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sal4m4nd3r

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sal4m4nd3r last won the day on February 13 2020

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  1. Haven’t posted in a while. Here is how the witherstave and one last gift interact. When the dice is rolled, this is when Rerolls happen. Before modifiers. So the witherstave would trigger here. Once the rerolls are finished this is the UNmodified roll. Whatever 6 is on the table is what would trigger one last gift. Then you apply modifiers and resolve wound rolls. So the one last gift is not as effective with the witherstave but they still do work. The same for if opponents have “exploding” 6s and you have the witherstave. They roll their dice. Then witherstave makes you reroll the 6s. They do so. That’s then the UNmodified roll. Whatever 6s are left after the witherstave would then proc their effects. So the opponent can’t simply choose to ignore the witherstave. It’s not a triggered ability on a 6… it happens BEFORE the trigger because of the nature of the game (rerolls always happen before modifiers)
  2. I wholeheartedly subscribe to the belief that they wrote this rule so many times, and edited it, and wrote, and changed it, and this team changed it, and edited it ad nauseum to the point that it was a company wide game of telephone that ended up having a remnant of one of the those changed and it simply got overlooked. Kind of like that Episode of "Parks and Recreation" where the department had to make a concept for a new mural. So every character gave a presentation on what they wanted. And they all had WILDLY different takes. Everyone voted for their mural. So they decided to combine them in a horrible Hodge podge of a mashup which came out looking as terrible as you would imagine.. but they all were so proud of it.
  3. Fly High and disengage are two distinct rules. You can use either. Fly High allows you to remove the model from the battlefield and setup somewhere else outside of 9". Alternatively you can disengage. Normal retreat except you can shoot as long as no enemy flying units are within 3" when you disengage. The benefit is you are not limited to going outside 9" of enemy units and outside 1" of terrain. So you can ABSOLULEY fly high and still shoot. Its not a move. Its not a retreat. Its removing the unit from the battlefield and setting it up somewhere else.
  4. Edit: Nevermind. I was mistaken, I was thinking of something else. I play exclusively barak mhornar. I have a hard time taking the ram, EM combo as it wants me to be charging.. but at the same time the whole point of mhornar is keeping everything out of combat. Its just so hard to pass on that amount of mortal wounds though This is my basic struggle currently when writing lists.
  5. Add in an endrinmaster with his gold RR and fish for crits for more.
  6. This is the direction Im going and hope to play test it soon. Very difficult to schedule games between working 60 hours a week, and helping to facilitate school for my 1st grader virtually. Allegiance: Kharadron Overlords- Sky Port: Barak MhornarLeadersAetheric Navigator (100)- General- Command Trait: Opportunistic Privateer- Artefact: Galeforce StaveAether-Khemist (90)- Artefact: Spell in a BottleAetheric Navigator (100)Celestant-Prime (300)Battleline20 x Arkanaut Company (180)- 2x Skypikes- 2x Light Skyhooks- 2x Aethermatic Volley Guns10 x Arkanaut Company (90)- 1x Skypikes- 1x Light Skyhooks- 1x Aethermatic Volley Guns10 x Arkanaut Company (90)- 1x Skypikes- 1x Light Skyhooks- 1x Aethermatic Volley GunsUnits12 x Endrinriggers (400)- 4x Aethermatic Volley Guns- 3x Skyhooks- 1x Grapnel LaunchersBehemothsArkanaut Ironclad (480)- Main Gun: Great Sky Cannon- Great Endrinworks: Hegsson Solutions 'Old Reliable' HullplatesBattalionsIron Sky Command (110)Endless Spells / Terrain / CPsRealmscourge Rupture (60)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 105
  7. Keep in mind that thundriks profiteers can also garrison. Even the skywarden. Just food for thought.
  8. consider spell in a bottle with the realmscourge rupture from the slaves of darkness line for more control and blocking. Yes using aetheric augmentation from Thundrik and Khemist is allowed. I do think you would be best served to drop them, add in 3 more riggers to make a nice team to fly with one of the gunhaulers, and also give you the points for the rupture if you wanted to go that route. What goes in the ironclad? The 20 arks or the thunderers?
  9. You can use the seraphon bound cogs... as that only requires the CASTER to manipulate. Not a wizard.
  10. You can keep the characters alive in KO as easily as you can against FS. Two wounds doesnt mean jack with a 5+ save. And they have VERy littel damage output. HGB are the way to go. Vulkites are trash.
  11. Hearthguard berserkers. Vulkites are garbage.
  12. Here is a good more "death star" type build with 15 thunderers, and the three heroes inside the ship. No need to buoyancy aid as you redeploy. The thunderers hop out with the khemist preferably on an objective and are -2 to hit. Then can fly high as necessary with navi and endrinmaster. Arks Stay back, run for obs, screen, zone out. 4 drops isnt bad. Not ideal. Cant null deploy, cant reliably out drop. 4-7 is the worst drop count to be. Allegiance: Kharadron Overlords- Sky Port: Barak MhornarLeadersAether-Khemist (90)- Artefact: Spell in a BottleAetheric Navigator (100)- General- Command Trait: Opportunistic Privateer- Artefact: Galeforce StaveEndrinmaster with Endrinharness (100)Battleline10 x Arkanaut Company (90)10 x Arkanaut Company (90)10 x Arkanaut Company (90)Units15 x Grundstok Thunderers (360)- 1x Aetheric Fumigators12 x Endrinriggers (400)- 4x Aethermatic Volley Guns- 3x Skyhooks- 1x Grapnel LaunchersBehemothsArkanaut Ironclad (480)- Main Gun: Great Sky Cannon- Great Endrinworks: The Last WordBattalionsIron Sky Command (110)Endless Spells / Terrain / CPsWarp Lightning Vortex (80)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 118
  13. This is my attempt at a competitive Mhornar list. Trying to take advantage of the fact that you "have to have" 3x arkanauts with an Iron Sky Attack. Also looks really fun to play. Redeploy the ironclad, you can either spread out with the frigates and Arks or put the arks in front of ironclad and just go all in on one flank. Allegiance: Kharadron Overlords- Sky Port: Barak MhornarLeadersAether-Khemist (90)- Artefact: Spell in a BottleAetheric Navigator (100)- General- Command Trait: Opportunistic Privateer- Artefact: Galeforce StaveBattleline10 x Arkanaut Company (90)- 1x Skypikes- 1x Light Skyhooks- 1x Aethermatic Volley Guns10 x Arkanaut Company (90)- 1x Skypikes- 1x Light Skyhooks- 1x Aethermatic Volley Guns10 x Arkanaut Company (90)- 1x Skypikes- 1x Light Skyhooks- 1x Aethermatic Volley GunsUnits12 x Endrinriggers (400)- 4x Aethermatic Volley Guns- 3x Skyhooks- 1x Grapnel LaunchersBehemothsArkanaut Ironclad (480)- Main Gun: Great Sky Cannon- Great Endrinworks: The Last WordArkanaut Frigate (220)- Main Gun: Heavy Sky Cannon- Great Endrinworks: Magnificent OmniscopeArkanaut Frigate (220)- Main Gun: Heavy Sky Cannon- Great Endrinworks: Magnificent OmniscopeBattalionsIron Sky Attack Squadron (100)Endless Spells / Terrain / CPsWarp Lightning Vortex (80)Total: 1960 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 110
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