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Rahxephon

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Everything posted by Rahxephon

  1. Anyone tried full Thryng Escort Wing? I've still got a bit too paint up before then but with the points drops on all the units in there it should be more workable. Although its probably be better wth more Thunderers, I'd like to give it a run with maxed cannons Navigator - fleetmaster, ignaxs scales 3*10 Arkanauts, volley guns Escort Wing 2 frigates, Skymines and omniscope 3 Gunhaulers 2*5 Thunderers 3 skywardens, drill cannon, volley gun Gunmaster + 2 Cannons allies 2000 I've also been interested in the nimyards rough rider mercenary company. Although I don't feel it'd be quite as good as taking straight Endrinriggers I do quite like the pistolier models. In non-Zilfin lists though i think it could be of use.
  2. People usually use one of the great skyports as of the additional rules that they have. Although you cant get the combination of artycle and amendment you've got there, they are still better to go with. For better dispelling Barak-Nar boosts your roll by 1, ties normally go to the caster so this gives you a slight edge unbinding against regular Joe wizards. Unfortunately the aethersight loupe has been faq'd. Whereas before you'd be able to reliably dispel the strongest casters in the game this now just gives and extra unbind rather than 3d6. So its mediocre now. I think it was fair to reduce it but I wouldve been happier if it was a +2 to unbind rather than an extra roll you'll probably not succeed in anyway. Ships dont put out that much damage, but they're the USP of the army. More just a comment to check expectations to avoid disappointment the first time you use them. For comparison your arkanaut blob and khemist for 620 would be expected to do nearly double the damage of the ships for 590 (excluding battalion cost). That's not the be-all end-all though. The arkanaut blob is very static so you can get caught out of desired targets range or LoS, or the blob gets stuck in melee and forced to shoot them. The mobility of the ships has some advantages. Although at 18" range you're still going to only get 1 shot before melee (with units that want to that is). The frigate should also be more of a transport than gunship. As far as I know you cant have drill cannons and grapnel launchers in a skywarden unit. Id swap the grapnel for a volley gun, keep them small ranged harassment units. In general what youve put up looks decent. But I'd consider a great sky port. Most commonly used are Zilfin and Mhornar, for this Mhornar would be better.
  3. I'd go volley guns on the 10 man squad and take 3 drill cannons on the riggers, no grapnels. Not being able to move over units with grapnels has limited their utility a fair bit. And you pay a fair price to reliably get one off.
  4. They changed the text on TAABIYLI a bit in the last faq removing the bit about allowing disembarking. And also changed the disembarking rules on the ships to be at the start of the hero phase. So together moving and disembarking with it isnt workable anymore. You can just make ships move very fast now which may or may not be that useful depending on the circumstances.
  5. The usual khemist & skyhook arkanaut blob would do fine wouldnt it? You can probably hit the general before they get to you if they're keeping in defender range. And if the generals the castellant thats two birds with one stone. And against the sequitors youll take some mortal wounds but not that much if you're using multi-damage weapons from afar. Thunderers would take more MW and hooks rend -2 puts a fair dent in them I think compared to armies that only have magical ranged options we've got it pretty good for picking apart character bonus synergies. At least thats what I've found with my main opponent who plays death. Usually i have trouble with all the hordes left over that come back and getting onto objectives to score.
  6. I've often toyed around with trying to make some ship conversions, one I've come up with (not yet made) is based off a gunhauler to make it like an old whaler boat. Keep the driver and add an open deck with some skypike wielding arkanauts to poke stuff nearby. Quite like the idea of it so drafted some rules for it. Tried to make it have more supporting role, and also some nice synergies with Navigators and Brokk. Strike Sloop - 140pts Light and agile, Sloops are single endrin craft commonly used for more mundane jobs in Kharadron society than combat. While the vast majority operate as couriers, ferries and tugs every barak maintains a multitude of sloops outfitted for fending off the fell sky beasts that lurk in the clouds. Often on discovery of a rich aerther gold seam, a number of these stike sloops will accompany the expedition fleet on picket duty to deter would be predators or provide early warning. A strike sloop is a single model. It is armed with either a pair of decksweepers or a pair of aetheric fumigators. The crew on board are armed with skypikes with which they'll fight off any attackers. Move 12" Wounds 10 Save 5+ Bravery 7 Decksweepers 12" 2D6 attacks 4+/4+/-1R/1 damage Aetheric fumigators 9" 2D3 attacks +3/+2/-1/1 damage Skypike 2" 6 attacks 4+/3+/-1/D3 damage Special Rules Fly Strike Sloops can fly Abilities Aetheric Navigation - Strike Sloops endeavour to maintain sight to the fleet, least they fall and it be unknown. If there is a friendly Aetheric Navigator visible to it, a Strike Sloop may move an additional D3" in the movement phase. Choking Fug - The clouds of toxic aether cause uncontrollable convulsions in the foe, stopping them in their tracks. Enemy models that end their charge within 2" of a Strike Sloop with Aetheric Fumigators reduce the attack characteristics of all weapons by 1, to a minimum of 1, until the end of the subsequent combat phase. Aether Burst - Some crews may load a scatter shot to blind and startle their foes to drive them away. A Strike Sloop with Decksweepers may choose not to fire in the shooting phase to instead attempt an Aether Burst in the charge phase. If the charge is successful, enemy units within 1" of the Strike Sloop suffer -1 to hit rolls and -1 to Bravery until the end of the subsequent combat phase. Hunters - The crew of Strike Sloops are well versed at fighting certain foes. You may reroll hit and wound rolls of 1 when attacking with Skypikes for a Strike Sloop if the target is a monster or has fly. Bring it 'round! - Strike Sloop crews would rather perish than see their charge lost. At the end of an enemy charge phase a Strike Sloop may attempt to assist a friendly unit within 12" that was successfully charged this phase provided there are no enemy units within 3" of the Strike Sloop. The Strike Sloop may immediately attempt to make a charge against the enemy unit that successfully charged. The Strike Sloop may be considered to have charged or have been charged for the purposes of Choking Fug or Aether Burst in the subsequent combat phase. After attempting the charge the Strike Sloop suffers 1 mortal wound from the stresses of the maneuver.
  7. Gunhauler 4"x 2 3/4" (10.5x7cm) Frigate 4 3/4"x 3 3/4" (12x9.5cm) From what I measured
  8. Makes sense, thanks. Was pretty sure it wouldn't be a thing otherwise everyone would be doing it. Had never heard of an allies table before, looks like it is in ghb2017? I had thought ghb2018 more or less replaced 2017 and kept whatever was relevant but i guess thats not the case?
  9. Hi, pretty new with AoS, bit of a rules question with Kharadron Allies. Can you have your main detachment KO from say skyport Thryng and ally in an Urbaz khemist or Nar navigator? I cant really see something that says you couldnt, but AoS rules seem to be all over the place so couldve missed something. And then if it does work, would abilties like the allied khemists work on your main detachment. Or are you meant to replace the skyfarer keyword with the name of your skyport?
  10. One thing I've felt with KO is that we lack defense. I've thought about getting some longbeards a couple of times as a soak but they don't quite fit the style or speed. While I agree the ships could improve their durability a notch, I think itd be more interesting if we had some other defense options than just better saves. I can't see much incentive to take skypikes as they are over other options (either guns on arkanauts or riggers). What I feel could work well is if models with skypikes had a special rule like the Aethersped Hammer (attack first) but only a turn they charge or receive a charge. Skywardens could then do picket duty pretty well as a prickly detterent to charges, and if need be make assaults on other units with similar attacks first abilities. It's not really increasing their offensive power so I'd imagine Endrinriggers would still have a place as the main attackers, but it'd give the skywardens a niche so they don't need to directly compete. And on Arkanauts I could still see it making skypikes an option I'd at least consider.
  11. Thermal rider cloak on Mhornar general is a pretty cool idea. Moveability of a slow general with a strong ability had always been an issue. I'd tried Mhornar escort wing a couple times as the command trait is very powerful and you can get near guaranteed hits off your ships with the two. But I had a pretty bad run in with beastclaws smashing the castle. Although Thyrngs grudges isn't as powerful, there's no incentive to castle (given it is a small castle at 3"). So I've liked that I feel freer to spread out. I also quite like Thyrngs one time reroll. Sometimes feels a bit like Murphy's law though haha as once you spend it you're bound to get something else that needs it even more. Any reason for drill cannons on the Gunhaulers? I feel like unless you have some method for wound roll manipulation it's not worth it.
  12. Hi Luzgurbel, I've only played a bit, but Thyrng and Escort wing was how I liked to run them as well. It works well if the opponent has big targets, either large horde units or monsters. If they run alot of similar things where there isn't as much target priority its more difficult. I run 3*5 thunderers in the frigate. Gives flexibility when disembarking and usually I don't think they need a Khemist buff that much. Also I often give the frigate either buouancy aid or parachutes. Last word is pretty good on the ironclads volley cannon but on the frigate it's a harder sell for me. I'd want a larger arkanauts unit for good Khemist use. Probably could afford to loose a character to get another 10 at least. Not sure your intents with the endrinmaster and navigator. Depending on what artifacts you give them you can make the navigator a reasonably useful dispeller or the endrinmaster reasonably offensive. So could drop whichever you prefer. With the thunderers, warscroll bonus ships and Khemist skyhooks you have a few different units that can send out a bit of hurt. It's easy with Thyrng and Escort wing to put all your eggs into one basket I feel, and just over kill one selected unit and have some difficulty with the rest.
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