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RaritanAnon

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Everything posted by RaritanAnon

  1. You run 7 units of 3 riggers? I guess for max heals? That seems silly but effective.
  2. The way I see it, you either take a minimum endrinrigger squad with saws to hitch on a frigate or ironclad for free repairs and as a counter charge so the boats can retreat, or you take 12 of them as a massive lance of rend and damage first or second turn. Barak Mhornar or Barak Zon seem best for a big melee focused army. Skywardens are more suited to being ranged/flanking duty. Yeah, you end up with some sorta useless spears, but at least you know who to kill first. Urbaz is really good for buffing these guys' attacks, and Thryng can help with Rerolls. I don't think a lot of times you're going to end up taking both Wardens and Riggers though. If that's the case, you probably won't be taking many boats. Edit: Sort of took the idea and ran with it. Even managed a Battalion in the list. What do you guys think? Admiral rides with the pikenauts in one frigate. Riggers and Endrinmaster ride in the other frigate and act as a mobile hammer. Pop the endrinmaster out, overcharge him, and hit em with a damage 6 hammer. Then use the wardens and other Arkanauts for objectives and flanking. Allegiance: Kharadron OverlordsMortal Realm: AqshySkyport: Barak-Mhornar- Additional Footnote: These are Just GuidelinesArkanaut Admiral (120)Aether-Khemist (160)- Artefact: Staff of Ocular Optimisation Endrinmaster (120)- General- Trait: Opportunistic Privateers - Artefact: Hammer of Aethermatic Might 10 x Arkanaut Company (120)- 3x Light Skyhooks10 x Arkanaut Company (120)- 3x Light Skyhooks10 x Arkanaut Company (120)- 3x Skypikes9 x Endrinriggers (360)6 x Skywardens (240)- 2x Aethermatic Volley Guns- 2x Drill CannonsArkanaut Frigate (240)- Main Gun: Heavy Sky Cannon- Great Endrinworks: Incredible Self-healing HullArkanaut Frigate (240)- Main Gun: Heavy Sky Cannon- Great Endrinworks: Ebullient Buoyancy AidIron Sky Squadron (130)Total: 1970 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 105 I have no idea what port is best for these guys though. Thryng for Grudgebearer? Mhornar for Opportunistic?
  3. I like hearing how people play differently since I haven't had a game with my kharadron yet. Personally I think Gunhaulers exist to be a big distraction boat. Either they get in the enemy's way and soak wounds so your other units can get shots in, or they're ignored and pew pew key targets. I'm really interested in running a Escort Host, either in Thryng with 2 Frigates or in Mhornar. Skywardens seem really underutilized as gun platforms. Volleyguns at 24" hitting on 4+!
  4. I think the consensus is that the Volley Cannon generally going to do more damage, but they both need buffed in some way to really do a lot.
  5. For the longer range. Though with the multitude of bonus to-hit buffs, a cannon could do just as well. And yeah, I like Thryng but I think Mhornar is just stronger. Running and shooting in the first turn, with bonuses from the battalion, and if you're lucky, bonuses from Opportunistic as well. It's a bit on luck, though.
  6. I'm also sort of liking the idea of Thryng or Mhornar Escort Wing. I'm not entirely sold on battalions at all for KO though. Alpha Strikes are tough, and given the option, I'll probably take second and hope for a double turn over going first. But here's the Grundstok list I came up with the other day and I...dunno. Seems more balanced than a lot of lists. Use wardens as a harassment device and run them with the Admiral, to take advantage of Opportunistic. Sit the Pikes, Thunderers, and the Riggers in the Frigate and get them into position asap. Pew pew from a distance with the Grundstoks and sit the Navigator behind so he can buff multiple boats. It's also a 4 drop, which isn't bad. Allegiance: Kharadron Overlords Mortal Realm: Aqshy Skyport: Barak-Mhornar - Additional Footnote: These are Just Guidelines Arkanaut Admiral (120) - General - Trait: Opportunistic Privateers - Artefact: Thermalrider Cloak Aetheric Navigator (80) - Artefact: Autotinkerer 10 x Arkanaut Company (120) - 3x Light Skyhooks 10 x Arkanaut Company (120) - 3x Light Skyhooks 10 x Arkanaut Company (120) - 3x Skypikes 6 x Skywardens (240) - 2x Aethermatic Volley Guns - 2x Drill Cannons 5 x Grundstok Thunderers (100) - 5x Aethershot Rifles 6 x Endrinriggers (240) - 1x Grapnel Launchers Arkanaut Frigate (240) - Main Gun: Heavy Sky Cannon - Great Endrinworks: Ebullient Buoyancy Aid Grundstok Gunhauler (160) - Main Gun: Drill Cannon Grundstok Gunhauler (160) - Main Gun: Drill Cannon Grundstok Gunhauler (160) - Main Gun: Drill Cannon Grundstok Escort Wing (130) Total: 1990 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 114
  7. So I recently traded an old army for a friend's KO force. What I got out of it was 2 Admirals 2 Khemists 2 Endrinmasters 40x Arkanauts (6 with skypikes, 6 with Skyhooks) 9 Endrinriggers 2 Gunhaulers 1 Ironclad 1 Frigate 2 boxes of Arkanauts Unbuilt What else should I pick up, or is that entirely solid? Thinking of getting a navigator, at least.
  8. I think everyone can agree, thunderers battleline is a must-have for 3.0. Then a flat increase of saves on boats across the board. 5+ is fine for the gunboats, but 4+ for the frigate, and 3+ for the ironclad is paramount. Also, something like being -1 to hit in combat unless the enemy is flying. It makes little sense that any Joe Schmoe is able to assault a flying airship with ease.
  9. A friend of mine bought me some dorfs for my birthday and I figured, what the heck, let's make a 1k list out of them. I only have the two arkanaut companies currently, but I think what I have here is a pretty good list. Allegiance: Kharadron Overlords Skyport: Barak-Urbaz - Additional Footnote: Without Our Ships We Are Naught Aether-Khemist (160) Endrinmaster (120) - General - Trait: Grudgebearer - Artefact: Hammer of Aethermatic Might 10 x Arkanaut Company (120) - 3x Light Skyhooks 10 x Arkanaut Company (120) - 3x Aethermatic Volley Guns 3 x Endrinriggers (120) 5 x Grundstok Thunderers (100) - 5x Aethershot Rifles Arkanaut Frigate (240) - Main Gun: Heavy Sky Cannon - Great Endrinworks: The Last Word Total: 980 / 1000 Extra Command Points: 0 Allies: 0 / 200 Wounds: 56 Endrinmaster, Riggers, and one of the arkanauts slap in the frigate for some clown car goodness while the other guys back. Use the khemist on the both of them to pepper the enemy from afar. Then try to keep the frigate alive and use the endrinmaster to smash up chunky enemies with his damage 6 hammer.
  10. So I've been tossing around the idea of a 'Grand Alliance: Dwarf' army for a while, and I figured I'd ask here, if anywhere, about which Free City rules work best? The idea is that I'd only use models from Dispossessed, Ironweld, Fyreslayers and Kharadron. With a possible addition of Stormcast for magic support. The issue therein is that I don't think Fyreslayers are included in many of the free cities, which is a bother. At the end of the day I *could* just drop Fyreslayers entirely, though. Food for thought. What do you guys think?
  11. I say Staff absolutely. 2d6 shots at 3+/3+ is sick. Speaking of, I'm hard considering countering the meta enlightened spam with this nonsense list. What do you guys think? Allegiance: Tzeentch Lord Of Change (380) - General - Trait: Arcane Sacrifice - Artefact: Mark of the Conjurer - Lore of Change: Tzeentch's Firestorm Tzaangor Shaman (180) - Lore of Fate: Arcane Suggestion Kairos Fateweaver (380) - Lore of Change: Bolt of Tzeentch Gaunt Summoner and Chaos Familiars (180) - Lore of Fate: Glimpse the Future 10 x Pink Horrors Of Tzeentch (200) - Lore of Change: Fold Reality 10 x Pink Horrors Of Tzeentch (200) - Lore of Change: Treason of Tzeentch 20 x Tzaangors (360) Chronomantic Cogs (60) Balewind Vortex (40) Malevolent Maelstrom (20) Total: 2000 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 99
  12. Yeah that's when they added another attack to Enlightened, too. Double check your warscrolls.
  13. As per the rules change, you only need one shield in the unit for the 6++, so 1-2 per 10 Tzaangors is perfectly fine.
  14. This is the 1k I'm hoping to test this weekend. Close to yours, but a Summoner is nearly essential to tzeentch. We don't have a lot of other ways to deal with hordes. Allegiance: TzeentchMortal Realm: GhurGaunt Summoner and Chaos Familiars (180)- General- Trait: Incorporeal Form - Artefact: Gryph-feather Charm - Lore of Fate: Glimpse the FutureTzaangor Shaman (180)- Lore of Fate: Arcane Suggestion10 x Pink Horrors Of Tzeentch (200)- Lore of Change: Treason of Tzeentch10 x Pink Horrors Of Tzeentch (200)- Lore of Change: Fold Reality10 x Tzaangors (180)- 4x Pair of Savage Blade- 4x Savage Greatblade- 2x Savage Blade & Arcanite ShieldChronomantic Cogs (60)Total: 1000 / 1000Extra Command Points: 0Allies: 0 / 200Wounds: 51
  15. So I've just started Tzeentch and I'm having a boatload of fun. After tinkering with lists a bit, I came up with these 'must have' units but I'm at a bit of a roadblock as to what to include from here. My issue is that I don't want to fall into Tzaangor Enlightened spam, which seems to be the current meta. What else should I take? Allegiance: TzeentchGaunt Summoner and Chaos Familiars (180)- General- Trait: Arcane Sacrifice - Lore of Fate: Treacherous BondLord Of Change (380)- Artefact: Mark of the Conjurer - Lore of Change: Tzeentch's FirestormTzaangor Shaman (180)- Lore of Fate: Arcane Suggestion10 x Pink Horrors Of Tzeentch (200)- Lore of Change: Bolt of Tzeentch10 x Pink Horrors Of Tzeentch (200)- Lore of Change: Fold Reality20 x Tzaangors (360)- 10x Pair of Savage Blade- 8x Savage Greatblade- 2x Savage Blade & Arcanite ShieldBalewind Vortex (40)Chronomantic Cogs (60)Total: 1600 / 2000Extra Command Points: 8Allies: 0 / 400Wounds: 85
  16. What do you think is Tzeentch's best stand out battleline? Tzaangors are a great melee unit, and hardy with their 6++ and 2 wounds a piece. Also access to rend which is hard to find for Tzeentch. I think the typical size is 10-20 nowadays? 32mms are hard to get into reach. Kairics are cheap all rounders with OK range and OK melee. Only issue is that they're largely considered 'battleline tax' and people rarely take more than 10 at a time, so they're probably not going to last long. (Is there any merit to taking large amounts of Kairics?) Pink Horrors are interesting in that they're actually 50 wounds in a 10 wound can. They're wizards, which helps out a lot, and they have nice shooting and self-regeneration. Absolutely ass in melee though. Can become monetarily expensive what with needing 20 blues and brimstones per 10 pinks. I haven't seen many people use the Tzeentch marked STD units, but from what I know, squads of 5 sword n board warriors are hardy speed bumps for the enemy to crash into. What's the best combination of these, you think? 1-2 pinks and a unit of 20 Tzaangors is probably a good pick, imo, with a shaman to back them up. Good ranged and good melee.
  17. So I recently bought into Tzeentch and I mainly love the Daemons. However, the more I tinker with lists, the more I consider adding Tzaangors and Enlightened. Daemons don't have a melee punch, really, and that's where Tzaangors strive. Allegiance: Chaos Gaunt Summoner and Chaos Familiars (180) - General - Trait: Nexus of Fate - Lore of Fate: Glimpse the Future Ogroid Thaumaturge (180) - Artefact: Sword of Judgement - Lore of Fate: Infusion Arcanum 10 x Pink Horrors Of Tzeentch (200) - Lore of Change: Bolt of Tzeentch 10 x Pink Horrors Of Tzeentch (200) - Lore of Change: Fold Reality 10 x Tzaangors (180) - 4x Pair of Savage Blade - 4x Savage Greatblade - 2x Savage Blade & Arcanite Shield Balewind Vortex (40) Soulsnare Shackles (20) Total: 1000 / 1000 Extra Command Points: 0 Allies: 0 / 200 Wounds: 53
  18. So I've got an idea for a list to compete in my local shop's hyper competitive meta. It's designed to be anti-meta and anti-fun, essentially. It's all in theory, though. Let me know what you think. Allegiance: TzeentchHerald Of Tzeentch (140)- Staff of Change- Artefact: Wellspring of Arcane Might - Lore of Change: Fold RealityLord Of Change (380)- General- Trait: Arcane Sacrifice - Artefact: Mark of the Conjurer - Lore of Change: Tzeentch's FirestormGaunt Summoner and Chaos Familiars (180)- Lore of Fate: Bolt of Tzeentch10 x Pink Horrors Of Tzeentch (200)- Lore of Change: Treason of Tzeentch10 x Pink Horrors Of Tzeentch (200)- Lore of Change: Arcane Transformation10 x Pink Horrors Of Tzeentch (200)- Lore of Change: Unchecked Mutation10 x Brimstone Horrors Of Tzeentch(70)10 x Brimstone Horrors Of Tzeentch(70)10 x Brimstone Horrors Of Tzeentch(70)10 x Blue Horrors Of Tzeentch (100)10 x Blue Horrors Of Tzeentch (100)Multitudinous Host (240)Balewind Vortex (40)Total: 1990 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 104 So the Horrors heal d3 each hero phase and can go above max size. Brimstones heal 1. Every death fuels the horror unit in front of it, and the pinks can be replenished with Fold Reality and their Banner. Not to mention however many Flamers, Screamers, and other Horrors I can summon in every turn. I can swap the Gaunt out for an Ogroid if I'm fighting a more elite army and spawn Brimstones to tie up nasties, too. The issue herein is that I'll need something like 80 extra Blue Horrors and Brimstones. And like a good 20ish extra Pinks, however many Daemons of whatever I summon. On the other hand, it's also something like 200+ wounds to chew through. It may not kill quickly, but it's definitely survivable as long as I have a hero to keep summoning. What do you guys think? A fool's errand?
  19. That's saying a lot of words but not necessarily helping any lol. But I understand where you're coming from. Blue scribes is probably better for 2k, I agree. Easily swapped for herald. But do I even want a herald? If I drop the 140, and the two endless spells, I can fit in something like 6 screamers to backup the Ogroid (or vise versa) for combat. Or heck, 6 enlightened on foot can do that as well. It's something to consider at least. Allegiance: Tzeentch Gaunt Summoner and Chaos Familiars (180) - General - Trait: Arcane Sacrifice - Lore of Fate: Bolt of Tzeentch Ogroid Thaumaturge (180) - Artefact: Gryph-feather Charm - Lore of Fate: Infusion Arcanum 10 x Pink Horrors Of Tzeentch (200) - Lore of Change: Treason of Tzeentch 10 x Pink Horrors Of Tzeentch (200) - Lore of Change: Fold Reality 6 x Tzaangor Enlightened (200) Balewind Vortex (40) Total: 1000 / 1000 Extra Command Points: 0 Allies: 0 / 200 Wounds: 51
  20. So I'm pretty interested in starting up a small army of Tzeentch. I was actually going to do this before 2.0 but was sort of driven away with how cheese Tzeentch was on the onset. Now they're not too terrible. Problem is, I don't know jack about building an army list. This is especially important because I don't want to use any Tzaangors or Kairics at all. Just Daemons of Tzeentch. I'm aiming for 1k right now, but I'm not especially sure what's the best option. I especially don't know what heroes are good any more, but I know I like Screamers and Horrors and Flamers and all that jazz a lot. This is what I came up with. Allegiance: Tzeentch Gaunt Summoner and Chaos Familiars (180) - Lore of Fate: Treacherous Bond Ogroid Thaumaturge (180) - General - Trait: Arcane Sacrifice - Artefact: Gryph-feather Charm - Lore of Fate: Infusion Arcanum The Blue Scribes (140) - Lore of Change: Treason of Tzeentch 10 x Pink Horrors Of Tzeentch (200) - Lore of Change: Bolt of Tzeentch 10 x Pink Horrors Of Tzeentch (200) - Lore of Change: Fold Reality Balewind Vortex (40) Aethervoid Pendulum (40) Soulsnare Shackles (20) Total: 1000 / 1000 Extra Command Points: 0 Allies: 0 / 200 Wounds: 38 Aside from what's visible, what other Daemons do I need to buy to get it going? So far my shopping list looks like this Start Collecting Tzeentch (convert blue scribes out of chariot) Gaunt Summoner Ogroid 1x Pink box 4x Blues/Brims boxes Does that sound right?
  21. That's fair. I know Clanrats are more survivable than Monks are, by far. Even with a 5+/6+ save. It's just that, in my head, if I deepstrike my monks, I will only have the firefiends and the shockfiends to weather any charges or fire, for any of the turns my tunneling fails. Even on a 3+ it'll happen. I can negate that by maybe grabbing a small unit of Clanrats and/or summoning Shackles, or Palisade but it still seems scary. I think I'll stick with the 3x fire/3x shock/3x grinder for my fiends though. That seems to be the best mix. Allegiance: Skryre Arch Warlock (140) - General - Trait: Masterful Scavenger Warlock Engineer (100) - Artefact: Vigordust Injector 3 x Stormfiends (290) - Warpfire Projectors 3 x Stormfiends (290) - Shock Gauntlets 3 x Stormfiends (290) - Grinderfists  1 x Warp Grinder Weapon Team (80) 20 x Clanrats (120) - Rusty Spear - Allies 40 x Plague Monks (240) - Foetid Blades - Allies Warp Lightning Cannon (180) Warp Lightning Cannon (180) Balewind Vortex (40) Soulsnare Shackles (20) Prismatic Palisade (30) Total: 2000 / 2000 Extra Command Points: 0 Allies: 360 / 400 Wounds: 140
  22. I'm on the fence on deepstriking the monks, as they're my only sort of objective control. Instead I decided to Grinderfist two of the Stormfiends. This is the list I've been toying around with. It has 50 points floating, for spells or a CP. Allegiance: Skryre Arch Warlock (140) - General - Trait: Masterful Scavenger Warlock Engineer (100) - Artefact: Vigordust Injector Packmaster (60) - Shock-Prod - Allies 3 x Stormfiends (290) - 2x Warpfire Projectors, 1x Grinderfist 3 x Stormfiends (290) - 2x Warpfire Projectors, 1x Grinderfist 3 x Stormfiends (290) - 3x Shock Gauntlets 1 x Warpfire Thrower Weapon Team(70) 1 x Warpfire Thrower Weapon Team(70) 40 x Plague Monks (240) - Foetid Blades - Allies Warp Lightning Cannon (180) Warp Lightning Cannon (180) Balewind Vortex (40) Total: 1950 / 2000 Extra Command Points: 1 Allies: 300 / 400 Wounds: 126
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