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Causalis

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Everything posted by Causalis

  1. Hey guys. I'm having a blast running Mortis Praetorians with Katakros and 2x 20 Guard. Any endless spells you can recommend that help out the OBR?
  2. Any recommendations for endless spells?
  3. So, I am joining the Cult of devoted Fat Men Worshipers and am starting a OM army. Already ordered the SC! BCR box, which brings me to my question: Are the 4 Mournfang in the box any good? The internet seems to favor Gluttons and Ironguts but I hardly see any Mournfangs being taken.
  4. Thanks. The water is Water Texture from Vallejo over turquoise color. Had a 1500p game against Living City. Opponent had lots of Irondrakes, Durthu, Hurricanum and the Bridge to teleport his force. I had Sorceress, Fleetmaster, Hurricanum, blob of 40 Corsairs, 20 Darkshards, unit of 3 charitos, 2 Kahribdysses and the Lifeswarm. Was a fun and close game. Gave him first turn and he killed 1 Kahridbyss and charged the other with Durthu. But it survived and Acid Blood dealt like 8 MWs to Durthu. In my turn I heald the Kahribdyss with the Lifeswarm and charged my Corsairs into his Irondrakes. Supported by my Hurricanum and the CP from the Fleetmaster they did a lot of damage. In the end I managed to table my opponent on turn 4. Kharibdysses and chariots are very nice "chaff" units. It doesn't break my back if my opponent focuses them and it keeps my Corsairs alive a little longer. Having a Hurricanum is also very good. Give it Thermal Rider Cloak and it can deliver it's buff wherever needed. Yes, but I am converting everything to look like Dark Elves and I just can't find any Dark Elf models in full plate and with shields to count as Ironbreakers or Longbeards.
  5. Thanks for the input, I appreciate it! I've made a 2000p list: What do you think? I've got board control with the Corsairs, the wombo-combo of Vitriolic Spray + Spellportal, an anvil with the Phoenix Guard (+ Lifeswarm!), Dakka with the Darkshards and Chariots and some good punch with the Dragon and Kharidysses. Speaking of: In the games I've played so far I am quite fond of the two Kharibdysses. They are deceivingly tanky as they heal D3 wounds each time they kill at least one model and putting Acidic Blood on one of them makes the 170p monster surprisingly deadly in melee. Any recommendations for an anvil unit aside from the Phoenix Guard. They probably are the best but they are darn expensive! I really want to like Black Guard but they are so close in points to the PG that there is almost no point in taking them.
  6. I've started building an Anvilgard Army. Had a WHFB Dark Elf army back in ye old world so I want to focus on the Dark Elf units. I love the Black Ark Corsairs models and want to run 40 of them (double handweapons) in my 2K points list. What's the internet's opinion on those Swashbucklers? So far I've played two Meeting Engagements with 20 Corsairs, buffed by the Fleetmaster and they seem to be quite alright. Darkshards seem solid too. But what about the rest? Drakespawn Knights, Bleakswords/Spears, Executioners, Black Guard...? Can you guys recommend some other units (don't have to be Dark Elves) that work well with the Dark Elf units? Also: How is Anvilgard reGARDed (hehe 😅) in terms of strength to the other cities? At a glance it doesn't seem really competitive. Which brings me to the last question: If I would want to switch it up later on and plop my Dark Elf units in a different city, which one would you suggest work best for them? I've attached some photos of my force. Quite pleased with them so far. I want to create the idea of a jungle and sea vibe with the bases.
  7. All rifles is mathematically probably the way to go. The thing is that we throw waaaay too small amounts of dice to approach a sum where average statistics would become regular results. This results in damage spikes and things like rolling double 1s into double 1s again. So in the end the most realistic advice I can give is: Take what you want and keep the ranges in mind. About the naming your ships thing: My Ironclad will probably be called the Skyfather And my Gunhaulers will be the Prospector's Fortune and the Trollhammer.
  8. Got my first two games in with the KO! Both against my friend's Beastmen. First list was Barak Urbaz, Navigator, Admiral, Khemist and Endrinmaster. Six Skywardens, ten Thunderers, some Arkanauts and the Escort Wing Battallion with an Ironclad. Lost the first game because he managed to tie down one of my Arkanaut units three turns with a chariot, lol and he just swarmed objectives. Second game I took Barak Zon. Same list but just the Khemist and the Balloonmaster for heroes this time with gave me points for three Endrinriggers. I won that one! We played the one scenario where the objectives arrive turn 2 and 3. I got first turn and rushed everything towards the middle of the table so that he had a harder time charging me as he can only ambush from the table sides. This time I also deployed my Thunderers with the Khemist from the get-go outside of the Ironclad, reasoning that they would be tough to shift from an objective with -2 to-hit in melee. He failed his ambush charges. I opened up with my Thunderers and killed a few of his Bestigores. Then my six Skywardens and the Balloonmaster (he had the Aetherspeed Hammer) charged the Bestigores and his Beastlord. Skywardens killed 17 of the beasts(!) and my general killed his Beastlord no problem. Gunhauler grabbed the first objective and my shooting killed his two Gorgons. His Bestigores fled due to moral and I could spred out further to gain more board control. At that point I had eliminated all heavy hitting units that could threaten the Ironclad so it reigned supreme. My friend conceded after turn 3 as it was clear that he wouldn't be able to deal with the Ironclad and I could just shoot him from the objectives and grab them myself. Thoughts: Barak Zon does ofc boost the Wardens but the lack of additional Aether Gold isn't worth it. Same squad of six Skywardens with re-roll to-hit from their gold (Barak Urbaz) did very similar damage when I tried them out. I feel like 10+ Thunderers + hero(es) in an Ironclad is just too much eggs in one basket. We simply lack the board control to do that. On the other hand, deploying my Thunderers with a Khemist was very well worth it. Very hard to shift in melee and they can hold crucial objectives. Skywardens are a strict counter-punch unit IMO. They fall apart way too quickly if anything charges them so they have to pick targets of opportunity. Let the Arkanauts or the Thunderers with -2 to-hit take that charge on the chin and clean up with the Skywardens. The Balloonmaster with +2 attacks for melee is insane. Very good package indeed! He's fast, can heal, has a useful command ability (looking disappointed at you, Admiral!) and with 8 wounds and the Aether gold for re-rolls he's decently tough to crack. He also packs a punch! I still struggle with taking objectives. If an enemy unit captures one I can't directly take it since I can't get within 9" after flying. Sure, I can just shoot them to bits but then I can only take it in the next round and only if my opponent doesn't capture it with another unit. How do you deal with this?
  9. Just wanted to share my conversion of the flying Endrinmaster: I didn't like the original pose so I took the legs from the Skywarden from Thundrik's gang. I also think the mini is a bit too busy so I didn't attach all the small arms on the sides and I found his original cannon and melee weapon too small, so I upgraded them a bit.
  10. About the Dwarfs don't do magic topic: It is sad to see so much potential wasted. Would have been very easy to come up with a few gadgets that we "cast". I mean, the Khemists use Alchemy so why not give them some elixirs that act as buff "spells" and endless spells could just be deployable gadgets like automated drones or some aetheric stuff like a lokalized storm manipulated by the Navigator. I can just picture that model, actually. Nice big oval base with roiling thunderclouds hanging above it and lightning striking the base, thus keeping the clouds afloat. For 90p we can ally in a Runesmith to get a better unbind (or for 140p a Runesmith on anvil to get 2 unbinds at +2). For all the lore where the KO fight against (Tzeentch-)Demons one would assume that they would have come up with some devices/inventions to counter magic. Seems "I cast Skycannon, Wizard scum!" is what they came up with. :') About Gloomspite Gitz: I also play the sneaky Gitz and I can see them be a tough opponent for us. My usual lists have 2x40 Stabbas, 2x10 Bounderz and the Boss on Mangler Squig. Those 80 wounds worth of Stabbas have a 5+ save, get a +1 save against shooting for their Icon and my Madcap Shaman can cast his warscroll spell to give a unit -1 to being hit with shooting. That means 40 wounds with a 4+ save and a -1 to being hit, while being battleshock immune if within 12" of the shrine. I have more than enough bodies to zone my whole tableside so no Ironclad could drop behind my lines. And I can just swarm the table, making it really hard for the KO to get to the objectives. Also Squigs count als flying so they hinder the disengage abilities and a Mangler Boss on the charge with his +1 to-wound ability will kill an Ironclad in one round. I would advice to focus down the Gloomspite heroes first and try to deny the Bounderz their charge. If they don't charge they don't deal MWs and their lances will only wound on 4+. And try to kill the Mangler ASAP. Taking control of objectives will still be hard. I would probably ignore one of the big Stabba blobs and focus down the other one. Hope this helps, fellow Admirals.
  11. In the first Soulwars book it is described that Nagash has "reserved" some of his conscience. This reserved part is what appears in his different avatars, depending on the believe of the people. F.ex in the book there is mention that some people in Shyish believe in Nagash as the Prince of Bones or something and there is a text passage where the main Nagash talks to Arkhan, whilst the small splinter of him that represents the Prince of Bones actually manifests on a battlefield to aid his people. But the mini we have is the real, main-body Nagash. He is depicted as this on his throne in Nagashizzar, which is where his main-body is most of the time. Go read the Soulwars books btw. They are good fun. The scene where Nagash pulls off his great magic to create the Shyish-Nadir is awesome. The chaos gods manifest in his sanctuary and try to disrupt the ritual and Nagash just insults them as lesser gods. Guess he is allowed the big ego. He has defeated and absorbed pretty much all other Death Gods he came across after all. (Which makes it that much more infuriating that he get's his butt kicked in the lore over and over again)
  12. Yup. That's my point. The Admiral is only (somewhat) good if you take him with an artifact and command trait. Otherwise his abilities are very situational or simply more restrictive copies of the rulebook abilities. Which is a shame. So then the question is why you wouldn't take f.ex. a flying Endrinmaster. He's cheaper than an Admiral + normal Endrinmaster but has more punch than both of them, heals the ship more, has a strong artefact (bombs) and can use the rulebook abilities to copy the Admiral's.
  13. I see your point. But on the other hand we have all those feats these gods perform on a regular basis. In "Nagash: The Undying King" he single-handedly defeats a whole Nurgle Chaos Army by raising every drowned and dead being in a frozen ocean, formed a giant body out of them and just went to town on the (literal) unwashed masses. Mind you this was at the time when Nagash was still splintered and recovering from his defeat by the hands of Archaon. So yes, Gods can totally be defeated by powerful champions/demigods. But normal armies don't pose a challenge to them. Which is a stark contrast to what Nagash can do on the tabletop. A simple solution would be to rebrand the Nagash model to something like "Avatar of Nagash" etc. so that it is clear that it isn't the God of Death himself but simply an aspect of him.
  14. I can just picture Nagash desperately trying to zap that pesky boat out of the Sky while the Dwarfs run donuts around him. :') In the lore Nagash can "teleport" (well his essence just floats around at the speed of thought) and change his size at whim. He could probably quite literally pluck an Ironclad from the sky and put it in his pocket. Allmighty Lord of Death in the lore, good wizard with what amounts to a wooden sword on the tabletop. *insert "NYAAH" Skeletor-Sound*
  15. All of what you said is true and I admit that with the warlord trait and artefact the Admiral is a very nice support character. It always makes me a bit sad that the god of death himself is such a pushover. For his points, Nagash really isn't good in combat and I have no idea why your opponent would rush him into that. Sitting back and spamming 8 Arcane Bolts into the Ironclad would be a much safer bet and with his +3 to cast, it is not unlikely to deal D3 MWs. Gods just shouldn't be playable IMHO. They can never be balanced in such a way that they feel even somewhat close to their lore. I will be taking the Admiral every game, btw. :') I just really like his mini and he in my eyes he is a good(ish) character.
  16. I have to ask again: Why do people think the Admiral is "amazing"? He is an ok combat character but other than that he doesn't bring much to the table. His abilities are meh. The re-roll 1s for a ship is literally the same as the generic command ability we have in the rulebook. The run + fire ability is redundant as our ships don't run anywhere, they simply fly high. The +1 to-hit in melee is quite gimmicky as our Dwarfs have almost no punch in that phase and the Skyriggers can't profit from the ability since they can never garrison a ship. And the re-roll charge ability is (again) the same as the generic rulebook one. So why take this guy, apart from his warlord traits or artefacts? He won't be winning combats against any dedicated melee units and his abilities can be used by other heroes, simply by employing the generic rulebook ones.
  17. Just wanted to share what I've painted so far. Skyport Barak Jötunn:
  18. Yup. German translation quality, as always. Also in the german version the Anatomizer relic for the Khemist does MW to ALL models within 6", not just enemy models. So RAW it hurts our guys as well. More observations: 1. The "Scholar and Arkanaut" WT for the Admiral let's us choose an additional footnote. It doesn't specify that we have to use the general footnotes from the "build your own port"-section. So could we take f.ex. a Barak Urbaz Admiral, give him the WT and take the footnote of f.ex. Barak Mhornar? That would be pretty rad! 2. The "Emergency vents" artefact for the Khemist doesn't specify how long the ability lasts. RAW we only activate it in the enemy shooting phase but it doesn't say that it only lasts for that phase. Potentially this could give Thunderers a -3 to being hit buff in close combat, if they are close to the Khemist.
  19. Thanks for the clarification. Any idea how you guys will use your Thunderers? I'll go for a unit of 10. 4x Rifles, 1x Sarge w/ Double-Rifle, 2 Cannons, 1 Mortar, 1 Decksweeper, 1 Fumigator. Question is how to deploy them. They want to be within 12" of the enemy to unload with their special weapons, so I could just deploy them in my Ironclad and deepstrike them the first round. Eventually I want them on the board to hold down an objective. 20 wounds with a re-rollable 4+ save sounds juicy and their abilities actually want them to see a bit of combat. With a Khemist behind them they would be -2 to hit in combat. Other option would probably be a gunboat. Ironclad or Frigate + 2x5 Rifle Thunderers (this gives us two Sargents with their upgraded rifle) and just kite the enemy all game. But then I see the problem of boardcontrol again. From the bat reps I've seen the firepower the new Overlords put out is very good. But they struggle to hold objectives. So a few ground troops will be a must I think. Here's my TAC list: Barak Urbaz Leaders Admiral (General, Battle Wound trait) Proclamator Mask Khemist, Anatomizer Endrinmaster Battleline 10x Arkanaut Company, Skypike, Volleygun, Skyhook 10x Arkanaut Company, Skypike, Volleygun, Skyhook Gunhauler, Drillcannon, Morgrims Breath Gunhauler, Drillcannon Other 10x Thunderers, 4x Rifles, 1x Sarge w/ Double-Rifle, 2 Cannons, 1 Mortar, 1 Decksweeper, 1 Fumigator 6x Skywardens, 1x Skyhook 3x Endrinrigger, 1x Volleygun Ironclad, Aethercannon, Last Word Battallion Grundstok Escort Wing
  20. Quick question: Regarding the special ability of the Thunderers that adds +1 to hit rolls with their special weapons. It says that you can add 1 to the Cannon, Mortar OR Decksweeper. So it only modifies a single profile? I was under the impression that every special weapon - except for the Fumigator - gets the +1 to-hit.
  21. Hello, fellow skyfarers! Been lurking for quite some time here and now decided to create an account. I've jumped on the hypetrainship and got myself some flying steampunk pirate dwarfs! Question time: 1. I want to run 10+ Thunderers. Build the first five with one special weapon each. For the other 5 what would you recommend? Rifles + a second Cannon? 2. Is the Decksweeper worth it for my Arkanauts? Should I go all in on their special weapons or just stick to 1 Harpoon + Skypike? 3. I'll likely run 2x3 Endrinriggers as escorts for my ships. I just want them for the healing and a bit of close combat protection. For dedicated CC I'll run 9 Skywardens. Would you recommend any shooty special weapons on the Endrinriggers? 4. Does the Admiral look like he's worth taking? I really like the model but his abilities seem very meh. Cheers
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