Brokk Grungson
Endrinmaster- Aethermatic Might
Khemist
Navigator- Aethersite Loupre
Ironclad - Skyhook
Arkanauts x 10 Skypike x 3
Arkanauts x 10 Skyhook x 3
Arkanauts x 10 Skyhook x 3
Endrinriggers x 12 Grapple x 1
Iron Sky Command
Barak- Nar
Respect your commanders
Trust Aethermatics
Through knowledge power
No reward without risk
Scholars and commanders
Two units of arko's walking the navigator around (how dumb is it that he has to be walking to be able to dispel or navigate?). He's dispelling at 3d6 +1. All my hero's get to dispel (at +1) and once per game everyone gets to dispel twice in that turn.
I don't believe I get a command trait because Brokk is my general. Debating on wether or not I like his command ability more than the idea of making my endrinmaster an absolute beat stick with 4 attacks that would do 6 wounds each. On 3's and 2's! No 6's required.. the arkanauts are there for ablative wounds for him which would seem to work even if his servo arm throws a rod.
I might change it to that, have my endrinmaster be general and give him the extra attack. When everyone piles out of the transport they will hopefully all want to shoot and charge instead of run and charge.
I think I might rather have 2 khemists and lose the navigator. That would still be plenty of anti magic vs most armies. 33 chain sword attacks...
Have enough Power? Brokk look worth the points? Give tzeentch a bad day?
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