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Amradiel

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Posts posted by Amradiel

  1. Just now, Gecktron said:

    My group plays 1K almost exclusively.

    When I take my KO for a spin (and I want to play ships) I like to play something like this:

    Allegiance: Kharadron Overlords

    Skyport: Barak-Urbaz
    - Additional Footnote: There's No Trading With Some People

    Leaders
    Aether-Khemist (160)
    - General
    - Trait: Prospector 
    - Artefact: Aethershock Earbuster 

    Battleline
    10 x Arkanaut Company (120)
    - 3x Light Skyhooks
    10 x Arkanaut Company (120)
    - 3x Light Skyhooks

    Units
    3 x Endrinriggers (120)

    War Machines
    Arkanaut Ironclad (420)
    - Main Gun: Aethermatic Volley Cannon
    - Great Endrinworks: The Last Word

    Total: 940 / 1000
    Extra Command Points: 1
    Allies: 0 / 200
    Wounds: 49

     

    You can call it a Baby Clown Car. I found that 1k forces dont have enough power to take out the Ironclad early. 

     

    If you dont care about ships you can also just go for an all-out Arkanauts gunline 

    Allegiance: Kharadron Overlords

    Skyport: Barak-Urbaz
    - Additional Footnote: There's No Trading With Some People

    Leaders
    Aether-Khemist (160)
    - General
    - Trait: Prospector 
    - Artefact: Aethershock Earbuster 
    Arkanaut Admiral (120)

    Battleline
    40 x Arkanaut Company (480)
    - 3x Light Skyhooks
    20 x Arkanaut Company (240)
    - 3x Light Skyhooks

    Total: 1000 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 71
     

    Personally I like all the ships 😊 It's what gives the army character.

    • Like 2
  2. 8 minutes ago, Honk said:

    Last Edition warning: Mostly on terrorgheist, but since my archenemy plays nurgle the zombiedragon got used more and more... also summoning in AoS 2.0 two extra varghulfs never hurt and fielding 6 „knights“ feels better than summoning 2x3 so I ended up tending towards the dragon

    with the mount trait gruesome bite the gaping maw rule for the terrorgheist gets even better, feeding frenzy and ferocious hunger can result in (3+d3)x2=max 12 maw attacks (6 hits incl. 2x6s) with rerolling to hit another 3hits (incl.1 six)... that’s 18 mortal wounds with max hunger and then statistics. And 6 regular hits on top... 4 wounding hits...-2 rend d6 dmg...only the maw... 

    the dragon can also dish out some nasty hits, the spell and frenzy combo fits every big hitter (9horrors), but the absurd amount of possible mortal wounds and I mean just with a good roll on the extra attacks...18MW!!! 

    I will still field a dragon for summoning, but min maxing against non-bravery 10 opponents...Tgs are the go to units

    Yeah I guessed both are a valid choice 😊 just one more thing to buy 😉

  3. 1 minute ago, Mutter said:

    Apart from usually one Varghulf, yes, it's SC or CE all the way ...
    (The advantage of having a book with so few model choices.)

     

    That only yourself can answer - both can be great (in the right list), and you can also do without both of them.

    I like the look of Crypt horrors more and the tanky aspect of them. Crypt flayers should have used the Vargheist heads if you ask me.

  4. Gave in and bought the Carrion empire box right before it sold out. But just one... So just one Abhorrant Archregent. Is start collecting boxes all you need from here? Not counting endless spells and throne as I will buy them.  Terrorgheists and zombie dragons seems great. And I don't know if I should build crypt horrors or crypt flayers. So many questions (sorry).

  5. 4 minutes ago, Kramer said:

     

    That’s taste for you, I much prefer the woods. Not only does it feel more natural for them to be similar but not having the limitation of being within range of a table edge makes such a difference. 

    I'm sorry. You misunderstood  😊 I think Wyldwoods are great too. I was thinking compared in $$$ compared to Gnawholes. You need so many of the Wyldwoods. 

    • Thanks 1
  6. 1 hour ago, Zuriaxis said:

    $55 for gnawholes ... I think I'll pass.

    A must have for me 😊 good rules, free to use and as mentioned you get three large pieces who looks really cool. Sylvaneth and their Wyldwoods in the other hand... 😅

  7. Verminlord Warpseer  (General) 

    Grey Seer

    Clawlord 

    Arch warlock 

    Engineer or Warlock bombardier 

    40 Clanrats 

    40 Clanrats 

    20 Clanrats 

    Warp lightening cannon 

    Warp lightening cannon 

    Doomwheel 

    Warpfire thrower 

    Endless spell: Warp lightening vortex 

    1950 

    Thinking of a balewind vortex for the Grey seer or some other cheap endless spell as I don't think I need one extra cp? 

     

    • Like 1
  8. So. How are you filling your battlelines? First I was thinking 2x40 Clanrats and 40 Stormvermin.  But the Stormvermin have a hefty pricetag and I can't fit much else as I want to use a Verminlord Warpseer and/or Thanquol too. 

  9. 38 minutes ago, Zuriaxis said:

    Well hey thanks, but my question was whether to unify a scheme or have it ragtag. Going mixed colors because it'll add some variety.

    I am painting all my in the same color. But thats just because I like them to look the same :)

  10. 9 minutes ago, Malakree said:

    Strongest as in most likely to win the game or strongest as in most likely to win a game in which your opponent doesn't rage quit turn 2.

    Leaders
    Fungoid Cave-Shaman (90)
    - General
    - Trait: Spiteful Git 
    - Lore of the Moonclans: The Hand of Gork
    Madcap Shaman (80)
    - Artefact: Moonface Mommet 
    - Lore of the Moonclans: The Great Green Spite
    Webspinner Shaman (80)
    - Lore of the Spiderfangs: Curse of da Spider God

    Battleline
    60 x Stabbas (360)
    - Pokin Spears & Moon Shields
    60 x Stabbas (360)
    - Pokin Spears & Moon Shields

    Endless Spells
    Scuttletide (30)

    Total: 1000 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 132

    More wounds at 1k than my Ironjawz fields at 2k.

    The first option 😅

  11. 10 hours ago, Matt Large said:

    Probably something like this: 

    Loonboss

    Fungoid Shaman - Hand of Gork

    Madcap Shaman - The Great Green Spite

    60 stabbas

    6 Squig Herd

    10 Boingrot Bounders

    Geminids

    Morks Mighty Mushroom

    i think at 1k 60 grots would be tough to deal with 

    At 1000 points I really like this one 😊

  12. 2 hours ago, Sauriv said:

    I don't own dragon ogres so don't trust me on this, but this are my thoughts .

    all weapons have the same to hit/wound stats so this can be ignored.

    Paired W. vs Crushers:

    Same max dmg but differs in nr of attacks, due to reroll rule Paired weapons would perform better if you have a shaggoth. On the other hand crushers should perform better if you can add more attacks like with gavespawn ability.

    Glaives

    Has less max dmg but are more consistent dmg with rend. the range is also better.

    Conclusion

    Due to dragon ogres overall high defence i would reason that a drop in dmg (-30%) is worth for more consistency because they aren't glass-cannons and will survive for a few turns. the bigger the unit the more range becomes important too.

    I have a Shaggoth and play Gavespawn

  13. 13 minutes ago, Malakree said:

    The dankholds are definetly a strange model because their profile has so many different aspects to it.

    Club has massive swing potential with a theoretical maximum of 18 damage.

    Crushing grip lets you instikill models, no saves, no stupid 5++ or death saves, no -hit etc. Just pick a model and delete it. What other 220 point model can kill Morathi in a single turn?

    Bravery aura is just generically good.

    4+ to just ignore a spell/endless spell is unbelievable in the current LoN meta.

    Regeneration is good because at 10 wounds you have a large pool to sink into it.

    Squiggly beast followers is just weird, it poops out mortals on characters/low model units but more importantly does it at the start of the combat phase. So a hero with 1 wound left dies before activations.

    Strangest of all is it doesn't have the monster keyword. That means things like SoJ or hero sniping abilities have no effect against a normal dankhold troggoth while the troggboss actually gets lookout sir and cover....

    So yeah, the dankhold troggoth is really hard to categorise. It's 60 points extra for a better gargant.

    I was referring to the none hero variants. The troggboss/manglerboss really have no place in armies not using their command abilities.

    For the none hero variants the options available to the arachnarok are fantastic, there's one for every situation. The skitterstrand is actually my standout 200-300 point big thing because of just how hard it puts the fear of (the spider) god into your opponent. Especially nice for 2/3 in the battalion. 

    If you have 260ish points spare in a generic gloomspite list it's either the webspinner or skitterstrand arachnarok. Both easily beat out the opposition.

     

     

    Well 18 damage seems very unlikely. It's 3+ to hit and then 3+ to wound with just 3 attacks. I do like the crushing grip though 😊

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