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Baron Wastelands

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Posts posted by Baron Wastelands

  1. No cost, and no extras, just the bonus from the battalion.

    I have a related question though; in PTG, if I choose a core battalion with the Magnificent bonus (e.g. Warlord battalion) which grants me an extra enhancement, and I have completed 2 search for the artifact quests, if I am playing a lower tier game against another PTG army, can I use 2 artifacts (the original plus one bonus one for the tier) or 3 (the original one plus one bonus for the tier plus another bonus for the battalion)? (Assume I have 3 heroes!).

     

  2. On 12/20/2020 at 11:23 AM, Lucentia said:

    Hey KO fans, I just received the KO warcry box as a birthday gift, now, I don't really play KO or have too much interest them myself but I'm certainly not about to turn down a nice gift like this and it's always nice to have more warbands available for people to play with. 

    Does anybody know if there's a particular combination of models/weapons I can build from the KO box alone which will result in a neat, fun to play, 1000pt warband?  Glancing at the cards it looks like it's impossible to make a 1k warband using all 8 models from the kit at once, which is unfortunate, but if anyone more familiar with the KO than I am has any insight I'd love to hear it!

    You’re right, it’s hard to build an optimal list from just the box, but I think I’d do something like:

    Grundstok sergeant 195

    Grundstok thunderer with aether cannon 175

    2x Grundstok thunderer with aether rifle 2x 115

    2 x sky wardens with sky pikes 2x 200

     

    Gives you 1k exactly, and some versatility. 

  3. 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.

    • Like 1
  4. On 9/18/2020 at 3:55 PM, Docthe3rd said:

    Hey everyone,

    So I'm in the process of updating my meeting engagement KO list (stolen shamelessly and completely from Warhammer Live) which - after points updates -now has a little more room to work  (it's now down to 910). I unfortunately didn't get to play it all that much before the Lockdown, and now that we're starting to get un-locked down where I am, I want to bust it open again. It worked reasonably well when I played it before (2-1, but all could have easily gone either way, y'know?), so I'm not sure what needs to get reworked as it didn't get enough reps in.

    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.

    • Like 1
  5. 6 hours ago, Ciotola said:

     

    the problem with aos, and the comunity is that it is educated to play ONLY 2k. this community then does not know how to think about 1k games anymore and does not even try, it considers the question as something that is not in the norm of the aos economy, funny how the mental limit of these individuals is translated on the object they cannot understand.

    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.

  6. 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 :)

  7. On 9/13/2020 at 2:58 PM, Ciotola said:

    hi, I wanted to ask if a 1k point list like this is semi competitive and could give satisfaction on the battlefield.

    I love thunderers and I would like to exploit them as much as possible, maximizing the movement through the ironclad and the volume of fire in the shooting phase, the idea is to be able to decimate the opponent as quickly as possible so as to freely contest the objectives in the remaining rounds after the extermination.

    ty

    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.

    • Like 1
  8. 21 hours ago, velveetagamerfuel said:

    So what should my actual Kharadron shell look like depending on what other short boys im bringing.  Like do certain battalions work better with cities or fyreslayers added in?

    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.

    • Thanks 1
  9. 9 hours ago, Nqshou said:

     

    Maybe the answer is both paint scheme at once, with a base a corroded steel + weathering effect with moss?

    I think this could work really well. Maybe vaguely ghyran themed; puts me in mind of the nurgle-sylvaneth conflict there.

  10. 7 hours ago, Nicorko said:
    
    Hello friends, good evening, I wanted to use your help to start with my first list of ogors, 
    
     

    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.

    • Like 1
  11. 3 hours ago, Frowny said:

    I've been pondering mass min squads of leadbelchers for a while. 

    Something like.

    FLOSH, brand of the svard, gnoblars blast keg,

    Butcher, mass of scars

    4x Leadbelchers x2

    4x ironguuts x1

    2x leadbelchers x 15

    20 gnoblars (screen to start)

    Lots of little units running around, tons of for charges, guns to soften up any targets before fighting them. Seemed fun, maybe good at objective play. Use units of 2 as a screen so they can only kill a few models per turn while you keep firing away or mass charging weekend enemies. Might be better to get a few big blocks to pick first when activating.

     

    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.

  12. On 8/13/2020 at 7:45 AM, Kramer said:

    And what about going tribeless? 🧐 I'll have a think about it too. With the big beasty general I might go 3x2 mournfang. It's a faster screen, if set up lengthwise they block more space, finally an excuse to rebase those models. 

    I can't complain about no leadbelcher battalion. I argued against 'specialised' battalions before. I feel they create spam lists. Our battalions are pretty good imo as they reward differentiation in army lists. 

    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.

  13. 29 minutes ago, Kramer said:

    mass of scars on a behemoth hero would be great. But I cannot seem to get it to work with battleline.

    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!

    • Like 1
  14. 22 hours ago, Kramer said:

     So I might go full Leadbeclhers at one point. Although Then I also start to wonder what the value of Underguts is. 

     

    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.

  15. 51 minutes ago, Fibo said:

    Its a clowncar right? 

    Can you tell me the rest of the list? And is there a place where I can find informations about top lists, tournaments results? 

    I will probably go to Ironclad and admiral then :)

    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.

  16. 1 hour ago, rosa said:

    The rend does make a difference though.

    Wasn't the exact math that both option are quite similar!?

     

    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.

    • Thanks 2
  17. On 3/27/2020 at 12:55 PM, Arcce said:

    Yes. Definitely. BCR are the superior Ogors imo, now that I have played both and a mix. 3 SC builds a perfect 2k list with 2 FloSH, a HoSH and 12 MF in an Eurlbad Battallion.

    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.

  18. 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.

     

  19. 5 hours ago, Darren2607 said:

    Hi there,

    I have been looking for a skirmish game to get into and from the generally positive reviews i have read, it seems Warcry could be the one.

    How is the game holding up at the moment? plenty of replayability? My only concern was that it maybe appeared a bit simple, with lack of range it possibly just ending up  in a central melee each game.

    I see the starter set is no longer officially available, but i assume that is still the best place to start if i can get a copy? 

    what should i then purchase after that?

    Many thanks!

    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. 

    • Like 2
  20. 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.

    • Thanks 1
  21. 4 minutes ago, Beliman said:

    Maybe you are right. But there is THAT faq (that wasn't even about us btw...) that suggest that High Fly is not a "move".

    Q: Some abilities allow you to remove a unit from the battlefield and set it up again, and say that this ‘counts as their move for the movement phase’ (or words to that effect). Do these units count as having made a move for the purposes of any other 
    rules or abilities?
    A: No, it simply restricts them from making a move later on.

     

    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? 😂

    • Haha 1
  22.  

    57 minutes ago, Beliman said:

    Maybe I missundesrstood the rule, but  you need a "move" to disembark before or after, with the Iron Sky Squadron: "ARKANAUT COMPANY units from this battalion can leave an ARKANAUT FRIGATE from the same battalion either before or after it has moved.

    Imo, the High Fly is not tagged as a "move". It's an ability that  instead of making a move (that's the trigger for the batallion) you can "remove this model from the battlefield and...." bla bla bla.

    The Iron Sky Squadron's ability doesn't have any "that counts as a movement...". Maybe you can embark (arkanaut move), move the frigatte and then use the ability from the Batallion to disembark? Could that be legal? Plis...say yes....

    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”.

     

    • Thanks 1
  23. 1 hour ago, nine7six said:

    How are people reading that you can disembark after a fly high? It’s in the warscrolls under flying transport you can’t join or leave if the model has moved or flown high in same phase?

    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).

    • Like 1
  24. 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!

    • Like 1
  25. 9 hours ago, Thostos said:

     Question..with the Iron Sky Assault battalion..Can a unit of Arkanauts load into a Frigate at the beginning of the movement phase,then disembark after the Frigate does a fly high move?

     

     

    8 hours ago, Baron Wastelands said:

    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.

    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.

    • Thanks 1
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