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Cauthon

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Everything posted by Cauthon

  1. Guys don’t forget gw likes to do the ol’ bait and switch.. tzeentch and ko came out at the the same time, ones op, ones a little weak. That could definetley flip flop come next generals handbook this summer. Thunderers go down to 100 per, battalions get just a little cheaper, tzeentch battalions go up. Boom. Flip flop.
  2. Gw doesn’t let any model have rules that there are no models for. So no khemist with balloon because there is no model for it.
  3. Gw doesn’t let any model have rules that there are no models for. So no khemist with balloon because there is no model for it.
  4. I couldn’t help but notice that a loondrinmaster, gunhauler and 6 riggers is almost exactly one third of a list so... i bring you the triple half dozen triumvirate and ko Loondrinmaster loondrinmaster loondrinmaster Arkos x 10 Riggers x 6 riggers x 6 riggers x 6 gunhauler gunhauler gunhauler probably zilfin but could be urbaz or zon or nar even.
  5. I’m not seeing what the navigator is doing for this list. I would drop him and the command point to take 5 more thunderers. Honestly I’d drop a gunhauler and the navigator and bump up to 15 thunderers Because you are taking skywardens in urbaz (and not zon) I would equip them with volley guns and drill cannons to get the most out of the battalion. You probably don’t want them to be in combat even without special weapons.
  6. Sky command is paid for. so it really can be any barak. The battalion still let you take your boosters and buoyancy no matter what compulsory stuff your required to bring alongside it.
  7. Well you can’t know that till you pick your barak, know scenario and know opponent. Offhand id say attack a flank aggressively and try and get that 20 arkos to screen your loondrinmasters and ironclad. Gunhauler one loondrinmaster and 6 riggers can go do their own thing. Loondrinmaster with boosters is wild card. Gyro copter does stuff..
  8. Here’s the final draft if anyone has a hard on for loondrinmasters iron sky command loondrinmaster- tough as boots, boosters Loondrinmaster loondrinmaster ironclad arkos x20 riggers x 6 riggers x 3 gyrocopter gunhauler
  9. I think 3 endrinriggers and an admiral in a gunboat or ironclad is being seriously slept on for a melee assasin squad. Trick is having that going on and still an effective list backing it.
  10. I think 3 endrinriggers and an admiral in a gunboat or ironclad is being seriously slept on for a melee assasin squad. Trick is having that going on and still an effective list backing it.
  11. As far as loondrinmasters in a iron sky command, I can almost get to a 1 drop list, I guess you could if you bought a command point. Ironsky command Loondrinmaster loondrinmaster loondrinmaster admiral ironclad arkos x 10 endrinrigfers x 6 endrinriggers x 3 gunhauler Alternativley you could have two unit of 6 riggers and swap the gunhauler for a gyrocopter but then you lose a Hitcher vehicle loondrinmaster general can fly high on his own, two rides for two other loondrinmaster, small unit of riggers to screen for the ironclad, 6 riggers with gunhauler off doing stuff probably not competitive j guess the admiral is worthless in this list he probably gets dropped for a gunhauler so now you’re up to 3 drops so I guess it’s a no go
  12. I only fully realized last night that you can take endrinmasters with dirigible suits in the iron sky command.
  13. Can’t go wrong with all rifles if you’re in a frigate. Aether cannons are good if you don’t mind giving up the max range on two rifles but the frigate itself has carbines that are 12” as well.
  14. Can’t go wrong with all rifles if you’re in a frigate. Aether cannons are good if you don’t mind giving up the max range on two rifles but the frigate itself has carbines that are 12” as well.
  15. Have you tried to add him to an iron sky command with arkos to try and make a melee threat? Up close and personal with an ironclad. Zilfin iron sky command admiral- proclamator mask endrinmaster- great tinkerer, staff endrinmaster endrinmaster (or navigator if you want to load into a gunhauler instead of ironclad) ironclad- skyhook, buoyancy Frigate- cannon, Omniscope arkos x 20 arkos x 10 gunhauler- compartments or torpedo gunhauler endrinriggers x 3 drill cannon the two gunhaulers can fill out to be two units of 6 riggers but then you have an extra endrinwork you’re not using which bothers me. Ironclad should be putting out great volume of fire within 9. Getting lots of guaranteed healing, can doubletap repel boarders to make arkos hit on 2’s.. 3 endrinmaster and an admiral ashould be able to smoke something decent. Can get past modifiers to hit which is the survivabilitiy mechanic that’s in vogue. Could even have frigate and hauler come scoop up survivors out of your ironclad, we were dwarves style I guess this will be my boots on the ground list 🤠🤠 thanks for the inspiration!
  16. I could see an ironclad at 1500. I’d just put arkos in it maybe instead of thunderers. Actually I’d still put thunderers in there probably lol but I’m not sold on the board presence over more guns philosophies yet Loondrinmaster admiral endrinmaster ironclad arkos arkos endrinriggers x 6 Gunhauler ironclad with heros and 20 arkos can actually do a little work in melee, if you double tap the repel boarders command ability from the admiral. In this settup you’d perhaps want the skyhook because you can only use that command ability in your turn. If that’s to many eggs in your basket you could swap out your admiral and endrinmaster for a second gunhauler and third arkos but they’re walking and your down to 1 hero.
  17. Also that spell is probably not worth it. Reroll 1’s to hit is something that’s already available to us. Not worth the relic slot imo. Maybe the chaos suffocating gravetide to make your fire base harder to get to, have cover sometimes
  18. I think your not getting a lot of mileage out of your khemist double buff only buffing 10 thunderers and 20 arkos. Try 20 thunderers with rifles and 12 endrinriggers with volley guns and drill cannons. If you are giving up the zilfin or urbaz benefits you really need to lean into what are trying to accomplish with the list.
  19. I’m a fan of aether cannons on thunderers. The carbines on both the frigate and ironclad are 12” so I’m usually dropping within that anyway. Plus I’m leaning into our single shot high damage weapons. I feel like the more drill cannons and cannons I can get into a list, the less swingy I’ll be on my 4+ to hits just by adding volume of rolls.
  20. Yes I named my ironclad “Dont roll a 1!!” cmon don’t roll a 1!!!
  21. Suit yourself but I’ll take the chance to auto mortal wound and -3 rend. That’s going to have a better chance to snipe charecters than more shots with a lousy damage profile. It is high risk high reward but that sums up our whole army imo. We are to elite and to squishy to be messing around with low risk low reward. Stuffs got to die quickly before it gets to us.
  22. FYI you can fly high/disengage from an enemy that can fly, you just can’t shoot afterwards. (As long as you don’t have to many wounds on you at that time)
  23. Unless you know you are trying to kite, playing the mobility and long range game* which is a significant “if”. 6 shots at a 4+ 4+ at -1 for isn’t much to brag about. This profile would greatly benefit from some bonuses but I don’t see many circumstances where you are getting anything besides reroll 1’s to hit from zilfin or something. In a squad of 12 you’ll get rerolls to hit once but after that they just arnt doing much. Having 8 saws and 4 drill cannons would allow you to be effective at shooting and still “scary” in combat. I don’t think it’s is true with 4 saws 4 volley guns and 4 cannons. Now you are “a little” better at ranged but way way way worse in melee so you are losing a ton of tactical flexibility imo. I think its fair to assume squads of 6 are going to be the most common yes? If they are screening for an ironclad or frigate that want to get close and personal (within 12 for carbines, thunderers cannons and rivet guns) then the volley gun isn’t really any better than the rivet guns (1 less expected hit same profile after that) add in the saws melee to the difference between the damage of the volley gun to the rivet gun I think it’s a no brainer. However. If you are pairing a unit of riggers with a gunhauler that is jumping around being a super mobile...gun platform then you will absolutely want the extra range the volley gun brings because you are hoping to kite as much as possible.
  24. I like the drill cannons but if you are in a bigger unit I’d have one skyhook and one grapnel. Volley guns are kinda junk unless you know you only want to sit back and plink from long range. The skyhook and grapnel cant auto wound but their damage is straight 3 not d3 which is nice.
  25. Do the thunderers and navigator go in the frigate because that will overload it. Nice list otherwise.
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