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sal4m4nd3r

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Everything posted by sal4m4nd3r

  1. We played each other round 1. I enjoyed our game and I look forward to playing you in the future!
  2. Ended up going 3-1-1 coming in 9/50 something. Got absolutely BODIED by an big wagghh list on my last game. Took one of the best players in the country to a draw. So a good but also "meh" result. REALLY wanted that last game but played like garbage. I made horrible choices. Fatigue had definitely set in but that's what separates the goods from the greats in the tournament scene.
  3. Yeah hunters of the heartlands on plaguebearers is not really needed. Blightkings crave it, for aaa or aad depending on situation.
  4. Well said! I actually WANT opponents to stomp my plaguebearers so I can remove the one or two they are within range of and then sloppity them and they cant attack at all. Not only a bit of a trap, but also I wanted 3 or less drops. Realm doesnt matter. I always "play" in ghyran because of the basing and theme of my army. TRIUMPH! the Reroll charge triumph can be used in the enemy move phase for glott where at the double cannot. WELL worth 60 points IMO. Also... what could I get for 60 points? burning head? Im good.
  5. Been a long time since I posted. Taking this to a GT this weekend. Allegiance: Maggotkin of Nurgle - Subfaction: Befouling Host - Mortal Realm: Ghyran - Grand Strategy: Hold the Line - Triumphs: Bloodthirsty Leaders The Glottkin (700)* Spell Lore: Lore of Malignance - Rancid Visitations Gutrot Spume (170)* Sloppity Bilepiper, Herald of Nurgle (130)* - General -Command Trait: Nurgling Infestation -Artefact: Arcane Tome -Spell Lore: Lore of Virulence - Fleshy Abundance Battleline 20 x Plaguebearers (300)* - Reinforced x 1 5 x Putrid Blightkings (250)** 5 x Putrid Blightkings (250)** Units 9 x Untamed Beasts (70)* 9 x Untamed Beasts (70)* Core Battalions *Battle Regiment **Hunters of the Heartlands Total: 1940 / 2000 Reinforced Units: 1 / 4 Allies: 0 / 400 Wounds: 131 Drops: 3
  6. 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)
  7. 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.
  8. 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.
  9. 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.
  10. Add in an endrinmaster with his gold RR and fish for crits for more.
  11. 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
  12. Keep in mind that thundriks profiteers can also garrison. Even the skywarden. Just food for thought.
  13. 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?
  14. You can use the seraphon bound cogs... as that only requires the CASTER to manipulate. Not a wizard.
  15. 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.
  16. Hearthguard berserkers. Vulkites are garbage.
  17. 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
  18. 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
  19. Im determined to make barak mhornar work. The benefits to the sub faction as I see them are: 1. the pre game move allows to to put a skyvessel in terrain, where as fly high you couldnt before. 2. Galeforce stave is one of the best artefacts in the game 3. Pre game move means you can drop skyvessel on top of an objective and block it. 4. The pre game redeploy means you can get around the limit for transport capacity and fly high (pack 20 thunderers in an ironclad, pregame move, and second turn the can get out and you can fly high) 5. Galeforce stave is seriously an insanely good artefact. 6. run and shoot with a max unit of endrinriggers is great 7. High drops are fine. You can re-deploy an ironclad deathstar. Now your opponent must choose between getting blasted turn one, or potentially taking a KO double turn. AND you have the protection of the galeforce stave. Dont "need" iron sky command the way zilfin does. Weaknesses: 1. once per game always strike first in combat........ with a shooting based army is completely worthless. 2. Bravery debuff is worthless. 3. You cant have battleline riggers AND use the main ability of the army (redeploy) which sucks. Not being able to use the signature unit of the second incarnation of the army is real bummer. 4. Zilfin does the "redeploy" better then the sub-faction that has a redeploy mechanic. 5. run and shoot is great.. until you roll that 1 for the run roll and its pointless. . compared to zilfin which gets to essentially use a command ability for every unit in the army, without spending a single command point... just as a basic rule.
  20. There is also the whole "the sky port might not be playable as intended.." thing. Since non of the duardin units gain the Kharadron Overlords keyword.
  21. @broverpowerd What sized army are you going for? The first list comes in at 1810. General rule of thumb is to NEVER take lesser demons in packs of 20. Either 30 or 10. you can drop the scrivener. He is certainly not worth the points. He provides offensive upgrades for a terrible offensive unit. They are they to take damage and sit on objectives. I think you will be disappointed in drones. Units of 3 die very fast. Units of 6 are better but expensive. And make a better bodyguard for belakor. Target saturation. base locking enemies in combat. Scrivener will never make his 90 points back. Fire away with more questions.
  22. Should 40 skeletons be able to wreck anything they come close to though? At the onset the damage output from a basic battleline unit was dumb. That is until the faq that seemingly for monetary reasons they let grimghasts just able to be in LoN army.
  23. I usually use my zilfin hero phase move turn one to be able to drop Warp lightning vortex, then in the movement phase fly high somewhere else and start blasting. Its funny because Zilfin once per game hero phase move is MARKEDLY better then Mhornar's pre-game move. Not only does the pre-game move occur BEOFRE the turn order is chosen (allowing your opponent to completely mitigate its effectiveness) but it prevents you from moving in the first turn...unlike zilfin.
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