Jump to content

Luzgurbel

Members
  • Posts

    233
  • Joined

  • Last visited

Posts posted by Luzgurbel

  1. 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.

    • Like 1
  2. @Stompa89

     

    Check this, simply and brutish:

     

    Allegiance: Ironjawz
    - Warclan: Ironjawz
    Mortal Realm: Shyish
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Trait: Right Fist of Dakkbad
    - Artefact: Sunzblessed Armour
    - Mount Trait: Fast 'Un
    Megaboss on Maw-Krusha (460)
    - Boss Gore-hacka and Choppa
    - Artefact: Ethereal Amulet
    - Mount Trait: Mean 'Un
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    Orruk Warchanter (110)
    - Warbeat: Get 'Em Beat
    6 x Orruk Gore-gruntas (320)
    - Jagged Gore-hackas
    3 x Orruk Gore-gruntas (160)
    - Jagged Gore-hackas
    3 x Orruk Gore-gruntas (160)
    - Jagged Gore-hackas
    Ironfist (160)

    Total: 1940 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 102

     

    P.S. For the second MK, you can also buy the Ignax (Aqshy) instead the Amulet. You can move 16"+16, 32" range threat.
     

  3. Hi.

     

    In the StD battletome shows off 4 battalions, each one dedicated to one God. And, one of the rules each one has is that "This warscroll battalion is part of the Slaanesh/Tzeentch/Khorne/Nurgle faction and the Slaves to Darkness faction".

     

    What does it mean, exactly? My understanding is tha, for instance, if I take the Tzeentch one (Fatesworn warband) including Archaon, he will has the StD allegiance abilities and Disciples of Tzeentch allegiance abilities (Aura of Chaos, Destiny Dices...). Is that correct?

  4. 1 hour 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!)...

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Urbaz
    Endrinmaster with Dirigible Suit (220)
    Aetheric Navigator (100)
    1 x Grundstok Gunhauler (150)
    1 x Grundstok Gunhauler (150)
    3 x Endrinriggers (100)
    5 x Grundstok Thunderers (120)
    Arkanaut Ironclad (510)
    Grundstok Escort Wing (140)

    Total: 1490 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 60
     

    Ths is a base of a 1500 points. You can drop, if you wish, the navigator/escort wing for more riggers.

    • Thanks 1
  5. 14 hours ago, Kasper said:

    Yeah thats why I prefer GGs or MK for the charge. Teleport them 12.1” away and then move 12” or 9” = 3” away from enemy.

    If you do it on Brutes or Ardboyz, you are really only gaining 1” (4 movement, so from 12 to 8” away) instead of teleport 9” away. Likely better trying to charge with MD in the hero phase.

    At least with Ardboyz you get +2, so you are looking at a 6” charge. Feels more reliable.

    Why 12?

     

    You teleport them at 9" from enemy, then MD and get to 5", and with the Ironjawz charge bonus, you just need a 4 to charge them.

  6. 3 minutes ago, Malakree said:

    Yes, so depending on how you did it you can 

    1. Teleport them out of 12" then move them with MD giving an 8" charge
    2. Teleport them, MD to charge with a reroll, if that fails charge with a RR in the charge phase.

    You are guna be so CP hungry though.

    You start with 3. You can either buy the Brooch or the Green visions to try to grant more cps.

  7. 18 hours ago, Kasper said:

    I dont know if you mean to split the current 15 man squad of Ardboyz into further 5s or if you mean you already split a 10 into 2x5 - Just keep in mind only 10+ count as battleline.

    Also fyi you get 1 banner or glyph per 5, so you have to choose in a 5 man squad.

    Im personally not a fan of teleporting such a huge unit of Brutes. Rolling a 8+ on 2 dice is rather risky, and if they fail the charge you likely wont have a hero around to reroll it, meaning they will be stranded and die to a countercharge.

    If I teleport a unit, I want to pretty much ensure it gets into combat, hence why I pick the MK, GGs (Ironfist champ) or Ardboyz as the target.

    Ye, I wrote that before I edited it and put the new list.

     

    Anyways, With the MK moving 24 I think he can be close enough the Brutes to give them the charge reroll, I think. Furthermore, if Im not misunderstooding the rule, I can teleport the unit and then mighty ravager' them, right?

  8. I¡ve played a game yesterday against a Tzeentch army with some StD units: Varanguard, Knights, Marauders, Archaon and the dude from ForgeWorld that teleport units, Sayl the Faithless.

     

    I could test the huge firepower of an Ironclad, but also tested the sheer power of a teleported Varanguard who fought twice (can they fight three times with the CA of a Chaos Lord?). Archaon almost did nothing thanks to the Navigator, but I were overwhelmed by the enemy so I lost the game.

     

    The sky cannon disappointed me, so I decide to change to the drill cannon spam. What do you think of this list?

     

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Urbaz
    Endrinmaster with Dirigible Suit (220)
    - General
    - Artefact: Phosphorite Bomblets
    Aetheric Navigator (100)
    - Artefact: Svaregg-Stein Illuminator Flarepistol
    1 x Grundstok Gunhauler (150)
    - Main Gun: Drill Cannon
    - Great Endrinworks: Breath of Morgrim (Barak-Urbaz)
    1 x Grundstok Gunhauler (150)
    - Main Gun: Drill Cannon
    1 x Grundstok Gunhauler (150)
    - Main Gun: Drill Cannon
    6 x Endrinriggers (200)
    - 2x Drill Launcher
    10 x Arkanaut Company (90)
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (90)
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    5 x Grundstok Thunderers (120)
    Arkanaut Ironclad (510)
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: The Last Word
    Grundstok Escort Wing (140)
    Extra Command Point (50)

    Total: 1970 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 96
     

    I bought 1 Cp because I had 70 spare points and nothing to spend it. 3 drops is the list. 

    • Like 1
  9. Taking the base of the list of the mate @Brodylan I came up with the following:

     

    Allegiance: Ironjawz
    - Warclan: Ironsunz
    Mortal Realm: Hysh
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Trait: Right Fist of Dakkbad
    - Artefact: Sunzblessed Armour
    - Mount Trait: Mean 'Un
    Orruk Warchanter (110)
    - Warbeat: Killa Beat
    Orruk Warchanter (110)
    - Warbeat: Killa Beat
    Orruk Weirdnob Shaman (110)
    - Artefact: Aetherquartz Brooch
    - Lore of the Weird: Da Great Big Green Hand of Gork
    6 x Orruk Gore-gruntas (320)
    - Jagged Gore-hackas
    10 x Orruk Brutes (280)
    - Jagged Gore-hackas
    - 2x Gore Choppas
    15 x Orruk Ardboys (270)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    5 x Orruk Ardboys (90)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    5 x Orruk Ardboys (90)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    Ironfist (160)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 143
     

    Why discuss GG/Ardboys/Brutes when you can have the best of all? The big unit of Brutes ready to be teleported + the huge movement of GGs and MK.

     

    I even thought on split 1 of the unit of the Ardboys into 2x5 in order to grab objectives.

     

    P.S. 4 CPs on turn 1 :)

    • Like 2
  10. Allegiance: Kharadron Overlords
    - Sky Port: Barak Zilfin

    Leaders
    Endrinmaster with Dirigible Suit (220)
    - General
    - Trait: Endrinprofessor
    - Artefact: Staff of Ocular Optimisation
    Aetheric Navigator (100)
    - Artefact: Svaregg-Stein Illuminator Flarepistol

    Battleline
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    6 x Endrinriggers (200)
    - 2x Aethermatic Volley Guns
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon
    - Great Endrinworks: Magnificent Omniscope

    Units
    1 x Grundstok Gunhauler (150)
    - Main Gun: Sky Cannon
    - Great Endrinworks: Iggrind-Kaz Surge-injection Endrin Mk. IV
    1 x Grundstok Gunhauler (150)
    - Main Gun: Sky Cannon
    5 x Grundstok Thunderers (120)

    Behemoths
    Arkanaut Ironclad (510)
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: Ebullient Buoyancy Aid

    Battalions
    Grundstok Escort Wing (140)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 1980 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 90
     

    This is a list I would like to use in tourneys. 

  11. I have terrible times choosing a Skyport for tourneys. At first, I was Zilfin, due to Frigates BT, free endrinwork, nice trait and reroll 1s against flyers (FEC, Archaon, Tzeentch, Nighthaunt, MawKrushas...). But I recently discovered the raw power of an Ironclad, and Barak Urbaz offers Gunhaulers as BT, which is awesome considering the Escort Wing.

     

    Aaaaaand Thryng, which offers 3 nice rerolling against some units.

  12. At first glance, I see there are 3 skyports which, imo, are one step ahead of the rest:

     

    -Barak Thryng: 3 units against you can reroll 1s to hit is extremely valuable.

    -Barak Nar: Thunderers as battleline + nice dispelling shenanigans (hi Tzeentch, Skavens, Sylvaneth, a bit of Nagash).

    -Barak Zilfin: rerolling 1s to hit against flyers and Frigates as battleline. My preferred skyport.

     

    Opinions? Good things (in the meta) about the rest?

  13. For me it's clear that GW only cares about Chaos, Death and some order factions (SE, Sylvaneth, Fyreslayers). What about Destruction players? Only 3 (4 as much) books, 1 book with both 2.0 new things (scenary and endless spells), another book with half of it and the last book with nothing. Not only nothing but also no new models and/or updated models.

     

    I feel myself as a joke for GW.

    • Like 1
  14. 5 minutes ago, Kirjava13 said:

    It really is obnoxious how inconsistent GW has been this year wrt Endless Spells and faction terrain. Is your army getting a book? A new hero? Some redesigned units? Some new units? Endless Spells? A terrain piece? Dice? Who knows? They just make it up as they go along!

    If I were a Kharadron players I would be disappointed. It's nice to be 2.0 compliant, and I wouldn't turn my nose up at a new hero, but... they got pretty shafted compared to a lot of other factions.

    Imagine be a KO player but also an Ogro and, specially, an IJ player :)

×
×
  • Create New...