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Magnild

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  1. Fumigators, Khemist, and privateer pistol are 9”. There are times I stay outside of 9” if I don’t want them to redeploy away depending on which direction I’m coming in and where they are in relation to the objective. Khemist have a source of -2 rend and fumigators with +1 for being on foot, +1 hit bonus for arkanauts within 9” and such definitely can add up between them.
  2. Yeah let’s do a little thinking and math for our 9” and 12” weaponry and the diameter of their base, as well as needing to be within 6” of obj for standard scenarios. No, there isn’t a good chance they left an objective open. Yes, TFH is once per game and they have 4 big monsters that own any objective they touch and manipulate the battlefield objectives. The clock is ticking for scoring your points, so they’re popping it each turn to dictate who you do and don’t want to target.
  3. Khemist has arcane tome. And yeah I’ve faced amulet of destiny also. okay so avoid 3/4 of them? So the one you want to target is guarded by other gargants ready to counter charge as they kick the objectives around and bunch up on them.
  4. Again, it’s okay ya have 4 targets. 3 bunch up and one is Towards the 4th on objective with mystic shield on him. You gonna position yourself in threat range of 3 mega gargants or the 1 near a flank? Set yourself up in range of the 3 and get ready to be swallowed up. how do they lose a 3 obj mission by camping on 2 and kick them around wherever they want ? An objective can go away top of round 3.
  5. 20 thunderers 2 ironclads 2 Khemist that was posted before. Taking out a gargant with +2 save rolls on paper may seem easy I guess. But they bunch them up, goodluck getting in range and counter charged and wrecked.
  6. It’s not just the mission, it’s the free points the armies rack up on their battle tactics for being a monster. They complete the same battle tactics as anyone else, but the game rewards the superhero monsters even more. Say you’re charged and forced out to whittle down 2 to low wounds, and they die in the same round for whatever reason - you still only get +1 per round that they’re slain. Also, just fight at top bracket whenever you want for a command point.
  7. It was garbage. Apex predators. Just stack save bonuses like mystic shield, all out defense and finest hour on some gargants and sit on points with 0 skill bonehead builds where they get all these free bonus points just for being monsters. This edition blows. You’ll see lots of stupid monster spam where they get a lead and you can barely struggle to get back.
  8. Yuuup we will start seeing Black Fortress’ double IC list around I am sure haha. I’ll try against 4 gargant list today then.
  9. I’ve done a 30 block in a 1 drop mhornar list. They’re very sticky with an admiral nearby, and especially when you get near an objective. Tbh they’re one of the best units we have now imo.
  10. Allegiance: Kharadron Overlords - Sky Port: Barak Urbaz - Mortal Realm: Ghur - Grand Strategy: Predator's Domain - Triumphs: Bloodthirsty Arkanaut Admiral (125) - General - Command Trait: Cunning Fleetmaster Aetheric Navigator (95) - Artefact: Svaregg-Stein Illuminator Flarepistol Aetheric Navigator (95) 30 x Arkanaut Company (300) - 3x Skypikes - 3x Light Skyhooks - 3x Aethermatic Volley Guns - Reinforced x 2 1 x Grundstok Gunhauler (155) - Main Gun: Drill Cannon 1 x Grundstok Gunhauler (155) - Main Gun: Drill Cannon 1 x Grundstok Gunhauler (155) - Main Gun: Drill Cannon 1 x Grundstok Gunhauler (155) - Main Gun: Drill Cannon 10 x Grundstok Thunderers (270) - 2x Aetheric Fumigators - 2x Decksweepers - 2x Aethercannons - 2x Grundstok Mortars - Reinforced x 1 Arkanaut Ironclad (490) - Main Gun: Great Sky Cannon - Great Endrinworks: Breath of Morgrim (Barak-Urbaz) Total: 1995 / 2000 Reinforced Units: 3 / 4 Allies: 0 / 400 Wounds: 124 trying this next week. 1 drop. Pre game move of ironclad, unload foot thunderers, move ironclad and tag with navigator flare, arkanauts advance up with admiral, haulers spread out if needed and tag the Reroll target with drills. Ideally the thunderers too haha. Disembark within 6” (not wholly within) gives some nice range. Seems fun enough and flexible to take first or not: Breath of morgrim is much better when your ship can get 3” away from the unit.
  11. Yeah and praying for a double may not even be a good idea since a good s2d player will prophesy and plan addordingly. He should cost more.
  12. Yeah I’m not a huge fan of adding Gotrek for a few reasons (slow, easily avoided now with redeploy and how fast the flying monster pieces are). I haven’t seen too many people have an issue with avoiding gotrek, especially if Archaon knows a double turn is coming or not. It seems like you avoid Archaon, or you go all-in. The 20 foot thunderer and double ironclad list with battering ram should take him out if he has a +1 save but if he does finest hour and all out defense you’re better off not bothering and just aim for the rest of the army.
  13. I’ve always found kraken eater to be a bit sub par when they’re not counting as 30 models. The damage output is lower which isn’t usually an issue in a taker tribe when you have a few megas kicking them around. I have a Thryng list with my magmadroths in it as coalition, but singling out their monsters while not giving up that extra point has actually made a difference now that it’s easier to score your battle tactic secondary for the turn. You lose that 1 x 500pt monster against a monster based list, you just gave up some points to them. I’ll have to try with more monsters but to be honest, lists that habe a more monster-dominant setup should fare better than taking just 1 is all that I’m saying (especially if you cannot give it the amulet).
  14. Looks good. Nice wizard counters. I like Khemist for when I all out attack and inspire a unit. Adds that extra bit of punch on the multi damage weapons. 3 endrinmaster swinging out of an ironclad can get some nice MW out.
  15. Yeah honestly that doesn’t seem as great and doesn’t play to strengths of a double IC Zilfin list. Seems cool against something like Thryng where you can get Rr1 hit in melee easier.
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