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About Rahxephon

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  1. With regards to frigate costings I think its higher than it should be for what it is, but I wouldn't want it to drop lower. Fielding a bunch of cheap units that are kind of useless isnt appealing to me for KO, I dont see them as lending themselve to a horde playstyle. Id rather the frigate went to 3+ save and all the ships got ship orders back.
  2. As far as theory crafting damage output goes when everything is in range, for the options of ironclad, 2 frigates, frigate & 2 gunhaulers, frigate & 10 thunderers or frigate & 6 riggers the ironclad still performs best Rough averages against standard 4+ save 2w target (ships doing shrapnel shots) Ironclad ~10 damage Frigate & 2 gunhaulers ~7.25 damage Frigate & 10 rifle thunderers ~ 7.75 damage Frigate & 4+6sp thunderers ~ 8.5 damage Frigate & 4+6sp thunderers not garrisoned ~ 9.5 damage Frigate & 6 gun riggers ~ 7.75 damage Gunhaulers with drill cannons would slightly improve their lot but not much. Damage averages are only a small part though. All the numbers aren't that substantially different and many rely on one or two rolls on big damage weapons so will swing all over the place as they tend to do. For me i just look at a frigate as a transport, its damage output is quite poor and so is its durability. One key point on the iron clad is it has the torpedoes at 24" so it can put out some decent firepower at that range. Same with endrinriggers with special weapons. A lot of things can quite reliably get in close combat at 18", but not nearly as many can at 24". Many things also have rend so the save difference between the ironclad and frigate becomes quite significant with gold rerolls. I find the frigates damage output too low to keep at far range so you have to close in to let the guys onboard engage as well which usually results in it getting charged the following turn. And they're a lot more likely to die in one turn than an ironclad. I havent liked thunderers in frigates from when Ive tried them. Either compartments gunhauler, ironclad or foot.
  3. Dont know how it'd rank on a competitive scale, but you could try something like this Barak Thryng - 980 Endrinmaster in dirigible w/ stubborn and grudgehammer 10 Arkanauts w/ 3 specials 5 Thunderers w/ fumigator 3 Endrinriggers w/ skyhook and volleycannon Ironclad w/ sky cannon and the last word Id probably be inclined to take 6 endrinriggers rather than the thunderers and take some aetherwings to round out the points. But if you want thunderers could include them. Thryng gives you an effect like the escort wing battalion and works well at low points as theres not many units on the field. Its footnote goes well on the ironclad too. Theres quite a few repairs that could be made on the ironclad and the balloons give some mobility to get objectives further away. A switch around would be to go zilfin. The hero phase ship moves gives good objective capability as well. Then the artifact staff on the dirigibles weapon battery along with great tinkerer command trait can make the endrinmaster a pretty scary shooting unit.
  4. Do you think having characters by themselves in the ships makes them too vulnerable? I havent had them in compartment haulers, just usual transports with some other units. With the garrison and look out sir bonuses its a bit disgusting to try shoot them so havent had people try. But just garrison bonuses I could imagine itd be worth trying in some instances. Then again it doesnt do much for magic. Might depend on who you tend to verse.
  5. I cant say Ive ever had these cross my radar when using ventplates. My feeling is that when you first read a rule you typically get the rules meaning as it was intended. But if you pore over it a lot it can start to get misconstrued. When I read ventplates I just thought cool, smoke launchers (from 40k). I've always done it as just for that shooting phase which has always seemed decent enough. The start of phase part is to force you to declare it before you know what they will shoot, otherwise it could be a bit strong if you can declare it after they declare targets. The only thoughts Id had on it was whether it should be able to be done out if a ship or not. Then again if you couldnt do it out of a ship I probably wouldnt use it.
  6. Noice noice, what are those name plaques made of? Look pretty cool. I think I recognise some of those from 9gag
  7. Allied units dont get allegiance abilities unless there's something to counteract that. In zilfins case it is friendly 'zilfin' units but your allies dont get the keyword so cant use it. And exception to this would be Thryng where you can take other duardin units, kind of like allies, but they get the Thryng keyword and so can benefit from their artycle and footnote.
  8. I used 1mm magnets on the arms. Theyre adequately strong and easy to put in, just a 1mm drill bit. I didnt bother with heads but 1mm ones would do that fine as well. I didnt magnetise the flight stands, i think whether to do that or not probably depends on your intended transportation method? Off the left arm the guys have a hose that links back to their backpack. I just used a 0.5mm pin to locate it, hose is a bit small to try fit a magnet it. Not so needed for riggers as their saws are short but useful on the wardens with the pikes that stick out quite far.
  9. Yeah pretty much, in a situation where you can shoot with the riggers but no the wardens, you're better off with the riggers. Although this does start to change if you combo it with rerolls like escort wing or khemist. Khemist works well as it makes them nearly autowound which pulls up the skywarden alot. Im not a big fan of hitch and charge as its a bit too unreliable to rely on for me. Maybe I'm conservative with charging. And with zon wardens, if you fail the charge you're a bit stuffed A khemist boost on Zon wardens you move and charge in is very nice though. It also brings their pistols to slightly better than standard riggers shots. So I'd try that. If you're castling and using the wardens to counter charge its easy enough to have the khemist in range. But if you're using them aggressively its not. Options would be either thermal rider cloak but that uses an artifact, or a ship for the khemist to hang in. He cant use augmentation embarked, but the Zon footnote works to drop him first then boost. Thats also good as it means the wardens are likely in 12" of the boat so get the bravery bonus.
  10. They look pretty good, always cool seeing custom schemes. Bit of a funny relation between hull materials and maintenance regimes haha. Would suggest something about the character of their people, but then would also beget other things like if they dont maintain their ships, what about their gear, their city, or their homes etc? An alternative suggestion if you like is that for whatever reason, dyes, paints and pigments usually used extensively in other skyports to decorate and create the fleet colours are incredibly scarce/uncommon in Barak Zinti (like the name btw). Could be due to lack of availability, or a lack of desire to from the skyport inhabitants predisposition to flamboyance. So instead nearly all things in the skyport are the base colours of the materials that comprise them. Hence their greenish brown cloth colour and bare metals used everywhere. And the paint on the ships could just be due to the mixture of a tin paint used to coat them. To keep the image of them not being repaired, could be that the corrosion inhibiting properties in the paint leech into the metal hulls so even if scratched off its not an issue. Hence they only repair serious damage and leave the rest as is. You could look at getting a warp lightning vortex and spin it in with the ports khemist experiments with tin conductivity to make new bombs of a sort. Edit/ Thinking on it a bit more, you could spin it that they source tin from a mine below where the skyport stays. Their produce from that is the main source of money for the port, but its also the main cause of problems from gases and toxic air coming up off it. This causes things to tarnish and colours to stain so for the most part they dont bother to as everything just gets dirty and damaged.
  11. There's no trading with some people is pretty decent. One issue i feel with diviner is that the opponent can steer you away from the place you make battleshock immune. And its just one place at 12". Thinking back to my ork blob days, large squads were pretty unwieldy to move around the battlefield, and these move 4" not 6"... I think diviner works better with large balloon squads as of better mobility and still low model count. Plus loosing them to battle shock sucks a bit more than arkanauts. I'm thinking this could be nice: Barak Urbaz Admiral War Wound, Rune of Mark 140 Navigator Cyclonic Aethometer100 Khemist 90 Khemist 90 40 Arkanauts Full kit 360 Ironclad - Great Skycannon, Breath of Morgrim 510 Iron Sky Command 130 total 1420 2 options for the other 580, #1: 30 Arkanauts Full kit 270 10 Arkanauts Full kit 90 10 Arkanauts Full kit 90 5 Thunderers Fumigator 120 total 1990 Or #2 12 Endrinriggers 400 2*10 Arkanauts Full kit 180 total 2000 #1 would have one blob sticking around the ironclad, and the other with the Admiral for battleshock, both with Khemist. Although #1 was more the original intent of dropping heaps of Arkanauts, I'm quite liking #2. Fighting clean the large arkanaut squads can put out some hurt, but realistically you'll never get all 40 into melee at once, and often wont have all 40 in pistol range either I expect. In addition with base 4+/4+ any negative hit or wound mods or save bonus make a big impact. So the endrinriggers squad is good to counter those, while the Arkanauts can clash with their regular goons. Also #2 could be 2 drops if combining the small Arkanaut squads, but I'd like to keep one to screen the blob and another in the ship for play options, so probably 3. Im only 20 arkanauts short to try this, maybe will pick some up.
  12. Once upon a time I played orks and 100 guys didnt seem daunting but for arkanauts it does haha. Might just be a way of thinking. When i compare them to similar costed units they do look better. Maybe they just miss the characters and support abilities that some of those other units have to make them better. Perhaps just maxing out on gold as that can make them pretty decent. So urbaz + rune of mark and maybe iron sky to hold them all together. Pos admiral with War wound for CP farm as well. Feels like it could work but Ive only got 40 haha.
  13. Do people use arkanaut squads bigger than 10 now? I can never really see a reason to. Maybe if we could get 40 for 300 I might take a full squad.
  14. Ive never really thought about using 2 battalions at once. Looks too expensive to get a good return. Also Thundrik is Barak Bar, while you'll be needing to be Urbaz as you pointed out. With regards to drops its a bit more than 3, battalions deploy all at once, but others separate. Including embarked units unless in a battalion. Also in the iron sky I dont think you can take Thundrik. Its not the keyword in the battalion, its the unit name. Unlike the ENDRINMASTER keyword in it. Id suggest looking at just a single battalion.
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