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5kaven5lave

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Everything posted by 5kaven5lave

  1. Legendary, thanks for this. Will have a look into a Harbinger and see what I can come up with. Do think extra CP is a great shout, there’s a lot of really good CAs in Nurgle but so little regen. I’d like to take the Aetherquartz Brooch but chances of using it in a GT post-quarantine are getting slimmer.
  2. Speaking of Nurgle Pestilens... Gonna pull this out for a match vs. the ball and chain, it’s a bit janky but VC with a 4+/4+/5+ and Plague Monks that can run and charge for an extra attack and reroll hits and wounds, do mortals on 6s to hit and are also -2 to be shot and -1 to be hit in combat is too good to ignore. This is using the models I have and won’t be getting more anytime soon (because, the world), so was just wondering if anyone had advice on Artefacts and whether the PBKs should be 10/5/5 or 5/5/5/5? Ta!! Allegiance: Nurgle- Host of Chaos: Blessed SonsVerminlord Corruptor (280)- General- Command Trait: Foul Conqueror - Artefact: Blotshell Bileplate - Lore of Virulence: Glorious AfflictionsLord of Blights (140)- Artefact: The Splithorn Helm Sorcerer (120)- Lore of Malignance: Blades of PutrefactionPlague Priest on Plague Furnace (200)10 x Putrid Blightkings (320)5 x Putrid Blightkings (160)5 x Putrid Blightkings (160)40 x Plague Monks (280)- Foetid Blades- 4x Standard Bearers- 4x Plague Harbingers20 x Plague Monks (160)- Foetid Blades- 2x Standard Bearers- 2x Plague HarbingersBlight Cyst (140)Balewind Vortex (40)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 178
  3. Yeah, I’m loving painting up my ArCo. Re: competitive lists, I hadn’t really noticed any cookie-cutter lists developing for KO so far but perhaps I’m missing something? It speaks to the internal balance of the book at least. I’m just sticking to one list and playing the hell out of it, luckily the wife plays too so have been continuing to get stamped by her Seraphon during the lockdown!!
  4. The wording in the book is ‘at the start of YOUR combat phase’ so I assume that only means when it’s your turn.
  5. Re: Bastiladon MSU Screamers for movement MWs and D3 damage bites? Big units of Horrors shooting for lots of weak shots? I guess the best way to cracking that 2+ unreadable is making them roll loads of saves.
  6. Keep fighting the good fight, we’re with you in spirit.
  7. The missus has just picked up Seraphon so might crack out my Tzeentch for the first time since the old book so we can have some wizard wars. Looking for a list that’s fun and not completely gimped but not obnoxious either. Obviously can’t get any more models at the moment but I do have the horror heroes and chariots as well. Would this fit the bill? Allegiance: Tzeentch- Change Coven: Eternal ConflagurationLord of Change (380)- General- Command Trait: Coruscating Flames - Artefact: Shroud of Warpflame - Lore of Change: Bolt of TzeentchKairos Fateweaver (400)- Lore of Change: Unchecked MutationGaunt Summoner of Tzeentch (240)- Lore of Fate: Treacherous BondThe Blue Scribes (120)- Lore of Change: Fold Reality10 x Pink Horrors of Tzeentch (200)10 x Pink Horrors of Tzeentch (200)3 x Flamers of Tzeentch (120)3 x Screamers of Tzeentch (80)3 x Screamers of Tzeentch (80)Aethervoid Pendulum (50)Burning Sigil of Tzeentch (40)Geminids of Uhl-Gysh (60)The Burning Head (30)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 82
  8. The Ironclad has some additional utility over the big stompy dino but if you’re looking for conservative points costing and rules writing in the Seraphon book you’re going to come away disappointed. It’s a brilliant book. Probably too brilliant. But I don’t think many will object to being stomped by magical dinosaurs.
  9. So, assuming a lot of us have had a bit more time on our hands in recent days / weeks, what’s everyone been painting? Managed to churn out 10 ArCo, 6 Endrinriggers and an Aether-Khemist in the last month, still got 1600 points to go of my list though so hope my primer doesn’t run out!
  10. Is the ability to control Bound ES linked to Seraphon allegiance though? Because if it is you’re just paying 10 extra points for the same spell I guess?
  11. Does anyone have the Magnet Baron magnet kit for the Ironclad? How did you attach the magnet to the bottom of the ironclad itself? There’s no adaptor and don’t want to stick to the wrong place. Ta!!
  12. I’ll respond to this if I may as it’s clearly directed at my comment. Would just like to point out my disclaimer with the advice offered (and offered only, as friendly advice, with no compulsion to be followed) as a result of my experiences playing roughly once a week since the new book dropped. I also think that implying dishonestly is a bit too far as, as you have posted, there are many ways to use individual units and some are hard to quantify. So it’s subjective, friendly advice, just as I assume you are offering. That you disagree doesn’t mean I’m being dishonest or trying to influence people in an untoward way. Many thanks.
  13. Yeah, it helps to be adaptable with your Rigger placement. Ships can heal wounds but Riggers can’t normally be healed up or rezzed so sometimes it’s better to let the ship take a few to heal them back next round. Re: Combat Phase question, it’s any player’s phase unless stated otherwise.
  14. My disclaimer here: I don’t claim to be a good player at all. Anyway, FWIW, it’s all about the special weapons for me. Drill Launcher and Volley Guns. Hitch them to a ship and blast away. If not that 12” move is a thing of beauty, even a 18” Zilfin hero phase run-move if it all hangs in the balance.
  15. Don’t doubt that for a second, I just wonder at how many points you’re paying for how much damage output you’re getting. And also how manoeuvrable they are. 290 points for 6 Riggers and 10 ArCo vs. 240 for 10 Thunderers for example is a no brainer for me.
  16. I do actually have 5 in my current list and use them for this exactly. Love the models and really want to play them so have them as a concession to the rule of cool.
  17. Reached the same conclusion a few pages back. Expensive and just don’t get the job done when something really needs to die. Prefer Ironclads in terms of ships as I feel it’s the only one that actually has some punch, others are too swingy for my liking. That said I still think one of each is solid and that’s what I run now. Won 1 of my first 5 games with the new book but have won my last 3 on the bounce.
  18. Awesome to see someone trying out the Prime / Comet combo, any army with weedy little characters will really struggle against that.
  19. I’d be careful of Zon and Skywardens, their damage output is big but they’ll be focussed down pretty quickly and they won’t last long. They could be the secret sauce of the book but there aren’t many running that Barak right now, most favour Zilfin or Urbaz.
  20. Can anyone share any tips about painting Endrinriggers, specifically how to to hold them while you paint? Don’t wanna put them on the flight stand yet but struggling to find a point where I can sticky tack them to something for example. Ta!!
  21. The Magmadroth removes the deepstrike IIRC but they’re a solid anvil that you could build firepower and manoeuvrability around. If your opponent really wants to commit to moving the 20 buffed HGBs they’re going to be shot to smithereens as gaps open up in their backfield.
  22. Had my game last night, in the end I basically swapped the block of 10 Thunderers for 6 Endrinriggers and bought 10 more ArCo to go in the Ironclad instead. Worked out really well and took the win vs. my MSU Stardrake Stormcast buddy on Battle for the Pass. Was more his loss than my win tbf, he tried to rush me turn 1 and sit on all the objectives but ended up stranding his big piece with no teleport stuff on my home objectives so I could Aether Storm him and stop him coming at me while I parked boats and Riggers on the centre 2 objectives and shot him off his own home objective. Getting a double turn for the first time in about 3 games definitely helped. I’ve given Thunderers plenty of game time now but I just don’t think they do the job. I’d rather pay 290 for 10 ArCo in a boat and 6 Riggers with it than 240 for 10 Thunderers. That way you get the bodies and the manoeuvrability and the shooting power and a chance at some MW output. Also, balloons.
  23. How have I never actually looked at that Warscroll before? Absolutely bananas good for 180. Great tip, thanks!!
  24. While everyone’s posting lists... Found a list I’ve had a couple of good games with but would welcome some advice on the last 180 points here for my game tonight. Options are: 20 ArCo block to sit with a Khemist on the board 5 Thunderers in the Gunhauler and extra CP (this is what I have been playing but haven’t been using the CP particularly) As above but with 3x Aetherwings instead of CP. Ta!! Allegiance: Kharadron Overlords- Sky Port: Barak ZilfinAether-Khemist (90)- General- Command Trait: Collector - Artefact: Staff of Ocular Optimisation Aetheric Navigator (100)- Artefact: Svaregg-Stein Illuminator Flarepistol Endrinmaster with Endrinharness (100)10 x Arkanaut Company (90)10 x Arkanaut Company (90)Arkanaut Frigate (250)6 x Endrinriggers (200)10 x Grundstok Thunderers (240)1 x Grundstok Gunhauler (150)- Main Gun: Drill Cannon- Great Endrinworks: Coalbeard's Collapsible CompartmentsArkanaut Ironclad (510)- Main Gun: Great Sky Cannon- Great Endrinworks: The Last WordTotal: 1820 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 100
  25. Think this sounds amazing. Give it a game and let us know?
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