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Made in us
Nimble Ellyrian Reaver



Longmont, Co

Admiral- Fleetmaster (autotake?)

Endrinmaster - Auto Tinkerer (Frigate)

Endrinmaster - Auto Tinkerer (Frigate)

Ironclad - Sky Cannon

Frigate - Sky Cannon, Aetherspheric engines

Frigate - Sky Cannon, Aethersoheric engines.

Arkanauts X 10 - Skypike x 3 (Frigate)
Arkanauts X 10 - Skypike x 3 (Frigate)
Arkanauts X 10 - Light skyhook x 3 (Ironclad)
Arkanauts X 10 - Light skyhook x 3 (Ironclad)

Endrinriggers X 3- Volley gun and Drill cannon (Ironclad)
Endrinriggers X 3- Same
Endrinriggers X 3- Same
Endrinriggers X 3- Same

Iron Sky Squadron.

I'd like to open up with a woot woot for the steampunk-airship-pirate-dwarves!!

So this list is using the Barak-Zilfin traits which I'm a fan of. I'll be painting up my own "successor chapter".

Skyvessels always run 6 (ironclad can always run and shoot because admiral)
Once per game a skyvessel can make an extra move in hero phase
6+ save against all wounds and mortal wounds for skyvessels
Aetherspheric endrins means I deepstrike any of my hero phases no rolling no scatter (more than 9" from enemy)
Fleetmaster trait lets me redeploy one skyvessel after deployment.
For my choice of footnote: once per battle re roll a ship healeing effect

The only thing that gets deployed is the ironclad, which then gets to redeploy. The frigates both come in on the bottom of the first to get the most out of their extra shot from the formation. The Arkanauts in the frigates are ready to go die valiently, rerollng charges when they disembark.

Between an Endrinmaster with tinkerer artifact (healing d3+1 a turn), detonation drills, running 6 on a retreat and designated speed bump (arkanauts) I think I can be fairly aggressive with the frigates.

2 units of shooty arkanauts and 4 units of endrinriggers deployed with the Admiral in the redeploying Ironclad. Endinriggers hop out of ironclad and hover nearby for heals and dakka. I was torn on going melee with these guys but decided to stick to the mobile shooting. Could mix it up but the fact that you can get 2 special ranged weapons or 1 shooting and 1 pike.. I think either both guns or just 1 pike and 2 standard. Will have to test, for now, dakka.


The codes don't seem to prohibit you from doubling down on a great endrinwork or an artifact, it only says same ship/ hero can't have two items.

This seems like a really fun list to play, no idea if it's going to have enough shooting to win games but that's the goal. The deployment/ movement shenanigans should really help and the healing effects shouldn't hurt. No antimagic obviously but so much 24" shooting that I should be able to compensate. Haven't played against tzeetch yet though.

2460


All of the things. Most of the time. 
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

I'm going Zilfin as well, the mobility seems very strong. Question though, are you going to use your "Deep Strike" move with the Ironclad? Seems too good to pass up. Then you could deploy and redeploy a frigate. Use the double move with that t1 to couple with a "deep striking" Ironclad and that's a heckuva alpha strike. The Thunderers+Chemist+Endrinriggers pouring out of the Ironclad, and a 23" move (with disembarkation) with the frigate and some Arkanuats, The frigate that's left over can hang in reserves like you said and do cleanup/objectives.

Rule #1 is Look Cool.  
   
Made in us
Nimble Ellyrian Reaver



Longmont, Co

No I've got the aetherspheric engines on both the frigates.

I think it would be pretty brutal to only have one drop (ironclad) which has 20 arkanauts and 4 units of endrinriggers. I place that down on one side of the board and then after the opponent deploys his whole entire army I get to redeploy it and still decide who goes first. That's going to be a nightmare for my opponent.

The iron sky squadron formation lets my two frigates shoot twice with their cannons in the first turn so being able to deepstrike them ensures they will be in range to do so.

I wouldn't want to leave frigates in reserve for very long at all because I'm going to need as many turns of shooting with them as possible.

I spec'd repair heavy and went with the endrinriggers instead of thunderers for this list, their 24" shooting seems pretty amazing and then them auto repairing once per unit seems just as powerful (in a different way) than a khemist and thunderers.

If I'd have taken a khemist and thunderers then I wouldn't have been able to do my deployment shenanigans because 2 units of ark-o's would be walking (slowly).

Hey you got any kharadron bits /eyeroll. Incredibly frustrating they only put 1 of each special weapon in every box when 3 dudes per 10 can have one.

All of the things. Most of the time. 
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

Really? Wow that's awful. I imagine we'll have to borrow from thunderers. Thunderers come with 5 rifles and 1 of the other types of Grunstok weapons.

Rule #1 is Look Cool.  
   
Made in us
Fresh-Faced New User




Cauthon wrote:
No I've got the aetherspheric engines on both the frigates.


The rule for this states "one Zilfin vessel". Bummer man.. just rush up with the other using an admiral, boost from a navigator, or the Zilfin footnote once per battle ability.
   
Made in us
Monstrous Master Moulder





Longmeadow MA 25+ Trade Rep

Cauthon wrote:
No I've got the aetherspheric engines on both the frigates.

I think it would be pretty brutal to only have one drop (ironclad) which has 20 arkanauts and 4 units of endrinriggers. I place that down on one side of the board and then after the opponent deploys his whole entire army I get to redeploy it and still decide who goes first. That's going to be a nightmare for my opponent.

The iron sky squadron formation lets my two frigates shoot twice with their cannons in the first turn so being able to deepstrike them ensures they will be in range to do so.

I wouldn't want to leave frigates in reserve for very long at all because I'm going to need as many turns of shooting with them as possible.

I spec'd repair heavy and went with the endrinriggers instead of thunderers for this list, their 24" shooting seems pretty amazing and then them auto repairing once per unit seems just as powerful (in a different way) than a khemist and thunderers.

If I'd have taken a khemist and thunderers then I wouldn't have been able to do my deployment shenanigans because 2 units of ark-o's would be walking (slowly).

Hey you got any kharadron bits /eyeroll. Incredibly frustrating they only put 1 of each special weapon in every box when 3 dudes per 10 can have one.


Dear Overlord that's pretty friggin' amazing. I was so focussed on bringing the Ironclad down in deepstrike mode that I hadn't thought about giving it to 2 Frigates and then taking Fleetmaster on the Ironclad with all the goodies inside to redeploy it. I'm getting nerdshivers thinking about how fun that is!

Now here is my query, even if on board a ship wouldn't you still only deploy one unit at a time? For example, you take the Ironsky Squadron. They can all deploy at once. Now it's your turn to deploy, and you have your Ironclad with a unit of Arkanauts, a unit of Endrinriggers, and the Admiral. Wouldn't you have to declare it:

Your turn: Ironclad
oppontents turn
Your turn: Admiral
opponents turn
Your turn: Arkanaut Company
opponents turn
Your turn: Endrinriggers

Hopefully I've illustrated my point well, I didn't think about it this way until a friend brought it up. You actually wouldn't put down the Ironclad and all embarked units in one drop, you'd just declare each unit Embarked with their deployment. I also just reread that you can include one unit of Endrinriggers for each Frigate! I think I've just turned my back upon Barak-Mhornar which was my original planned city...

This message was edited 1 time. Last update was at 2017/04/25 16:30:01


"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
Nimble Ellyrian Reaver



Longmont, Co

No it says (in the sky vessel warscroll) that when you deploy a sky ship you declare which units will be embarked upon it INSTEAD of deploying them normally.

Unfortunately as someone pointed out it looks like you can only have one aetherspheric endrin per army, which is a bummer.

All of the things. Most of the time. 
   
Made in us
Monstrous Master Moulder





Longmeadow MA 25+ Trade Rep

Cauthon wrote:
No it says (in the sky vessel warscroll) that when you deploy a sky ship you declare which units will be embarked upon it INSTEAD of deploying them normally.

Unfortunately as someone pointed out it looks like you can only have one aetherspheric endrin per army, which is a bummer.


Awesome I missed that bit!

"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 
   
 
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