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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
  15. Unsolicited $0.02 from me, outside the list building choices to navigate, what i appreciate about a lot of the noticed "anti-synergies" for abilities on warscrolls is how it makes playing KO a more complex experience than some other armies I've played (Stormcast and Cities) don't compete with. Which, for me, I appreciate. I like having an army that is a little bit more complex to play on the table. I'm finding that for both me and my opponent they're an army that makes a very complicated board state because it can totally reorient itself anywhere on the table if need be. Maybe some armies make combat complex, or have a complex hero phase. KO, today, gives the game an army that breathes life into everyone's decisions regarding their movement phase. And maybe that's something that tickles my fancy.
  16. This is a battle report for a slow grow league at my FLGS. This is week 2 and we had 1100 points to spend. Week 1 I defeated Ogors by unfortunately not understanding Frigates cant fly high with 11+ models. This battleplan was kind of a mixed bag for both sides as it crippled the shooting ability of both armies, but tilted towards benefitting KO due to Skyvessel Fly High ability. KO: 1 CP Escort Wing Battalion 2 Gunhaulers 1 Frigate 5 Thunderers 1 Endrinmaster - Aetherquartz Brooch 1 Admiral (General) - War Wound, Proclamator Mask Skaven: 20 Clanrats 20 Clanrats 10 Stormvermin 1 Ratling Gunner 1 Ratling Gunner 1 Doom Cannon 1 Doom Cannon 1 Warlock Engineer 1 Archwarlock Battleplan: 4'x 4' An undispellable 1/2" tall prismatic palisade runs down the center of the board Players choose sides and set up 12" or more from the Palisade You get a victory point for each unit that ends the turn wholly on the enemy half of the board Set Up and Round 1: KO get 2 aether gold from "Take what you are owed". Gives one to Thunderers, one to Frigate. Skaven set up Gnaw Holes KO finishes set up first, sets up on a far corner and has Skaven go first. KO have Gunhaulers and Frigate on board. Thunderers, Admiral, and Endrinmaster are garrisoned in Frigate Skaven send the stormvermin through gnawhole, moves units to prevent Fly High. Stormvermin fail their charge. Skaven ends turn with 1 point. KO go through hero phase, move all boats to 9" from stormvermin, and shoot stormvermin off the board. Thunderers spend their gold to reroll failed hits. After round 1, Skaven 1 - KO 0. KO finishes round with 3 CP Round 2, KO wins the roll, defers for SKaven to go first. Skaven player moves all units except a Ratling gunner towards pallisade. Rating gunner moves within Gnawhole range and Skaven ends the turn. KO starts turn by gaining 1 CP and spend spending 2 command points and Proclamator mask CP to run skyvessels up to 2.5 inches from Pallisade, planning to keep skaven from crossing pallisade on their next move to enable shooting. KO rolls 5+ for aetherquartz brooch for 2 spent CP. After round 2, Skaven 1 - KO 0. KO finishes round with 4 CP Round 3, Skaven wins the roll and elects to go first. Skaven send ratling gunners through gnawhole, and moves 20 clanrats, both doom cannons and engineer within average charge distance. Ratling gunners shoot 1 gunhauler. KO spends a gold for gunhaulers to reroll saves. Gunners do 3 wounds. On Charge phase Engineer charges to injured gunhauler. Clanrats and Doom Cannons fail charges. In combat, KO spends a CP for Gunhauler to reroll saves 1, Engineer does 6 damage to Gunhauler. KO gets CP back from Brooch. Skaven end their turn and gain two victory points. On KOs third turn, KO decide to now fly high into Skaven territory needing to starts coring points and desperate to not lose injured gunhauler. KO gets 2 CP to be at 6. Going on the offensive KO lands 9" from cluster of 1 model units (Archwarlock, 2 Doom Cannons, 1 ratling gunner unit). During shooting KO spends 1 CP for 1 gunhauler and thunderers to reroll 1s, while targeting 1 doomcannon for focused fire. 1 Gunhauler shoots at focused gunhauler and does 1 wound. Second gunhauler uses carbines to shoot second gunhauler and shoot greta cannon at archwarlock. Doom cannon takes 1 wound, archwarlock dies. Thunderers shoot at focused Doomcannon and deals 4 wounds. Frigate spends gold to reroll failed hits, shoots other doom cannon and deals 6 damage. Aetherquartz brooch gets back 1 CP. KO attempts charges, rerolling for all 3 boats and no rolls are 9+. Aetherquarts brooch returns 2 CP. KO finish round and score is now Skaven 3, KO 6. KO has 4 CP. Round 4, KO wins roll and goes for double turn. KO gains 2 CP to be at 6. KO shoots doomcannons and ratling gunner off board. Ko elects not to charge CLanrats and ends turn. KO is at 12, Skaven 3, and skaven concedes game. What I learned: I was awful at determining targets for firing, splitting firing in round 3 when I probably should not have. Aethergold is cool as it saved my gunhauler with rerolling saves. The difference between "rerolling failed saves" and "rerolling saves" was a key lesson I learned this game. The plethora of Command points was so key as I was drowning in them, but had low unit numbers to ensure their abundance could be handed out liberally across several phases, mitigating the limitation of one aethergold per phase with CP supplements. The battle plan was titled fairly in KOs favor as Skaven were shut out of their shooting and magic unless they could cross half way the board, and KO could move to block Skaven crossing halfway outside charges. Battleplans that stress needing movement and crossing vast distances are obviously in KO's favor. The game definitely hinged on getting the double turn between turn 3 and 4.
  17. Making an 1100 point list for a game tomorrow, and so I made a crazy weird list. The battleplan is weird, too but that's not why i'm posting. i'm posting because I'm on Warscroll Builder making names for my units, and I wanna share my names. The Heroes I named through a name generator I made using names of KO in the new book. The other units...may have a theme So, here's my list: Army: Barak-Urbaz (Escort Wing) General - Admiral Gunder Grungson Hero- Endrinmaster Angwyr Aetherseek 5 Thunderers: Dead-Eye's Dark Stouts (they wear black armor) Grundstok Gunhauler - The Whiskey Chaser Grundstok Gunhauler - Blood, Sweat, and Beers Arkanaut Frigate- Go Directly to Ale For tacticly thinking people, the list is a lot of command points. I start the match with 2 extra points, my Admiral has the war wound trait, the proclamator mask artefact, and the endrinaster has the aetherquartz brooch from hysh artefact. So I have 2 extra CP round one, get a free CP ability every round, gain a CP every round and also on a 2+ at the start of the round, and gain a CP every time I spend a CP and roll a 5+. All I need left is the penumbral engine. Guys, I may have a problem... Anyway, for the curious, the battleplan i'm playing tomorrow (Its an FLGS league) is a plan that has a permanent prismatic palisade that runs down the center of the board and we get victory points every round for every unit we have on our opponent's half the board. Choo-choo, everyone.
  18. Aw dang it, here we go! Frigate 5 thunderers Thundrik's Profiteers sans Thundrik Arkanaut Admiral. Meanwhile I have Thundrik babysit some Arkanaut Company I have. 10 dudes on a frigate with a boat specific leader with relevant command abilities!
  19. I would say "No" just because it isn't the Aether-Khemist keyword that's part of the Battalion, but the name. Like, it has the keyword Endrinmaster, so you can use on foot or flying. It doesn't use the keyword, similarly, for wanting the Khemist in the battalion.
  20. So outside the box thinking based on my one game: Be Barak-Urbaz Take 9 Thunderers and the Admiral. Get access to command because of admiral, and toss a coin to your thunderer (o' skyport of plenty). Really what you want to do is have a flying endrinmaster, so the frigate has 10 thunderers and an flying endrinmaster hitching a ride along. Maybe its just me, but I''ll say building at 1K is rough for this army.
  21. There is the option of 0 skywardens in escort, though. So they're not 100% needed, but if you want to include them, you could. But they're not a 1+ unit to include in escort like they are in the aetherwar battalion, and barak zon specifically buffs them. And that is a use. I guess in my head, what we're presenting then is "Here's a melee unit, that wants you to retreat every round in your turn." For me, personally, then I'd rather take Riggers and have the (and my math could be totally wrong) better melee damage output. Honestly, thinking now, maybe Wardens almost seem like a better option to go if I wanna dedicate to range through special weapons because the synergy of retreating works better with a primarily range attacking unit. As if the role presented of both units is flipped. Riggers for going into melee, Wardens for staying at range, now.
  22. I kind of came upon myself and talking heads seem to confirm that Riggers are just better than Wardens. Saws are better than pikes even if pikes get 2 attacks and 2" range. Saws are just way more deadly and the amount of ways you can reroll hits makes the 1 attack of a saw (2 if Master) negligible. So the only reason you run Wardens is if you are Barak-Zon or doing the Aetherwar battalion.
  23. So coincidentally, I was just sitting around listening to Warhammer Weekly's podcast and heard those exact words, double checked, and slapped my hand on head in a "Aw dangit" moment. I messed up badly because the boat flying high in turn one was pretty key. The admiral not joining would have locked me out of a lot of the command abilities i used to supplement the gold. Basically it tanked my list idea. Well, not fun aside: Y'know, i'll say it, it seems like itd sort of be natural that youd get 11 dudes and still fly high on a frigate. Its literally differenc eof a 10 squad with a leader or without sailing off. Obviously the intent is to not have a leader (Except dude in dirigible suit) go along with frigate if you're bringing 10 guys, but that just seems like such a natural thing you could do. /end aside Thunderers i most likely had unoptimized, but it was the models I had available. I had 1 each of the special weapons, a sarge with double rifle, and 5 rifle guys. Ideally I'd either have doubled up on a decksweeper, mortar, cannon, and dropped fumigator, or just went all rifle. (I got 5 thunderers from a friend who all had the special weapons). Company I had 1 skyhook, 1 volley gun, captain with volley pistol, and the rest cutters and pistols. Riggers were 1 with volley gun, 1 with skyhook, 1 mizzenmaster with gun and saw (that gets +1 attack). I'm actually ok with this loadout as it can let me shift them to range and melee flexibly and use them as a skirmisher.
  24. Trying out a monochrome silver look for endrinriggers. Usualy my colors are Iron Warriors silver armor and green overalls. Endrinriggers being outfitted in SO MUCH METAL meant if I wanted to stick to "silver" I needed various shades to make it work. Luckily theres Iron Warriors, Iron Breaker, and Grey Knights Steel so give some variety. This is what that attempt came out to be:
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