Switch Theme:

Kharadron Overlords: Equipping your Sky Dorfs!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut




Well, it looks like folks are getting the Battletome left and right so I figure we should start a discussion on how to begin equipping your Overlords!

First I will go with Arkanaught Company!

So, the first choice will overall be your Company Captain's ranged weapon. He gets the choice of the Volleygun or the Flareshot pistols.
-Volleypistol: 3 attacks instead of 2.
-Flareshot Pistol: Attacks hit on a 4+ instead of a 5+

Personally, I am going to go with the Flareshot because of that extra chance to hit.

Now for the company itself! We have the three specialist weapons:

-Skypike: Melee weapon which has 2 attacks compared to the 1 for the cutters and has D3 damage along with -1 rend. I am leaning towards this on the grounds that most of my companies will be disembarking and holding positions so the likely hood they are going to get into combat is very likely and the Skypike may help.

-Light Skyhook: The ranged version of the Skypike, except 1 attack instead of 2 and a slightly better chance of wounding. It has very long range so if you are playing on a large board or on the defensive or your Company is ground-pounding then this will likely be the first thing you get to use.

-Athermatic Volley Gun: Whopping 6 attacks with 5 and 4 to hit and would with -1 rend. Get three of these together and you are throwing down just 18 dice for all three combined.

Thoughts: You can go the Generalist-route and take each of one or you can go the Specialist route and have each Company take just one of each to fill their 3 man slot (you are going have to take 3 companies for Battleline anyway).

It really depends on how you will be using the Arkanaught company ultimately I believe. Will they be heading straight into the fight or will you be maneuvering them off to the side.

If you say went Barak-Zilfin and used their ability to drop-vessel a Frigate onto the Battlefield you could see that unit disembark and use all three volley guns to tear into an enemy unit potentially -high gamble, high gain-.

If you knew a unit was going to get charged you would want them to take skypikes, and if they are going to sit off to the side then take the Skyhook.

Though ultimately you do not want your Arkanaught Company to get into combat. They will go squish. So, with some skillful maneuvering of embarking/disembarking with your Frigates you could likely get a best bet out of 2 Aethermatic Volley Guns and 1 Light Sky Hook for your Arkanaught Companies riding around in Frigates. If they are holding an objective early on and are properly screened I would go with 2-3 Light Skyhooks instead.
   
Made in my
Veteran Knight Baron in a Crusader






At my desk

Played a game with my new Kharadron (I had two units of Arkanaut Company) today and here's what I can say for each type of weapon:

Skypike- This is what you want if you're going to accompany your Admiral, if you had three of them in a squad it'd add a nice kick to an otherwise squishy unit.

Skyhook- If you're not going to deploy your Arkanauts by airship, then this is the weapon for you. Sit back and plink away from your deployment zone

Aethermatic Volley Gun- Shotsshotsshotsshotsshots, definitely your midfield weapon as Cataphract said.

For unit size I think the ten is good, unless you plan to forgo a Frigate transport, then maybe more men will give you staying power for holding objectives.

This message was edited 1 time. Last update was at 2017/04/22 10:03:24


3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in us
Armored Iron Breaker





Dallas, TX

Surprised there isnt more tactics being discussed on here with the release. I can tell you right now that 10 thunderers in a frigate plus a khemist to give them +1 attack on their ranged weapon sounds awesome.

Thinking of running 2 full load outs like this. One with aethercannons and one with fumigators.

Your looking at 20 aethercannon shots that are 4+/2+ with -2 rend and D3 damage, ouch!

The fumigators are looking 10xD3+1 attacks that are 3+/2+ with -1 rend. Hopefully that lays down some hurt when they disembark.

Trying to figure out the best way to take the Company, if you do 3 squads of 10 plus a frigate transport its too many points if you want to include the above combo. Thinking maybe 1 squad in a frigate and 2 that hoof it to objectives.

I am also not convinced the Overlord is worth the points. Will need to playtest him to figure out. An admiral seems like a cheaper and better choice, plus better command ability.

"It's like the 12 days of Christmas...except its the 12 days of Death" Ian Christe
 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

I'm waiting on seeing if they faq the aether khemist before I dive in hard. I've got a nasty ideal with thunders and a 40 man company unit but it's going to depend on whether they make make bonus stacking illegal or not. I hope they don't but it's possible and if so I think they drop from having at least one top tier build to being middling tier (and by top tier i mean compete with sylvaneth, stormcast, skaven, and tzeentch) that can compete but might have trouble at the top end.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Stealthy Warhound Titan Princeps






Is there any real point to taking Skywardens besides for the formation? Endrinriggers are basically exactly the same except with better basic weapons and the ability to repair, and the mines the Skywardens get don't seem powerful enough to compensate for that.

I'm aware of the 20pt difference but am not convinced that's a big enough difference to make Skywardens have a niche...

I'm on a podcast about (video) game design:
https://anchor.fm/makethatgame

And I also stream tabletop painting/playing Mon&Thurs 8PM EST
https://twitch.tv/tableitgaming
And make YouTube videos for that sometimes!
https://www.youtube.com/@tableitgaming 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

That said I'm still building a force with 40 or so company, 2 frigates, an ironclad, at least 1 aether khemist, 3 boxes of ballon infantry, and 10-20 thunderers. The ruling just affect the remaining 25% of my purchases.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Armored Iron Breaker





Dallas, TX

 Hulksmash wrote:
I'm waiting on seeing if they faq the aether khemist before I dive in hard. I've got a nasty ideal with thunders and a 40 man company unit but it's going to depend on whether they make make bonus stacking illegal or not. I hope they don't but it's possible and if so I think they drop from having at least one top tier build to being middling tier (and by top tier i mean compete with sylvaneth, stormcast, skaven, and tzeentch) that can compete but might have trouble at the top end.


You mean using 2 Khemist to stack their ability on the same unit? You would be able to doubly do so if you take Market City.. as their khemist can pick 2 units.

That sounds like oversight/cheese overload. But the -1 rend seemed to always be able to stack for the runepriest for dispossessed... so maybe..?

"It's like the 12 days of Christmas...except its the 12 days of Death" Ian Christe
 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Yeah, the british guys (the ones I think work on the GHB) seem to go the route of bonuses stack but Reece who has been heavily involved in the 8th ed stuff (similar to the UK guys on the GHB for AOS) seems to feel they'll get adjusted or that the new GHB won't allow stacks from the same named ability. So we'll have to see.

And yeah, the market city is the one I was consider. The core being a 40 man company with 12 skyhooks and a 20 man mortar unit and 3 khemists. The rest is some flying ships and 2x10 company units to go in them.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Humming Great Unclean One of Nurgle






Rihgu wrote:
Is there any real point to taking Skywardens besides for the formation? Endrinriggers are basically exactly the same except with better basic weapons and the ability to repair, and the mines the Skywardens get don't seem powerful enough to compensate for that.

I'm aware of the 20pt difference but am not convinced that's a big enough difference to make Skywardens have a niche...
I feel your assessment is correct, the skywardens are inferior to endrinriggers at the current points values.


Automatically Appended Next Post:
Cataphract wrote:
Well, it looks like folks are getting the Battletome left and right so I figure we should start a discussion on how to begin equipping your Overlords!

First I will go with Arkanaught Company!

Spoiler:
So, the first choice will overall be your Company Captain's ranged weapon. He gets the choice of the Volleygun or the Flareshot pistols.
-Volleypistol: 3 attacks instead of 2.
-Flareshot Pistol: Attacks hit on a 4+ instead of a 5+

Personally, I am going to go with the Flareshot because of that extra chance to hit.

Now for the company itself! We have the three specialist weapons:

-Skypike: Melee weapon which has 2 attacks compared to the 1 for the cutters and has D3 damage along with -1 rend. I am leaning towards this on the grounds that most of my companies will be disembarking and holding positions so the likely hood they are going to get into combat is very likely and the Skypike may help.

-Light Skyhook: The ranged version of the Skypike, except 1 attack instead of 2 and a slightly better chance of wounding. It has very long range so if you are playing on a large board or on the defensive or your Company is ground-pounding then this will likely be the first thing you get to use.

-Athermatic Volley Gun: Whopping 6 attacks with 5 and 4 to hit and would with -1 rend. Get three of these together and you are throwing down just 18 dice for all three combined.

Thoughts: You can go the Generalist-route and take each of one or you can go the Specialist route and have each Company take just one of each to fill their 3 man slot (you are going have to take 3 companies for Battleline anyway).

It really depends on how you will be using the Arkanaught company ultimately I believe. Will they be heading straight into the fight or will you be maneuvering them off to the side.

If you say went Barak-Zilfin and used their ability to drop-vessel a Frigate onto the Battlefield you could see that unit disembark and use all three volley guns to tear into an enemy unit potentially -high gamble, high gain-.

If you knew a unit was going to get charged you would want them to take skypikes, and if they are going to sit off to the side then take the Skyhook.

Though ultimately you do not want your Arkanaught Company to get into combat. They will go squish. So, with some skillful maneuvering of embarking/disembarking with your Frigates you could likely get a best bet out of 2 Aethermatic Volley Guns and 1 Light Sky Hook for your Arkanaught Companies riding around in Frigates. If they are holding an objective early on and are properly screened I would go with 2-3 Light Skyhooks instead.
The weapon choice for the unit leader is a no-brainer; the volley pistol is better statistically and means you don't have to roll his dice separately from the rest of the unit. As for the special weapon, IMO the volley gun is the inferior option. It gives a bunch of relatively poor ranged attacks, which is what the unit already does in abundance. Yes it's rend -1, but you're going to be getting plenty of rend -1 shots off your frigates/ironclads anyway. The skyhook is a better option for a ranged loadout, while the skypike is the obvious choice for a melee loadout.



In regards to Kharadrons overall, I'd say that one Ironclad is a very good buy though not quite into auto-take range. It's a powerful model to start with but what pushes it over the edge is the Flagship rule to hand out a buff to any visible skyvessels (read: all the ships in your army).

Another random tip; at 2000 points you are limited to four Gunhaulers since they are classed as artillery.

This message was edited 1 time. Last update was at 2017/04/23 23:11:49


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in gb
Fully-charged Electropriest






Varying cities in the North

Any thoughts on the formations in the book?
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

I'm leaning towards Zilfin; the alpha strike is too tempting:

Aetherspheric Endrins = Deepstrike Ironclad t1 with 10 Arkanauts, 10 Thunderers, Chemist and 3 Endrinriggers.

There's Always a Wind If You Look For It = Double move a Frigate with more Arkanauts.

Admiral + Don't Argue With The Wind = Move + Autorun 6" + Shoot with another Frigate.

Iron Sky Squadron + Flagship = Add 1 to all missile attacks on Skyvessels t1, and reroll 1s when shooting

So Turn 1 I have my entire army in your face, shooting and charging. Prettttty good. I think a Thunderer gunline with chemists from the market city will be strong as well but not as fun, imho.

Rule #1 is Look Cool.  
   
Made in us
Regular Dakkanaut




 Sledgio wrote:
Any thoughts on the formations in the book?


I think the Aetherstrike Force would bet be paired with Sky-ports that want to get into combat. I.E. Zon which has all abilities that favor combat. The Aetherstrike Force let's you take Prosecutors with Hammers and the rules allow your few ranged units to really put on the hurt as you will want your Companies to carry Skypikes to give them that edge in a combat.
   
Made in us
Humming Great Unclean One of Nurgle






 Sledgio wrote:
Any thoughts on the formations in the book?
They're solid and actually costed pretty well in points. Take em if you want em but don't feel obligated.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Nimble Ellyrian Reaver



Longmont, Co

The formations seemed a little lackluster in my opinion. If it wasn't for the fact that you get an extra endrinwork AND an extra artifact for each formation I'm not sure they'd be worth the 80 points.

That being said I don't see myself ever not taking an iron sky squadron.

All of the things. Most of the time. 
   
Made in us
Regular Dakkanaut




 Sledgio wrote:
Any thoughts on the formations in the book?


Also the Aetherstrike Force and the Grundstock Escort Wing are the same price if you use Hammer Prosecutors. They both seem to fill different rolls. The Escort Wing definitely has a more Sit-Back-And-Fire feel to it, I feel the Skywardens are only included as a escort option for the Gunhaulers. The Aetherstrike Force seems more rounded out but favors up close and personal action. Perhaps best used as a Midrange Force to keep the opponent away from your more squishy units and skyvessels.
   
Made in us
Humming Great Unclean One of Nurgle






Cauthon wrote:
The formations seemed a little lackluster in my opinion. If it wasn't for the fact that you get an extra endrinwork AND an extra artifact for each formation I'm not sure they'd be worth the 80 points.

That being said I don't see myself ever not taking an iron sky squadron.
Well yeah, if you take away one of the main benefits then something isn't worth as much. If any battalion is worth using without it giving an extra artifact then it probably needs a points increase.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Fresh-Faced New User




Rihgu wrote:
Is there any real point to taking Skywardens besides for the formation? Endrinriggers are basically exactly the same except with better basic weapons and the ability to repair, and the mines the Skywardens get don't seem powerful enough to compensate for that.

I'm aware of the 20pt difference but am not convinced that's a big enough difference to make Skywardens have a niche...



I think you are pretty much right, especially since Endrinriggers get better To Hit, To Wound, and Rend (-2) for their close combat attacks to make up for having only 1 attack to the 2 attacks base for the Skywardens.

That said, I do think Skywardens do get one slight advantage, in that their Skypikes have a 2" range, compared to the 1" range of Endrinrigger's weapons... if you are going with a large unit (say 7+ models in a squad), then I think the Skywardens might be a better option, since they can get more (perhaps ALL) of their squad members to attack, while the Endrinriggers might struggle to do this (and so waste a lot of close combat potential). Other than that, I agree, it is probably better to pay the extra 20 points for per 3 models for the Endrinriggers.
   
Made in us
Nimble Ellyrian Reaver



Longmont, Co

For most other armies isn't the extra artifact a minor benefit compared to the actual special rules your paying for?

Someone was asking about the formations and in my opinion if you don't know exactly what you want as far as your extra endeinwork and artifact you can probably just skip the formations.

Whereas it's not a crucial for say lizardmen to get good mileage out of their bonus artifact.

All of the things. Most of the time. 
   
Made in us
Humming Great Unclean One of Nurgle






MRC wrote:
Rihgu wrote:
Is there any real point to taking Skywardens besides for the formation? Endrinriggers are basically exactly the same except with better basic weapons and the ability to repair, and the mines the Skywardens get don't seem powerful enough to compensate for that.

I'm aware of the 20pt difference but am not convinced that's a big enough difference to make Skywardens have a niche...



I think you are pretty much right, especially since Endrinriggers get better To Hit, To Wound, and Rend (-2) for their close combat attacks to make up for having only 1 attack to the 2 attacks base for the Skywardens.

That said, I do think Skywardens do get one slight advantage, in that their Skypikes have a 2" range, compared to the 1" range of Endrinrigger's weapons... if you are going with a large unit (say 7+ models in a squad), then I think the Skywardens might be a better option, since they can get more (perhaps ALL) of their squad members to attack, while the Endrinriggers might struggle to do this (and so waste a lot of close combat potential). Other than that, I agree, it is probably better to pay the extra 20 points for per 3 models for the Endrinriggers.
I would completely agree if it weren't for putting the special weapon guys in the back since their gun butt melee attacks suck anyway.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Nimble Ellyrian Reaver



Longmont, Co

Why would you want a big unit of endrinriggers or skywardens though?

Each unit of endrinriggers gets to take a wound off a sky ship and each unit of wardens gets their own timed charges.

Only reason I could see to take a big unit is for one key roll on a grapple. Maybe in an assault list with Brokk..?

I'm not sure why anyone would take skywardens right now. Maybe after / if they do grott riggers or other flying factions. Even then though...


Automatically Appended Next Post:
Timed charges should go off on a 3+ and backfire on a 1 or something. Same with the mines.

Skywarden kinda just suck lol.

This message was edited 1 time. Last update was at 2017/04/24 21:39:52


All of the things. Most of the time. 
   
Made in us
Humming Great Unclean One of Nurgle






Cauthon wrote:
Why would you want a big unit of endrinriggers or skywardens though?

Each unit of endrinriggers gets to take a wound off a sky ship and each unit of wardens gets their own timed charges.

Only reason I could see to take a big unit is for one key roll on a grapple. Maybe in an assault list with Brokk..?

I'm not sure why anyone would take skywardens right now. Maybe after / if they do grott riggers or other flying factions. Even then though...


Automatically Appended Next Post:
Timed charges should go off on a 3+ and backfire on a 1 or something. Same with the mines.

Skywarden kinda just suck lol.
The Khemist buff is unit wide, and extremely strong on the endrinriggers' melee weapon.

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Regular Dakkanaut




No fans of the Aethermatic Volley Gun?
   
Made in us
Armored Iron Breaker





Dallas, TX

Cataphract wrote:
No fans of the Aethermatic Volley Gun?


Even if you take 3 per squad and you pump out 18 shots, your still hitting on 5's. So 6 hit, then 3 wound. Its not "bad" per se, but to me the light skyhook seems to be the more versatile option as it has longer range and can do D3 wounds on -2 rend if it gets through.

If you ever get a chance to spare a khemist buff on them then your looking at the potential to put some hurt on a unit or big baddy. I would never dedicate a khemist to just that job but if you take market city and they get to buff 2 units then it could come into play.

"It's like the 12 days of Christmas...except its the 12 days of Death" Ian Christe
 
   
Made in us
Monstrous Master Moulder





Longmeadow MA 25+ Trade Rep

One other quick point on the Aethermatic Volley Guns is you get +1 to hit against HEROES and MONSTERS. So choosing the appropriate target would up your To Hit...but I still wouldn't bank much on them

"Orkses never lost a battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see!"

I dig how in a setting where giant, muscled fungus men ride Mad Max cars and use their own teeth as currency, the concept of little engineering dudes with beards was considered a step too far down the aisle of silliness.
ADB 
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

What are opinions on the most competitive sky port? I'm new to sigmar but a deep striking Ironclad with 10-20 Thunderers a chemist or two and about a dozen Endrinriggers sounds like a great alpha strike. So I'm going Zilfin.

But I can see Thunderer mortar gun lines with Urbaz chemists as pretty devastating. Reecius seems to think Mhornar is the best, though if true that seems less obvious to me. He must have a deeper insight into the rules than I do (easily believable).

Rule #1 is Look Cool.  
   
Made in gb
Fully-charged Electropriest






Varying cities in the North

Mhornar and Zilfin definitely look like the two I can see myself taking.

Quick question on these - do you pick which skyport as a part of list building or at the start of a battle, i.e. if you have a list that can work with 2 different styles of tactics can you pick which skyport and artycles etc. before different battle? Is this seen as being as bad as list tailoring or is it just a part of the game?
   
Made in us
Humming Great Unclean One of Nurgle






 The Shrike wrote:
What are opinions on the most competitive sky port? I'm new to sigmar but a deep striking Ironclad with 10-20 Thunderers a chemist or two and about a dozen Endrinriggers sounds like a great alpha strike. So I'm going Zilfin.

But I can see Thunderer mortar gun lines with Urbaz chemists as pretty devastating. Reecius seems to think Mhornar is the best, though if true that seems less obvious to me. He must have a deeper insight into the rules than I do (easily believable).
Urbaz for the khemists, Mournar for the command trait. I'd say these are the best two, but none of them are bad nor is going with a custom variation.


Automatically Appended Next Post:
 Sledgio wrote:
Mhornar and Zilfin definitely look like the two I can see myself taking.

Quick question on these - do you pick which skyport as a part of list building or at the start of a battle, i.e. if you have a list that can work with 2 different styles of tactics can you pick which skyport and artycles etc. before different battle? Is this seen as being as bad as list tailoring or is it just a part of the game?
Like command traits and artifacts this would be part of the list. Changing it just before a battle would be list tailoring.

This message was edited 1 time. Last update was at 2017/04/25 17:53:00


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

For the Urbaz hopefuls out there, are you all going gun line? I chose Zilfin for the mobility. Unless you're just spamming mortars, i can't see normal speed frigates/ironclads getting there quick enough to spill out and take advantage of the chemists before you get blown off the table. But I'm 100% theoryhammer; I haven't played a single game of sigmar.

Rule #1 is Look Cool.  
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

My urbanz list loops like;

2 frigates (or 1 ironclad)
20 mortar thunderers
3 khemist
2x10 company w/3 volley gus
40 company w/12 skyhook

And some assorted stuff.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Nimble Ellyrian Reaver



Longmont, Co

So are you figuring on have your mortars and big unit of arkanauts in the back with the 3 khemists stacking buffs on both units?

Seems pretty brutal. Only problem will be getting your hands on 20 mortar bits lol.

Word on the street (reecius) is that in the next generals handbook you won't be able to stack multiples of the same buff on a unit.

All of the things. Most of the time. 
   
 
Forum Index » Warhammer: Age of Sigmar
Go to: