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Cauthon

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Everything posted by Cauthon

  1. I think your needlessly limiting your list building trying to shoehorn certain Baraks into certain battalions. The loondrinmaster opens up so much for us. I can make an escort wing for any allegiance. You don’t even consider Barak Nar a main port for us???? Slap a iron sky command Barak Nar on your list at least. Gives you a good reason to go character heavy. The tempest eye eye combos are very tempting. 1-4 is tough.
  2. I think units of 6 with grapple and skyhook. 2 volleyguns if they planning on chilling/ kiting. With all the restrictive nature of our rules I’m grateful having a special weapon doesn’t keep an endrinrigger from being able to repair. Has as anyone considered taking a 12 man block of skywardens to get a share of aethergold? Probably in Barak nar. Would have to screen them but shouldn’t be to hard to deliver with a 12 inch move. Its to bad gunhaulers can’t hitch 6 riders, frigates 9 and ironclads hitch 12 or 13 with ebullient bouyancy.
  3. The drill cannon hitting on 3’s auto wounding on 5’s is to clutch for me. Collapsible compartments are an option but kind of lackluster for just one dude. Id rather have the mobility for objectives I think.
  4. Hey guys. Just started getting games in with my KO. While they did “fix” a lot of major issues they seem imo, a mid tier army. I was looking at CoS and you guys seem to have a lot more answers to different problems. What do do you think of this list, does it have what you need synergistically to get the most out of the dispossessed units? Battlemage on griffon Battlemage on griffon celestia huricanum Longbeards x 30 outriders outriders Irondrakes x 20 gunhauler-drill cannon endrinriggers x 6 skyhook, grapel Everything starts turtled up and then gunhauler and riggers can split off, battle mages go do stuff. Greybeards screen and buff iron drake and hurricanum. Do I need a disposed character for the gun line? I have a frostheart I’d be glad to work in. Would you drop gunhauler to buff the endrinriggers to get the most of the TE spell (+1 attack) or is the deep strike ability the clutch part of the equation? semi competitive?
  5. What do you guys think of this list? Barak-zon escort wing 3 drops 114 wounds Balloondrinmaster - bearer of the ironstar ,aethersped saw Navigator- dispel scroll Frigate- maelific slymines, cannon gunhauler-surge injected, drillcannon gunhauler- drillcannon gunhaulet-drill cannon thunderers x 10 rifles cannons and deck sweepers skywardens x 6 skypike, grapnel Skywardens x 6 skypike, grapnel skywardens x 6 skypike, grapnel drill cannon on gunhauler has to be our most efficient means of damage but I’ll leave it to the mathmagicians. All the skywardens have their own rides and are battleine (holla!!) their melee profile and survivability don’t really inspire me but the Barak-Zon perks make them “decent” on the charge. Its a crying shame the navigator doesnt have a ride or he would have been an endrinmaster.
  6. That was my starting point as well. I have bits left off a necron spyder that got turned into a d-lord I can use for his harness. Curious to see how long I can get by using my brokk though because I need a gunhauler(s) too looking good!
  7. Definitely need at least one navigator. Flare pistol artifact is one of our best buffs. Opens up the anti magic lists a little. Even if that’s not what you mainly want to run you should be able to in case bad matchups. 2 casts at a +1 and a dispell scroll on him plus your other hero’s getting a roll at +1 will at least let you feel like you’re participating in the magic phase.
  8. Here is my anti magic list I will keep on hand for bad matchups. Might be a cheesy list tailor but hey, pirate. Barak-nar Iron sky command Admirial- champion of progress, aethercharged run Navigator-voidstone orb Endrinmaster Endrinmaster Thunderers x10 rifles, cannons, sweepers Thunderers x 10 rifles, cannons, sweepers, Arkos x 10 sky hook and pike Ironclad- ebullient buoyancy, cannon frigate- malefic skymine, skyhook endrinriggers x 3 volley gun drill launcher At least we can dispel while being garrisoned.
  9. Alternatively Barak urbaz escort wing. Endrinmaster-great tinkerer, monolense Navigator- flarepistol Ironclad-cannon, ebullient buoyancy Frigate- drill cannon Gunhauler- morgrim, drill cannon Gunhauler- drill cannon Gunhauler-drill cannon Arkos x 10 Thunderers x 15 rifles, cannons, decksweepers boats n hoes!!
  10. Here you go Taak Barak-Urbaz Escort wing Endrinmaster-Great tinkerer, monolense Endrinmaster -generic artifact Ironclad -old reliable, cannon (EW) Ironclad-cannon Gunhauler-breath ofmorgrim, drill Gunhauler- drill cannon arkos x 10 thunderers x 10 rifles, cannons, decksweepers Feels a little light to me but you wanted boats. I’m on a boat!!
  11. Just curious. Does an an ironclad with 15 thunderers in it count as 2 units or 4 for the purposes of (not) allying in KO into a cos army?
  12. Also, not to be negative but.... I don’t know that I’d call arkos charging out of a boat “overwhelming”. I’d call it lackluster, if I’m being nice 😃
  13. Sadly, frigates are overburdened by having 11+ models embarked. Your admirals in the frigates are killing your mobility. No fly high and half movement. Kind of kills your list imo
  14. Pretty sure the great endrinworks are unique and I don’t believe you can have duplicates. Happy to be wrong.
  15. Me too. Ive been entertaining the idea of 2 endrinmasters, an admiral and a navigator rolling around smacking ppl out of a gunhauler. Havnt worked it into a list yet. Don’t think anyone would expect it when you showed them your list before deployment. Think you could knock out say a dragon?
  16. Taking a special ranged weapon doesn’t hinder our repair abilities so I’d max out the volley gun and drill cannon/skyhooks. If you wanted a melle unit go skywardens.
  17. His reroll charge ability is on any KO unit fully within 12. So from the ship he can have a block of nearby wardens rerolling their (very important) charge roll. Also just for clarity, you can retreat/disengage from units that fly you just can’t do so and also shoot.
  18. I think the repel boarders command ability could be very useful. Yeah we don’t punch very hard but some armies are going to be desperate to close with our ships. Giving +1 to hit to 20 thunderers, the admiral and maybe an endrinmaster seems like a good use of a command point to me. Especially if someone is coming at you with a small small unit of flying screens like screamers that has to die so you can disengage/ retreat and still shoot. Situational, like everything. Rerolling charges on a big block of skywardens can be pretty clutch too imo. Running and shooting can be very clutch sometimes, I’m thinking especially in late game. Sometimes you won’t be able to fly high and still need to get on that objective. If you are down to 2 or 3 inch movement (overloaded)being able to run and shoot could be the difference between getting to the objective and getting to the objective while you blow someone else off of it. For 2 command points you could auto run 6 and be able to shoot. Ironclad is super freaking slow slow if you can’t fly high and are overloaded so seems potentially clutch to me. Also yeah you can do generic command abilities but you still need a hero on hand to perform them for you. Sure you could do all that with a different hero but the admiral comes with his 5++ shrug, better melee profile and like you mentioned, the better traits and relics. You cant claim an objective as a hero if you on the boat. At some point we’ll need hero’s to babysit an objective and the admiral is the only one with just a little survivability with his LoS shrug.
  19. So the ironclad great endrinwork Ebullient Bouyancy aid says that you can fly high and disengage if you have more 16+ embarked. Doesnt say anything about not halving your movement. Oversight or just a bummer?
  20. Zilfin endrinmaster on balloon, Bomblets admiral endrinmaster frigate, drill, overburdened relic frigate, cannon, last word thunderers x 10 rifles, cannons thunderers x 10 special weapons endrinriggersx 12 melee endrinriggers x 6 shooting endrinriggers x 6 shooting Here is my take at a tac list. Decent amount of shooting (hopefully), good mobility, mobile melee threat. Rifle thunderers in overburdened boat with characters hoping to stay at range and taxi riggers around. Special weapons thunderers in boat with last word bring aggressive with full squad of riggers playing positioning games with boat to get favorable combats (hopefully) profit
  21. Hey guys after looking at all the info for a bit I’ve come up with a list. Been hard with how expensive everything is. Barak-Urbaz Escort wing Endrinmaster on balloon- command trait Bomblets Admiral, command trait, relic gunhauler, drill cannon, mhornars breath ironclad- cannon,flyhigh Gunhauler, drill cannon thunderers x 20, mostly rifles, max cannons, decksweepers, token fumi and mortar endrinriggers x6, shooting not sure how effective the shooting or board presence will be. Will be fun just not having any arkos for once!!
  22. Were there any relevant changes to skyfires besides losing demon keyword?
  23. I tried chopping the flying base, glueing magnets on them then drilling magnets into the butts of the endrinriggers. It was action pose city for awhile because they spin on their magnets. a few of my magnets popped off the flying stands because I didn’t use enough green stuff to cap them on. I ended up pulling magnets out of the endrinriggers and drilling through into their cavity and now they just slot on the flying stems. Works pretty well, easy to store. No reglueing required ever.
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