Cauthon
-
Posts
153 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Store
Downloads
Blogs
Events
Posts posted by Cauthon
-
-
So how do you play as eldritch council then? You arnt grand alliance order because you can’t take anything that doesn’t have eldritch council keyword without it being an ally.
Your faction is eldritch council in this instance, not grand alliance order
barak thyrng can be your faction if the whole army shares the keyword, plus your allies allotment
-
1 hour ago, sal4m4nd3r said:
They are allies because they don’t have the KO keyword in a KO army. Look you all can play however you want or house rule whatever you want that’s fine. No skin off my behind. But to say I’m squeezing fun out of something as @Phasteon said...I mean I’m just following the rules.
In this case isn’t your faction barak thyrng? They all have the same keyword, barak thyrng.
So how are they allies if they share the same keyword?
-
3 hours ago, Ser_namron said:
i havent had any problems so far, but yours probably also look nicer than mine with a drilled hole lol. I have been magnetizing all their weapons with the drill though, so if need be ill switch! So far so good though.
They don’t look nice at all when it’s a dude laying next to his base.
The magnet on the dude end wasn’t the problem, it’s keeping them from popping off the super smooth surface of the flight stand. I clipped mine to be a flat surface but it really needs a bit of green stuff to make a cap to hold the magnet to the flight stem.
- 1
-
1 hour ago, Ser_namron said:
Magnets work really well, i did it to all my balloons. 1 on their pack where the stand usually cradles, and 1 on the end of your broken stand/ non broken stand. Easy peasy.
I too magnetize my endrinriggers to their flight stands. Drilled the magnet into the seat of their pants though
I highly recommend green stuffing a cap around the magnet you stick to the flight stand. Mine didn’t hold up with just super glue.
- 1
-
1 hour ago, Arzalyn said:
Finally got my Aether war and lovying assembling the models! I'm a bit unsure on what to get after it, could some give me some advice on which lists looks better?
Option 1 (Frigate Escort Wing, Zilfin and Nar woul be possible too)
Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz
Leaders
Endrinmaster with Dirigible Suit (220)
- General
Aetheric Navigator (100)
Battleline
1 x Grundstok Gunhauler (150)
1 x Grundstok Gunhauler (150)
6 x Endrinriggers (200)
Units
10 x Grundstok Thunderers (240)
Behemoths
Arkanaut Frigate (250)
Battalions
Grundstok Escort Wing (140)
Total: 1450 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 67
Option 2 (Ironclad "Deathstar", Nar possible too)
Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz
Leaders
Endrinmaster with Dirigible Suit (220)
- General
Arkanaut Admiral (140)
Battleline
1 x Grundstok Gunhauler (150)
6 x Endrinriggers (200)
Units
10 x Grundstok Thunderers (240)
Behemoths
Arkanaut Ironclad (510)
Total: 1460 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 62
Option 3 (Ironclad + bodies, everything except Urbaz to give the Ironclad the Endrinwork)
Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin
Leaders
Endrinmaster with Dirigible Suit (220)
- General
Arkanaut Admiral (140)
Aetheric Navigator (100)
Battleline
6 x Endrinriggers (200)
10 x Arkanaut Company (90)
10 x Arkanaut Company (90)
Units
1 x Grundstok Gunhauler (150)
Behemoths
Arkanaut Ironclad (510)
- Great Endrinworks: Ebullient Buoyancy Aid
Total: 1500 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 77
I'm having a hard time comparing the lists, not sure if the 3 option has enought fire power or if the 1 and 2 have too much firepower and not enought bodies...
I like your first list
-
2 hours ago, Samukai said:
Can someone explain to me the downside of "Fly High" if there is one at all. Why would you not spam the ability every turn and not make a normal move?
I’ve been finding out it’s a bit of a trap. Shooting armies that are super squishy might not do well jumping into ppls faces and daring your opponent to fail an initiative roll.
I need to start laying back more, letting the enemy come to me. Flying high when the enemy does get there, hopefully weakened.
Will be more betta dropping lanes by then too hopefully.
-
1 hour ago, Boar said:
So Seraphon Coalesced reduce incoming damage by one from each attack (to min of 1), effectively halving output of shrapnel and aethershock carbines of capital ships. In essence Frigate loses half firepower against Coalesced.
My brother is buying Seraphons right now, concern rising.
You should be more concerned about the bound endless spell mechanic the lizzys have. Only they can move predatory endless spells.
Yay for even less interaction in the magic phase!!!!............./sigh
-
Yes sorry. Meant to say increases to hit on the attacks of the endrinmasters, thunderers gun butts and admirals own swings
-
9 hours ago, Phasteon said:
The best hitting power* you can get in vanilla KO is a unit of 20 Thunderers in an Ironclad with Ebullient.
Those 42 Schots with reroll 1s to hit reroll wounds is pretty reliable -1 rend output.
But its 1000 points without any support so better make those shots count!
*actually its 12 Barak Zon Skywardens, but good luck alphastriking them without getting striked first. Also retaliation will hurt.
Edit: LOL, this happens when you think about something but just write half the story 😂
Haha was thinking about the best unit to garrison in KO.
Also: I love Fyreslayers but I don‘t think Thrying is competitive. You basically get the worst out of 2 worlds (Fyreslayers allegiance is much stronger and you are losing out on too many points for the actual good KO stuff - I can barely fit everything I want in a 2k pure KO list... and 20 Thunderers is not part of it atm 😂)
Haha well sorry for the brainfart
Hold my beer..
Egg basket of death
Barak urbaz
Loondrinmaster- grudgebearer
admiral
navigator-flarepistol
endrinmaster
endrinmaster
riggers x 3
riggers x 3
riggers x 3
ironclad- skyhook, ebullient
thunderers x 20, cannons, decksweepers, rifles
Eggbasket comes down, navigator paints a target, thunderers pop aether gold to reroll wounds, ironclad charged using skyhook bonus, admiral increases endrinmasters attacks, gun butts and admirals swings +1 to hit, endrinriggers bubblewrap the ironclad.
get the doubleturn, win.
- 1
- 3
- 1
-
The lightning vortex from skaven, the suffocating gravetide from slaves to darkness, wildfire Taurus of beastmen, the stormcast everblaze comet. Emerald lifeswarm kinda.
- 1
-
Im not sure what you mean. I meant using our ko in a tempest eye list.
Would you like to compare the strengths and weaknesses between te-cos and ko?
-
It’s hard to do any calculations right now other than seeing how good our ****** gets with a few tempest eye buffs 😃
-
A unit of 3 gets a discount aye? Sorry didn’t realize, I’d only ever considered them in individual units.
Not sure 3 in a unit is going to super effective. Their guns are so short range ive been considering them as disposable.
-
The gyrocopters are 70 points each do not 3 for 180...
50$ a pop is pretty spendy but they are a must have if you are thinking about switching over to tempest eye (as I am) seeing as how they are good and cheap and you need 12 units in an army if you want 3 kharadron units
im making the price more palatable by imagining how awesome my custom loondrinmaster is going to look made out of the spare gryobomber bits.
-
3 hours ago, DavionStar said:
@Garamond loving those custom names! And the heads on the riggers as well.
@Cauthon Thanks for the list idea! I think that'll work well. Now I just gotta decide if I mark 4 of my Riggers (I had built them all with saws, thanks 1st tome meta) or build 4 of my Skyriggers to use those special weapons. I'm gonna probably have to wait for a while until I get ready for my list that uses Wardens anyway so I may as well model some special weapons in. It'll also be helpful if I play Warcry.
And yeah, one big issue I was having making my list is that I got locked in this idea that I HAD to through some Thunderers on a boat, but with how pricey they are now, it's just a touch harder to fit them in a smaller list. At least for me.
Skywardens are only maybe as good as riggers in a barak zar list. Definitely worse in all others. I wouldn’t get carried away building skywardens, deff not more than what you want for an escort wing list when you flesh out your force.
If you just have to have some thunder in a boat but dont want a frigate and 10 thunderers then maybe 5 in a gunhauler.
Zilfin
loondrinmaster
arkos x 10
frigate- omniscope
gunhauler- compartments
thunderers x 5
hearthguard berserkers (allies)
i personally would take a Knight venator instead of the berserkers but you wanted to use models owned.
- 1
-
36 minutes ago, DavionStar said:
Hey folks, this might be asking for a lot but I'm having a lot of trouble making a 1k list that I like. I'm always left with 40-80 points to spare and nothing to put in it. I have come up with some 2k lists I like and want to try, but I don't have the models yet. And I'd like to try to get playing at my local shop before then.
So...if anyone's willing to help me, I'll list here what models I currently have, both built and not. And maybe something will click? For Sky-Port I'm not super picky for this small list. Maybe Zon, Thryng or Urbaz. But any's fine. I can use the ones not built, I just figured I'd separate them.
Assembled
30x Arkanauts
9x Endrinriggers
10x Thunderers
1 of each Hero including Endrinmaster on Balloon
1 Frigate
1 Gunhauler
Thundrik's Privateers (could also just have Thundrik himself as a second Khemist)Owned but not Assembled
10x Arkanauts
6x Skyriggers (planning to make them Wardens)
1 Gunhauler (Technically assembled but in a few pieces waiting priming)
1 Ironclad
5x Hearthguard (Fyreslayers)So if anyone's willing to try to help me make a list out of these, great. If not, that's ok. I'll keep plugging away at it either way.
Zilfin
endrinmaster with dirigible- tough as old boots, ocular staff (on weapons battery)
frigate- cannon, omniscope
arkos x 10
arkos x 10
gunhauler- torpedo
endrinriggers x 6 drill cannons and volley guns.
1000 points.
1 unit of arkos to deploy on home objective, everyone else kites like crazy, play the ranged game, drop off arkos on objective with the frigate once the enemy is shot up enough.
Endrinmaster, gunhauler and endrinriggers should be a pretty significant flanking force at 1000 points.
Go forth and profit
- 1
-
Has anyone thought about putting 5 units of min thunderers in an ironclad. Gives you a lot more shots at the expense of an aethergold token.
-
Would a Knight venator count towards my 4-1 kharadron ration??
its not an ally in azyr but it doesn’t naturally have the cos keyword.
Thanks!
-
I’m back!!
endrinmaster on balloon
huricanum
runelord
knight venator
Battlemage
battlemage
Longbeards x 10- shields
longbeards x 10- shields
irondrakes x 20
gyrocopter x 4
gunhauler x 2- drill cannons
Would love to hear some opinions
-
18 minutes ago, Phasteon said:
I‘d really like to field Brokk Grungsson, but I can‘t think of a list that can make use of his rules ..
After some thinking about the streanghts and weaknesses of the army Barak-Nar kind of feels like a choice for fun games. I cant see this skyport do anything competitive the other ports dont do better.
Except unbinding, but I cant tell if its worth it.
Any ideas how to make good use of the duardin version of „Ironman“ ?
My first idea was:
Brokk
Endrinmaster w Harness
- Rune for 3 Mws via 6 hit 1x
Navigator
Khemist
- Spell in a Bottle
10 Arks
10 Arks
10 Thunderers
3 Riggers
Ironclad
- Buoanskeuakay aid (dont know how to write this word xD)
Frigate
- Skymines
Iron Sky Command
Purple Sun.
But tbh, this list sucks compared to the Urbaz list ive ran so far 😂
But it looks fun.
the only barak nar list I’ve written that I didn’t hate was a iron sky command full of loondrinmasters, you could take brokk in that if you wanted. Try and get down to just a cpl drops.
Dont forget your thunderers are battleline in barak nar
-
All that stuff is cool sure. I’m not going off cool factor though I’m more worried about effectiveness and efficiency.
-
13 minutes ago, DavionStar said:
Aah, gotcha. I swear Urbaz or some other Skyport let you do that in the first book. But hey, still works. Khemist with Collector and Spell in a Bottle plus another hero with another artifact.
It can be dispelled, but not unbound. And we don't have to roll for the cast either. That Endless Spell is going on the table, period. And there's plenty that start dealing damage as soon as they drop. Hell, see a bunch of enemy units all piled up? Drop an Everblaze Comet on their heads. Every unit in its impact zone takes a guaranteed mortal wound with potential for more. Even if it gets dispelled right after it still did that initial damage. And for 100pts that's not terrible imo when we have no other spell options.
Well 100 points plus the spell cost and the relic slot and the opportunity cost.
You would have had had to pay for that everblaze comet before hand and hope the enemy bunches up. Even after you tell your opponent you are paying for one.
Then you have to compare the potential damage done from your spell to the potential damage added from say the flare pistol on a navigator. Or the ocular staff on a loondrinmaster, whatever you are not taking that you could be taking instead
I too am not sold on the spell in a bottle.
plus who wants to buy the skaven endless spells and stormcast endless spells or the mortals endless spells just to cherry pick the one that’s decent for us to maybe find out that hey, not so great after all.
I get that ppl have second armies and if you have them go for it but the mechanic just seems pretty gimmicky to me.
-
1 hour ago, Leucaruth said:
Hi, I have been reading the battletome and found that the Admiral's command ability "On My Mark, Fire!" overlaps with the generic ones in GH2019, Anyone knows why did they even put that command ability if it's worse than the generic ones?
One of the admirals relics allows him to use a free command ability every turn. The proclomator mask hailer.
Requires you to use a command ability on the admirals warscroll.
-
3 hours ago, Nick907 said:
Our army mechanics are unique, and like with the first rendition, KO are trail blazing new rules possibilities. Tzeentch isn’t trail blazing anything new, they have a selection of good stats and good rule mechanics that everyone already is familiar with. The flamers are a powerful unit but they have lower defenses and wounds than most 120 point units, and no rend.
We can just string out some units of arkanunts 18” ahead of our skyvessels, and feed them 180 points. For that we get 20x 1” models we can space 1” apart. Gyrocopters/bombers seem like they are also a good screen choice. Just remember flamers can’t teleport within 9” and make sure to prioritize them as targets. They’ll die.I like the optimism.
Keep in mind they teleport 9 away but have 18” range. Thats a lot of screening to keep an 18” bubble clear.
You can screen your deployment all day but what happens the first time you fly high? Not enough bubble wrap in the world..
how much offense/ synergy are you giving up for a little bubble wrap that is only saving you for 1 round of shooting?
- 2
AoS 2 - Kharadron Overlords Discussion
in Order
Posted
Well these point cuts are a breath of fresh air.
Loondrinmaster
loondrinmaster
attack squad battalion.
frigate-cannon
frigate-cannon
arkos x 10
arkos x 10
gunhauler- drill
gunhauler- drill
gunhauler- drill
endrinriggers x6- shooting
endrinriggers x6-shooting
endrinriggers x3-shooting.
1990 points. Built to play objectives, doesn’t have many eggs in any one basket, decent amount of shooting, hopefully.