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Baron Wastelands

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Everything posted by Baron Wastelands

  1. The issue is that 12 guts is an awful lot of points, and is mostly overkill. I like 12 ogors, because of the discount, but personally I wouldn’t run guts in more than 6s.
  2. There is synergy, but not much. It’s a bit of a mismatch of units, but I think is not miles away either. Some thoughts: 20 stabbas (or shootas) are too small to be useful. 60 synergies best with the shrine (which absolutely always take. It’s free bonuses!) If you want a small chaff unit, or backfield holder that still meets battleline, go with Squig Herds. Your Loonboss on mangler would like that too, and only really synergises with the bounders in your list. The Hag is a tough caster, but her best synergy is with felwater Troggoths, which you dont have. 3 wizards, costing 690 pts, might be overkill. Hope that helps. How to fix depends on what you like most and want to keep (absolutely by rule of cool 😉). Want to keep the mangler boss? Drop the gargant, the hag, take one unit of 60 stabbas then add some squig herd and or bounders/hoppers. If you want to keep the hag most, and go monstrous, then drop the fungoid, tidy up your battleline, and take some felwater troggoths. The combinations are endless, but in general Troggs like Troggs, Squigs like Squigs, spiders like spiders, big moonclan units like fanatics, and nobody likes giants 😆
  3. You can only have one allegiance, so no. Nothing you ally in from other allegiances brings with it allegiance abilities, you just get the raw troops. Moreover, your allegiance isn’t to a skyport, it’s Kharadron Overlords, and as part of the allegiance abilities you pick a skyport to be from. Finally, KO can’t ally with KO, they’re not on the ally list. For house rules, or even open/narrative play with your opponents agreement, go for it. But not for matched play.
  4. While the potential for 12 damage on the Endrinmaster is higher than the admiral, I agree, the admiral is still more reliable, and will consistently outdamage the endrinmaster on average (who will only overcharge 2/3 of the time, only land damage 4/9 of the time, etc etc) if he self-buffs. The admiral [assuming the loadout I had, which was only using KO artefacts as the OP hadn’t mentioned allegiance/ realm artefacts] will do 4.53 wounds on average to heroes and monsters without buffing himself, and 5.19 wounds on average to anything if he uses his command ability on himself. Moreover, he will very reliably do four or six wounds - the chance of doing 6 wounds is about 65%, which is enough to reliably take out most foot heroes. The endrinmaster with one extra attack is more swingy, granted, but will average 4.74 wounds. The chance of doing the full 12 wounds is about 2.5%. I used to prefer the endrinmaster as a general, as he looks to be beefier. But more recently I have come to really value the relaible output of the admiral. The relic blade is a good shout for either, however, and increases the admiral’s damage to an average of 7.7 self buffed (6.8 without, against heroes and monsters). Chance of doing now 9 wounds still 65%, but rend only -2, so will depend a bit more on target. In short, unless you want to rely on rolling really well, I’d still take the admiral as a melee general over the endrinmaster. Moreover, I think the endrinmaster with relic blade and grudgebearer has 4 attacks, D3+1 damage [4 when charged]. Not sure where you are getting -3 rend from? He has -1 I think. The above assumes they both have the bludgeon and grudgebearer. (Also all calculations before saves).
  5. Well Urbaz gives you a bit of flexibility, yes. You have 20 arkanauts with 6 skyhooks, what are your other 30 arkanauts armed with for special weapons? Unless they’re all melee heavy (skypikes), I think if you would rather drop the ship, I’d probably take the extra thunderers and arkanauts; and certainly both Khemists as that allows you to spread the buffs nice and wide with Urbaz. Keep the riggers back to countercharge something, and use your unique footnote to shoot with a buffed unit of rifle-only thunderers, or your skyhook arkanauts. In a list like this, I’d probably make the admiral the general, and give him grudgebearer and Aethershock Bludgeon, and use him to kill foot heroes that get too close to your line. Then give a khemist the staff, just because you can.
  6. Which skyport did you decide on as a result? Might impact your choice. In general: the Earbusters can be fun against particular targets, but in practice a lot of things are not going to be affected by a battleshock test, so it can feel a waste against a lot of armies. To be honest, most of the kharadron artefacts don’t help a khemist much. If you’re not going with realm artefacts (something like a gryph feather charm), then maybe the staff of OO, or even the gimlet lens. Couple of pointers on your list: Firstly, I think you’re short on bodies for 2k. Your units will get chewed through quickly. And maybe heavy on heroes. It’s not a bad idea to take 2 Khemists, but I wouldn’t take Brokk and an admiral as well. Secondly, I tend to agree with other posters on here that with KO, you need to go big on a theme - fast and hard hitting melee/buffed gunline/ etc. Your list is trying to do both, and that’s hard with Kharadron. I also don’t think I’d take one frigate at 2k (unless you’re really going to load it with riggers and hope it doesn’t get shot down) - in your current list you will only be able to deliver the 9 riggers and 10 arkanauts, which again will get swamped while the rest of your army watches. Some hard choices, certainly, but I’d say either take more melee focused units with the capacity (ships, grapnels, etc) to get there fast, or take a lot of guns and lots of thunderers (probably best without any ships), or a big alpha strike in an ironclad, or so on. Hope that helps - kharadron is one of those armies where there’s never enough points for the list you actually want!
  7. I disagree 😉 The ogors, since their introduction as an army in warhammer, have always had distinct fluff, and while I expect it to change for AoS, like everything else, I think it would be a shame for them to be subsumed into generic greenskins. I’m still hopeful we will get an ogor battletome, whether Gutbusters or wider. It’s just what we deserve for keeping the faith in the ravening dark.
  8. That’s an interesting point, I had assumed the rounding up applied to halving the original unit strength, but then again if you are only taking multiples of 20 you will never need to round up the total number. So I think your interpretation is right, but think you can only take up to five netters if the original (60 strong) unit contained 9. Similarly, if the original unit contained 3 standards, the new unit could contain 2 (in 30).
  9. Not sure about all this - it says “a new replacement unit with half of the models from the unit that was destroyed”. (My emphasis). So I think you could only take options in the original unit. I’m more unclear about whether, if you have 9 netters in the original unit, you can have 9 netters in the new unit of 30, or 4.5 ( so, 4), or even 3, if you cant have 6 until you have 40. There, that’s helped, hasn’t it?
  10. No worries, happy to help. Should say there are people around on here with a lot more Kharadron experience than me, (particularly in tactical insight!), as it’s something of a side army for me, but can give you the benefit of what experience I have. Keep the endrinriggers in one unit, for the same reason as above - it maximises their combat potential; the khemist can buff them all in one go, and they all get to strike on the charge before your opponent can swing back. There are no good weapons for the frigate. Don’t be fooled into thinking it’s a tank or a cannon, it’s a transport which might occasionally pull off something else with mediocre success! Um, but as you have to choose a gun, take the cannon in a Barak Zilfin list, maybe a skyhook otherwise for the extra movement boost. There are a couple of skyports which will boost charge/ melee effectiveness (Barak Zon is nice for the extra chance at a charge on disembark, and Rerolling ones on the charge), which are probably the best choice for this sort of list, but I personally still usually run Zilfin, simply because I can drop the frigate loaded with melee combatants right where I want them, and save the trip.
  11. Yes, I’d keep them all with the standard rivet guns and aethermatic saws - that way you can maximise the khemist buff on them, and buff allthe saws for double attacks. They’re a hard hitting melee unit this way, and you want to do as much damage as you can on the charge, as you can’t take much back.. The frigate is your delivery system, so you don’t really need grapnels to close the gap. Without a ship I’d take a grapnel or two, but you shouldn’t need them here. Wouldn’t take the guns unless you plan to use them in a gunline list.
  12. To be fair, that bit refers to both the realm lists (E.g. weapons or relics from ghyran). But it’s still ok to mix realm artefacts with allegiance artefacts, as in the second bit - “you could choose to take one of your artefacts ...” etc etc
  13. Read it again 😉 A unit of 3 troggoths will hit on a 1-3, a unit of 6 on a 1-6 (so, always). The key word is this unit. I guess the fluff could mean some are accurate, some aren’t. So the more Troggoth you have, the better chance to hit.
  14. The problem with that is that it relies on there being an immediately accessible enemy chaff unit to kill. Look at it this way - would you pay an extra sixty points to give all of those skull crushers +3” on every charge? If yes, and I certainly would, then if the furies do even 1 wound as they die it’s pure bonus. You need the buff early, or it loses its value rapidly, I think.
  15. The key with a brass stampede, even with the avalanche ability, is to maximise charges, both in number of charges and in damage on the charge. And keep doing them. So, long charges help. To that end, you want to get them their blood-scent +3 to charge as early as you can. So try a sacrificial fast unit (5 furies is a good cheap option, or marauder horsemen for +1 charge) and throw them away as fast as you can. Then stack your charge range bonuses - a bloodstoker or two is good for that, and combos well with the juggerlord buff on the charge. Violent urgency isa decent command trait for your juggerlord. A Bloodsecrator can be good too, but if you do the first bit right, you can find yourself charging out of his bubble. Secondly, you want to maximise damage on the charge, and not get units too bogged down. To that end I’d consider even more skull crushers - up the model count of one or two units to six, so that you can hit that bit harder on the charge. In terms of weaknesses, holding objectives with a low model count can be tough, and a bit of a major weakness for the army, so a cheap horde unit or two to at least sit on yours is a decent option (marauders/reavers).
  16. It isn’t true that you need 3 boxes of arkanauts to have 3 special weapons the same in each unit, that assumes you only buy arkanauts. As you have a box of riggers already, if you build endrinriggers (which I would advise anyway) you will have plenty of extra special weapons to kit out your arkanauts with.
  17. Scroll up this page for 3 suggested 1k lists to think about (my last post but one). The problem with the SC box is that it doesn’t give you any battleline, so you’re already committed to 2 separate boxes of arkanauts on top, and it gives you a gunhauler, which is probably the least useful ship. If you want to go KO, already having a khemist and some riggers is a solid start. Grab a couple of arkanaut companies, and then either a frigate or an ironclad, if you want a ship. If you take a frigate, another couple of boxes of riggers will round out a reasonable 1k list.
  18. Hmmm. Had a strange thought as I was again wondering how to strengthen KO without changing much, and thought simply this: KO Allegiance ability: Aethric Harmony - +1 to armour saves. Casting mystic shield on a unit nullifies this ability on that unit for its duration. Across the board. This solves the ships, makes the Arkanauts viable battleline, gives very durable characters, makes me love thunderers, feels very “duardin” and doesn’t synergise well with allied magic, as well as matching the very armoured look of the models, powered by their backpacks. I almost think you wouldn’t need to do anything else. Too much? Or too little?
  19. Plastic acolytes and a (mixed even) battletome would be very nice. One in which the doomwheel became useful again 😆
  20. The beauty of it is, as you say, that it can shore up a need that you didn’t foresee. Suddenly need a late term objective camper? Have some gor/ungor infantry. Or a rush to get bodies to a contested objective? Have some centigors. In general though, I have found a nicely timed chaos spawn to help with the gavespawn command ability, which I can start from 6” of any table edge is really useful (tend to take gavespawn brass despoilers, heavy on the Bullgors). And a late game Ghorgon has been invaluable on more than one occasion, so if no other opportunity arises on the way...
  21. Depends whether you want ships or not. And then, whether you want a semi-effective ship or whether you’re happy to just have one as a transport. Three 1k lists to think about: Good ship Ironclad: 2x10 arkanauts (both with 3 skypikes), 3 endrinriggers, 1 ironclad, endrinmaster, 5 thunderers (all rifles). Load up all but thunderers. Endrinrigger delivery vessel: 2x10 arkanauts (one with 3 skypikes, one with 3 volley guns), 9 endrinriggers, 1 frigate, aether khemist. Send skypikes and riggers up in the frigate with the khemist, buff the riggers. Grundstok gunline: 2x10 arkanauts (both with 3 skyhooks (or volley guns)), aether khemist, 30 thunderers (configure to taste: would suggest 10xrifles (khemist buffs these when in range), 15 with 3 deckguns, 3 mortars, 3 cannons, and then 5 with rifles and 1 fumigator). Walk up slowly, fire with arkanauts first, then use them to get in the way. Try to ensure your big units of thunderers get to retreat and fire whenever you (inevitably) get tied into combat.
  22. At the moment, yes, as long as he (presumably) has the Troggoth keyword. Troggoth hasn’t been an allegiance, really, to date, so according to GHB2018, BCR can ally in anything with the keyword Troggoth. Which would include all the Troggoth units from the new Gloomspite gits. Of course, this may change in GHB2019 ....
  23. For skryre, I would suggest you’re better off with allegiance artifacts (specifically the warp resonator), so none of them
  24. And from that moment on, the “Gloomspite” release was known only as Age of Squigmar.
  25. Looks interesting; presume you’re running the huskard on stonehorn with the mournfangs to get use of line breakers. This has been a bit hit and miss for me, not least because the huskard on stonehorn is not great as an individual. Also, running mournfang in a pack of 6 can be a bit unwieldy, you might find it hard to get all 6 into combat (normally run mine in units of 4). However, would be interesting to see the two paired with cogs and snares, so let us know how you get on with the list. Huskard on TT and frostlord on Sh are solid picks, and yhetees are surprising useful, particularly with TTs. You are light on bodies, but welcome to BCR!
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