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Baron Wastelands

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Everything posted by Baron Wastelands

  1. But for the ones with guns, it can be hard to tell. Basically all skywarden variants have the little skymines attached to their endrins, so will have the icon for that ability too on their cards. I have also been playing KO in Champion mode, and it’s a very similar experience - seem to draw dusk and dawn more often, but I’m sure that’s just a coincidence! The grundstok sergeant is the best leader by far in my experience, I also recommend at least one aether cannon and a couple of volley guns, add a sprinkling of melee to taste. The move of 3 can really hurt the arkanauts with skypikes though, especially if they don’t come on at the start, or close to the action. I tend to take melee ballooners (either kind) because their move is just so great, even if you’re only looking to tie up enemy shooters.
  2. Why the aether khemist? He will get left behind very quickly by all those balloons. And don’t you still need a hero in your main body? I would be tempted to drop the khemist, and add another gunhauler since you have the points. Something like: spearhead: gunhauler, 3 endrinriggers main body: gunhauler, 6 skywardens, dirigible endrinmaster Rearguard: 6 skywardens gives you good mobility everywhere, and plenty of hitchers.
  3. I play lots of games at 1000 Pts, so not quite sure where this comes from. And I don’t entirely follow your train of thought earlier in your post, I must admit - not sure I had understood your question in that case. I was specifically talking about the merits of ironclad vs frigate in a 1k list. But I read this last comment as you don’t want my input, so fair enough, I’ll refrain from further comment on your list. Hope you enjoy whatever list you settle on.
  4. Problem is that a frigate, while certainly more affordable at 1k, doesn’t have near the firepower of an ironclad. An ironclad with thunderers aboard can make a big dent. I also think battalions are a bit pricy for 1k. I think frigates are essentially transports with a bit of firepower, which means they become expensive at 1k for what they do, though I would probably try to use one in the way you are suggesting if I wanted to build a 1k list around a frigate. But it will do much less than half the damage of an ironclad, and is less resilient too. Plus ... it’s an Ironclad
  5. Also love thunderers, and I have run several thunderer heavy lists. Couple of comments for your consideration: Firstly, I would say you have too many eggs in one basket. Admittedly a very destructive basket, but it won’t allow you to do 2 things at once, say cover 2 objectives, etc. Secondly, if you’re going to use thunderers from the deck of a ship, most of their special weapons are not great, and even the ones that are ok in a garrison (basically just aether cannons, over the basic rifles) are so short range that they are going to get your gunship pulled into melee combat most of the time. Of course, if your plan is to drop both squads on objectives, this mitigates both of the above a bit, but 5 thunderers will struggle to hold an objective for long. My suggestion to tweak your list at 1k would be to run 2x5 thunderers (all with rifles, or maybe 1 cannon), an ironclad, and a gunhauler with the collapsible compartments, put 5 in each ship, your general with the ironclad, and then you can focus fire with everything, or split off the smaller craft and crew to run errands if you need to.
  6. Thryng allows you to bring tougher blobs of Duardin than arkanauts, so you can largely avoid those. However you still need battleline, so I would build around riggers (or wardens at a push) and a dirigible general. If you’re looking for a battalion to complement, then an Escort wing is probably your best bet, with an ironclad loaded with thunderers (you can also take battleline wardens in this battalion, though sadly not riggers). The more guns you can bring to support non-skyfarer infantry, the better, but melee ballooners can always benefit from the Incredibly stubborn rule.
  7. I think this could work really well. Maybe vaguely ghyran themed; puts me in mind of the nurgle-sylvaneth conflict there.
  8. It’s a solid starting list at 1k points. If you want the core focus to be a trophy rack tyrant boosting 2 ironblasters, then there’s not much you could change. You might find you are a bit light on bodies, and your slaughtermaster is only really going to be buffing your ironguts, but you need both the extra hero and the battalion to get the trophy rack. At 1k, it’s maybe a bit pricy. As you grow the army, focus on either bigger units of gluttons (like, 12) or big units of leadbelchers, would be my advice. Maybe another ironblaster or two as well if you want to reinforce the core strength.
  9. Agreed that is an interesting idea. I tried something like this (lots of staggered minimum unit shooting ‘charge-catchers’) before the current battletome (discussed in the old thread, I think), but found the damage output was just too low to make it work. However, with the addition of trampling charge, plus the Underguts range buff, it certainly might be worth trying again.
  10. Tribeless would be fine, of course. The opposite of a spam list, I guess. Ogre ‘soup’ is a good thing. I suppose the question that interests me is simply “can Underguts work with no ironblasters and/or max leadbelchers”, or perhaps even “how to have fun with Underguts specifically” because they appeal to me, but tend to be a bit mono-list. As for your second point, fair enough. Haven’t seen the argument, but sure you have a reasoned perspective, you usually do! Personally I don’t mind spam lists per se, just those that seek to exploit a particular strength to unbalance the game. The other end of the spectrum is themed lists, which I am a fan of; was delighted with squigalanche, troggherd, and even Torrbad (yes, I know ...) for example, just because I want to try and play an army of only squigs, of only troggoths, even of only Thundertusks, (of only skullcrushers, of only warherd, of only Grundstock, of only chariots, etc etc). There’s a bit of me that would like to try tyrant + 46 leadbelchers, and I don’t think it’s the power-gamer/min-maxer bit of me! (To be fair, it’s not the financially-savvy bit of me either). I like battalions that support self-imposed restrictions like that, because it feels thematic.
  11. Yes, you’d have to go with min battleline units I think. Something like: Huskard on Thundertusk general (with mass of scars, mount trait of choice, probably Alvagr Ancient), vulture, hailstorm prayer Butcher (with Keg) 3x3 Gluttons (battleline) 3x10 Leadbelchers 2k on the nose, I think? Hmm, you’ve got me thinking now, about Underguts without Ironblasters! Will play around a bit. It’s a shame there’s no leadbelcher battalion, without needing gluttons and ironguts too!
  12. To be fair, if you are going full leadbelchers, then Gunmasters in itself is worth taking Underguts for. And dropping Ironblasters only invalidates the command ability, and there are other things to spend CPs on. Mass of scars is still useful, maybe more so on a monster general if you go that route. And the blast keg - well, although there are certainly better artefacts, it still has the potential to be a nasty surprise for even units of 10, particularly heavily armoured ones. I also think that the trophy rack is actually better with a large mob of leadbelchers than with ironblasters, if you can fit in a support tyrant. But maybe less need to anyway, if we’re thinking outside the usual underguts list.
  13. An ironclad on it’s own will get you over 2k. I think it’s a good choice though, to complement what you have. I wouldn’t take all those heroes, and you might want to get a battalion in anyway. But otherwise you have a solid basis for a list with what you have. Which heroes to keep will depend a little bit on what skyport you take.
  14. The difference between a hacker and a club in terms of raw damage output are minimal, yes. Without factoring any damage from the iron fists on defence, on attack: against 3+ (Non-ethereal) save, the hacker is a bit better. Against 4+ they are identical. Against 5+ and 6+, the club edges it, but again, only very slightly. So what separates the two really is 2” range on the one hand, and iron fists on the other. So it depends a bit on how you are going to use them. As @Arcce said, the bigger the unit, the more mileage you will get from longer range, as they are big models. Also, 2” range allows you to fight over a line of bulls and avoid 1” return strikes, which can be harder to set up but very defensive from the mournfangs point of view. Tusks can’t hit from 2” of course. Meanwhile iron fists can give you some nice mortal wounds on defence, particularly good if you are going to take lots of small no rend hits, so can be good against hordes. Personally, I think both are useful, and have 2 units of 4, one with hackers and one with clubs and iron fists. 4 seems to be the sweet spot, unless you are running multiple small units of 2 without relying much on buffs.
  15. A Eurlbad needs one of those FLoSH to be regular SH beastriders, before anyone starts gluing! I presume that’s what you meant, as that makes exactly 2k points as well.
  16. Have only played a couple of games with Khorne so far - 2 with Bloodbound and 1 with Daemons. I would agree that the Wrathmonger leader is really good. I take 1 skullreaper and a Khorgorath after that, which allows me to have at least a reasonably heavy hitter in dagger, shield and hammer, and then mix reavers or blood warriors to taste. Last game I took a blood warrior with gorefist, a blood warrior with gore glaive, and then a reaver with two weapons and a reaver with double-hander. Next game with them I think I’ll try dropping both the blood warriors for 4 more reavers, to get a few more bodies on the table. In both games so far, the khorgorath was a beast.
  17. I agree with what @Overread has said above; also, in relation to your specific concerns, plenty of replay ability due to the random draw of cards to determine different aspects of each game. Because each game has specific and differing victory conditions, it also stops it from becoming bogged down in a central melee. In reality, very few games end up this way, as there are plenty of tactical choices to make. the original starter set is probably the best buy if you can find it, but only because it’s convenient and gives you everything you need in one go. After that I’d agree you want Tome of champions, and then when you’re used to the game a bit get the monsters and mercenaries book to add more variety. Aside from those, you can just buy as many warbands and warband cards as you want to play.
  18. Coincidentally, also drew this scenario on Monday night! Couldn’t find a clarification in the rules, so we played it as the former, I.e. in your example, 2/3 killed would gain the glory for killing two thirds of the warband.
  19. Good point 😁 In That case, I don’t know what to think about the embark-disembark in the same turn! The embark counts as a move, precluding a move later on. But then disembarking doesn’t count as a move for the purposes of any other rules or abilities (like that one?) though it does also restrict a move later on!? Shall we just say no to both? 😂
  20. To be fair, I think that’s an equally consistent interpretation. I can certainly see the argument from both sides. I guess my understanding follows this logic: the squadron rule says I can [make a normal] move and then disembark. The fly high rule says I can teleport instead of making a normal move. Therefore I should be able to fly high and disembark. The disembarking isn’t conditional on moving (only), but is permitted after, which is the amendment to normal rules allowed by the squadron rule. However, if you treat (both cases - fly high and disembark) as an independent ability rather than a substitution, then your interpretation is preferable. In the latter case at least, there isn’t however a specific disembark rule, you are just leaving a garrison, which explicitly “counts as their move”. Although the wording for joining a garrison (what we refer to as embarking, though again that isn’t a different rule) is like the wording for fly high, I.e. “instead of making a normal move”! If those are equivalent, I would want to argue that fly high also “counts as a move”.
  21. The iron sky attack squadron specifically allows you to disembark arkanaut companies from frigates after a move. There are two questions, however: a) can they also embark at the start of the turn and then move and disembark (I suggest the answer to this is no, as they would be “double moving” as both embarking and disembarking count as a movement substitution for the arkanauts specifically) b) can they replace the word “move” in the iron sky attack squadron rule with the words “fly high”, and thus disembark after a fly high. (I suggest the answer is yes, as fly high replaces a normal move, and I believe that in general that any rule that applies to a move applies to a substitution, unless stated otherwise? I concede this is open to interpretation though, and might need a clarification).
  22. I have been playing 2 lists: Irongut leader, leadbelcher, 2 gluttons with 2 weapons each, 1 gnoblar Leadbelcher leader, 3 leadbelchers, 1 gnoblar and I have to say, leadbelchers are amazing. The first list has done ok, but struggles to cover the board a bit. The leadbelchers however can take down a lot of things from range, making even sitting on objectives a risk for enemy fighters, and they can even chase down flyers which the first list also struggles with. For durability the irongut leader is great, but I’m backing underguts all the way!
  23. Oops, I didn’t read your question properly. I meant that yes they can disembark after a fly high, as well as after a normal move. But since garrisoning models counts as a normal move for them, and “ungarrisoning” models counts as a normal move as well, I don’t think you can get in and out of a ship in the same turn, even with iron sky assault.
  24. The frigate flies high in place of a normal movement, so my understanding is that the answer is yes. What’s more, you can deploy closer than 9” when doing so (though the frigate can’t, units leaving a garrison can deploy anywhere more than 3” from enemies and within 6” of the boat) and then roll 3d6 for charge.
  25. Agree entirely; and it seems plausible this was the original intention, since there are not separate campaigns for them in the tome of champions. Maybe they playtested them and decided they were too versatile when all together?
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