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5kaven5lave

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Posts posted by 5kaven5lave

  1. 2 questions now that my stuff has finally arrived:

    1. New Endrinriggers with Grapnel Launcher right? To protect the ships by locking in the enemy? Or Drill Launcher for damage?

    2. Are all the ships on the ball and socket flightstands? How bad are they?

    Ta!!

  2. 9 minutes ago, Ekrund Oath Splitters said:

    I ordered 3 more boxes of thunderers this weekend for my LGS to arrive by this friday to go with my 10 already(the third box is to redo the special weapons on my first 5 thunderers as they currently have illegal weapons with 5 cannons... and then to use those 5 spare as crew men for my ironclad for aesthetics). I'm really loving the thunderers now this book and ive always preferred how they look model wise over arkanauts.

    +1 for buying loads of Thunderers. Such a cool unit. 

  3. 33 minutes ago, Gaz Taylor said:

    I chose not to do this as a private message because I want to make it clear to all of you we want you to treat each other nice. I’m completely happy for you to disagree on things, just don’t call each other names or be nasty to each other. 

    Justice must be done and be seen to be done. You’ve got my backing fwiw. 

  4. 4 hours ago, Cauthon said:

    So the ironclad great endrinwork Ebullient Bouyancy aid says that you can fly high and disengage if you have more 16+ embarked. 

     

    Doesnt say anything about not halving your movement. 

     

    Oversight or just a bummer?

    I guess RAW your movement is still halved but it’s still worth taking for the movement shenanigans IMO. 

  5. Ok, so had my game using the list on the previous page. None of my post stuff arrived today so had to wing it a bit with my phone.

    Lost on Border War by 1 point to a Stormcast Stardrake list (so not exactly top tier). They deployed terribly but I made a huge tactical error late game which handed them the game. Had bad dice to fail to take an objective at the death but it should never have come to that for me to grasp victory.

    Main headlines:

    New Balloon hero kicks out plenty of damage and flat 3 heals is really nice. 

    To be honest most stuff is pretty killy, it’s a good shooting army. 

    I do like the Thunderers, they feel meaty but I feel like I’m rolling a lot of different attack profiles across the army though so may keep them as rifles just to reduce faff.

    It does take wounds pretty quickly though so the Endrinriggers are important. They do decent damage but are also very fragile. The Gunhauler was focussed down very quickly too. 

    Really enjoyed my game and very happy to be back with the Duardin!!

    • Like 3
  6. 30 minutes ago, Phasteon said:

    Why do you think you wont win with that list? 

    Just think it’s very low on bodies, but had a proper look at the Thunderer sculpts this morning knew what I had to do. 

    8 minutes ago, Kramer said:

    But just to be sure. During deployment it's set up 1 ship then as a second drop set up a unit in garrison. 

    Yeah ty, was aware but thanks for confirmation. Hate pushing big units around so this is ideal and fun to paint too. 

    Might try the Thunderers as plan old rifles initially and hope to get some massive broadsides in, see how it performs. 

  7. Though I know I won’t win with it, my heart wants me to run this 3 boats + balloons list tonight. Deploying it all in just 3 boats with the Riggers hitching would be so neat:

    Zilfin

    Balloon Hero

    Navvy

    2x6 Endrinriggers

    2x10 Thunderers

    5 Thunderers

    2x Frigate

    Gunhauler w/ 5 man Endrinwork

    1970 plus hopeful Triumph (Aether-Gold Share!!)

  8. 1 hour ago, Kramer said:

    Saw someone that snipped tie rips. Looked pretty good. 
    And someone who sided a part of a watchtower kit on a slab of green stuff and just pressed planks. 
     

     

    Ace, ty. Have also found a roller on GreenStuffWorld so will have a think. Might have to go standard desert bases for balloon boys and ships though, lacking ideas on that front. 

  9. 26 minutes ago, Phasteon said:

    Then go ahead and play another faction. 

    Or use your „critical thinking skills and experience“ (lold about that) to figure out the strengths of the KO tome 😜

    Just FYI, think @sal4m4nd3r finished top 10 in LVO or similar using Nurgle so there is a degree of authority to what he says. 

    • Thanks 1
  10. 25 minutes ago, crkhobbit said:

    I played against SCE, and I would call it unwinnable for them.

    I gave up first turn and lost the dirigible suit to ballistas.  But then I focused fired their evocators and sequitors and heroes.

    By end of turn three, there was still all three ballistas, but they were engaged in melee with a gunhauler and arkanauts, and a unit of liberators.  KO lost a unit of arks, half the other unit of arks, the dirigible suit, and 3 skywardens.  Still had two gunhaulers, ironclad, 10 thunderers and a khemist, and 3 skywardens.

    Gonna reduce the skywardens to 3 or 0.  Dirigible guy is probably not ideal for this list either. Ironclad didn't do as much damage as I'd hoped, but was still good.  Considering upping the thunderers to 20 inside the ic.

    Cheers for the write-up. Lots of SCE in my area so the idea of deploying on the back line followed by movement shenanigans could come unstuck when they can park half their army 9” away from you. Anyone have any ideas to combat their turn 1 deep strike?

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