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sal4m4nd3r

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Posts posted by sal4m4nd3r

  1. On 3/4/2022 at 2:37 PM, Soggybread said:

    I went 3-2 at the Old Town Throwdown and finished 17/47.  There were some top tier SoCal players attending.  The list has a lot of board control and a lot of Meta armies can't hit hard enough to shift it off objectives.  The drones and LoA typically deep strike to keep people honest.  I summon in a bilepiper turn 2 for pile in shenanigans or hold off and bring in more Plaguebearers to capture objectives or feed to big monsters as a tar pit.

     

    Allegiance: Maggotkin of Nurgle
    - Subfaction: Blessed Sons
    - Mortal Realm: Ghur
    - Grand Strategy: Hold the Line
    - Triumphs:

    Leaders
    Lord of Afflictions (210)**
    - General
    - Command Trait: Overpowering Stench
    - Artefact: The Splithorn Helm
    Poxbringer Herald of Nurgle (145)**
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of Virulence: Fleshy Abundance
    Rotbringer Sorcerer (145)**
    - Lore of Malignance: Magnificent Buboes

    Battleline
    20 x Plaguebearers (300)*
    - Reinforced x 1
    10 x Plaguebearers (150)
    10 x Plaguebearers (150)
    5 x Putrid Blightkings (250)
    5 x Putrid Blightkings (250)

    Units
    3 x Plague Drones (200)*
    3 x Plague Drones (200)*

    Core Battalions
    *Hunters of the Heartlands
    **Warlord

    Total: 2000 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 169
    Drops: 10
     

    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. 11 hours ago, Kasper said:

    Keep in mind the unit of Nurglings just have to be WITHIN 3" of a terrain piece. So a single base can kiss the terrain and then you can string out the other models. Not all the models have to be within 3", just a single base. It shouldnt be difficult to deploy them at all, even on battleplans where half the board is your territory.

     

    Im not the player obviously but guessing - 

    1. It doesnt really matter if a monster roars or stomps your PBs. The MWs is whatever and if you have a 5+ or 6+ save vs a monster is probably insignificant considering the rend the majority of monsters have. 

    2. Realm doesnt matter anymore

    3. With a Glottkin list the re-roll charge triumph is really strong since it isnt limited to your charge phase unlike the reroll command ability. So when attempting to charge your opponent at the end of the opponent's movement phase with the Glottkin ability, being able to reroll a cruicial charge is strong. 

    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. 

    • Like 1
  4. 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

  5. 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)

    • Thanks 3
  6. 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. 

    • Haha 1
  7. 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. 

    • Like 1
  8. On 1/8/2021 at 12:21 PM, NinthMusketeer said:

    I am a fan of the endrinmaster with the aethercharged run from Barak-nar. Attack, burn gold to re-roll non 6s, then change a miss to a 6. Not hard to get 6MW that way, can be quite the nasty surprise. Obviously not very meta, but fun.

    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. 

  9. 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 Mhornar

    Leaders
    Aetheric Navigator (100)
    - General
    - Command Trait: Opportunistic Privateer
    - Artefact: Galeforce Stave
    Aether-Khemist (90)
    - Artefact: Spell in a Bottle
    Aetheric Navigator (100)
    Celestant-Prime (300)

    Battleline
    20 x Arkanaut Company (180)
    - 2x Skypikes
    - 2x Light Skyhooks
    - 2x Aethermatic Volley Guns
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns

    Units
    12 x Endrinriggers (400)
    - 4x Aethermatic Volley Guns
    - 3x Skyhooks
    - 1x Grapnel Launchers

    Behemoths
    Arkanaut Ironclad (480)
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: Hegsson Solutions 'Old Reliable' Hullplates

    Battalions
    Iron Sky Command (110)

    Endless Spells / Terrain / CPs
    Realmscourge Rupture (60)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 105
     

  10. 20 hours ago, Jo0nes said:

    I'm toying with the idea of trying more thing with the spell in a bottle, but that will force me to swap out my illuminator pistol.

    The route without thundrik and more riggers is nice, I like the thought of splitting the riggers into 3-3 like you said.

    Those hopping into the ironclad originally is the thunderers. Depending on how I like to play the army I'm thinking of having mixed special weapons on them so I can drop them out on an objective to defend while the ironclad covers other parts of the board

    Keep in mind that thundriks profiteers can also garrison. Even the skywarden. Just food for thought. 

  11. On 9/9/2020 at 2:56 AM, Jo0nes said:

    I thought I'd post my list here for some input.

    I want to play Mhornar in order to try and kite around with my ships using galeforce stave making it harder for my enemy to charge in on my ship while my arkanauts capture objectives. 

    I liked the sound of khemist buffing arkanauts with aetheric augmentation (reroll wounds of 1) and bjorgens aetheric augmentation (reroll hits of 1). Is that allowed? it's an ability so I think it can be applied more times than one from different sources, but I'd like to have that confirmed.

    The endrinworks are modifiable since they don't rely on my general strategy. The Last word is one I enjoy using, but it can easily be swapped to something else.

    Also "the one who strikes first, strikes hardest" does that allow me to effectively attack with two units before it's my opponents turn?

    Allegiance: Order
    City: Barak Mhornar

    Leaders
    Aether-Khemist (90)
    Aetheric Navigator (100)
    - General
    - Command Trait: Opportunistic privateer
    - Artifact: Galeforce Stave
    Aetheric Navigator (100)
    - Artifact: 'Illuminator' Flarepistol
    Bjorgen Thundrik (140)

    Battleline
    20 x Arkanaut Company (180)
    10 x Arkanaut Company (90)
    10 x Arkanaut Company (90)

    Units
    3 x Endrinriggers (100)
     Drill Cannon 1x
    1 x Grundstok Gunhauler (130)
    - Endrinwork: Surge-injector
    1 x Grundstok Gunhauler (130)
    10 x Grundstok Thunderers (240)
    4 x Thundrik's Profiteers (0)

    Behemoths
    Arkanaut Ironclad (480)
    - Endrinwork: The Last Word

    Battalions
    Iron Sky Command (110)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 132
     

    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?

  12. 14 hours ago, novembermike said:

    HGB are great in fyreslayers but they're pretty mediocre here since you can't reliably keep the characters alive to keep them tough. You also don't have the same tricks to get them into combat. Vulkites haven't been garbage either since they got the extra wound. They're fine now, they're realistically tougher than anything else you can take against most enemies and they have decent melee output. 

    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. 

  13. 1 hour ago, novembermike said:

    From Cities:

    • Runelords for anti-magic work and buffing Cities dispossessed
    • Warden king for buffing Cities dispossessed. Kind of mediocre but not terrible
    • Irondrakes are probably the best pound for pound dedicated shooting option in the game. They lose a lot when they move or get in melee (which isn't a problem for KO) but if you can let them stand still and protect them they're much more dangerous than KO shooting
    • Hammerers, Ironbreakers and Longbeards don't have too much of a leg up over Arkanauts but with the point drops you could find reasons to take them
    • The gyrobombers and copters compete with your airships but they have some good bonuses to make them worth it

    From Fyreslayers it's really just the Runesmiter (for the deep strike) and the vulkite berzerkers as the toughest thing you can get for the points. Everything else works but either relies on fyreslayer synergies a bit too much or doesn't do interesting things for KO.

    Once you move to the unaligned duardin the most interesting one is the Runelord on a Anvil. He can't move but he's much better than a regular runelord sitting where he is.

     

    Hearthguard berserkers. Vulkites are garbage. 

  14. 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 Mhornar

    Leaders
    Aether-Khemist (90)
    - Artefact: Spell in a Bottle
    Aetheric Navigator (100)
    - General
    - Command Trait: Opportunistic Privateer
    - Artefact: Galeforce Stave
    Endrinmaster with Endrinharness (100)

    Battleline
    10 x Arkanaut Company (90)
    10 x Arkanaut Company (90)
    10 x Arkanaut Company (90)

    Units
    15 x Grundstok Thunderers (360)
    - 1x Aetheric Fumigators
    12 x Endrinriggers (400)
    - 4x Aethermatic Volley Guns
    - 3x Skyhooks
    - 1x Grapnel Launchers

    Behemoths
    Arkanaut Ironclad (480)
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: The Last Word

    Battalions
    Iron Sky Command (110)

    Endless Spells / Terrain / CPs
    Warp Lightning Vortex (80)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 118
     

  15. On 8/22/2020 at 3:13 AM, Beliman said:

    I'm with @sal4m4nd3r.

    Really interested to know how people play Mhornar (I love that Skyport) and I think that It is a hidden gem shadowed a bit by Zilfin, because it's easy to play and has a lot of flexibility with movement, footnote and traits.

    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 Mhornar

    Leaders
    Aether-Khemist (90)
    - Artefact: Spell in a Bottle
    Aetheric Navigator (100)
    - General
    - Command Trait: Opportunistic Privateer
    - Artefact: Galeforce Stave

    Battleline
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns

    Units
    12 x Endrinriggers (400)
    - 4x Aethermatic Volley Guns
    - 3x Skyhooks
    - 1x Grapnel Launchers

    Behemoths
    Arkanaut Ironclad (480)
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: The Last Word
    Arkanaut Frigate (220)
    - Main Gun: Heavy Sky Cannon
    - Great Endrinworks: Magnificent Omniscope
    Arkanaut Frigate (220)
    - Main Gun: Heavy Sky Cannon
    - Great Endrinworks: Magnificent Omniscope

    Battalions
    Iron Sky Attack Squadron (100)

    Endless Spells / Terrain / CPs
    Warp Lightning Vortex (80)

    Total: 1960 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 110
     

    • Like 1
  16. 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. 

  17. On 5/16/2020 at 8:24 PM, Sttufe said:

    Thryng is based on taking a lot of other dwarf allies, and a more traditional type of foot slogging playstyle, and so most KO players don't use it too often. My problem with that is bodies. On objectives you are going to have to kill, kill, kill. There is really no way you can contest objectives with so few bodies. I would say you might want to swap out a unit of riggers for some arknauts. Really there isn't a good way you are going to get all the units you want in a small number of boxes, so I would say that getting some arkanauts would be useful.

    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.

  18. @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. 

  19. 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. 

    • Like 1
  20. On 4/12/2020 at 2:12 PM, Kubrick54 said:

    Yes

    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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