RaritanAnon
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Posts posted by RaritanAnon
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1 hour ago, Kramer said:
I’m with @RaritanAnon. Loading endrinriggers out all with saws means you have a speedy glass cannon unit! And because of all the same weapon very efficient khemist buff.
Missenmaster is the endrinmaster? I haven’t tried it but I think I’m going to try him as a cheap combat hero. Thinking he will outperform the admiral in that role
edit: just realised he’s the champ. If you load them out for Close combat he does just what he needs to
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 Overlords
Mortal Realm: Aqshy
Skyport: Barak-Mhornar
- Additional Footnote: These are Just Guidelines
Arkanaut 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 Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Skypikes
9 x Endrinriggers (360)
6 x Skywardens (240)
- 2x Aethermatic Volley Guns
- 2x Drill Cannons
Arkanaut Frigate (240)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Incredible Self-healing Hull
Arkanaut Frigate (240)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Ebullient Buoyancy Aid
Iron Sky Squadron (130)
Total: 1970 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 105
I have no idea what port is best for these guys though. Thryng for Grudgebearer? Mhornar for Opportunistic?
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25 minutes ago, Nick907 said:
Similar problem for Endrinriggers and the 'missenmaster'. I think of the 'missenmaster' as the first 2 wounds the unit will lose.
Why? The saws are stupidly good in melee.
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7 minutes ago, Kramer said:
I think it’s depended on your playfstyl. I sacrifice my gunhauler every game. As a screen, a diversion on a flank or just close to my frigate to get save it a couple of wounds before moving on.
So for me the 18” isn’t that much of an issue. And let’s be fair if you try to stay out of 18” of your opponent they are going to push you further and further back. To far back for most objective games
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+!
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Just now, SPlatte said:
Is there a consensus about what is considered the best weapon option for the Ironclad? Volley Cannon or Sky Cannon?
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.
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11 minutes ago, Rahxephon said:
Thermal rider cloak on Mhornar general is a pretty cool idea. Moveability of a slow general with a strong ability had always been an issue. I'd tried Mhornar escort wing a couple times as the command trait is very powerful and you can get near guaranteed hits off your ships with the two. But I had a pretty bad run in with beastclaws smashing the castle. Although Thyrngs grudges isn't as powerful, there's no incentive to castle (given it is a small castle at 3"). So I've liked that I feel freer to spread out. I also quite like Thyrngs one time reroll. Sometimes feels a bit like Murphy's law though haha as once you spend it you're bound to get something else that needs it even more.
Any reason for drill cannons on the Gunhaulers? I feel like unless you have some method for wound roll manipulation it's not worth it.
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.
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4 minutes ago, Rahxephon said:
Hi Luzgurbel, I've only played a bit, but Thyrng and Escort wing was how I liked to run them as well.
It works well if the opponent has big targets, either large horde units or monsters. If they run alot of similar things where there isn't as much target priority its more difficult.
I run 3*5 thunderers in the frigate. Gives flexibility when disembarking and usually I don't think they need a Khemist buff that much. Also I often give the frigate either buouancy aid or parachutes. Last word is pretty good on the ironclads volley cannon but on the frigate it's a harder sell for me.
I'd want a larger arkanauts unit for good Khemist use. Probably could afford to loose a character to get another 10 at least. Not sure your intents with the endrinmaster and navigator. Depending on what artifacts you give them you can make the navigator a reasonably useful dispeller or the endrinmaster reasonably offensive. So could drop whichever you prefer.
With the thunderers, warscroll bonus ships and Khemist skyhooks you have a few different units that can send out a bit of hurt. It's easy with Thyrng and Escort wing to put all your eggs into one basket I feel, and just over kill one selected unit and have some difficulty with the rest.
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
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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.
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6 minutes ago, Baron Wastelands said:
My point was that if you have an option to take riggers as battleline, everyone will. Notwithstanding that there are already spammable battleline in other armies, I don’t think that’s the way to ‘fix’ KO. Would like to see more options, certainly, that encourage a variety of builds.
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.
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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. -
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?
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8 minutes ago, JonnyTheKing said:
What weapon is best on a Lord of Change?
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
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1 minute ago, JonnyTheKing said:
Oh damn, was that in the Beasts of Chaos book?
Yeah that's when they added another attack to Enlightened, too. Double check your warscrolls.
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Just now, JonnyTheKing said:
Are Tzaangor mutants worth it for Tzaangor units or is it better to just invest in shields for everybody without great weapons as you are only losing out on 1 attack for more durability for those who do the damage in the unit
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.
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5 hours ago, Jeamsu said:
Hey All,
I Invested in Tzeentch last January, and have finally got around to building and painting my units after finishing my Sylvaneth army. Our local group only really plays 1000 points which is fine, but with the point increases I feel hamstrung while building a functional army at such a low point cap. I was hoping to go a heavy caster hero list with chaff and some tzaangor units, but I feel like I'm not getting enough wounds on the table. I still haven't built everything yet and was hoping to get some direction on what to work on first.
Here is my list of units to work with:1 LOC/Kairos
2 Tzaangor Shaman
1 Herald
1 Hearald on Chariot
1 Daemon Prince
1 Cursling
1 Gaunt Summoner
30 Pinks
10 Blues
10 Brimstone
6 Screamers
6 Flamers
2 Exalted Flamers(1 magnetized for chariot )6 Skyfires (3 magnetized for enlightened)
20 Tzaangor
20 Kairic Cultists
1 Balewind
Most balanced list I can come up with is:
1 Shaman
1 Herald on Foot
10 Pinks
10 Tzaangor
3 Enlightened on foot
3 Skyfires
Thoughts?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: Tzeentch
Mortal Realm: Ghur
Gaunt Summoner and Chaos Familiars (180)
- General
- Trait: Incorporeal Form
- Artefact: Gryph-feather Charm
- Lore of Fate: Glimpse the Future
Tzaangor Shaman (180)
- Lore of Fate: Arcane Suggestion
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
10 x Tzaangors (180)
- 4x Pair of Savage Blade
- 4x Savage Greatblade
- 2x Savage Blade & Arcanite Shield
Chronomantic Cogs (60)
Total: 1000 / 1000
Extra Command Points: 0
Allies: 0 / 200
Wounds: 51
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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: Tzeentch
Gaunt Summoner and Chaos Familiars (180)
- General
- Trait: Arcane Sacrifice
- Lore of Fate: Treacherous Bond
Lord Of Change (380)
- Artefact: Mark of the Conjurer
- Lore of Change: Tzeentch's Firestorm
Tzaangor Shaman (180)
- Lore of Fate: Arcane Suggestion
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
20 x Tzaangors (360)
- 10x Pair of Savage Blade
- 8x Savage Greatblade
- 2x Savage Blade & Arcanite Shield
Balewind Vortex (40)
Chronomantic Cogs (60)
Total: 1600 / 2000
Extra Command Points: 8
Allies: 0 / 400
Wounds: 85
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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.
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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
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Just now, TheOtherJosh said:
@RaritanAnon It might be worthwhile to consider “Treacherous Bond” on the Summoner.
It has the potential to make them much more resilient especially when using the horrors as the wound pool.
Ah yeah I forget about that one. Nice call.
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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: Tzeentch
Herald Of Tzeentch (140)
- Staff of Change
- Artefact: Wellspring of Arcane Might
- Lore of Change: Fold Reality
Lord Of Change (380)
- General
- Trait: Arcane Sacrifice
- Artefact: Mark of the Conjurer
- Lore of Change: Tzeentch's Firestorm
Gaunt Summoner and Chaos Familiars (180)
- Lore of Fate: Bolt of Tzeentch
10 x Pink Horrors Of Tzeentch (200)
- Lore of Change: Treason of Tzeentch
10 x Pink Horrors Of Tzeentch (200)
- Lore of Change: Arcane Transformation
10 x Pink Horrors Of Tzeentch (200)
- Lore of Change: Unchecked Mutation
10 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 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 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?
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8 hours ago, Magnus The Blue said:
I mostly play pure Demons and they are good fun, but you've got to be really careful building list, especially at low points. Almost every unit is low on wounds (for the points) except for Blues and Brimstones, which means is very easy to get wiped out before you can summon in reinforcements (from Pinks splitting if nothing else). So at 1k, I'd have 1 endless spell max to make sure you have enough bodies.
I don't think the blue scribes are worth it at this points level, once your pinks are dead you've only got 3 wizards left. Better to have a herald (on foot) to boost the MW output. If you really need a spell to go off, you've always got destiny dice.
Treacherous bond doesn't feel like the best choice on the Gaunt Summoner, it already has 9 wounds thanks to familiars. I'd recommend making it your General with Arcane Sacrifice and Bolt of Tzeentch spell, since it has two casts and doesn't want to get close, so makes a lot of use from the extra range and re-roll.
I'd loce to say put in some flamers and screamers, but neither are very good and you don't really have the spare points at this level for any.
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
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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: 38Aside 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?
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31 minutes ago, Gwendar said:
@RaritanAnon If you want bodies for objective control I would advise you to use 40 Clanrats over Monks. Monks are less resilient but more punchy than clanrats (especially outside of pestilence buffs), hence why they are great for tunneling and charging a unit. Plus you save 40 points by going with 40 clanrats, who are still great to tunnel in should you decide to go that route, and what would be better for taking some damage.
Outside of that, I've never been a fan of using a mix of Warpfire+Grinderfists as you have to tunnel up more than 9" away, meaning your Warpfire stormfiends will not be able to hit anything the turn they pop up. At that point it's just better to have ratling guns (don't) or a melee unit to get a 9" charge in.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
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36 minutes ago, Gwendar said:
I agree, while it's no gaunt summoner, the spell is still good at knocking a few notches off a horde unit, which we lack power in doing unless you bring a few mortars. I've stopped using them as of 2.0 as they were never really reliable anyway. I'd rather have more unbinds from another wizard.
All in all I think you should just experiment a bit with what works with you local meta. I would say regardless you should keep the tunneling unit of 40 monks, outside of that a Grey seer or 20 clanrats as you suggested could be nice additions. Just don't expect those clanrats to last more than a turn or so at screening anything.
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
AoS 2 - Kharadron Overlords Discussion
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You run 7 units of 3 riggers? I guess for max heals? That seems silly but effective.