Jump to content

5kaven5lave

Members
  • Posts

    924
  • Joined

  • Last visited

Everything posted by 5kaven5lave

  1. Devils advocate though, if you always pay for a full strength unit, how would you ever make it clear to a TO for example that the unit is under strength when submitting lists? EDIT: I am aware that I need to give it up by the way, it would be great if we could though.
  2. Ok, so I think we’ve gotten to the bottom of that one, thanks chaps. So the follow-up question is (I know this will probably depend on the TO?), if I pay for a unit of 10 ArCo but decide I need/want a hero in a ship for 3 Places of Power or similar, can I decide there at the table that it’s actually an under-strength unit and put 9 in instead (foregoing Gold)?
  3. Thanks all for responses. In the units section of the rules it says that if there’s not enough room to set up all models from a unit - if that’s the case models that can’t be set up are slain. So if I put a hero in first and then there’s only 9 spaces left... ah but technically there is more room isn’t there, I just don’t want to use it. I guess I can’t just elect to kill my own models?
  4. Just wanted to check, you can deploy 9 ArCo and a foot hero into a Frigate for example and just kill the single ArCo at deployment? If you really wanted / needed to?
  5. Anyone running an Ironclad + Frigate list and got any ideas to share?
  6. Thanks for the feedback mate, really appreciate that. How many drops was the Greywater list (if you remember)? Can’t imagine the SCE one was less than 7? Will bear it in mind anyway. I just find it really difficult to get everything I want into a list at the moment. Are people generally investing in an Ironclad to carry heroes putting them on foot on the board? Can’t imagine not running the big one at the moment.
  7. It’s all very exciting. After 5 weeks of building I’m finally putting some paint onto my KO army today. First up: 10 ArCo.
  8. I’m paraphrasing as I don’t have the tome with me but isn’t it like ‘people of the sundered mountain’ or something like that?
  9. Anyone have any thoughts on 1 Fumigator and 4 Rifles per 5 Thunderers? In a unit of 10 you’re losing 4 18” shots (1, maybe 2 wounds total on average?) but that -1 to hit for the whole unit could really help them survive on an objective.
  10. Yeah, there’s a lot of MSU and a lot of movement shenanigans in my meta so having units to drop off is vital otherwise all the objectives are taken. Conversely, that means that 10 ArCo / Thunderers are often enough with a shoot then charge to take one. Yet to see really how we fare vs. smaller numbers of big hordes as it’s all Stormcast / Idoneth / Bloodthirsters around my way.
  11. So I think my games so far have taught me that just one ship isn’t enough as you lack a lot of movement otherwise but I was having trouble fitting everything in as well as a Batallion. So my response to that is below, a list I’ve called ‘Mommy Boat and Baby Boat’. 12 drops but I don’t think it matters as it can alpha but also screen off turn 1. After the ArCo the list is basically in 2 sections: a) Ironclad chilling with 10 Thunderers and 6 Riggers (+ heroes) and b) Gunhauler with 5 Thunderers and 3 Riggers. They can team up or split up and drop stuff off on objectives as needed. Extra Zilfin move will help for that too and the auto-run 6 will help surviving ArCo screens move around the board to sit on objectives etc. Just wanted to share really but if anyone has suggestions they’re more than welcome!! 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 Dirigible Suit (220)10 x Arkanaut Company (90)- 1x Skypikes- 1x Light Skyhooks- 1x Aethermatic Volley Guns10 x Arkanaut Company (90)- 1x Skypikes- 1x Light Skyhooks- 1x Aethermatic Volley Guns10 x Arkanaut Company (90)- 1x Skypikes- 1x Light Skyhooks- 1x Aethermatic Volley Guns10 x Grundstok Thunderers (240)5 x Grundstok Thunderers (120)6 x Endrinriggers (200)- 2x Aethermatic Volley Guns- 2x Drill Launcher3 x Endrinriggers (100)- 1x Aethermatic Volley Guns- 1x Drill Launcher1 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: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 107
  12. Anyone taking Thunderers in units of 5? Do they do anything? Worth putting in an otherwise empty ship?
  13. Yeah good shout, I was in the app checking as soon as I read in case I missed something golden. Reroll 1s or Gold it is then.
  14. I really like it personally (I don’t claim to be an expert or master tactician though just so you know), you’ve solved a list-building problem I was having trouble with. I’ll be giving that list a go too. My only thoughts re: the Khemist himself is that his buff isn’t really that amazing IMO, also with only 5 wounds can get focussed down quickly so maybe a Gryph-Feather Charm to make him effectively -2 to hit?
  15. @ArmyOfGrodd Just run into the exact problem you’re talking about. It’s the conditional battleline isn’t it. Ah well. Thought I was into some alpha strike magic there. Edit: Anyone used Balloonhero with Grudgebearer + Gold to try and take down a hero that absolutely must die? Next best thing to Navvy’s reroll hits...? (Wishful thinking probably).
  16. I think it’s the collector Command Trait for an Aether-Khemist. So if you use that and have a battalion then you could have 3 heroes with an artefact rather than 2? That’s amazing actually.
  17. Re: Zilfin shenanigans on turn 1: https://thehonestwargamer.com/aos-list-rundowns/aoeftw/ Worth a listen to the podcast here as well. 2 drops. Move the Ironclad with Khemist turn 1, Comet and Celestant-Prime do AoE to their support heroes. Comet ticks again before your opponent gets another go if you go second. = Lots of dead support heroes turn 1? Love the list and I’m no expert to disagree with this but fluff-wise I don’t like having the Prime in there so you could have more Riggers in there and maybe bring a Gunhauler for similar small hero sniping? Would keep it at 2 drops as well. Will defo be trying it this weekend.
  18. Best way to put an Ironclad on a base chaps? Standard flight stand any good?
  19. Someone mentioned a few pages back about the Dais Arcanum Stormcast ES - 30 points for 12” move and +1 to save (and an unbind?). Would only get you one movement phase or two before your enemy clicked their fingers and dispelled it though I guess. Speaking of magicy stuff, been thinking about a Nar anti-magic list. Any thoughts on this? 4 unbind at +1 and 2 auto-unbinds per game. Gunhaulers to winkle our their mages and one to carry the Navigator? Allegiance: Kharadron Overlords- Sky Port: Barak NarAetheric Navigator (100)- Artefact: Voidstone Orb Aether-Khemist (90)- General- Trait: Champion of Progress - Artefact: Aethercharged Rune Knight-Incantor (140)10 x Grundstok Thunderers (240)15 x Grundstok Thunderers (360)10 x Arkanaut Company (90)10 x Arkanaut Company (90)1 x Grundstok Gunhauler (150)- Main Gun: Drill Cannon- Great Endrinworks: Coalbeard's Collapsible Compartments1 x Grundstok Gunhauler (150)- Main Gun: Drill Cannon6 x Endrinriggers (200)Arkanaut Frigate (250)- Great Endrinworks: Magnificent OmniscopeGrundstok Escort Wing (140)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 106
  20. General feeling on the forum is that Endrinriggers are better than Skywardens in almost every way so I guess I’d just be sure that you knew that before you built them as Wardens.
  21. Barak-Urbaz ‘Golden Gunline’ anyone? Full range and guns on everything. ArCo screens. Loads of bodies. 150 wounds? Allegiance: Kharadron Overlords- Sky Port: Barak UrbazMortal Realm: GhurAether-Khemist (90)- General- Trait: Khemist Supreme - Artefact: Gryph-feather Charm Aetheric Navigator (100)10 x Arkanaut Company (90)10 x Arkanaut Company (90)10 x Arkanaut Company (90)1 x Grundstok Gunhauler (150)- Main Gun: Drill Cannon20 x Grundstok Thunderers (480)10 x Grundstok Thunderers (240)12 x Endrinriggers (400)Arkanaut Frigate (250)- Main Gun: Heavy Sky Cannon- Great Endrinworks: Breath of Morgrim (Barak-Urbaz)Total: 1980 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 118
  22. I’m assuming he’s going to lead with his hard-on.
  23. Yeah, was just thinking through some choppy heroes in an Ironclad to make a proper melee beast. Like a Sky Command with Admiral and 2 (3?) Endrinmasters on foot in the Ironclad. Then you’re healing 2d3+1 before any Endrinriggers per turn and your combat output becomes pretty beefy. EDIT: Just realised I’m basically repeating what you said.
  24. My issue with Iron Sky Command and Balloon hero is that with the two other compulsory cheap heroes you’re paying over 1000 points for the three heroes, one boat and the battalion. Doesn’t leave much for stuff to contest objectives with (I do think it’s a good battalion by the way, just that the extra 120 points over the foot version who could sit in the Ironclad nicely could get you a battleline unit instead).
  25. Also guys, Thunderers are now back in stock on the GW website.
×
×
  • Create New...