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RaritanAnon

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Posts posted by RaritanAnon

  1. So something I've noticed that might be of importance. A Loonboss on Mangler with 'Fight another Day' can make a move of 2d6 right after his attacks have been done and must move more than 3" away from any other unit. The battalion, Squigalanche, says that a unit under the Bad Moon is eligible to fight if within 6", instead of 3", and adds 3" to his pile in. So if a Mangler boss moves 4" away from a unit using his FAD move, he's still technically in combat with that unit, even if he can't make his attacks, since FAD doesn't mention anything about combat specifically.  Using this, can he lock down another unit into combat just by standing there menacingly? Since unless they have more than a 3" pile in, they can't engage him, but they have to pile in anyway, since they're in combat technically.

  2. So I've got together a pretty decent idea for the rest of my army. Squigalanche. It looks fun as hell, perhaps not 100% competitive though. What do you think? I've been told that Hoppers are a mistake and I should do all Bounderz, but that's no fun to spam the same unit over and over. 

    Allegiance: Gloomspite Gitz
    Mortal Realm: Ghur
    Loonboss on Mangler Squigs (300)
    - General
    - Trait: Fight Another Day 
    - Artefact: Gryph-feather Charm 
    Loonboss on Giant Cave Squig (110)
    - Moon-cutta
    - Artefact: The Clammy cowl 
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: The Hand of Gork
    Madcap Shaman (80)
    - Artefact: Moonface Mommet 
    - Lore of the Moonclans: Squig Lure
    15 x Squig Hoppers (270)
    12 x Squig Herd (140)
    12 x Squig Herd (140)
    15 x Boingrot Bounderz (300)
    Mangler Squigs (240)
    Squig Rider Stampede (140)
    Squigalanche (90)
    Mork's Mighty Mushroom (80)
    Quicksilver Swords (20)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 146
     

  3. So I'm getting into squigs for my 1k games at the store. Ive ordered

    2x Hopper boxes

    2x Squig Herd 

    Fungoid

    Mangler

    Snufflers

    What should I build them as? I'm leaning towards this. People seem to hate Hoppers and prefer bounders, too. 

    Allegiance: Gloomspite Gitz

    Mortal Realm: Ghur
    Loonboss on Mangler Squigs (300)
    - General
    - Trait: Fight Another Day 
    - Artefact: Gryph-feather Charm 
    Fungoid Cave-Shaman (90)
    - Lore of the Moonclans: The Hand of Gork
    18 x Squig Herd (210)
    10 x Squig Hoppers (180)
    10 x Boingrot Bounderz (200)

    Total: 980 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 92

  4. 14 minutes ago, Ragnar Alpaca said:

    I would be ok with chariots, but since I’ve seen the Hobbit movies, the only thing I liked in the entirety of those films were the ram cavalry. I will be slightly sad if we don’t get them, even though I highly doubt we will for the simple fact they were in the Hobbit movies. 

    Oh no, someone is stealing my idea! 

    Screenshot_20190112-185317_eBay.jpg

    Screenshot_20190112-141243_Chrome.jpg

    But yeah, I want to run a non Dispossessed allegiance with the lord on bear as a Celestant on Dracoth and ram cavalry as Concussors. Fits the rules well, I think, too. 

    What do you guys think? I'm not too sure what that kind of list would look like, since that's well over 400pts for Allies. Any ideas? 

    • Like 3
  5. 17 minutes ago, Nos said:

    What sort of place are Tzeentch in at the moment? Just for the sake of friendly matched play, can they pull their weight sufficiently to avoid routinely losing, are they interesting to play?

    I can get my hands on the Arcanite Battleforce fairly cheap so wondering about it. Love the models so that’s a big plus.

    Just to throw my 2c in, I find Tzeentch to be largely broken on a fundamental level currently. Our summoning is the worst in the game, and we only have 2 or 3 units that are even worth taking in every list. Near everything is overcosted, or heavily outclassed by other armies options. There's a single command ability in the whole book, and very little synergy or buffing between it. 

    I love tzeentch and I love the models, but they're sitting on a shelf til they get some TLC. 

  6. 1 hour ago, cofaxest said:

    Rush forward - kill everything with fire - take a hit - finish off. 120 shots (90 if we take first turn and move) with irondrakes with 3+(reroll 1s)/2+/-2/1 not something you can ignore... 

    You put too much faith into a single unit when that's not how Dispossessed works at all. Irondrakes aren't some auto-win button. If even a single one dies, that's 18 points down the tubes and its not like they're invulnerable. 

  7. 2 hours ago, cofaxest said:

    Allegiance: Tempest's Eye

    Leaders
    Warden King (120)
    Unforged (100)
    Runelord (100)
    Runelord (100)

    Battleline
    30 x Longbeards (270)
    - Great Axes & Shields
    10 x Longbeards (100)
    - Great Axes & Shields
    10 x Longbeards (100)
    - Great Axes & Shields
    10 x Longbeards (100)
    - Great Axes & Shields

    Units
    10 x Ironbreakers (140)
    10 x Ironbreakers (140)
    30 x Irondrakes (540)

    Battalions
    Grudgebound War Throng (170)

    Total: 1980 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 130

    This is how i would built my dwarfs if i try them. 

    That's a whole lot of dorfs doing a whole lot of nothing. What exactly is your goal here? From what I see, our battalion is absolutely not worth it. 

    • Like 2
    • Thanks 1
  8. 3 minutes ago, Furuzzolo said:

    Yes, you have a solid block to work with. 

    Are Stormcast out of the allies options? Fulminators, Celestant Prime and ballistae work pretty well. (I just hate the look of them)

    Gyro-copter-bomber are fun and good but you need to bring them in units of one, that really suck. I hope for, at least, 2 man units of them...in the next ghb.

    Knight incantor+ comet could be good but i don't think is a step in the right direction compensating for the allegiance problems. 

    A fyreslayers deepstrike could be good to double our pickaxe menace, i never tried (i don't like naked dwarves) but should be effective!

    Steam tank, cannons, organ guns... I love all of them. The Steam Tank is my favorite to bring on the table, very fun unit.

    I'm not a big fan of Stormcast, in general. I'd rather keep dwarfs being dwarfs. 

    I really like the copter/bomber models but yeah, being alone is kind of annoying. At least they're only 80pts. The bomber seems the better of the two, causing mortal wounds for each flyover and a decent gun. 

    I considered doing something with Vulkites for the deepstrike but they're just too damn expensive to collect imo. I don't like spending $60 for 10 when I need 20-30 of them. I don't mind the models. I figured Auric Hearthguard would be a great alternative to deepstriking Irondrakes. They're very similar. Hearthguard Berzerkers are an amazing melee hero if I can get them into combat, too. 

    Steam Tanks seem really hardy for what they do. 12 wounds, 3+ save with a regeneration every turn. Lots of weapons. Organ Guns and Cannons are great but it's sorta hard to fit a pair of them into the list as well as an engineer. I'm sure there's an optimal combination. 

  9. So I'm tinkering with 2k lists and I think I have a relatively solid base of infantry and heroes. 

    Allegiance: Dispossessed
    Warden King (120)
    - General
    - Trait: Resolute 
    Runelord (100)
    - Artefact: Ancestral Pickaxe 
    Runelord (100)
    30 x Warriors (240)
    - Double-handed Duardin Axes & Shields
    30 x Ironbreakers (360)
    10 x Longbeards (100)
    - Great Axes & Shields
    20 x Thunderers (240)
    20 x Irondrakes (360)

    Total: 1620 / 2000
    Extra Command Points: 7
    Allies: 0 / 400
    Wounds: 125
     

    So that leaves the fun stuff. Currently considering the following, in any combination. Currently would like to stay away from  Kharadron. 

    - Any variety of cannons/organ guns and an engineer 

    - A pair of Gyrocopters/Gyrobombers 

    - Grimwrath Berzerker or Auric Runesmiter and Hearthguard

    - A Steam Tank

    - Knight Incantor + Comet

    What do you guys think would work best? What's more fun? 

  10. 2 hours ago, Kramer said:
    47 minutes ago, Furuzzolo said:

    *snip*

    *snip*

    I sort of answered my own question after a bit lol. I decided to use to free cities generator to see if I can get some fluff for my army and this is what I typed up. 

    "

    While traveling in Hysh, you might have heard of one of the cities that's bordering a well guarded Realmgate, Frosthollow. Aptly named, as what the first settlers thought was ice and snow, was actually powdered and shattered crystal from natural geysers from below. And beneath the surface ran an enormous cave system of shining gems and crystalline formations that form the backbone of trade for the city.

    Frosthollow is home to mainly Duardin, from clans all over the realms, living in harmony with the nearby glade of crystal encrusted Sylvaneth. The Duardin, largely made of smiths and craftsmen, make the majority of the cities inhabitants. Travelers come from to and fro, but never usually stay long. The stubbornness of the dwarf mixed with the ambivalence of the Sylvaneth does not make for good company. The two races maintain an uneasy relationship with one another, but the Duardin are much too busy with their crafts and smithing to worry about what the trees are plotting. To them, they're as if a living wall for the Duardin within, and that's perfectly acceptable living arrangements. The Sylvaneth barely tarry into the city much at all, usually only to do sweeps for Chaos corruption, or to travel through the Realmgate. Rumors abound that their glade is circling the city to protect some ancient evil underground, but why then would they let the Dwarfs dig?

    Some notable mentions of Frosthollow's amenities is the realm- famous Gunnery school, The Crimson Guard, where the special crystals from the mine underneath the town are used to make bullets hard enough to lance through several men at once. The handguns and drakeguns of the town's militia are feared for their signature ability to rend through even the toughest armor. The Realmgate itself lies in the center of town, providing all manner of bustle and mercantile from the neighboring towns in Ulgu."

    Which lead me to this (trial) army list. I have everything but another 10 warriors, but those are easy to find. 

    Allegiance: Dispossessed
    - Grudge: Shoddy Craftsmanship
    Warden King (120)
    - General
    - Trait: Resolute 
    Runelord (100)
    - Artefact: Ancestral Pickaxe 
    30 x Warriors (240)
    - Axes or Hammers
    10 x Ironbreakers (140)
    20 x Thunderers (240)
    Cannon (160)
    - Allies

    Total: 1000 / 1000
    Extra Command Points: 0
    Allies: 160 / 200
    Wounds: 74
     

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  11. So I'm trying to decide a good 1k list and I'm having trouble deciding what to buy, beyond 'everything' lol

    I have a King, a Runelord, 10 Ironbreakers, 10 Irondrakes, an unbuilt cannon/organ gun kit, an engineer, and 20 warriors. I feel like I'm all over the place. 

    Should I pick up more Irondrakes or Ironbreakers? Or go for more warriors and, like, 20-30 thunderers instead? 

  12. 2 minutes ago, Ragnar Alpaca said:

    Quick questions and need some opinions, I have 1500 points of dwarfs now and my most recent purchase was the Ironbreaker kit. I currently only have 10 Irondrakes. Should I build the new box as 10 more drakes or make a new unit of 10 breakers?

    I'd probably do another 10 drakes. 10 Ironbreakers isn't enough to hold the line really. 

  13. 15 minutes ago, Ragnar Alpaca said:

    Looks like a good list to me, why not proxy the cogsmith as the gunmaster? He is a dwarf.

     

    have you had much success btw with KO? If so what’s your list(s).

    That was the plan. I have the old dwarf engineer model, so I just use him as the engineer. I've won like a good 80% of my 1k lists with my KO. Beyond that, I kinda suck. Here's the list I usually use.  Admiral provides battleshock immunity. Khemist buffs the hooks and abuses privateers. Riggers provide objective support. 

    Allegiance: Kharadron Overlords
    Skyport: Barak-Mhornar
    - Additional Footnote: There's No Trading With Some People
    Aether-Khemist (160)
    - General
    - Trait: Opportunistic Privateers 
    Arkanaut Admiral (120)
    - Artefact: Aethersight Loupe 
    20 x Arkanaut Company (240)
    - 6x Light Skyhooks
    20 x Arkanaut Company (240)
    - 6x Aethermatic Volley Guns
    6 x Endrinriggers (240)

    Total: 1000 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 63
     

    But this is a Dispossessed thread lol. So all I need is Longbeards, a King, Organ gun and the Engineer 

  14. 3 minutes ago, Ragnar Alpaca said:

    First of all let me say I’m not a fan of KO, their models look great but they’re not great rules imo. Combining already not great armies and therefore losing the few rules they have isn’t great. Also if you take and Order list you’re going to lose out on the pickaxe artifact for the dispossessed. 

    That's fine, they're fun enough for me. So you think a full Dispossessed force would be better? Tunneling Fyreslayers would be a good ally choice at 2k probably. We play a lot of 1k at my store though. Will probably go with this list for now, as a sort of all comers thing. 

    Allegiance: Dispossessed
    - Grudge: Shoddy Craftsmanship
    Warden King (120)
    - General
    - Trait: Grudgebearer 
    Runelord (100)
    - Artefact: Ancestral Pickaxe 
    Gunmaster (80) (he's a Dwarf shhh) 
    - Allies
    20 x Warriors (160)
    - Double-handed Duardin Axes & Shields
    10 x Longbeards (100) (if I can bloody find them) 
    - Great Axes & Shields
    10 x Ironbreakers (140)
    10 x Irondrakes (180)
    Organ Gun (120)
    - Allies

    Total: 1000 / 1000
    Extra Command Points: 0
    Allies: 200 / 200
    Wounds: 69
     

  15. So I've recently came into some Dispossessed for Christmas. It was a surprise, for sure. I already have a large KO force and I love me some dorfs. So I figured why not. So far I don't have much. A Runelord, 20 warriors, 10 Irondrakes and 10 Ironbreakers. Seems hard to find Longbeards, but they're next. I reckon that's pretty close to 1000pts on its own. 

    To get to 2k, what do you guys think? I sort of want to run a grand order list so I can use my KO and possibly throw some Fyreslayers in there as well, but I'm not too sure how they all mesh well. No keyword match and all that. But it's very thematic. 

    Are organ guns good? I know they need an engineer baby sitter. But they seem kinda ridiculous. Up to 4d6 shots is nothing to sniff at for 120pts. Cannons seem good too, but it's a shame about the ally limit.

    Is the Dispossessed Allegiance worth taking, really? What about one of the Firestorm Allegiances, instead? 

  16. So I'm attempting to put together a 2k list for whenever my next tourney rolls around. I'm aware I will probably auto-lose to alpha strike lists, but whatever. Anyway, this is what I came up with. I have everything but 4 more Volleyguns for the 3rd arkanaut company. (That's what I get for buying second hand) Hopefully I find those soon.

    Allegiance: Kharadron Overlords
    Skyport: Barak-Mhornar
    - Additional Footnote: There's No Trading With Some People
    Aether-Khemist (160)
    - General
    - Trait: Opportunistic Privateers 
    Arkanaut Admiral (120)
    - Artefact: Aethersight Loupe 
    Aetheric Navigator (80)
    20 x Arkanaut Company (240)
    - 6x Skypikes
    20 x Arkanaut Company (240)
    - 6x Light Skyhooks
    20 x Arkanaut Company (240)
    - 6x Aethermatic Volley Guns
    6 x Endrinriggers (240)
    6 x Skywardens (240)
    - 2x Aethermatic Volley Guns
    - 2x Drill Cannons
    Arkanaut Ironclad (420)
    - Main Gun: Aethermatic Volley Cannon
    - Great Endrinworks: Incredible Self-healing Hull

    Total: 1980 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 118

     

    Navigator, Admiral, and Pike Company hang out on the Ironclad. Riggers join them and disembark when able, probably all at once so they can attack backline heroes while the company handle the frontliners. Ironclad and navigator then either plant their assets on an objective, or harass heroes and monsters from range. Skywardens go off on their own to pew pew heroes and annoyances, while the khemist and the other two company hold the front line and fire at will with Opportunitistic Privateers. 

    How's it look? I imagine deployment will have to be very reserved, and if they make me take first turn, I'm probably boned unless that first shooting phase does enough damage. Run and shoot will help, but only so much.

    • Like 1
  17. After playing a lot of games with Kairics who die to a stiff breeze, and Pinks who kind of only exist to control objectives, I've been really considering adding in some Slaves to Darkness so I can be a little more defensive. Generally I run a bit more balls to the wall and rush forward with my LoC and Gaunt taking the backfield. But I tend to lose on objectives unless the blues can contest well enough. Warriors are a great meatwall and will last a lot longer than  even Tzaangors, I reckon. Plus, a Sorc Lord will allow them to re-roll saves of 1 and generally be a nuisance. For 1k, its rather barebones but at the same time, it will be hard to move. And I simply chose the Ogroid because a Shaman is next to worthless unless you run Enlightened or Skyfires. He's just not super amazing beyond being a fast moving buff bubble.

    Allegiance: Tzeentch
    Chaos Sorcerer Lord (160)
    - Runestaff
    Ogroid Thaumaturge (180)
    15 x Chaos Warriors (270)
    - Hand Weapon & Shield
    20 x Tzaangors (360)
    Prismatic Palisade (30)

    Total: 1000 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 83

  18. 6 hours ago, Luzgurbel said:

    Navigator and Master useless? Why? Navigator for dispelling and Master for cc damage outputting.

    The way I see it, both heroes are okay in a single use, but in a NoBoat list they aren't as useful. One dispel might as well be none and there's no boats to repair. 

    5 hours ago, Nick907 said:

    I think the Endrinmaster is the best hero in the army. He repairs d3 wounds on sky vessels. The khemist is only better if you really want to augment specialty weapons like Skyhooks or saws, but this makes the Khemist an easy priority target. Meanwhile the Endrinmaster is safely embarked on  a skyvessel. If you want your ships to do work then the Endrinmaster is legit. 

    You say safely like boats aren't the first thing targeted in any game. Especially once the enemy finds out they flat out die, no saves, on a 1.

  19. So I've played a few 1k games and I fail to see the appeal of boats, in game. Very unreliable and very squishy. Whereas even the arkanauts have very good damage output with their pistols. So I'm considering a no-boat list. Here's my thoughts so far. 

    Khemist is a must have. 

    Brokk can shine, but will likely be targeted first. 

    Admiral can be useful for his 12" battleshock immunity bubble. 

    Navigator and Endrinmaster are useless. 

    Arkanauts are great. Take big numbers of them, maybe? Skypikes and Skyhooks both shine. 

    Endrinriggers are still really good, but without a boat to hitch to, they're very fragile, and lose out on their repair boats ability. 

    Thunderers with rifles (and maybe a fumigator) are really nice, especially buffed. Cheap, too. 

    Skywardens seem the oddball. They have better to-hit and range with the Volley Guns. They can also take Drill Cannons, which is access to mortal wounds that we otherwise lack. Their Skypikes also are arguably more reliable than Rigger saws, since you get more attacks. 

    For Skyports, I think Mhornar, or Urbaz are the best two. There's interest in perhaps doing a single Ironclad, since it's the most damaging and reliable boat, with more than a single shot. But that's a lot of points, too. 

  20. 42 minutes ago, Luzgurbel said:

    The points for the KO units are a real pain in the neck... Maybe due to the cost of 130 of the Escort Wing, but all my lists end at 2010, which is really awful!

    Most lists end and begin with hero selection. To be honest, we have four useful ones and they all cost too much. 1-2 is probably all we can manage per list. Plus, nearly everything costs the same amount of points. 

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