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Cauthon

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Posts 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. 

    • Like 2
  2. 43 minutes ago, ArmyOfGrodd said:

    My new plan is Khemist with Balloon (Thermal Rider Cloak)... They missed a trick by not making a Balloon an Artefact actually. 

    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. 43 minutes ago, ArmyOfGrodd said:

    My new plan is Khemist with Balloon (Thermal Rider Cloak)... They missed a trick by not making a Balloon an Artefact actually. 

    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. 2 hours ago, Luzgurbel said:

    I'm seriously consider in to play Skywardens instead of Riggers in my Urbaz Escort Wing list. The reason is because they can take part of the battalion and therefore drop the drops, and benefit from the ability.

     

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Urbaz
    Endrinmaster with Dirigible Suit (220)
    - General
    Aetheric Navigator (100)
    1 x Grundstok Gunhauler (150)
    1 x Grundstok Gunhauler (150)
    1 x Grundstok Gunhauler (150)
    6 x Skywardens (200)
    - 2x Drill Launcher
    6 x Skywardens (200)
    - 2x Drill Launcher
    5 x Grundstok Thunderers (120)
    Arkanaut Ironclad (510)
    Grundstok Escort Wing (140)
    Extra Command Point (50)

    Total: 1990 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 88
     

    This list would be 3 drops. Things that I'm considering also are to drop 1 unit of wardens (and the extra cp) for 10 more Thunderers, so making the flying fortress an insane pew pew machine.

     

    I like Wardens, the bad point is that they have a bit less punch out and that they don't repair boats. For that reason, I'm also checking to give them the Volley guns.

    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. 39 minutes ago, Ser_namron said:

    whats the plan of attack? 

    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..

  7. 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  

     

  8. 17 minutes ago, Bueno said:

    Looking for a bit of advice on how to build Arkanauts and Thunderers.

     

    I have 10 Arkanauts 2 units of 5 Thunderers on sprue, how am i best equipping them all?

    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. 

  9. 17 minutes ago, Bueno said:

    Looking for a bit of advice on how to build Arkanauts and Thunderers.

     

    I have 10 Arkanauts 2 units of 5 Thunderers on sprue, how am i best equipping them all?

    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. 

  10. 10 hours ago, 5kaven5lave said:

    I still can’t get the Admiral into a list. He just feels like a waste of points to me, the Iron Sky Command is hero-heavy as it is without the optional ones. 

    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!

    • Like 1
  11. 44 minutes ago, Arzalyn said:

    Anyone tryed using a Ironclad in less than 2k lists? I'm planning to get a Frigate/Ironclad next month but I'm not sure which one would be better. I'm still deciding my final list, the Ironclad looks powerful, but around here we never play more then 1500 points game and at that range the Ironclad is even more expensive pointwise (1/3 of the army!)...

    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. 

    • Thanks 1
  12. 5 hours ago, 5kaven5lave said:

    Re: ship names, I may have named all my heroes too but my Ironclad is called Groz Wulthrung which means Big Payment (spoiler: it pays with explosives).

    Have also been thinking about an Urbaz ‘Khemist Supreme’ double buffing a unit of 20 ArCo and 10 Thunderers but also putting a Burning Head (in a bottle) in the middle for reroll 1s to hit on the two units as well. I’ve tried to play it out but it’s too complex for my brain. Am I wasting my time with this?

    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. 

  13. 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. 

  14. 21 minutes ago, Boar said:

    When it comes to damage output volley gun and drill cannon are actually similar on average, hence my question.

    One option could be - in say 6 man unit- taking 2 volley guns, but not in addition, but instead drill cannons. Due to low amount of shots from drills you have quite large chance of doing nothing with them. When constantly and reliably chipping at enemy unit is more valuable to you as player volley guns could be better. Drills are more of high risk, high reward things.

    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.

     

     

  15. 30 minutes ago, 5kaven5lave said:

    Well, played my game using my mass bodies list from the other page vs. a Khorne Bloothirster list. Played Focal Points. I don’t like to blame dice but my opponent freely admitted that his dice were amazing and mine were terrible. In spite of that I managed to pull out the win. By one point. Had some bad shooting phases from key units, the Ironclad had some good phases but then put an almighty 2 wounds into a battleline unit with Gold in one shooting phase. Also stupidly got trapped by a Bloodthirster so couldn’t disengage one turn. The bodies did their job though, Fumigators helped the Thunderers stay in the game.

    Thank the baby Jesus I won though, was my first win with the new book. Need a lie down now, was far too tense for my liking!!

    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)

    • Like 1
  16. 4 hours ago, Boar said:

    Curious what`s your reasoning behind this?

    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. 

    • Like 3
  17. 59 minutes ago, Aryann said:

    Which two 24" range weapons are best choices for Endrinriggers?

    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. 

    • Like 1
  18. 19 minutes ago, Tittliewinks22 said:

    Been toying with this list a bit:

    Barak-Zon - [101 wounds, 3 drops, 1 CP]

    Endrinmaster w/ Dirigible suit (220) [General, Zon relic/trait]
    Navigator (100) [Flare pistol]
    10 Thunderers (240) [4 Rifle, 1 Fumigator, 2 Decksweeper, 2 Cannon, 1 Mortar]
    6 Skywarden (200) [all spear/pistol]
    6 Skywarden (200) [all spear/pistol]
    6 Skywarden (200) [all spear/pistol]
    Gunhauler (150) [Drill Cannon, Collapsible Compartments]
    Gunhauler (150) [Drill Cannon]
    Gunhauler (150) [Drill Cannon]
    Frigate (250) [Sky Cannon, Skymines]
    Escort Wing (140)

     

    Do the thunderers and navigator go in the frigate because that will overload it. Nice list otherwise. 

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