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Made in us
Nimble Ellyrian Reaver



Longmont, Co

Admiral- Fleetmaster, Auto tinkerer

Khemist- Earbuster

Ironclad- Self Healing Bull

Frigate- Last Word

Frigate

Arkanauts X 10 Skypike x 3 (Frigate)
Arkanauts X 10 Skypike x 3 (Frigate)
Arkanauts X 10 Skyhook x 3 (hoofing it, slowly)

Grundstock Thunderers X 15 - Aether Cannons

Iron Sky Squad

Settle the Grudges (pick a unit after deployment, everything rerolls 1's to hit and wounds against that unit)
Prosecute Wars (everything can run and shoot in the first turn)
Today's Foes (once per battle when you retreat and run you autorun 6)

This is lot more simple than my 2500 list. Ironclad has 3 chances to heal per turn and redeployes. Lots of eggs in that one basket but when 15 thunderes and the Khemist jump out things will die. The khemist shoots same target as some of the thunderes and make that target take two battleshock tests.

Frigates running around doing objectives. They get to run and shoot first turn to guarantee they get that double shot off on the first turn (because formation)

Not many hero's and they are both riding in the ironclad so 3 places of power could be a struggle, hopefully all my shooting will makeup for it.

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






It seems like the army hinges on the Ironclad & co, which is pretty risky. Don't get me wrong, when that Ironclad pulls up and the thunderers pop out whatever they shoot at will be really dead, but it seems like your support isn't substantial enough to prevent the enemy from just dog-piling your thunderers & ironclad (it isn't very difficult to make a retreat move impossible) at which point they'll get chopped up in melee. I would drop one of the frigates to add 2x3 endrinriggers that can hitch on the ironclad and be available to repair either vessel as needed.

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

I agree that there is some risk. Hopefully being able to redeploy the egg basket will go along way. As far as escaping a combat goes don't forget that it has the detonation drills and the perk that lets me auto roll a 6 to run on a retreat. I'd have to have really messed up to not be able to get away on a 2d6 + 6, especially right after deleting a unit or two.

It is kinda risky but there's going to be a fair amount of risk for any kharadron list I'm thinking. As far as your adjustments go though I'd have to rewrite the whole list to take out a frigate.

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






It will depend very much on the opponent. Many would be readily dismantled but a savvy opponent that sees it coming could create a very nasty counter attack. Even with a 10" retreat it isn't going to be very difficult to make it impossible by clever positioning.

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

Ironclad retreats 14" with this setup. 8 + 6 run. Only way you could wrap me up that bad is on a double turn. I'm pretty sure that if I move up so I'm 19" away from the enemy, drop the thunderers and move them towords my target (3" deploy and 4" movement) then delete that unit that was 19" away from my ironclad your going to have a very very hard time encircling my ironclad well enough that I can't retreat with a 14" move.

if they setup the perfect counter attack I could always not redeploy into the trap. If they turtle then just bombard from range and play objectives.

This army is so incredibly maneuverable I don't foresee getting tied up in combat. Especially because it's a pure shooting army.

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






Well you seem to have everything covered, then. It will be a matter of how things play out on the tabletop.

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

Yeah for sure. Definetley all theory hammer right now. I think the biggest question is if we'll have enough firepower to make up for not wanting to get in combat at all.

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






Well regardless it has at the very least a 50% success rate if it goes second first round since a double turn will more or less be auto-win!

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

Yeah wow I hadn't even considered getting a double turn right off the bat. That would be crippling.

This army really is going to play like risky pirates. Very dice dependent with all the skycannons only ever hitting on a 4+.


All of the things. Most of the time. 
   
 
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