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5kaven5lave

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Everything posted by 5kaven5lave

  1. @Baron Wastelands Everything I hear about Thunderers says that the difference between the output is so minimal (JustSaying for example) that it doesn’t really matter. I personally all rifles for the range (HonestWargamer said they preferred this) but I like having a couple of Fumigators for the -1 aura (1 per 10 maybe to cover your block) which makes sense for the loss of 2 shots at that range per unit of 5. But then I am rubbish so beware my personal opinion.
  2. Oooh, 15 Thunderers instead of would be loads less model faff as well, they could have all the buffs and have more reach if they were mostly rifles with a Fumigator or two for tankiness. They could get mobbed by a horde though is the only thing. I’ll experiment a bit. General Question: Could Fyreslayers in a KO army take the Magmic Invocations? Having the wall to give those HGBs reroll 1s to save would be good.
  3. Thanks for feedback, I’m mainly theorycrafting tbh. It’s Thryng so 1 in 4 can be DUARDIN keyword. The block of 40 ArCo on an objective, I think it could be nasty with all those pistol shots hitting on 3s and wounding on 4s rerolling 1s from the Khemist. With the Barak stuff they could be rerolling 1s against something and doing 2 hits on a 6. With a triumph too. Skypikes on the front rank to fight when they die on a 4+ if you get into combat. I was just thinking how force multipliers become more effective on hordes. To my (amateur) perpective, I feel like it gives your opponent a lot of decisions to make which means they’re more likely to make mistakes. I wouldn’t want to go near either big block but you can’t push everything into them because if you do that massive gun platform will be in your backfield turn 1 shooting off characters. And it’d be in a corner screened off by 10 ArCo at deployment too so you might not be able to alpha it if you want to shut it down. Very open to suggestions though chaps, as ever, feel this one might have some legs.
  4. Ty for the feedback, just edited my list again to go down to one ship but with a twist.
  5. Any thoughts on this beginning of an idea for a list? Deepstriking HGBs...? EDIT: Like this one a bit more with one super-shooty Frigate / Thunderer / Rigger / Rigger Hero combo hiding behind those HGBs, then the Khemist powering up the big ArCo block? Allegiance: Kharadron Overlords- Sky Port: Barak ThryngLeadersEndrinmaster with Dirigible Suit (220)- General- Trait: Supremely Stubborn Aether-Khemist (90)Auric Runesmiter (120)- Forge KeyBattleline6 x Endrinriggers (200)40 x Arkanaut Company (360)10 x Arkanaut Company (90)Units10 x Grundstok Thunderers (240)20 x Hearthguard Berzerkers (400)- BroadaxesBehemothsArkanaut Frigate (250)- Main Gun: Heavy Sky Cannon- Great Endrinworks: Malefic SkyminesTotal: 1970 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 142
  6. Yeah, chasing the game is something I’m having to learn with this army but it’s taking some practise. I’ve come from the ‘here’s my horde, come and get me’ school of AoS so I feel like I’m relearning the game. Pushing round the smaller number of models gives me time to think rather than faff though and I’m enjoying the playstyle a lot. Just not doing very well with it (because I suck at Warhammer 😅).
  7. I think in an elite army, ArCo are the only unit where we can compete in terms of points for model. For that 340 points, what else would you get? 15 Thunderers sounds good but then they move 4”. 9 Skyriggers that can’t hitch? I’d take the movement personally. Add in the Attack Squadron and you’ve got some serious utility. But everything in moderation right? No-ones taking 3x40 ArCo, but 2/3x10 for screens seems like a good shout.
  8. Have been running something similar but with a hero and some ArCo instead of the block of 12 Riggers. Bringing some screens into my list really helped me bring all my force to bear when my turn came around. With Zilfin the movement is great and full shooting Riggers are a scary prospect for your opponent. The only downside to Riggers is that they are fragile if not screened. Let us know how you get on!
  9. Also, play Zilfin. Auto run 6 makes you 10”. I had my corner-deployed screening units on / shooting at centre field objectives by turn 2. I really love ArCo, cracking models too.
  10. It would be a blaze of glory though. I’d like to see it just one time... I think I could happily lose a game just to see that broadside.
  11. Making my day right there. Surely you could just sit her on a 32 without any fuss at all then? Might have to ditch the Nurgling at worst.
  12. Bit of creative basing and you can fit it on a 25mm I reckon. It’s an effort worth undertaking for that sculpt. Comes a close second in the hottest woman in AoS. Beaten only by the Troggoth Hag of course.
  13. Surely it’s the new proxy Sorcerer? I know my finecast will never see the light of day once she’s out. Great model.
  14. Why NOT 5 Frigates? 🤪 Edit: Surely bargain of the century at a mere 1250 points?
  15. I think the 18” reach in the rifles is big, even when they’re out of the ship. I’m feeling 8 rifles and 2 fumigators at the moment for some protection once they do get out, but then they’re still a threat to other objectives too if your opponent isn’t careful.
  16. Is anyone putting Skypikes on ArCo anymore? Feel like I’d rather have the pew-pew nowadays.
  17. Re: Comparisons with the Ogors book and how it’s easy to throw a list together: wasn’t everyone beating their chest and wailing to the heavens about how disappointing it was 3 months ago? The book has only been out a week guys, the only way it’ll go is that we unlock more of it as more people play. (Doesn’t mean I think the book shines right now). Plus if AoS 2.0 gets its own ‘Psychic Awakening’ we’re sure to get more rules. I think ultimately GW dropped the ball by making KO in the first place. They’re so amazing that if they really played as well as the fluff suggests we’d be stuck in the OP followed by FAQ cycle again. Pragmatism suggests they’ll always be decidedly below the curve so that they’ll never be above it. That’s always going to disappoint some people.
  18. Is there a link to the lists that did well in that tournament anywhere?
  19. @Kramer Thanks for the advice fella. The other issue I was having was the Navigator having to sit outside a boat else he was stopping the Fly High so he was just prey unless I instantly unloaded the 5 Thunderers with him for example. But then they’re just sat in the corner where I deployed them doing nothing all game. The 3rd ArCo unit is to go into the 2nd Frigate. They can’t shoot from the ship but I was thinking with the Batallion they could get out after a Fly High and still be in range for their 9” pistols (and also potentially contest an objective), then the survivors could be picked up next turn and moved on. Have been guilty of playing for the double tbh, I will consider taking first turn more often and hopefully the Flare Pistol in the new list will help me focus down his key units ASAP.
  20. Shootcast basically. Lots of shooting with some stuff to charge in too. Lots of drops so lots of units to bring in turn one and my Endrinriggers are melting away as screens so I’m losing too much shooting efficiency by the time I get a turn 1. Any tips?
  21. So my 25 Thunderers list wasn’t working out. Too much Stormcast around my way and there weren’t the screens to survive giving away turn 1 which left me chasing the game too much. Had a rejig then, added some ArCo for screens and Gunhauler is now a taxi for the Navvy. The battalion is mostly useless apart from the extra artefact so now once I’ve weathered the turn one storm I can deep strike everything into their deployment and reroll all hits again their big piece / unit and hope for a double. Only being able to fill frigate #2 with ArCo is a shame but hopefully it’ll pay off. Any thoughts? Allegiance: Kharadron Overlords- Sky Port: Barak ZilfinEndrinmaster with Dirigible Suit (220)- General- Trait: Endrinprofessor - Artefact: Staff of Ocular Optimisation Aetheric Navigator (100)- Artefact: Svaregg-Stein Illuminator Flarepistol 6 x Endrinriggers (200)- 2x Aethermatic Volley Guns- 2x Drill Launcher6 x Endrinriggers (200)- 2x Aethermatic Volley Guns- 2x Drill Launcher10 x Arkanaut Company (90)- 1x Light Skyhooks- 1x Aethermatic Volley Guns10 x Arkanaut Company (90)- 1x Light Skyhooks- 1x Aethermatic Volley Guns10 x Arkanaut Company (90)- 1x Light Skyhooks- 1x Aethermatic Volley GunsArkanaut Frigate (250)- Main Gun: Heavy Sky Cannon- Great Endrinworks: Magnificent OmniscopeArkanaut Frigate (250)- Main Gun: Heavy Sky Cannon- Great Endrinworks: Malefic Skymines10 x Grundstok Thunderers (240)1 x Grundstok Gunhauler (150)- Main Gun: Sky Cannon- Great Endrinworks: Coalbeard's Collapsible CompartmentsIron Sky Attack Squadron (120)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 113
  22. Dark Reaper and Fenrisian Grey is a good two-step to go for.
  23. Think I’m just gonna Chaos Black it all and work up.
  24. Thoughts on Grapnel Launcher vs. Drill Launcher for Endrinriggers? In my list I’d be using them to screen boats so the no retreat ability would be useful to stop retreat and charge right? But how much would I lose vs. the extra rend and the chance of 3MW? Cheers.
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