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Magnild

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Posts posted by Magnild

  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. 7 hours ago, Btimmy said:

    TFH is once per game, you can't do anything about the artefact or all out defense. Honestly I think people are giving the giants a bit too much credit in the damage department, they don't really do all that much. If three are charging you, good chance they just left an objective open to do so as well. 

    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. 46 minutes ago, Btimmy said:

    Some of this is on you for building a list with absolutely no magic defense. Gargants get zero bonus to cast, so including a nav/runelord makes it much harder for them to get the mystic shield off. After that its just a matter of avoiding TFH, the one with the 5+, and all out defense, which you can't really do anything about. 

    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. 1 hour ago, Gauche said:

    Why would you ever shoot the one that's on a 2+? They have four targets. At the very best one can get TFH, one can get the 5++ Relic, one can get AoD. Mystic Shield is a possibility but lists I've seen aren't running it over the 5++ and I don't think it's a good build for them.

    With the guns you brought you can easily punch through the weak one. If they stack bonuses then there are two weak ones so you have some choice. If they bunch up then they lose the Mission, just not the one you played because it's insanely stacked in their favor and one of the worst Missions in the GHB, you just plink away and play not to get doubled.

    Still just a loss due to the Mission, try the matchup again with literally any other Mission and I think you'd have a better time. :] Personally I'm hoping SoB get more and more popular, they dumpster the armies that we struggle with for the moment.

    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. 17 minutes ago, Gauche said:

    Yup those all exist. I'm not sure what list you took but I make sure I can drop a Gargant a Turn with plenty of guns extra, it's just something your list has to be able to do if you're looking to play competitively. SoB are a very cheap army to get (if you use non-GW sculpts), very easy to play, and massively rewarding. They're one of the big DPS Checks but we have all the tools to beat it. One of the positives is it's an easy matchup to work out on paper because they have so few permutations and have such a direct game plan.

    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. 4 hours ago, Gauche said:

    Yeah that's definitely the worst Mission for KO against nearly anything. I wouldn't be too bitter, that's his best possible Mission and your worst. Anything else is a lot tougher.

    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. 3 hours ago, Gauche said:

    Interested to see how that goes as they're a major player right now and I think one of KOs best matchups. Gargants can't do much of anything against guns, at best it's TFH one, 5++ one, AoD one. Then you just kill the other one. Next kill the one that lacks TFH and from there it's smoother sailing. -1 to Hit also wrecks them if you can get it.

    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. 30 minutes ago, Gauche said:

    That seems strictly inferior to double Ironclad double Thunderers. You have one slow 'Clad that will take ages to deliver the Arkanauts at 5" and no Fly High. No Healing. No Combat. Can't pair with ABP because the units are too big so they're either stranded or still no Fly High. What would be the upsides?

    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. 3 hours ago, Frowny said:

    Has anyone tried big units of arkonauts? They seem to be good targets for unleash hell. Short range doesn't matter! Only 300 points and almost nothing wants to charge them.

    Also, i don't remember. Is anyone a priest? Curse seems amazing with massed arkonauts fire.

    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. 56 minutes ago, Beliman said:

    I'm a bit scared to face Archaon (I already played with him and it was a painful experience). Half of Archaon's allegiance has something that gives +1 to save, with AoD, Finest Hour (if needed) and Mystic Shield.

    Maybe Gotrek is the duardin that I need. Archaon is faster, but needs to be inside of some bubbles and maybe I can use that in my favour. 

    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. 2 hours ago, Gauche said:

    Yeah Khemists aren't bad by any means, I just had to cut some muscle along with fat. At the end of the day I find the melee and healing more valuable along with trying to get some early CP through Heroes. I've also toyed with taking a Kraken-Eater, punting Objectives is super valuable for KO and I typically find myself doing almost nothing with my Heroic Actions. I don't think it's a better option overall but I may give it some table time when I can.

    Basically the list would be:

    - Ironclad

    -1x10 Thunderers

    - Aetherwings

    + Kraken-Eater

    + Endrinmaster (4 Total)

    + 10 Arkanauts

    + Admiral

    Definitely a very different list. Still enough shooting to pick up 1-2 medium units a turn but the melee is cranked up to 11. Barak-Nar nullifies losing the CP from the Mercenary Gargant, the Ironclad becomes a massive melee threat, it has to die before I get a Turn or it heals a billion. Gargant can do TFH/Recovery although the list becomes more CP Hungry since he wants AoA/AoD depending. Maybe just AoD with its Mercenary ability, depends on the situation. Might be something I just take for fun games because two Ironclads is very frustrating for almost every army to play around, lots of standing on Objectives and rolling Saves.

    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. 1 hour ago, Gauche said:

    I've going to try this in a few games this weekend:

    Barak-Nar

    3x Endrinmasters (One General, one w/ Aether-Rune)

    2x Ironclad w/ Cannons (Last Word on one)

    10x Arkanauts

    2x10 Thunderers w/ 2x All Special Weapons

    3x Aetherwings

     

    Running the math the Aether-Khemist isn't that great for this list and if the Thunderers start taking hits he falls off more. Instead I wanted the healing/melee. You can also fit it into a three drop with Alpha Beast Pack and Battle Regiment. Not sure if it's the best way to run it but it looks okay on paper, just threat overload.

    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. 15 minutes ago, stratigo said:

    Admiral and a couple (or more) Endrinmasters in a boat

    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.

  16. 1 hour ago, Beliman said:

    So, I was looking for a Bombclad list (just for fun, not sure how good could it be):
     

    So, the main thing is to deploy as far as I can my Ironclad+Ellaria&Ellathor and cast Arcane Bolt (khemist) and Metamorfosis (Ellaria&Ellathor). Use Zilfin's footnote and try to do as much dmg I can (4 drops).
    Charging an objective means Mortal Wounds from the Battleram, 1D3 from Stomp (Monster) before they can Unleash Hell. At the begining of fighting phase, Bomb racks for another 1D3mw (2+ if full wounds), 1D3mw with Arcane Bolt and 1 mw for each 5+ for every model within 6" (Caustic Anatomiser).

    What do you think? Bury it before someone gets hurt?

    Looks interesting.  Relies on a lot of charges from the heroes and casts to get off.  The hook is nice for the bonus but the output I found didn’t do as well for me in comparison with the sky cannon.  The 10 mixed loadout will be on foot, yes?  The lumineth hero seems like it would be relatively slow to get in combat but can keep behind the screen and if you can keep safe for most of the game can do alright I suppose.  The Anatomizer is neat but not sure about your meta but I’m finding more monsters, heroes and elite units running about.  Give it a shot.

    • Like 1
  17. 1 hour ago, stratigo said:

    The limitation of double ironclad is you can't really do that and a battleboat super easily

    Battle boat? You don’t have too much issue getting a battering ram in range.  Unload the crew and get the boat ready for a charge.  Having the output and mobility of 2 ironclads is a great asset.

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