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Black_Fortress_Immortal

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Posts posted by Black_Fortress_Immortal

  1. 11 minutes ago, Magnild said:

    It was garbage.  Apex predators.  Just stack save bonuses like mystic shield, all out defense and finest hour on some gargants and sit on points with 0 skill bonehead builds where they get all these free bonus points just for being monsters.  This edition blows.  You’ll see lots of stupid monster spam where they get a lead and you can barely struggle to get back.

    Core rules were alright, and the GHB ruins the game.  Goodluck playing monster-mash, or pray to get lucky with your dice, because anyone with half a brain and a few monsters will win.

  2. 24 minutes ago, plavski said:

    As I say, you put the mortal wounds in front of the enemy that needs it. But the rend and damage is more consistent against a variety of enemies. Relying on 6 fishing is not a reliable way to go when you have other ways of increasing hit, wound and rend.

    Right.  It's why I've gravitated towards Vostarg.  I've made some lists where I have 15 block, and direct my poleaxes more reliably into the units that need to get smacked by them.  Fighting first is cool and all, but letting Kragnos or Archaon go to town and pick their battles is not going to be a good time.  I've also been more inclined to take shield Vulkites in Vostarg for the +2 to charge and roll in out of deepstrike, in case they try to redeploy away after your HGB advance up for a charge, you can drop in.

  3. 3 hours ago, plavski said:

    Broadaxes have always been the more consistent choice. With the freer access to +'s to hit now, and rend becoming more important than ever, I can see how their value has increased over 6 fishing. I'd still take a mix in my 2k lists, but in smaller point games, the feel bads of rolling 20 dice for two 6's and a bunch of ignored 1 damage no rend attacks is stronger than the rendy consistent damage of the broadaxe. I think it'll be the same as it ever was though: put the weapon in front of the enemy it'll do the most good against, and some troops just need mortals to crack the shells.

    Honestly, -1 rend against archaon/kragnos stacking multiple sources of +1 save (oracular visions, mystic shield, all-out defense), the broadaxes don't fare so well imo.  Try it sometime and let me know how it goes.

  4. On a side note - has anyone tried running an Urbaz list with 6 or so gunhaulers with drill cannons to try and punch through the high saves that we see all over the place?  At least they count as 2 models for ojbectives now and drop bombs. I'd take some Bomblets on a frisky endrinmaster.

  5. On 7/8/2021 at 10:24 PM, jake3991 said:

    Fancy seeing you here haha.

    Good catch on the general!

     

    I'm actually giving Greyfyrd a whirl this time around.  Blocks of heroes with Aurics behind, and a block in deepstrike with a runesmiter.  Lots of extra artifacts, so it's easy to have 10 heroes (runemaster, runesmiter, battlesmith x 2, grimwrath x 6), backed up by aurics.  That command ability that allows them all to fight in succession, the monster will only be able to shut off one of them, but just have a hero behind the first rank of grimwraths like a smith, so he or another can activate and watch half a dozen pop off at once, fighting twice with their decent rend.  Going super high drops so that most can be in their own vanguard for a free reroll charge/auto run 6".

  6. 3 hours ago, Gauche said:

    The Mega-Gargant is definitely fun but nowhere is he a named character, otherwise SoB couldn't give any of their models Artifacts either. He can take an Artifact just fine. I agree Gotrek is better, I just need a not-so-competitive list as well.

    As for Gotrek, he's still too slow to work. In some Missions he's fine but in others you'll spend three Turns just getting him around. He also just dies to massed missile attacks so Cities, LRL, KO, DoT, and a few more armies will just nuke him if they want to. Now he's not hard to hide being so small of a model but that may dictate where he can go.

    Double Ironclad felt very good. Went against Skaven and picked up Thanquol, two WLCs, an Archwarlock, a Bombadier, and 5 Acolytes on Turn 1 even with fairly poor dice rolling on my part. Thunderers didn't get out either so could have been a tad more damage. It was so nice not having the useless Frigate and I didn't miss the Khemists much. I really wish I had another Hero but three Endrinmasters is a good enough of a Battle Boat to put into Battleline and such.

    Double Ironclad is the way, imo.  If the meta favors super high power units, then take 2 boats loaded up ~850pts each haha.  Maximum focus and the pre game move, and hero phase movements add even more flexibility to adapt to their deployments.

  7. You all know we were waiting for an edition like this to run debuff-wizards in a rampaging warherd 😇:

    Allegiance: Beasts of Chaos
    - Grand Strategy: Hold the Line
    - Triumphs: Bloodthirsty
    Doombull (115) in Battle Regiment
    - General
    - Command Trait: Rampant Juggernaut
    - Artefact: Amulet of Destiny (Universal Artefact)
    Great-Bray Shaman (100) in Battle Regiment
    - Lore of the Twisted Wilds: Tendrils of Atrophy
    Dragon Ogor Shaggoth (185) in Battle Regiment
    - Lore of Dark Storms: Hailstorm
    9 x Bullgors (465) in Battle Regiment
    - Great Axes
    - Reinforced x 2
    6 x Bullgors (310) in Battle Regiment
    - Great Axes
    - Reinforced x 1
    3 x Bullgors (155) in Battle Regiment
    - Great Axes
    Ghorgon (170) in Alpha-Beast Pack
    Ghorgon (170) in Alpha-Beast Pack
    Ghorgon (170) in Alpha-Beast Pack
    Cygor (140) in Battle Regiment

    Total: 1980 / 2000
    Reinforced Units: 3 / 4
    Allies: 0 / 400
    Wounds: 151
     

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  8. 1 minute ago, Gauche said:

    Yeah I think it's a more for fun unit. For whatever it's worth I haven't found anything that says you can't give it an Artifact. The FAQ makes it clear they're not Allies, they're Mercenaries, and nothing I've read in the SoB, FAQs, or Core Rules say Mercenaries can't have Universal Enhancements. If there is and I missed it I'd like to know though. My local FB Group found nothing.

    It's a named Leader that is unique, so yes, I'd imagine you wouldn't be able to give them an enhancement artifact.

  9. 2 minutes ago, Btimmy said:

    What was your list?

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Zilfin
    - Grand Strategy: Predator's Domain
    - Triumphs:
    Aether-Khemist (90) in Battle Regiment
    - General
    - Command Trait: Collector
    - Artefact: Staff of Ocular Optimisation
    Aether-Khemist (90) in Battle Regiment
    - Artefact: Arcane Tome

    10 x Arkanaut Company (100) in Battle Regiment
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (100) in Battle Regiment
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (100) in Battle Regiment
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Grundstok Thunderers (270) in Battle Regiment
    - 2x Aetheric Fumigators
    - 2x Decksweepers
    - 2x Aethercannons
    - 2x Grundstok Mortars
    - Reinforced x 1
    10 x Grundstok Thunderers (270) in Battle Regiment
    - 2x Aetheric Fumigators
    - 2x Decksweepers
    - 2x Aethercannons
    - 2x Grundstok Mortars
    - Reinforced x 1
    Arkanaut Ironclad (490) in Alpha-Beast Pack
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: The Last Word
    Arkanaut Ironclad (490) in Alpha-Beast Pack
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: Zonbarcorp 'Dealbreaker' Battle Ram

    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 116

  10. 8 hours ago, Gauche said:

    Definitely been considering a similar list. Frigates are just god-awful and feel like a huge tax in my current army, their output is garbage for the cost. My Ironclad on the other hand can actually handle being Charged, doesn't need AoA (although it's welcomed), and has more than double the output for less than double the cost.

    KO seem to be living off just a few units at the moment but boy are those units good.

    I found that Arcane Tome on a khemist seems more versatile for the unbind + mystic shield for an all-comers list approach.

    Yep, so I figure maximize that which is good.  Did a game vs. Maggotkin tonight and tabled the opponent, maxing every turn and gaining my grand strategy, losing only 2 x 10 arkanauts and 1 khemist.  He took Rotigus, GUO x 2, 50 plaguebearers, 4 pusgoyles and was summoning plaguebearers around.  Best seemed to be the foot thunderers that I charged into combat to set up for next turn with all out attack, the +1 mixed weapon bonus, and +1 wound rolls triumph with khemist rr1 to wound.  2 units of foot thunderers in combat with a block of plaguebearers that are tagged to be -1 hit rolls going into all out defense for 3+ save thunderers allowed them to survive. 

    This list is extremely good imo, but I need to practice with it more.

    Turn 1: He out-dropped me so I deployed Arkanauts far enough back to where I could run 6" and get center objectives as needed if he did indeed give first, I then did my pre game alpha beast pack normal move to fly high to far end of board where I was in range of Rotigus and a block of 20 plaguebearers and a 10 block, but bunched together near terrain so charging would result in a Last Word and Unleash Hell, with Rotigus at a further charge distance.  He went first and nabbed the objectives.  I countered with a hero phase move of the battering ram IC, triumph buff an IC, disembarked the thunderers near obj and within range of Rotigus and the PB squads, all-out attack and inspired on the IC to help down Rotigus, and fired everything else into the PBs on foot, charging onto the objective that had 1 PB left to take it from him. 

    Turn 2: I then double turned, re-embarked into the ICs, flew high to the opposite end of the board, moved up the arkanauts to fire and charge into the remaining PBs where the thunderers weakened them (arkanauts failed so many rolls), but all-out defense and survived, as the ICs and Thunderers pecked away at the super-buffed GUO general, leaving 2 wounds or so for an IC battering ram charge and bomb-drop to take the other objs.  He countered with some pusgoyle action and summoning, taking out an arkanaut unit.

    Turn 3: I was given priority as he burned an objective (which was smart as I barely maxed this turn), disembarked the foot thunderers, took out the remaining GUO and some PBs after 1 IC flew high back to the other end to pressure an enemy home objective, charged the Thunderers into another 20 man of daemons with khemist (they were hitting poorly at this point), and arkanauts took mid.  He countered with pusgoyle move and charge and some piddly plaguebearer hits.

    Turn 4: I got priority and flew high IC for the far end remaining obj, killed all remaining PBs with all-out attack and inspired Thunderers that were tagged in combat with the remaining PBs and unloaded into the pusgoyles.  Charged in my khemist and remaining arkanauts into pusgoyles in mid to tie them up as I held far ends and he was left with a few models in mid.

    Turn 5: He won priority which didn't help much at this point as he was able to take out the khemist and second unit of arkanauts in mid.  I then responded with a tabling blow and held all objectives.

    We both maxed our turns on 1-3, and 4-5 I was able to pull the lead and deny points.  His summoning did work, as did his key burning of an objective that I held, since the priority objective that counted as 2 was one that he was able to snag, along with 1 more for holding 3/5 technically.  Picking proper secondaries such as destroying key units initially is important, as the mobility ones we can make up later.  Ended 29-16, my favor.

    Key points to take away were:

    - Arcane Tome for the unbind prevented his mystic shield, and kept one up on a squad of Thunderers and IC that I was aiming to charge into combat

    -Foot thunderers are gross in terms of damage output for their cost, especially if in combat and with buffs

    -2 Ironclads that can place shots is super key

    -Combination of hero phase movement and a movement phase disembark adds so much to the list's effectiveness

    -Pusgoyles are actually very useful now

    -New daemon locus for +1 save simply for being near a daemon hero for nurgle with the -1 hit on PBs made them pretty tanky unless you focus down the hero

    Although Mhornar and Zon are my favorite, I feel like this will be my go-to for events until an inevitable FAQ that makes alpha beast pack a "move up to d6"

  11. 22 hours ago, jake3991 said:

    I'm a longtime competitive slayers player, liking where some peoples heads are at with list building in this thread. Figured I'd share. I used to run the canonical 60 HGB with lords of the lodge, now that's gone I think that there are a couple directions to go. Both my concepts take advantage of two things. HGB are still awesome, but no longer spamable and Aurics with a deepstrike option are excellent.

     

     

    Also, maybe we will play against each other (again) this year.  Didn't get a chance to head to NJ much.

  12. 8 hours ago, Beliman said:

    @Black_Fortress_Immortal

    2 Ironclad lists!! I love it!!
    Btw, Master Commander can only be taken by an Arkanaut Admiral. Maybe you can replace that trait for Collector and maybe replace your second khemist with a Navigator + Flarepistol?

    Yep.  Sadly, I can't fit a Navigator.  So Khemist with ventplates to help counter enemy ranged attacks would be nice for when they come out on foot.

    • Like 1
  13. 13 hours ago, jake3991 said:

    I'm a longtime competitive slayers player, liking where some peoples heads are at with list building in this thread. Figured I'd share. I used to run the canonical 60 HGB with lords of the lodge, now that's gone I think that there are a couple directions to go. Both my concepts take advantage of two things. HGB are still awesome, but no longer spamable and Aurics with a deepstrike option are excellent.

    First concept would be to include Gotrek. He got a major points reduction to the point where he might make sense to include. Previously he was so costly that he would crowd out the required tools to build a decent Hermdar list but now he starts to make sense. Something like:

    Runesmiter on Magmadroth

    Runesmiter

    Battlesmith

    Gotrek

    3x10 HGB

    1x10 aurics

    The second option is to experiment with some KO add ins. Historically slayers have been a static army and could use some help on the mobility front. KO obviously have great mobility with the ships. There are now several secondaries that reward mobile armies and a little extra shooting never hurts.

    Runesmiter on Magmadroth (points to take any of the droths though)

    Runesmiter

    Battlesmith

    Any of the foot heros

    3x10 HGB

    1x10 aurics

    2x Gunhaulers

     

    What do you all think? Curious what others are doing as far as list building.

     

     

     

     

    Looks good with the HGB (I Have 60+ so I don't want to give up on them yet), but your list needs Runefather as general to take them as battleline.  But what I've found is 3 x 10 disintegrate now.  Hermdar seems slow so I've actually been experimenting with Vostarg.  

     

    Runefather on Magmadroth

    Runesmiter on Magmadroth

    Battlesmith

    Runemaster

    4 x 10 HGB

    1 x 5 Auric

    Molten Infernoth

     

    The invocations can't be moved through, and the 6+ ward from the wall MAY be more worth it, but the blocking of movement from the infernoth that moves around and can now potentailly do even more MW makes it seem more exciting in a meta where +1 saves are handed out like candy.  I roll 2 poleaxe and 2 broadaxe squads and can run and charge some scenarios turn 1 and advance the smiter to keep +1 save around on my forward group that can pin them down with the runefather turn 1 if needed, with the smith and smiter (prayer of ash vs. Infernoth) providing support to the objective holder(s) group(s) with aurics to buy a little time for the foot heroes.

  14. Hey all. 

    Due to GW/FW not updating my beloved Legion of Azgorh (and my Fyreslayers taking a hit), I decided to dig into the ummm 3000pts of KO I've had in boxes for the last year and a half.  After over half a dozen games with Mhornar, the FAQ has me trying this list for Barak Zilfin.

    The strategy is deploy the 2 ironclads initially for my first 2 drops for alpha beast pack, then the battle regiment to fill them with 10 thunderers/khemist.  For the pre-game move, we can fly high (rules as written), and then in hero phase I can Zilfin move one up close to the enemy.  Start of the movement phase, I'd unload the 2 x 10 thunderers within 6" of the ships with the khemists and unload.  I'd have that castle on their frontlines and should be able to tag mid-backfield key units and react when I'm charged with unleash hell and the last word endrinwork.  Realistically I'd hope for a battering ram charge for distraction/tagging units as well with the ironclad that's only 3" away (assuming I can gun off the screen).

    This has the flexibility to go first or second, depending on how the enemy would counter-deploy.  If they go heavy on the one side and are poised to take first, then the Ironclads' pre-game will be going to the opposite end, or away from a rival skyvessel with a bottle-khemist in it.

    Thoughts?

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Zilfin
    - Grand Strategy: Predator's Domain
    - Triumphs:
    Aether-Khemist (90) in Battle Regiment
    - General
    - Command Trait: Master Commander
    - Artefact: Staff of Ocular Optimisation
    Aether-Khemist (90) in Battle Regiment
    10 x Arkanaut Company (100) in Battle Regiment
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (100) in Battle Regiment
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (100) in Battle Regiment
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Grundstok Thunderers (270) in Battle Regiment
    - 2x Aetheric Fumigators
    - 2x Decksweepers
    - 2x Aethercannons
    - 2x Grundstok Mortars
    - Reinforced x 1
    10 x Grundstok Thunderers (270) in Battle Regiment
    - 2x Aetheric Fumigators
    - 2x Decksweepers
    - 2x Aethercannons
    - 2x Grundstok Mortars
    - Reinforced x 1
    Arkanaut Ironclad (490) in Alpha-Beast Pack
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: The Last Word
    Arkanaut Ironclad (490) in Alpha-Beast Pack
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: Zonbarcorp 'Dealbreaker' Battle Ram

    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 116
     

  15. This list has performed well.

    This will most likely be my tournament list moving forward.  The unbinding power of the Knight Incantor in dire situations when needed is clutch, and the Malevolent Maelstrom's range is fairly long and will buy you some extra unbinding attempts across the table.  Runic Fyrewall for laying down the blockage, but I've also found that it helps support your Magmadroth in combat if you have to throw your bonus save rolls on him... +2" movement/charge run + Ember Storm?  A fast moving Magmadroth that will be pretty tanky in melee.  Of course the real winners in the list are the Hearthguards.  I've found that the Vulkites get targeted when they're on objectives, or if I choose to deepstrike them with the smiter, so the reroll hits on the axes buys you some punching power with their berserk ability before they die.

    Allegiance: Fyreslayers
    - Lodge: Hermdar
    Mortal Realm: Ghur

    Leaders
    Auric Runefather on Magmadroth (280)
    - General
    - Trait: Warrior Indomniate 
    - Artefact: Tyrant Slayer 
    - Magmadroth Trait: Coal-heart Ancient
    Auric Runemaster (120)
    - Prayer: Prayer of Ash
    Auric Runesmiter (120)
    - Forge Key
    - Prayer: Ember Storm
    Battlesmith (140)
    - Artefact: The Nulsidian Icon 
    Knight-Incantor (140)
    - Allies

    Battleline
    30 x Hearthguard Berzerkers (600)
    - Poleaxes
    10 x Hearthguard Berzerkers (240)
    - Poleaxes
    10 x Vulkite Berzerkers (160)
    - Pairs of Handaxes

    Battalions
    Lords of the Lodge (140)

    Endless Spells / Terrain
    Runic Fyrewall (40)
    Malevolent Maelstrom (10)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 140 / 400
    Wounds: 135
     

  16. On 6/25/2019 at 10:53 AM, Aden said:

    @Blisterfeet

    Ash-cloud Rune: lets you unbind 2 spells a turn on your runesmiter but if you're using realms Ghyran has the Verdant Mantle which will let you dispel endless spells and unbind. 

    I wouldn't ally in allies unless I could provide some synergy for them or thought they looked super duper cool. 

     

     

    Knight-Incantor auto-unbind is extremely valuable.  Worth the 140pts alone.  Stopping that crippling debuff or hand of dust without having to roll a dice is awesome.

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