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Bolgan

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Everything posted by Bolgan

  1. I'm thinking the same thing about the first list (a little too slow). The problem is even if you theoretically could make it to the middle objectives by game's end (and this isn't enough for some scenarios) their units can tie you up in combat for most of the game. If I was running order, I'd use Tempest's Eye. Your second list look's pretty good and has the mobility, you'd have to try it out to see if it works. My preference for a tempest's eye list would be to mix in some endrinriggers and khemist in a list kind of like this... 1 runelord 1 aetherkhemist 30 longbeards 30 arkonauts w/ 9 skyhooks 9 endrinriggers w/ 3 grapnel launchers The khemist doubles the attacks of the endrinriggers which can leap around >20" with their grapnel launchers. Meanwhile, the 30 longbeards and arkonauts hold the middle and benefit from extra attacks/rend from the runelord/aetherkhemist. Tempest's eye comes in handy by extending the threat range of the riggers/arkonauts. I've never played this list ('cause KO units are $$$) but it seems fun and shores up the weaknesses of dispossessed and KO.
  2. How about this list? Warden King Runelord Knight Incantor 20 Warriors 10 Longbeards 20 Irondrakes (proxy 10 of them) 980/1000
  3. The warscrolls in the Age of Sigmar app are more up to date (there are a few important differences in the ones from the website). Not sure how you'd go about printing them out though. Your list doesn't look too bad. I prefer to bring fewer but bigger units. They're pretty good at ignoring battleshock, you keep your 20+ models bonus longer and you get more models for the same points. That said, I lost every game when I started dispossessed. I eventually got better, but a few things stand out: 1) Get a unit of 20 irondrakes and use the pickaxe with them, 2) Don't run or charge unless you have to because you need that armour save re-roll and 3) You don't have to table them, you need to hold just enough objectives and then grab the tiebreaker with a pickaxing unit.
  4. I really like the idea of sappers restricting movement. I agree that deepstriking everything seems un-dwarf-like. They could make a hero (call him a foreman or something) that either deepstrikes a unit (like the pickaxe) or can set up charges. They don't even have to be secret charges, just something to make the opponent think twice about moving through an area of the board. I like the theme of dispossessed being the builders, but I'm not sure how setting up fortifications after deployment would fit thematically. I mean, even if the dwarves worked all night there wouldn't be enough time to build stone fortifications.
  5. Never mind what I said about move and shoot. I checked the warscroll and it looks like irondrakes haven't changed (not sure where I got that from). In that case, I'm not sure what makes them better than the other shooting options.
  6. I've never used irondrakes, but on paper they don't look much better than 30 man units of quarrelers or thunderers. That said, now that irondrakes can move and double shoot they might be the best option.
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