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Somanlius

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Posts posted by Somanlius

  1. Hi everyone, I'm looking for suggestions on an Anvilguard list that contains Darkling Covens and Stormcast units. A balance between the two would be ideal. My friend and I are going to be playing a game with me as Nurgle and him as Anvilguard. I have all the Stormcast units to supply him and he has the Darkling Covens and we're looking for a cool match up between the two. I was thinking about fast mobile units and footmen to surround the Nurgle forces and force them to run/die with the Anvilguard Alliegence ability? Any advice would be great!

  2. 2 hours ago, Bjornas said:

    How do you guys handle Nighthaunt? I've been pretty mauled by my friend over the last games, especially the bladegheist revenants are really hard to knock out. They're damn fast too, especially with Cogs.

    What I do is run Gore Pilgrims with 2-3 Slaughterpriests and use Blood Bind on units to pull them out of range of their buffs. A lone unit with no 6+ ward save, no +1 to wound rolls, and no rerolling 1s for hits become pretty vulnerable. If you pull them out of wholly within 12" of a hero with one priest you can then use Blood Boil for mortal wounds. And the ignore rend is pretty useless against large units of buffed Blood Warriors who don't have rend anyway.

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  3. 9 hours ago, stato said:

    Sounds like a good fun mix to me. 

    Options wise try to keep a single weapon type per Arkanaut unit, makes it easier to augment them with the Khemist but also makes it simpler to use them with one weapon type, of course Skyhooks are the best so build/convert as many of those as you can (or at least convert 2 more to go with the 4 youll have so you can have one unit of 20 arkanuats with 6 skyhooks).  For the Arkanaut company captians build them with the multi-barrel gun, not saying that its best, but rolling an extra dice when shooting is easier than remembering to have 2 dice that have a different wound roll ?. Riggers are good fun, i like Skywardens but my unit is always added only after ive got enough riggers in my list, if you only have 6 build riggers with saws and maybe 1 (or 2 instead if you want to play a bit more movement based) grapnels. 

    Have fun, and if youve not painted an Arkanuat yet do a test model, they have loads of detail and it can be a struggle to come up with a scheme if youve not worked out what the colours will be for all the different materials and textures they have.

    Right on, thanks for the advice. Definitely leaning way toward the Skyhooks for sure! Not sure what Sky Port to take yet but having 6 Skyhooks with a Khemist to buff them sounds awesome. So probably 6 Skyhooks in the 20 man unit and maybe pikes or the other special guns in the second and third units, just for fun and variety. I was also thinking along the same lines for the Grapnels too.

    Yeah, looked at the models in the sprue and they look fantastically detailed, I think they'll be a blast to paint. Thinking to lean into a Black/Bronze/Gunmetal and a touch of red and white theme to mix well with some allied Stormcast Anvils of the Heldenhammer down the line.

  4. Hello everyone,

    Just got my hands on some Kharadron Overlords today from 2 people in my area that were selling unopened boxes cheap. I've got

    Battleforce box

    3 boxes of Arkanauts

    Ironclad

    1 box of Skywardens/Endrinriggers

    Ather-Khemist

    Just wondering what types of guns and weapons I should arm my units with? Seems like there is a lot of options. Also, should I build Skywardens or Endrinriggers? Consensus on this thread seems to be Endrinriggers with Saws, is that the best option for all 6? Also, does the Ironclad come with multiple options?

    I've downloaded the recent FAQs as well and am going to pick up the book shortly. Anything else I should keep in mind? I know its not an optimal list but they were much less expensive than buying new and I'll be sticking with these models for quite some time, just want to know how to have the most fun and play the best I can with what I have. Thanks!

  5. 10 hours ago, RuneBrush said:

    These rules start to become a bit more relevant when you become subject to modifiers.  Probably easiest to do some examples:

    A Lord Celestant has a 3+ save.  They've been buffed with a Mystic Shield (+1) and they're stood in cover (another +1).  This effectively means they cannot fail their save as a D6 roll of 1 +1 +1 = 3 (a save).  The rule of 1 means there's always a 1 in 6 chance of them being wounded.

    A unit of Moonclan Grots armed with Bows are shooting at Neferata who's 12" away with no damage.  Normally they require a 5+ to hit, however her Command ability confers a -1 to hit debuff on all units within 15", additionally a crafty Necromancer cast Overwhelming Dread on them last turn which gives them a further -1 to hit!  Normally if they rolled a 6, with two -1 debuffs it would be below the required 5+, however the rule of one means they'll pepper Neferata with arrows on all natural rolls of a 6!

    I'm fairly sure that the automatic success only applies on To Hit and To Wound rolls and not Save rolls too - so if you thump a Skeleton Warrior with a -1 rend weapon they'll not receive any save at all!

    Actually, about those examples,  the rule of one that states that 1s always fail and 6s always succeed after rerolls but BEFORE modifiers are applied. Wouldn't that mean that after the modifiers are applied 1s to save for a Lord Celestant would work and 6s to hit against Neferata would fail? Or do Modifiers not matter for 1s and 6s? I am confused :/

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