This model and any models in its garrison can still shoot if this model retreats in the same turn, as long as there are no enemy units that can fly within 3" of this model at the start of the retreat move and there are less than 10 wounds allocated to this model at the start of the retreat move.
Both choices are viable. But your roster will play differently. Ironclade better for aggressive alfastrike tactic, frigates for more board control. IMHO
Barak-Zilfin
Sky squadron 120
Frigate 250
Frigate 250
Frigate 250
Gunhauler 150
Admiral 140
2 Emdrinmasters 200
Navigator 100
10 arcanauts 90
10 arcanauts 90
10 arcanauts 90
6 riggers/wardens
The idea is to throw admiral, endrinmasters and riggers/wardens into one target and 3 frigate with gunhauler into other.
It's not so hard to avoid. Plus you still must pay 90 pts tax for it.
But this could work?
Barak-Zilfin
Frigate 250
Frigate 250
20 arcanauts 180
20 arcanauts 180
Gunhauler 150
Sky squardon 120
Alchemist with vortex 190
10 thunderers 240
10 thunderers 240
Navigator
Endrinmaster
Lol. So we move our "hero ship" 16 inches and use bottle to create vortex 13 inches away from us and after that attack with thunderers and grab objectives with arcanauts. I already want to try this)
I think that bottle cost is too much. You must pay for not that great and useful alchemist and for ES. Plus we have new hero (and you want him in your roster), navigator (with outoinclude pistol artefact) and outounbind scroll. I honestly can't find any space for ES shenanigans.
If you planing to use escort wing you can park your Ironclade in one corner and use gunhawlers as chargeblock. Give SCE first turn and after that you free to act.
You still need to disembark for scoring. It looks like thunderers will be more useful as alfastrike/destraction unit, arcanaut - objective grabbers/second gunline, baloonboys - skirmishers/countercharge melee unit.
Do you consider that 4+ became 5+? And the fact that thunderers could have rerolls 1s tohit and full towound rerolls and ships could have rerolls 1s tohit? Or even full reroll tohit?
This was one of the reasons why KO was nerfed last time) and if to be honest it is the main problem of shooting army in AoS. We can remove models before they even had a chance to do something.
Ah.. yes. I totally forget( Yea only 1 unit per phase. But still you can do this with cp instead of aethergold. And if position your troops correctly you can finish the job on turn two.
I can tell you even more. You can use aethergold on general and use reroll 1s tohit command ability and then use aether gold on thunderers to reroll all towound rolls.
As for the loadout I think that 5-10 man squads are better with rifles but 15-20 would be more devastating with full weapon profile (but I believe that you should not take more then one mortar)
So you can take 2 frigates (500 pts) 2 squads of 10 thunderers (480 pts) new hero (220) navigator (100) and 12 riggers/wardens (I would suggest riggers with 4 drills or wardens with 4 grapnels/drills, volleyguns are optional in both cases). And play as Zilfin or Barak-Nar.
For 1 cp and almost all of your aethergold you can do a lot of damage.