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Made in at
Trustworthy Shas'vre



california

Alright guys, this list is meant to hit HARD in the shooting phase, while keeping the opponents army at bay with superior mobility. It's a 2000 point list that I'm hoping to build if the reception is well received.

My extra footnote is "there's no trading with some people" to ensure a kill where it is needed, or knock a huge threat down its chart a little further.
Khemist - doughty champion, optimizaton
khemist - earbuster

X10 company w/ champion, x3 skypike
X10 company w/ champion, x3 skyhook
X10 company w/ champion, x3 skyhook

Gunhauler w/ drill cannon
Gunhauler w/ drill cannon
Frigate w/ breath of morghrim, heavy sky cannon

X6 endrinriggers w/ x2 drill cannon
X6 endrinriggers w/ x2 drill cannon
X5 thunderers w/ x5 mortars
X5 thunderers w/ x5 mortars

Ok. The pike company, along with the earbuster khemist go into the frigate. The endrinriggers attach on and the frigate accompanied by the 2 gunhaulers advance and fire. Popping out the endrinriggers when needed and the company as same. Their superior shooting, with the help of the khemist, should put on the hurt. The company with pikes will be to tie up a unit if need be or hold an objective. The x2 mortar teams are split so that shen using the ability with the other khemist to select 2 units I can fire 10 rounds a piece at two different targets. This list would use its speed at the forefront coupled with is all around amazing shooting to win the game and hold objectives. I also forgot, the two companies with skyhooks will (slowly) make their way to midrange to assist in firing. They are also there to tie up any units as a last resort while mortars continue to fall. Basically with backfield, midfield, and the ability to out maneuver my opponent in his own zone I'm hoping to see great success

This message was edited 1 time. Last update was at 2017/04/26 13:51:24


 
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

Very cool list idea. I don't have any tactical insights because I'm new to Sigmar. I'm going Zilfin myself but I wouldn't want to fight the mirror match against this!

Rule #1 is Look Cool.  
   
Made in us
Humming Great Unclean One of Nurgle






You know that a given unit/model can split it's attacks among different targets right? Better to put the thunderers as one big unit for the khemist buff. Also, the breath of mhornar can only go on an ironclad.

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 at
Trustworthy Shas'vre



california

 NinthMusketeer wrote:
You know that a given unit/model can split it's attacks among different targets right? Better to put the thunderers as one big unit for the khemist buff. Also, the breath of mhornar can only go on an ironclad.


Two easy fixes. I'll just give it the second healing hull then, to try and keep it alive for as long as possible. Any ideas on how to make this list better, increase its fire power, anything?
   
Made in us
Humming Great Unclean One of Nurgle






It's hard to say at the moment because they are so new and you've already hit the more obvious points right (weapon loadout, endrinriggers>skywardens, etc). Just tell us how it goes!

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

Well you have the option of taking a volleygun in addition to your drill cannon (1 per 3 on the endrinriggers. Not that the volleygun is super great but if your trying to win with dakka it beats a pistol.

I wouldn't disagree if you said you just wanted another dude with the melee weapon instead though.

Youlike the gunhaulers then? They seemed a bit overcosted in my opinion. That drill cannon is pretty sweet but not for 220 points. Especially when you can spam the drill cannon on endrinriggers who are arguably better at increasing a ships lifespan.


Automatically Appended Next Post:
If plan A is to win with superior firepower have you condisdered going with barak- thryng?

Being able to reroll 1's to hit and wound against d3 units doesn't seem bad at all and you don't really seem to be utilizing the Khemist supreme ability.

I guess a khemist could hop out and buff both units of endrinriggers melee weapons, that would be pretty dope.

So you all know that in each box of (5) thunderers we only get the standard rifles and 1 of each "special" weapon right?

Not sure if proxying is going to work for some people or what you can do for a conversion...

10 boxes of dudes for those mortars is going to cost you 400$ before tax...

I'd be willing to trade away a mortar for an aethercannon straight up, minimum of 5. Also willing to part with decksweepers and fumigators unless it's looking like I'm just going to have to build mixed units, which would not be ideal obviously.

Plasma cannons anyone? Lol

This message was edited 1 time. Last update was at 2017/04/26 19:50:46


All of the things. Most of the time. 
   
Made in at
Trustworthy Shas'vre



california

Mostly conversions from
Bits I already own. Yes I did not mention before but the main point of having 4 regular riggers in each of the two squads is for 4 melee weapons each, just for situational purposes. Their guns are still pretty decent, with three shots a piece and a -1 rend. If the gunboats do not work out, I'll look into taking both out for another frigate and more units of something or other.
   
Made in us
Humming Great Unclean One of Nurgle






The ting with the gunhaulers is they can spread wounds around, with both haulers in range of the frigate he can deflect 1/3 of incoming wounds to whichever is less damaged, potentially meaning up to 30+ wounds on the trio without anything actually being dead. Healing wounds is great especially in combination with this, but with no deflection at all it's not too difficult to blast a frigate into oblivion faster than it can be repaired. Something to keep mind too is that a gunhaulers can have up to 9 wounds on it without affecting firepower, where an endrinrigger unit will have decreased potency and worry about battleshock. A spread of both like he has above is probably ideal.

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

That's some pretty good potential upside but your still spending 440 points to protect a 280 point model and your not terribly efficient at doing so. You've really got to get some good mileage out of those drill cannons which isn't inconceivable.

Hey wait actually!... Oh bummer I thought with two gunhaulers you had two chances to mitigate each wound but that's not how it's written.




Automatically Appended Next Post:
I guess a gunhauler could be particularly useful in a assault list. Charge it in with your endrinriggers, drop the stun bomb and then retreat from combat and all your endrinriggers get to activate before whatever it is that you charged. Herm...


Automatically Appended Next Post:
Oh no wow. Super sorry that's the thunderers ability not the gunhaulers. Whoops!!

This message was edited 2 times. Last update was at 2017/04/26 20:30:41


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






It's a trade off, the hauler doesn't shoot quite as well (though note it does have carbines at 18" as compared to 12" on rivet guns) but has more wounds, doesn't battleshock or lose effectiveness until dead, and can be repaired. The Endrinrigger are better from a initial standpoint but are more likely to fail once the enemy gets involved.


Automatically Appended Next Post:
Though imo the hauler should be 200 and the riggers 140 but they still compliment the army in different ways.

This message was edited 2 times. Last update was at 2017/04/27 04:57:14


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 got excited and had to check, unfortunately the gunhauler shoots carbines at 12".

I wasnt trying to compare gunhauler and endrinriggers straight up, just what they do defensively for your other skyvessels. I suppose any turn a gunhauler tanks two wounds it's doing more but on the other hand your still actually taking those wounds, just onto your tank instead. Whereas when an endrinrigger heals a wound it just goes away.

I suppose your gunhaulers can go nuts and tank 4-5 or 9 wounds over the course of a game which would be pretty clutch. Your paying a lot of points for that though.

None of the skyvessels have to take battleshock as they are single model units.


Automatically Appended Next Post:
Oh shoot you were referring to the endrinriggers about the battleshock. My bad.


I hope the gunhaulers work wonders for you. As I'm already going to be spending redicilous money on this army i didn't need I'll be skipping the gunhaulers on initial release.

This message was edited 1 time. Last update was at 2017/04/26 21:09:06


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






Whoops! Must have misread the carbines.

Anyways the idea is if an enemy does, say, 18 wounds over two turns and you have two units of endrinriggers the frigate is dead. If the same happens with a gunhauler the frigate is alive. The latter doesn't help much over the course of the game though unless you also have riggers, which is why I wouldn't universally recommend haulers. In this list specifically the frigate needs to be able to survive focus-fire in early game, something that riggers only provide limited help with.

This message was edited 1 time. Last update was at 2017/04/27 05:03:53


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
Monstrous Master Moulder





Longmeadow MA 25+ Trade Rep

Cauthon wrote:

Automatically Appended Next Post:
I guess a gunhauler could be particularly useful in a assault list. Charge it in with your endrinriggers, drop the stun bomb and then retreat from combat and all your endrinriggers get to activate before whatever it is that you charged. Herm...


[size=9


You can't drop the Detonation unless you are charged, either. For a second there I had thought there was a use for the Gunhauler!

"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
Pestilent Plague Marine with Blight Grenade





Chicago

Am I missing something, i through this list in the AoS app and it calculated it to be 1720 not 1960.


Automatically Appended Next Post:
Im guessing im missing batallion?

This message was edited 1 time. Last update was at 2017/05/03 19:47:16


 
   
Made in gb
Ferocious Blood Claw





You might want to re-think the list in total as the Barak-Urbaz Endrinwork is for Ironclad's only where you have it on a Frigate at the moment. Which might throw all your points out for what you take in the rest of the army.

This message was edited 1 time. Last update was at 2017/05/05 19:07:16


Collected Armies:
40K: Unsure which at the moment
AoS: Stormcast Eternals
 
   
Made in us
Confident Halberdier




Los Angeles, CA

No admiral?

pretty ballsy of ye
   
Made in us
Humming Great Unclean One of Nurgle






 IronDerp wrote:
No admiral?

pretty ballsy of ye
Why is the admiral important?

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
Confident Halberdier




Los Angeles, CA

 NinthMusketeer wrote:
 IronDerp wrote:
No admiral?

pretty ballsy of ye
Why is the admiral important?


I feel like an Admiral is a must for most kharadron armies since he can act as an anchor for your battle line.

Then again I didn't really look at the entire list, still the Arkanauts that are making their way in the back can really benefit from holding ground if your opponent brought in something fast (which isn't hard considering we're dwarves)
   
Made in us
Humming Great Unclean One of Nurgle






Do you mean battleshock? I wouldn't see him as essential at all considering all the other tools we have to control battleshock. I do fine using just inspiring presence and the 1/game auto-1 ability.

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
Confident Halberdier




Los Angeles, CA

*shrug* I guess it just feels odd not having an Admiral on board, Kinda see him as the "must have" general since he's the only one with a command ability, Also for fluff reasons, as the Admiral is always at the head of each fleet.
   
Made in us
Humming Great Unclean One of Nurgle






 IronDerp wrote:
*shrug* I guess it just feels odd not having an Admiral on board, Kinda see him as the "must have" general since he's the only one with a command ability, Also for fluff reasons, as the Admiral is always at the head of each fleet.
I can respect that.

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. 
   
 
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