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5kaven5lave

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Posts posted by 5kaven5lave

  1. 15 hours ago, VonSmall said:

    Hi @5kaven5lave - the list certainly has some heavy hitters in it! The only thing I would say is that this army feels like a 'get in their face Turn 1' list. One of the big benefits of Big Waaagh is the bonuses to hit/wound which you won't be getting until around T2 at the earliest with this list. If you are wanting to go for the Alpha Strike i'd consider getting some more bodies in if you are able.

     

    Thanks man, I think I’m probably looking at something that would be better in Ironjawz allegiance so I’ll start looking into that instead. 

  2. Had a game vs. Seraphon Saturday night on Better Part of Valour. My list was as previous page, theirs wasn’t too filthy but still had Kroak, Bastiladon, loads of Wizards and Skinks etc. They took first and flooded my side of the board so I got rattled and cleared them off in my first turn. Took out their wizard / summoning battery turn 2 but was starting to get mobbed by turn 3 and called it turn 4. Obviously I could’ve played better but it was one of those ‘Kharadron paradoxes’ where all you need to win the game is a double but you just can’t roll it. Ah well, on to the next one!!

  3. Any thoughts on this Low model-count smashy with pigs list? Have only played ‘splitterz before but big monsters looks fun. Is it too MSU? Too many heroes? Was just going to buff the big’uns and push them forwards.

    Allegiance: Big Waaagh!
    Megaboss on Maw-Krusha (460)
    - General
    - Boss Gore-hacka and Choppa
    - Command Trait: Ironclad  
    - Artefact: Daubing of Mork  
    - Mount Trait: Weird 'Un
    Orruk Weirdnob Shaman (110)
    - Lore of the Weird: Da Great Big Green Hand of Gork
    Orruk Warchanter (110)
    - Warbeat: Killa Beat
    Wurrgog Prophet (160)
    - Lore of the Savage Beast: Brutal Beast Spirits
    Wardokk (80)
    - Lore of the Savage Beast: Breath of Gorkamorka
    6 x Orruk Gore-gruntas (320)
    - Pig-iron Choppas
    10 x Orruk Ardboys (180)
    - 1x Gorkamorka Banner Bearers
    - 1x Gorkamorka Glyph Bearers
    10 x Savage Orruks (120)
    - Chompas
    Rogue Idol (400)
    Geminids of Uhl-Gysh (60)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 125
     

  4. Well, just put the finishing touches to my KO list which I’ve been working towards since Aether War dropped. Had a mare getting my Ironclad on the stand but hopefully it’s sorted now. Apologies in advance for the long-ish post. List attached here somewhere, went full-geek-ahead on naming and lore so here we go. 

    Photos first (hope you all like Nurgle photobombs). I believe I’ve pioneered a painting style I like to call ‘s**t speed paint’ with this one:

    https://imgur.com/gallery/M1O6zsj

    Also, I hope you all like lore (in which I make excuses for poor painting and using Barak Zilfin rules for my custom Skyport):

    Barak Zinti (Tinkerers, Tinsmiths) are often referred to by fellow Duardin as the ‘Zintrommal’ (Tin Beards) due to their almost exclusive use of the commonplace, low grade metal in their smithing.

    It is a minor skyport with no seats on the Geldraad and no significant deeds of note. The real wealth of Barak Zinti, however, lies in the production of an alloy of tin and Aethergold known as ‘Aetherzint’. The method of production of Aetherzint is, of course, a closely-guarded secret, but while this alloy is no stronger than any of the other metals commonly used among the Kharadron, it is both highly resistant to corrosion and substantially lighter. As the consequence of these properties, the skyships of Barak Zinti have been known to keep pace with those of the illustrious Barak Zilfin on a good day with a fair wind.

    Furthermore, it is for these reasons that the skyships of Barak Zinti often have a drab and poorly maintained exterior, since no amount of chipped paint or sky-barnacles can slow them to the pace of most other Skyports.

    Barak Zinti are a Barak of miners and Whaleen hunters, needing a steady supply of both metal and oil to keep the forges alight and skyships in the air.

    Phew!! All done. Feedback welcome if anyone has any. 

    5AA0C6DE-EE40-450F-8D29-0BD0906FBC54.jpeg

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  5. Sounds rad, give it a go and let us know!!  I had a 40/30/10/10 and 2 Frigates with the Attack Squadron so you could blob up on objectives but have them watching their back too. Definitely a long-term goal to have that list ready to go. 

  6. I like the idea of the Diviner command trait or artefact (can’t remember which) that makes all your units within X of an objective or terrain piece immune to battleshock. That was they’re safe and you can use the gold for a reroll hits or something. There’s the non-skyport article or something trick that lets you retreat and shoot, you could get them engaged then pull out and unload (so to speak). 40 of them will do some serious damage. As you’d be mainly ground based a Khemist might actually do something too. 

  7. 54 minutes ago, zilberfrid said:

    They are quite diverse though, and you can sneak in Blood Bowl dwarves if you want more visual distinction.

    It's not like easy to build, metal or other monopose troops.

    Oh, absolutely, they are fantastic models and I am a confirmed ArCo fanatic, it’s the level of detail in them that puts me off painting that many - it would take me aaaaaaages!!

    • Like 1
  8. I posted a list with 100 ArCo a couple of pages back, I think it’s got potential but I’m not sure I can face painting 100 of them. They are excellent value and Gold really helps them. Just a shame about that 9” reach. Maybe an idea to try out on TTS. 

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  9. 1 hour ago, Malakithe said:

    Its a combination of abilities. Smashing N Bashing, Mighty Destroyers, Mad as Hell. Castling against IJ is just a bad idea in general

    So, have I got it wrong with this: if it’s a 12” back from the centre deployment, that’s 24” it can be to you at closest if your screen is on your own front line. Hero phase move plus normal move gets them close to if not just outside of 3” of your screen, then they charge, do in your screen. Then they’re outside of 3” of the rest of your army and can’t do anything else. Would appreciate if you could let me know what I’m missing. Cheers. 

  10. Loving these pics guys, keep them coming!!

    Question for anyone’s who’s painted an Ironclad - did you stick the guy with the paintbrush on the side or not? Seems a bit jarring to have some fella who missed a bit hanging around while the bombs are going off. 

  11. 150 wounds with a 4+ save? Can’t get enough of that 9” range? Rerolls for (almost) days? Retreat and shoot an amazing one time per battle? Really like ArCo? Battleshock immunity for your big blob? You’ve come to the right place...

    EDIT: I know I’m joking about here but a fully buffed unit of 40 ArCo rerolling hits and 1s to wound stand a decent chance of doing 40 wounds to a 4+, that’s a unit of Mortek Guard or most of one. Only issue is moving it... 

    Allegiance: Kharadron Overlords

    Kharadron Code
    - Artycle: Settle The Grudges
    - Amendment: Prosecute Wars With All Haste
    - Footnote: There's No Trading With Some People

    Leaders
    Aetheric Navigator (100)
    - General
    - Command Trait: Diviner  
    - Artefact: Svaregg-Stein Illuminator Flarepistol  
    Aether-Khemist (90)
    - Artefact: Spell in a Bottle  
    Aether-Khemist (90)

    Battleline
    40 x Arkanaut Company (360)
    40 x Arkanaut Company (360)
    10 x Arkanaut Company (90)
    10 x Arkanaut Company (90)

    Units
    1 x Grundstok Gunhauler (150)
    - Main Gun: Drill Cannon
    - Great Endrinworks: Coalbeard's Collapsible Compartments

    Behemoths
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon
    - Great Endrinworks: Magnificent Omniscope
    Arkanaut Frigate (250)
    - Main Gun: Heavy Sky Cannon

    Battalions
    Iron Sky Attack Squadron (120)

    Endless Spells / Terrain / CPs
    The Burning Head (30)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 153
     

  12. Just had a couple of games with Mortek Guard. Crikey. Messed up my first game with my list above vs. Seraphon but wised up for a rematch and had my 2 units of 20 shrug off his magic phase and delete 500 points of my opponent’s army turn 1. So brutal 😍

  13. 8 minutes ago, Arcian said:

    Ah yes the stardrake. I admit I had slightly forgotten about that unit (local stormcast player doesn't run one, and I haven't taken my reapers to a tournament yet) so if you're going up against one it might be smart to change up how you position the harvester. I mainly run that formation to better protect it against flanking attacks since it's such a "Kill this thing first" target.

    The harvester off to the side of the block, or behind them may work? That way you can still regen units when they die. You could also bring the harvester around after the guard are engaged, though i'd still be worried about it getting flanked by a scary unit. Though I suppose if that happens you'd be able to smash them with the guard.  I apologize for not having much experience against a star drake :(

    Thanks again kidder, running him at the side of a deeper block was my thinking so will give that a whirl. 

  14. 1 hour ago, Arcian said:

    I've seen some people (and how I usually use them) have the harvester in the middle of the mortek guard ranks sort of like

                 MMMMMMMMMM
    MMMMM HarvsterMMMMM

    As the harvester can reach over the front line mortek to smash enemy units.

    Thanks man, this is super helpful and what I will run as default. There is also a Stardrake in my local meta which worries me as three instakill bites could well break my coherency in something like that. Would you keep that formation and hope you roll enough 4+s to fill in any gaps? Run them as a 4x5 block instead so you can lose 3 and keep coherency in the back rank? Have my Morteks fight after the Drake so I can pile in afterwards to regain cohenrency? Any extras ideas from anyone much appreciated. 

  15. @Overread Really appreciate the reply, thanks man. Obviously this is suboptimal in many ways but do you think I could avoid getting smashed with something like this? Would probably be better to run Petrifex, take second Crawler etc.

    Allegiance: Ossiarch Bonereapers
    Katakros, Mortarch of the Necropolis (500)
    Liege-Kavalos (200)
    - General
    - Command Trait: Unsettling and Sinister  
    - Artefact: Baleful Blade  
    20 x Mortek Guard (260)
    - Nadirite Blade and Shield
    20 x Mortek Guard (260)
    - Nadirite Blade and Shield
    5 x Kavalos Deathriders (180)
    - Nadirite Blade and Shield
    Gothizzar Harvester (200)
    Gothizzar Harvester (200)
    Mortek Crawler (200)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 114
     

  16. Will try to answer at least some of this:

    Hitch depends on Fly High being used, so the next logical question is whether TAABIYLFI can be a Fly High, seem to remember word being that you could and that someone had done it on the GW stream?

    Once you’ve hitched, you need to be set up more than 9” from an enemy unit.

    As far as I understand, once your movement phase rolls around you can disembark stuff before you move again if you wish. That stuff can’t move but it can shoot / charge if you like. 

    Wait for a second opinion before you take this as gospel. 

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