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BWG Cannonball

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Posts 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

     
    • Like 2
  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.

     

     

    • Like 2
  3. On 1/31/2019 at 2:09 AM, dewidiot said:

    John swore I've told that bear website story. It's going on the next cast. Old music is coming back, tried something else cause the old music is also on someone's murder podcast and I was like Uh oh. But now think who cares.

    The fact it's on a Murder Podcast makes the old intro music THAT much better.

    • Haha 1
  4. 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.

    • Like 3
  5. 17 hours ago, Lord Krungharr said:

    Definitely don't swap out an Iron Daemon for a Deathshrieker!  The rocket just isn't very good.  Iron Daemon is pretty good, though not as good as 20 Fireglaives usually unless you get lucky with tons of shots and good hitting.  

    If you want to get the more Ironsworn, don't take the Deathshrieker and instead get an Exalted Flamer for an ally.  

    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.

  6. 8 minutes ago, Lobeau said:

    This is pretty much the list I've run, but with one less magma (only have 1 model). If you're looking to move things around, I've found that running at least 3 bull centaurs has worked well in the past, they give us some speed and dish out some damage. Depending on the armies you fight, having three wizards with Draz and two daemonsmiths might be a bit overkill. Draz gets two dispels, and can be quite useful. If you increase the iron sworn to 30, you might consider adding a BSB in the mix, they're pretty useful now.

    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.

  7. 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

     
  8. 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

     

     

  9. 16 hours ago, Lobeau said:

    Here is a quick reference sheet I made for the LoA with the new rules released this summer. I don't get to play as much as I would like to due to life, and figured it would be good to have a summary of the order of battle so I don't forget units abilities. It might be of some use to new LoA players too.

    LoA Order.pdf

    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?

  10. 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?

  11. 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?

  12. 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.

  13. 1 minute ago, sloane_paints_stuff said:

    Great review, a breath of fresh air to see some positivity! 

    I personally think Mhornar trumps Urbaz because of the alpha strike potential being able to take out some key targets first turn, but there is a solid argument for the shenanigans of urbaz, especially in a longer drawn out game and in certain missions. 

    Also seeing a lot more big units of arkanauts which makes me think I need to get some more haha! Just going to wait to see what January errata will bring for us before I go investing in any more haha would love to see thunderers as KO battleline

    Outside of KO artefacts have we seen any other great combos of realm artefacts? I've explored them for other factions like Ironjawz and Slayers, but i'm yet to dabble into the KO interactions

    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. 

  14. 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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