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DeadpoolNakago

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  1. Well the shaman gambit doesnt work anyway because if I was using Supa Sneaky to put the Gutrippaz 9" out from enemy, Shaman has to use poisons at start of hero phase, which means I couldnt fling him with Great Green Hand to up poison on the gutrippaz. SO, back to chanter lol As for coherency, I get that. I gotta be no more than 2 deep, and with 30 thats 15 across, 2 deep. The parameters I wanna work with are that: I want to do everything in one drop, and I want the most units into enemy territory by the end of my first turn. I could go outside one drop and get more flexibility. For now though, with those parameters, I see really two builds: Allegiance: IJ Bloodtoof Cabbage; Command trait - Megabossy 4 units of goregruntas Megaboss That leaves me at most 1 HERO less than 10 wounds, 1 Troops, and 1 Artillery to fill the rest of the army out. Maybe I get a Weirdnob or Arcane tome, cast great green hand and/or get screaming bridge, but that gets me just 9" from enemy needing a 9" charge. But I get a good 5 units charging wholly into enemy territory at least between Cabbage and Gruntas. The Big Waaaagh version of this i see is Allegiance: Big Waaagh Cabbage 2 units of Gore Gruntas Killaboss; Command Trait - Supa Sneaky 1 unit Gutrippaz That leaves me needing 2 battleline, 1 HERO less than 10 wounds, and 1 artillery left to play with. At the moment I have 4 units charging fairly reliably into enemy territory turn 1.
  2. Also, alternative; Swampcalla Shaman instead of Warchanter, fling shaman, then give the 30 rippas a 5+ venom encrusted weapons LOL
  3. Indeed. I could definitely sub the kill bow out for the warchanter. That said, too, im looking at first turn juicing my waaagh points atm with; 'Ere we go! for 1 (on a 2+) D6 Most likely +4 on charges (Krusha, Gruntas, and Rippaz) Whatever's left in fighting for points there. I'm honestly probably looking at having 6-7 points w/o chanter turn 1 Granted with chanter, i get the 2 points, and (in magic xmas land) I can fling Brutes with Megaboss, then use 3d6 charge beat if I get the 3+, plus chanter'll get violent fury
  4. Toying with a Big Waaagh! alpha strike type of army. The idea being the one drop gets me the first turn. The Killaboss gets the Gutrippaz redeployed 9" away from enemies before the first movement phase. They get their movement phase movement, still. The Megaboss uses bellow with mighty detroyers to get him and the Gore-gruntas into the fight ASAP. The Megaboss can also try and fling the Brutes 9" away for a long charge, too or put them someplace for an objective or fling the Killbow if needed. THE LIST!
  5. So I was playing a dumb game today with a steam tank general carrying an arcane tome (Arcane channeling + d3 healing every turn ftw) and I got to thinking some ideas, and questions; The FAQ says you can take multiples of an enhancement (so multiple universal artefact enhancements), but I wanted to be clear if I can take multiples of the same artefact of power; arcane tome. I'm building a list now that's a Hurricanum, a SCE Lord-Exorcist, and a battlemage in a warlord/command battalion. If I can give both the exorcist and battlemage arcane tomes, that gives me 8 casts for 490 points. So, was wondering if I can take the same artefact (arcane tome) multiple times or I can only have 1 arcane tome total.
  6. Is ok, I was equally as sad when I realized this possability LOL. Heraldor and Evocs may be where I'm going at. I'm definitely adding a Heraldor, but I'm also wondering about maybe upgrading exorcist to Arcanum on Tauraline, and adding a Celestant on Dracoth. Sort of go for 1 more spell, another large body, and theres the stormbreath on the celestant on dracoth for more shooting attacks that do d3 MW that aren't missile weapons. Honestly though might just keep the exorcist (Or make him Knight-Incantor), but keep LC on Dracoth
  7. Alright. Thanks for the assessment, there. It was looking for trying to off the supports but yeah maybe too unfeasible. Thanks for the ideas.with the ordinators+azyros+ballista. I have two ballistas and the heroes so it can be an option. I'm at least settling then on a base Fielding of a Stardrake, castellant, slann Starmaster, exorcist, 3x liberator units, and everblaze comet. I'll still have 600 points available to play with after that.
  8. Fair enough. As far as I know anyway I wouldn't beat the guys drops still. So I wouldn't be going first, still. And all the battalion would give me in return is allow me to take scales and run a stormhost for another +1 to cast for the Arcanum. I'm limited with options to run myself, I only got one Stardrake so I don't have the second large threat like a celestant prime or second Stardrake. I'd either run the Arcanum or more Wizards and heroes like a heraldor and/or Vexillor if running the meteoric standard would be viable for a first turn alpha comet explosion.
  9. So I'm playing with a sSarcast list right now. What I'm wondering is what if I try to put in a thunderhead brotherhood with my battlelines and open up the opportunity to use celestial warbringers as a stormhost? So I'm fiddling with a list and this is what I'm getting so far as a base Celestant on Stardrake with Ignax scales Lord Arcanum on Tauralon with Hammer of Augury Slann Starmaster 5xJudicators 5xJudicators 5xLiberators 5xLiberators Thunderhead Brotherhood Battalion Everblaze Comet That leaves me with 140 points left for something. Maybe I get a Knight Vexillor and go for a T1 alpha strike with the meteor standard? That'd be 5 drops total, CP generation so I can give the Arcanum +2 to cast (Drake bubble and Warbringers Command Ability) Or does the loss of staunch and casteklant in this list just make it totally unusable? And for transparency's sake, I'm primarily building a list to play against a friend's Hermdar Fyreslayers list.
  10. OK, List time! i got a 1200 pt game coming up with a weird battleplan. The most succint parts are that: We'll be fighting over 3 objectives. One in the center of the board. The other two each player places with restrictions. Deployment is 8" off the edge of the board. the board is 4x4 You score a point for controlling 1 objective, or 2 points if you control more objectives than you opponent You score one point for holding the center objective You score at the beginning of your turn So I'm looking at just being able to hold two objectives. I have a plan for placement so I'm looking at building a list to hold two objectives continuously. My army must include an Arkanaut Admiral. We're building under 1000pt rules (so 4 heroes, 2 BL, etc.) So the list I'm thinking of is this: General - Arkanaut Admiral Leader - Bjorgen Thundrik 20 Arkanaut Company Thundrik's Profiteers 5 Grundstok Thunderers (all rifles) 3 Endrinriggers (saws and rivets) 3 Endrinriggers (saws and rivets) Grundstok Gunhauler Arkanaut Frigate At the moment my Skyport is Barak-Urbaz, but I can move into Barak-Zilfin or Barak-Nar if needed. At the moment I'm in Urbaz for flexibility of command trait and artefact for my general. I'd take War-wound trait with Mask-Hailer as artefact. The plan would be for Thundrik and 20 ArCo to sit on a close objective while the frigate (Garrisoned by Admiral, Thunderers, and Profteers), Gunhauler, and Endrinriggers battle for control of the middle objective. Everyone shoots at greater than 9" excepting the Admiral and Drakkskewer so after a fly High I can open a shooting salvo against anyone in the center before me. So I ask for opinions on if i'm missing something or should think of something else. My endrinrigger kitting is either saws and rivets (if they play as screens that'll get charged) or special weapons (If i keep them behind to heal the frigate and out of close combat). I'm leaning to Saws and rivets at the moment.
  11. Not gonna lie, I've talked myself sometimes into going no sky-port recently. I still go Urbaz for the Gunhauler BL, but I've taken a step back to ask myself whether what i lose in the extra ability of each army is worth going Choose-Your-Own, and getting 100% flexibility in command trait and artefact/endrinwork. Like, honestly, say with Urbaz, what you really get from them that's cool is the Gunhauler BL. The ignore bravery reduction I've yet to see matter for me as most things i run are single models anyway so battleshocks are trivial parts of my game. So I ask myself "Is Gunhauler BL worth getting locked into the Breath of Morghrim artefact" which in the case, normally, that's totally worth it.
  12. Fair enough. If you'd care for someone that has had a total of one game as barak-Urbaz with a Admiral with the war-wound trait, mask-hailer, and an endrinmaster carrying the hyshian aetherquartz brooch you'll be drowning in enough CP to probably be able to use the CP to give your boats an auto 6" on movement, and still have enough left over for combat purposes. Anyway. if you do want to lean hard into CP stuff, since you are running 1 battalion you could get the aetherquartz brooch from Hysh can help you get more CP (works like zilfin's command trait). I mention as your original post didnt mention what 2 artefacts you'd use, or your two endrinworks (unless I totally glossed over that part)
  13. Just curious, whats the reason for Zilfin? So you can count the Frigates as battleline, too? Or do you envision less relying on fly high and more the pure movement speed of your boats? I'm bullish on "Thunderers with rifles in boats", probably unreasonably so, but it's honestly one of the better things I've had going for me in games. Potentially this avenue would make it viable to run Barak-Nar, too, if you want to focus more on being anti-magic. because then your battlelines would be arkanauts and thunderers.
  14. I was just thinking this, this morning. I've been playing a lot of Barak-Urbaz, but I'm curious of lists like Barak-Thyrng and Barak-Zon that kind of encourage more melee/combat from your armies, which seems like having a khemist in support is ideal for such load outs
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