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5kaven5lave

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Posts posted by 5kaven5lave

  1. 10 minutes ago, Blisterfeet said:

    I've been playing around with something similar and with 5 reps since quarantine here are some things I have found Vs alot of current meta lists (Seraphon all sorts, Cities shooting, Tzeentch). 

    Your Blightkings really do want an additional save I feel. I invest equally heavy in Blightkings and I have now decided a harbinger is a must. 

    Plague monks work a treat I have decided for a smaller unit because of getting the space in most games to get all in just hasn't happened for me. 

    Anyways let's us know how it goes and what you find. The more feedback we give the better the lists can be tuned I feel. I've put mine below in the spoiler for reference. 

      Hide contents

    Allegiance: Nurgle
    - Host of Chaos: Blessed Sons

    Leaders
    The Glottkin (420)
    - Lore of Malignance: Blades of Putrefaction
    Harbinger of Decay (160)
    - Artefact: Rustfang
    Lord of Blights (140)
    - General
    - Command Trait: Foul Conqueror
    - Artefact: Blotshell Bileplate
    Plague Priest on Plague Furnace (200)

    Battleline
    10 x Putrid Blightkings (320)
    5 x Putrid Blightkings (160)
    5 x Putrid Blightkings (160)

    Units
    30 x Plague Monks (240)
    - Foetid Blades
    - 1x Standard Bearers
    - 1x Plague Harbingers

    Battalions
    Blight Cyst (140)

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

    Total: 1990 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 155
     

    Admittedly you can go GUO instead of the CP, 10 Monks and Furnace if that is your preference. As I said I am still playtesting varieties. 

     

    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 Sons
    Verminlord Corruptor (280)
    - General
    - Command Trait: Foul Conqueror  
    - Artefact: Blotshell Bileplate  
    - Lore of Virulence: Glorious Afflictions
    Lord of Blights (140)
    - Artefact: The Splithorn Helm  
    Sorcerer (120)
    - Lore of Malignance: Blades of Putrefaction
    Plague 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 Harbingers
    20 x Plague Monks (160)
    - Foetid Blades
    - 2x Standard Bearers
    - 2x Plague Harbingers
    Blight Cyst (140)
    Balewind Vortex (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 178
     

    • Like 1
  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!!

    • Haha 1
  4. 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 Conflaguration
    Lord of Change (380)
    - General
    - Command Trait: Coruscating Flames  
    - Artefact: Shroud of Warpflame  
    - Lore of Change: Bolt of Tzeentch
    Kairos Fateweaver (400)
    - Lore of Change: Unchecked Mutation
    Gaunt Summoner of Tzeentch (240)
    - Lore of Fate: Treacherous Bond
    The Blue Scribes (120)
    - Lore of Change: Fold Reality
    10 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 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 82
     

  5. 12 hours ago, Sttufe said:

    Holy ******, someone please explain to me why the Dread Saurian from FW is the same point price as our ironclad? It has 3 6 damage attacks, has almost twice the wounds, 35, with a small difference in save (4+), but don't worry about that, because it can just not spells, on a 6+ normal and 4+ with a Slann. Then we get into the fact that it has a slightly subpar ram BUILT IN, and the same move. Sure it isn't ranged, but if you take it with the teleportation magician subfaction, then that isn't gonna matter, and if you take it with the other one then it's nigh invincible! And all for just 510 points! What even, our ironclad is great but that thing seems really cheap, and the only reason people don't use it is because of it's cost. Real expensive model, but still. 

    Edit: It is 30 dollars more than the ironclad. I don't even. It has a base size that is absolutely ridculous, because it is absolutely ridiculous in size, but our ironclad doesn't even compare. However now I am confused as to why more people don't use it, because the ironclad is an great unit for us, why is no one taking that thing.

    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. 

    • Thanks 1
  6. 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!

  7. 7 hours ago, Evil Bob said:

    Don’t let them get in your head.  Anyone who says Thunderers are too expensive to use and then flips the argument saying Ironclads ARE worth it isn’t being honest.

    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. 

    • Like 2
  8. 6 hours ago, DavionStar said:

    Idea for hitching Wardens on a boat flying high.

    If your opponent has flyers in range to charge, use Wardens as a screen since they can punish charging flyers. If not, do the reverse. Hide the Wardens behind the boat and wait for the enemy to make their move. Then the following turn you can move in, shoot and charge them.

    Also, a question. Bomb Racks rule says "At the start of the combat phase". Does that mean only my combat phase or ANY combat phase?

    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. 

    • Thanks 2
  9. 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. 

    • Thanks 1
  10. 1 hour ago, Phasteon said:

    Obviously the best use for Thunderers is screened by Arkanauts on an objective. Special Weapons loadout for +1 hit / +1 attack in close combat. 

    There they are brutal. 

    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. 

  11. 1 hour ago, Sttufe said:

    I could see that, I don't have much experience with them so that makes sense. They can be nice if you have a 5 man slot in your hauler though, just kinda reinforcing it and being a much faster deployment.

    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. 

    • Like 1
  12. 2 hours ago, sal4m4nd3r said:

    @Sttufe I have found thunderers completely underwhelming. Certainly don’t feel they are worth ~25 points each. 

    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. 

  13. 4 hours ago, nine7six said:

    Played 2 games so far with the new book, and won both! First game was against sylvaneth, and opponent conceded in turn 2, I killed 800 points first turn, second game was against Daughters of Khaine temple nest (-1 to hit shooting) and came down to turn 5, the free zilfin move managed to get me the objective!

    attached is my list.

    KO%20%2D%20Iron%20Sky%20Command.pdf 1.46 MB · 9 downloads

    Awesome to see someone trying out the Prime / Comet combo, any army with weedy little characters will really struggle against that. 

  14. 22 hours ago, Skyward said:

    Never played AoS (but a lot of WHFB and 40K) in the past. Got a bit keen on a painting project that is also playable. I love those balloon boys and hence was thinking about the following:

    Barak Zon

    Balloon Endrinnmaster (Hammer + Star)

    Navigator (Voidstone Orb)

    10 Arkanaut (all special weapons)

    10 Arkanaut (all special weapons)

    12 Skywarden (1 skyhook)

    3 Endrinrigger (Volley Gun, Drill Launcher)

    3 Endrinrigger (Volley Gun, Drill Launcher)

    5 Thunderer (1 Fumigator)

    1 Gunhauler (Compartment)

    2 Frigates 

    Iron Sky Attack Squadron

    1990 Points total

    This has a fairly varied mix of troops, which I like.

    Idea is probably to go round with the Gunhauler, Endrinmaster and Riggers to hunt heroes / smaller things.

    the Arkanauts capture objectives and make sure the Wardens get into the right battle. They seem to carry enough punch to get rid of most stuff.

    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. 

  15. 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. 

  16. 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. 

    • Thanks 1
  17. 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 Zilfin
    Aether-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 Compartments
    Arkanaut Ironclad (510)
    - Main Gun: Great Sky Cannon
    - Great Endrinworks: The Last Word

    Total: 1820 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 100
     

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