Admiral- Opportunist Privateer
Master-wrought armor
Khemist
Khemist
Khemist
Arko x 10 with pikes or hooks
Arko x 10 with pikes or hooks
Arko x 10 with pikes or hooks
Ironclad- ebuiliancy aid
Endrinriggers x 12 with drill cannons (either with volley guns or 8 chain swords)
Thunderers x 10 Aethercannons
Thunderers x 10 Aethercannons.
Mhornar-
So I think this could be a competitive list. A couple of the missions are real ball busters but the extremely reliable (long range) shooting can make up for a lot. I just won a 3 places of power mission by nuking hero's and capping at the end of the game.
You can either deploy in gunline formation or have everything but the Arkos deploy in the Ironclad. You could also split up a bit if you had to but that isn't ideal.
Endrinriggers can either be in one giant squad or minimum, depending on wether you value khemist buffs going at them more than you do the extra healing capabilities.
Arkos are just for bubble wrap / objective takers. They die like guardsmen so they mostly just hoping to get a volley off with w/e special weapon they have or do a charge block.
Obviously you can equip thunders however. I think 20 Aethercannons is much scarier than 20 mortars but the. Your not as much of a gunline and they'd have to hop out of the ironclad and melt stuff. If they roll bad to hit (which happens to me a lot) then they got problems. Being able to reroll all those 4+'s is huge.
This same list would probably work just as well under either Zilfin or the Khemists one would just operate differently. I think Mhornar gives you the most options/ flexibility.
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