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5kaven5lave

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Posts posted by 5kaven5lave

  1. 13 minutes ago, PensivePanther said:

    Have you considered it gives you narrative permission to wear a funny hat and declare yourself the "Capt'n"?

    😅 Funny you should say that as this is precisely what I do!! I do also enjoy giving the Navigator or an Endrinmaster the reins as well out of respect for their achievements in the fluff of my Barak.

    EDIT: I have stopped short of buying a hat but maybe I should get one...

    • Like 1
    • Haha 2
  2. 11 hours ago, Cauthon said:

    I think your not getting a lot of mileage out of your khemist double buff only buffing 10 thunderers and 20 arkos. 

     

    Try 20 thunderers with rifles  and 12 endrinriggers with volley guns and drill cannons. 

    If you are giving up the zilfin or urbaz benefits you really need to lean into what are trying to accomplish with the list. 

    Thanks for the input, posted a list with that combo with those big blocks a few pages back but was looking for something more flexible with the smaller blocks. You confirmed my suspicions though, such a faff to get that placement right with the spell as well. 

  3. Re: ship names, I may have named all my heroes too but my Ironclad is called Groz Wulthrung which means Big Payment (spoiler: it pays with explosives).

    Have also been thinking about an Urbaz ‘Khemist Supreme’ double buffing a unit of 20 ArCo and 10 Thunderers but also putting a Burning Head (in a bottle) in the middle for reroll 1s to hit on the two units as well. I’ve tried to play it out but it’s too complex for my brain. Am I wasting my time with this?

  4. 29 minutes ago, Asm00 said:

    So as I understand it, redeploying a unit never counts as retreating and you can always shoot afterwards.

    This was in some FAQ, I can try and find it again.

    That means that if you can still fly high, even against a flying unit, you can do it and shoot afterwards. However, you can’t retreat and shoot per the disengage rule, si you can’t simply move away a few inches, it has to be a jump.

    I’d love to be wrong, and thanks for the advice, but I feel that the wording of the two rules on the Warscroll directly contradicts this. Fly High is defined at a retreat, and then you can’t shoot if you retreated from a flying unit. 

  5. 8 hours ago, Cauthon said:

    FYI you can fly high/disengage from an enemy that can fly, you just can’t shoot afterwards. (As long as you don’t have to many wounds on you at that time)

    Cheers ears, yeah I worded it poorly, flew high but couldn’t use the disengage rule to shoot after.

    Have been thinking whether I could take a bit of advice from a couple of you guys and swap the unit of 15 Thunderers for a Gunhauler and 6 Shootriggers. Will have a think on it for next time. 

  6. Well, played my game using my mass bodies list from the other page vs. a Khorne Bloothirster list. Played Focal Points. I don’t like to blame dice but my opponent freely admitted that his dice were amazing and mine were terrible. In spite of that I managed to pull out the win. By one point. Had some bad shooting phases from key units, the Ironclad had some good phases but then put an almighty 2 wounds into a battleline unit with Gold in one shooting phase. Also stupidly got trapped by a Bloodthirster so couldn’t disengage one turn. The bodies did their job though, Fumigators helped the Thunderers stay in the game.

    Thank the baby Jesus I won though, was my first win with the new book. Need a lie down now, was far too tense for my liking!!

    • Like 3
  7. 11 hours ago, Ser_namron said:

    Oh man i am the exact opposite lol. Gunhaulers seem like the best points we can spend. looking forward to the post, i've also been feeling the need for bodies after a few games .  Been messing with barak Thyrng for some nekkid lava dorfs to fill the ranks.

    Nice, also have a HGB list ready for testing. If you wouldn’t mind sharing how you’ve been using Gunhaulers, obviously I know about hitching, the ranged MW and the 6+ save and stuff, maybe I’m missing something. 

  8. Changing tack this weekend and trying to get some blocks of bodies onto objectives and shooting my opponent off. Less focus on the warping around the board because my experience so far has been that being 9” away after a fly high and being on the objective itself are two very different things. Also want to try an Ironclad. Gonna run this list I think, might run one with a block of 20 Thunderers and a 12-saw Murderrigger squad if I get  second game. Anyway:

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Urbaz
    Mortal Realm: Ghur
    Leaders
    Endrinmaster with Endrinharness (100)
    - General
    - Trait: Endrinprofessor  
    Aetheric Navigator (100)
    - Artefact: Svaregg-Stein Illuminator Flarepistol  
    Aether-Khemist (90)
    - Artefact: Gryph-feather Charm 
    Battleline
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (90)
    - 1x Skypikes
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    6 x Endrinriggers (200)
    - 2x Aethermatic Volley Guns
    - 2x Drill Launcher
    Units
    10 x Grundstok Thunderers (240)
    - 2x Aetheric Fumigators
    15 x Grundstok Thunderers (360)
    - 3x Aetheric Fumigators
    Behemoths
    Arkanaut Ironclad (510)
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: Breath of Morgrim (Barak-Urbaz)
    Battalions
    Iron Sky Command (130)
    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 101

    5 drop. 10 Thunderers, Navvy and Endrinmaster in boat. ArCo screen off my deployment. Shootriggers with boat and 15 Thunderers on ground use the markerlight to blast something to hell turn 1. Khemist buffs up any ground-based stuff. Hoping it’ll give me more board presence while keeping some manoeuvrability. Plus really wanna see how much blasting the Ironclad can do. Any thoughts welcome. 

  9. So the Attack Squadron with the ArCo buff is nice but how would you use it? If you have 2x10 ArCo and 2 Frigates that’s your movement sorted but if you wanna screen those frigates turn 1 that’s 2x10 ArCo again and then if you have another sitting unit like Thunderers you’ll probably want to screen them as well. Then you’re on 450 points of ArCo before you even start. Am I missing something or is that it? 

  10. 3 minutes ago, Cauthon said:

     

    I wouldn’t hold our breath on rerolling saves. Did you use that share in the combat phase or shooting phase in that model? If you were rerolling hits in combat you can’t reroll saves in that combat. 

    I don’t know about rerolling saves anyway. Any kind of monster you want to throw a 400 point unit at is going to have some rend 1 and 2 so what’s the point of rerolling 5+or 6+ saves? 

    Just in combat fella. My argument was you’d delete the unit they got into combat with so that by the time you had to defend it would be your opponent’s turn so Gold would be ok.

    Point taken re: rerolling saves but if you have a unit on the verge of decimation and you have a share, you’re gonna use it to try and stay alive right?

  11. Saw Riggers in a unit of 12 with Gold for reroll hits and a Khemist reroll 1s to wound buff comes up as 15-23 wounds vs a 4+ save, that‘s not including the shooting they did beforehand (7-12 wounds without gold but with the Khemist buff). That’s brutal.

    Against a 3+ save monster it’s still 11-19 and 5-9.

    Against anything but the largest hordes that’d wipe it out. Would happily tank 400 points into balloon boys to delete their big piece turn 1 or 2 as @Kramer said. Go with Urbaz and give them the second gold for rerolling saves when they muster something to come back at you. Proper nasty unit. Glass cannon, but nasty. Could even pull a ship in there to pick them up again in your next turn if your losses at more than 4. 

  12. Give them a try fella, as I said in my original post YMMV (also I am enthusiastic but terrible at Warhammer). I will always have some balloon boys as those models are fab. My list has gone through about 5 iterations since my game last Friday so I’m trying everything out at the moment.

    Though Thunderers lack the movement, you’re getting more bodies for your points which is an area we definitely fall down on and having more easy access to Gold is a big one. Them being fairly static allows you to make use of a Khemist more easily too. 

    • Like 2
  13. I know I sounded a bit negative, I do love shooty Riggers and the hitching is ace. My only beef is with that one shot hitting on 4s for the special weapons, obviously it evens out but if you’re only throwing one die (or 2 in a unit of 6) you’re more likely to do no damage than anything else vs. a 4+ save. EDIT: Talking Drill Launcher there. 

  14. Everyone please block me if my lists are irritating you all but having so much fun here. Enjoying the Aether-Khemist at the moment as a key piece in mainly ground-based armies.

    Urbaz for Aether-Gold madness. Khemist gives the 12 Riggers reroll 1s to wound so once they’ve moved 12” and shot rerolling 1s to wound they can they charge in to reroll all hits (Gold) and 1s to wound (they wound on 2 anyway). That’s going to delete anything. Hero makes them immune to battleshock. No loss of Bravery. Khemist with the command trait can also buff the block of 20 Thunderers on their shots for 22” threat turn 1, could also use Gold. Both units screened by ArCo turn 1. Boat also screened then dropping off 10 Thunderers somewhere. Hoping it’ll do better at holding objectives that more ship-heavy lists.

    Allegiance: Kharadron Overlords
    - Sky Port: Barak Urbaz

    Leaders
    Endrinmaster with Dirigible Suit (220)
    - Artefact: Phosphorite Bomblets  
    Aether-Khemist (90)
    - General
    - Trait: Khemist Supreme  

    Battleline
    10 x Arkanaut Company (90)
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (90)
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns
    10 x Arkanaut Company (90)
    - 1x Light Skyhooks
    - 1x Aethermatic Volley Guns

    Units
    12 x Endrinriggers (400)
    20 x Grundstok Thunderers (480)
    10 x Grundstok Thunderers (240)

    Behemoths
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon
    - Great Endrinworks: Breath of Morgrim (Barak-Urbaz)

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 109
     

  15. Ok, so Frigates. What’s the best loadout for one? And by that, I mean what units to put in / around it?

    My default ‘best’ setup would be 10 Thunderers (or 10 ArCo in a pinch) inside and 6 Endrinriggers hitching, maybe even the balloon hero if possible. Does that sound about right? The Frigates guns on their own really don’t do a huge amount in my experience.

    Any thoughts?

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