round base on it.
  9. Thanks much! Do you think it would be a big hit to drop the Ironsworn from 30 to 20? I don't have an Exalted Flamer so I wouldn't be able to swap that in unfortunately and I only own 20 Fireglaives currently.
  10. Second guessing my list a bit now. Now I'm looking out swapping the Iron Daemon War Engine and 20 Ironsworn for a Deathshrieker and 30 Ironsworn instead. Thoughts? Suggestions? Haahlp.
  11. Thanks much! I've been debating back and forth on getting a BSB model. Also, what's your thoughts on the Castellan? From my understanding they aren't worth it.
  12. Hey Guys! I have a small tournament coming up this weekend and I'll be bringing my Chaos Dwarves for the first time! Here's the list I'm looking at running. The only other possibility I was thinking was taking out the Iron Daemon Engine, increasing the Ironsworn to 30, putting in an extra Daemonsmith, and a couple endless spells. What do you guys think? Allegiance: Legion of Azgorh Mortal Realm: Ulgu Leaders Drazhoath The Ashen (320) Bull Centaur Taur'ruk (160) - General - Trait: Grotesque - Artefact: Armour of Bazherak the Cruel Daemonsmith (100) - Darkforged Weapon Daemonsmith (100) - Darkforged Weapon Battleline 20 x Infernal Guard Ironsworn (180) 10 x Infernal Guard Fireglaives (100) 10 x Infernal Guard Fireglaives (100) Units 6 x K'Daai Fireborn (280) War Machines Magma Cannon (140) Magma Cannon (140) Skullcracker War Engine (200) Iron Daemon War Engine (180) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 122
  13. I'm trying to come up with a more competitive list to see if I could run my lil' crazed dudes with the big boys. I currently only have 2 Magma Cannons, however, so that's the one downfall I know I'll have to deal with. Let me know what you guys think and any changes you might make. Allegiance: Legion of Azgorh Mortal Realm: Ulgu Leaders Drazhoath The Ashen (320) Bull Centaur Taur'ruk (160) - General - Trait: Grotesque - Artefact: Armour of Bazherak the Cruel Daemonsmith (100) - Darkforged Weapon Daemonsmith (100) - Darkforged Weapon Battleline 30 x Infernal Guard Ironsworn (240) 10 x Infernal Guard Fireglaives (100) 10 x Infernal Guard Fireglaives (100) Units 6 x K'Daai Fireborn (280) War Machines Magma Cannon (140) Magma Cannon (140) Skullcracker War Engine (200) Deathshrieker Rocket Launcher (120) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 127
  14. MFW I go to look for new Painty Men Episodes and there aren't any.
  15. Hey there fellow Dawi! I'm proud to say I had my article posted up on Honest Wargamer about the KO. I posted a link if anyone is interested and I hope it helps anyone looking for list options. https://thehonestwargamer.com/aos-list-rundowns/cannonballs-class-on-sky-dwarven-demolition/
  16. This is fantastic! My only question is with the FAQ, do the Iron Daemon and Skullcracker ignore the first mortal wound with blackshard or is it just the first wound? Are mortal wounds considered the same in this circumstance?
  17. Completely understand. That does make more sense. I also checked the wording on a lot of the Death rules (Deathless Minions for one) and it ends up being the same way with negating the first damage.
  18. I guess my big hang up is on the word "wound" in the rule. The wounds are allocated onto a unit, then the damage is fed to one model until it's dead then bled throughout the unit.
  19. Thanks for the help @Ben! My only question then is the difference between wounds and damage. In the example provided, where 2 wounds doing d3 damage a piece, would I then negate the first wound causing d3 damage (the interpretation I have) or would it be negating damage? I think it's the wording here that I'm slightly confused over. Additional Example: Spirit of Durthu has 3 attacks doing 6 damage a piece unhurt. He charges into my unit of Ironsworn, wiffs on 1 out of 3 but connects with 2 of them. I fail my saves, so 2 of the wounds go through doing 6 damage a piece. With Blackshard Armour, my interpretation was the first of those 2 wounds getting through would be negated, so the 2nd wound (causing 6 damage, which bleeds through the unit) would kill off 6 of my crazed Dawi. Am I incorrect in thinking this?
  20. Got my first couple games in with LoA and I'm really loving them so far. I got a friend of mine frustrated that plays Nighthaunt on the raw amount of mortal wound output I have with this army. He started calling me Battletome: Mortal Wound, haha. That being said I had a few rules questions I wanted to run by everyone that I'm a bit stuck on interpreting. Blackshard Armour- I understand this is for everyone in the army, my question is in regards to the mechanic and which "wound" is negated. Is this wound negated prior to saves or after saves have been taken? Also do they mean "wound" or damage, (my thought was wound.) Also, how does this work with things like More Power! For the Iron Daemon and Skullcracker? Does it negate the role entirely if it's the first one (which it will be) or does it negate a certain amount of damage? Drazoath the Ashen's Hellshard Amulet- With his Hellshard Amulet the wording is as soon as a wound is allocated, roll a 5+ and it's negated and bounced back. Much like Blackshard, is this done prior to armor saves or after armor saves have been taken?
  21. Hey Guys! I just received my package of Chaos Dwarves in the mail on Monday and am super pumped to get started building/playing them. My only fear here is that I made a mistake only getting 2 Magma Cannons instead of a flat three like many lists I'm seeing. I wanted some variety between items/war machines so also went with a Skull Cracker, Deathshrieker, and Iron Daemon along with extra K'Daai. My big question is, are 3 Magma Cannons required to be competitive or can we be workable with other options and still stay dangerous? For reference, I've got 30 Ironsworn, 20 Fireglaives, 6 K'Daai, a Taur'ruk, 2 Daemonsmiths, Castellan, and Drazoath as well.
  22. In terms of Artefacts I've sworn by the Gryph-Feather Charm since as soon as people see the damage multiplier a Khemist can pull off, they tend to gun for him. Plus he's good to mess with a heavy melee unit with the -1 to attacks ontop of things. In terms of Skyports I have to agree with Mhornar. I love Urbaz and I love the extra artefacts and khemist boosts, but for how I enjoy playing, nothing beats that first round run/shoot combo with rerolls to hit. I think this army does excellently at dislodging some of the top tier lists by taking out that key lynchpin unit that makes their armies work. I'd take a KO list against a Nagash-centric Death list any day of the week since so much focus it given to Nagash. Anything that requires one key unit to work can get dropped hard by KO.
  23. I'm 1 Start Collecting box away from an Escort Wing right now. Once I'm able to get the extra funds, I'll let you know how it runs.
  24. I will die on a hill defending 80's fantasy with Krull (vintage Liam Neeson, son!). That being said, +1 for another Willow reference in a Painty Men Episode. The bones, they tell me nothing!
  25. I thought about boosting up the Thunderers to 10 as that's what I had run often in the past. My only thing was I like a bit of duplicates in terms of damage output, which was why I kept the 20 man Arkanaut in. Alternatively I could drop the Endrinriggers down to 3 as a small harassment unit and boost the Thunderers up to 10. Something to contemplate for sure. I'm trying to think what other relics would work well. I like the Earbuster, but the only problem I found with it was most armies anymore have so many tools to try and lower battleshock. For instance with the Skaven, they're getting +2 Bravery for every 10 in each squad. I wasn't wiping guys with battleshock until it got down to the last bits and pieces. I do wish Cutters hit a little better.
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