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Made in us
Battlewagon Driver with Charged Engine





Philadelphia

Sky Port: Barak-Zilfin

Artytcle

-Master of the Skies (Reroll 1s to hit and wuond against flying things)

Amendment

-Don't Argue With The Wind (Auto Run 6" with Skyvessels)

Footnotes:

-There's Always A Wind If You Look For It (Double move 1/perbattle for a Skyvessel)
-Without Our Ships We Are Nought (1/perbattle reroll a dice to heal a Skyvessel)

Artefacts of Power

-Aetherspheric Endrins (Deepstrike Ironclad)
-Incredible Self-healing Hull (In addition to all other healing, 4+ to heal a wound in hero phase for Skyvessel)
-Aethershock Earbuster (Chemist forces battleshock tests with gun)
-Aethersight Loupe (Admiral can disspell and at +1)

Leaders

Admiral: Fleetmaster- Redploy 1 Skyvessel before battle begins
Chemist

Units

10 Arkanauts
10 Grundstock Thunderers

Behemoths

Ironclad

Battalions

Iron Sky Squadron

Frigate
Frigate
10 Arkanauts
10 Arkanauts
3 Endrinriggers

Total: 2000

So the way everything works is this: I load up the Ironclad with 10 Arkanauts, 10 Thunderers, 3 Endrinriggers and the Chemist. That deep strikes and they unload t1, shoot and charge.

One Frigate uses another special ability and double moves with 10 Arkanauts, to shoot the extra shots on the frigate.

The third frigate has the admiral with 10 more Arkanauts; that frigate runs and shoots t1 lol.

Because of the Ironclad and/or the Iron Sky Squadron, my frigates reroll 1s when shooting without the penalty for battening down the hatches and add 1 to their attacks t1. The Ironclad has other cool orders to help as well, mainly an extra 3" for missile weapons that could come in handy when I'm less aggressive. All ships have 6+ against mortal wounds from Zilfin and auto run 6". The Chemist's weapon is 3d6 4+/4+/-2 and causes auto battleshock tests with a relic. He adds one to the attacks from the Thunderers weapons, the admiral can disspell at +1 and the ironclad and admiral's frigate have extra healing. So it's fast as all get out but all my troops are gonna be dead if I alpha strike so I better table or I can't hold objectives lol.

How should I equip my dudes/ships? I'm torn on guns, haven't worked out the math of what's best yet. Thoughts? My immediate one is perhaps one Endrinmaster would be better than 3 Endrinriggers because of the D3 wounds restoration instead of 1...

List 2

Sky Port: Barak-Zilfin

Artytcle

-Master of the Skies (Reroll 1s to hit and wuond against flying things)

Amendment

-Don't Argue With The Wind (Auto Run 6" with Skyvessels)

Footnotes:

-There's Always A Wind If You Look For It (Double move 1/perbattle for a Skyvessel)
-Without Our Ships We Are Nought (1/perbattle reroll a dice to heal a Skyvessel)

Artefacts of Power

-Aetherspheric Endrins (Deepstrike Ironclad)
-Aethersight Loupe (Admiral can disspell and at +1)

Admiral: Fleetmaster- Redploy 1 Skyvessel before battle begins
Chemist

Ironclad
Frigate
10 Thunderers
10 Arkanauts
10 Arkanauts
10 Arkanauts
12 Endrinriggers

Total: 2000



This message was edited 3 times. Last update was at 2017/04/25 10:46:09


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



Longmont, Co

For the skyvessels I think the cannons are clearly the best choice. Unless your getting bonuses to hit and wound then maybe the volley gun. Which is not how either of us is spec'd.

The great skyhook seems kind of gimmicky, I'd much rather be doing d6 damage than potentially get to move d6, I think. Maybe if you could pull whatever you speared towords you instead of the other way around...

Endrinmaster has the better heal effect for sure, especially since you can reroll your d3 once per game. The Endrinriggers though can hop out and lay down some fire at 24 " and still be healing your ship though. Only time endrinmaster will do something besides heal is in combat which, kinda seems like a losing prospect.

The way they break down the special weapons for the endrinriggers seems pretty cut and dry. You may take a volleygun, you may take a pike or the drill cannon (amazing weapon!) or grapnel. So, seems like the best way to outfit them is with a drill cannon and a volley gun then just lay down some dakka at 24" while your healing a ship 1 wound a turn PER unit.

I hadn't considered putting the admiral in anything but the ironclad. Being able to run and shoot seems far better on the ship with the most guns and most transport capacity.

If you had your admiral, the khemist, 10 thunderers, 10 arkanauts and your enrinriggers all in your ironclad it would only slow it by 1" a turn but because you have your admiral in there you can always run it (auto 6) your actually going to be faster than you would be without overloading. Your ironclad will be able to scoot across the board to drop your thunderers wherever and you'll still be able to shoot it while you do even if you have to run it. Basically your ironclad now moves 13" a turn. 21 in a turn if you burn your footnote.

Especially when you deploy it and tell your opponent what all is inside of it and they overreact with their deployment and then you just move it to the other flank and blow up half of dudes army st a time.

cheers!!

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





Philadelphia

thanks for the input! the reason i put the admiral in a frigate is for the alpha strike. the ironclad already deep strikes, frigate 1 double moves and frigate 2 runs and shoots. in standard 24" away deployment, even my 12" guns will be in range. my entire army should get to shoot something.

If experience teaches me that my alpha strike isn't good enough and I become exposed to losing due to double turn, then i'll do as you say and put everything in the Ironclad.



Rule #1 is Look Cool.  
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

Ok, thought of 1 possibly seismic alteration. Do I drop the Warscroll Battalion (which means losing the extra artifacts) and drop a frigate to pick up 9 more Endrinriggers?

I think the alpha strike is really important to my survival and obviously 9 more Riggers pouring out of the Ironclad t1 is superior. In this scenario, the Light Skyhook
Arkanauts would be deployed in some terrain.


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



Longmont, Co

Would you run the endrinriggers with a skypike or ranged?

The loupre artifact doesn't work how you seem to think it does. Admiral can't normally dispel so he'd just gain the ability to do so, wouldn't give him the extra d6.

Also. It says you can not measure to or from a model that is embarked on a transport. So, admiral couldn't dispel at all even with the item unless you put him on the ground which is not ideal..

I think you might be a little to caught up in the alpha strike. Your probably going to have to duke it out more than you think. Your adjustment seems fine but I'd load the endrinriggers up for ranged, drop in and do your alpha strike but then kite away and use your superior ranged firepower to frustrate your opponent and keep the game on your terms.

If you drop in and bum rush your opponent your really just going to be playing into his hands and throwing away your manueverabilty advantage.

Drop down and nuke a couple key characters then kite away and make him try and catch you/ out ranged you.

In my opinion* haven't gotten a kharadron army on the field yet but that really seems like the way the army is supposed to play.

If you want to drop in and do a big assault I'd look at taking brokk grungson.

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





Philadelphia

Great insights man!

I was thinking Drill Cannon on Enrindriggers; if I take your advice I'd probably add a Volley Gun as well. When you say kite away, are you referring to the Grapnel Launcher?


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



Longmont, Co

No, sorry old gaming term. It's harder to do when there's the chance of double turn.

What I mean is to try and stay on the far end of your range. You drop down at like 18-24" (depending on range) and shoot. He moves closer to you and you move away, staying within range of your weapons but keeping as much distance as possible between him and you. He moves closer and you move away, shooting the whole time. He'll follow you and you lead him on, like a kite.


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





Philadelphia

Hmm, okay would Zilfin be the right choice for that strategy? I feel like Urbaz or Mhornar might be better for that. Thoughts?

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




 The Shrike wrote:
Hmm, okay would Zilfin be the right choice for that strategy? I feel like Urbaz or Mhornar might be better for that. Thoughts?


Zilfin, when their skyvessels run don't they always count as getting a 6?
   
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Philadelphia

Yes. I just thought that Zilfin was best for a more aggressive posture. Perhaps a more close combat oriented force? Endrinriggers buffed by a chemist plus Brokk in an Ironclad dropping in?

Rule #1 is Look Cool.  
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

Final list is a little different; I really wanted to run one of each ship type, even if it's sub-optimal. Although I do think the Gunhauler's tanking ability without losing shooting effectiveness will be quite useful.

Sky Port: Barak-Zilfin

Artytcle

-Master of the Skies (Reroll 1s to hit and wound against flying things)

Amendment

-Don't Argue With The Wind (Auto Run 6" with Skyvessels)

Footnotes:

-There's Always A Wind If You Look For It (Double move 1/perbattle for a Skyvessel)
-There's No Trading With Some People (Once per battle, add D3 mortal wounds when you do damage to a unit)

Artefacts of Power

-Aetherspheric Endrins (Deepstrike Ironclad)
-Aethershock Earbuster (Chemist forces battleshock tests with gun)

Admiral (Command Trait: Fleetmaster, re-deploy a skyvessel, In Ironclad)

Endrinmaster (In Ironclad)

Khemist

10 Arkanauts: 3 Light Skyhooks (Deployed on foot)
10 Arkanauts: 3 Aethermatic Volley Guns (In Frigate)
10 Arkanauts: 3 Skypikes (In Ironclad)

10 Thunderers (In Ironclad)

3 Endrinriggers: Drill Cannon (In Ironclad)

Ironclad: Cannon, Aetherspheric Endrins

Frigate

Gunhauler

Total: 2000

So the Ironclad deepstrikes T1 with the Admiral, the Endrin master, 3 Endrinriggers, the khemist, the skypike Arkanauts, and the 10 Thunderers buffed by the Khemist. I have to stay 9" away. That means I'm within range with all my guns and within charge range of 8" if my Admiral makes his charge thanks to +1" from First to the Fray. It's going to take some practice, because I don't know what will be left after all that shooting, charging may be impractical.

The frigate double moves T1 and shoots to gain the midfield and the Gunhauler tags along to tank wounds; running the auto 6" from Zilfin if I'm not in range with its shooting.

Once the alpha strike is complete, I'll probably retreat the Ironclad back towards the Gunhauler and dump out my Volley Gun Arkanauts to control the mid field and move up the Gunhauler to tank wounds for the Ironclad to keep it alive. If everything works out, I should be able to keep the ships alive for most of the game, although I think my infantry and heroes are probably kaput in most matches.

Thoughts?

This message was edited 1 time. Last update was at 2017/05/04 15:46:04


Rule #1 is Look Cool.  
   
Made in dk
Sneaky Sniper Drone




Sounds like a cool list, respect for bringing one of each vessel as well as not proxie sky hooks for your Company

What weapons will you give the thunderers? fumigaters, eathercanons?
Remember you can't buff the thunderers when either they or the khemist is in embarked on the ironclad.

Good luck with it, let me know how it works for you.


Cheers
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

Thanks mate! I've got some nastier, spammier ideas for more competitive play but me and my friends are just getting into Sigmar so I figure I'll play for pure fun at first, while of course trying my best to win with what I have.

I'm going economical with the Arkanauts. 3 Light Skyhooks in one unit, 3 Volley Guns and 3 Skypikes. The Thunderers will be a mix as well for the visual display. (See rule #1 below ) I don't think any of their guns are bad per se, though the mortar does seem best.

It says in the Disembarkation rules that all hero abilities can still be used after disembarking.

This message was edited 1 time. Last update was at 2017/05/05 03:34:39


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




I really like your updated list, just getting into AOS myself and really like using 1 of each ship. I would also really like to see your competitive list as well.
   
Made in pl
Storm Trooper with Maglight




Breslau

Actually it's possible to kitbash some skyhooks.

While assembling my Arkanauts I used the skypike head on the gatling gun (slightly filed down and such) and then took a rifle bit from thunderers to slap the frigate's skyhook on it (I'm running cannons on ships anyway). That gives us 3 skyhooks per 10 men.

You can also use the skypikes from the balloon boyz if you run one kit as endrinriggers for example as you have spares.

Conversely you can just slap skypikes on thunderer models and attach them to your arkanaut units and then use the "saved" models as unit leaders and such, even if you plan on running blobs of 20.

2014's GW Apologist of the Year Award winner.

http://media.oglaf.com/comic/ulric.jpg 
   
 
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