Switch Theme:

[2000] - Kharadon Overlords - Stonecleavor Fleet  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Beardling




Texas

I'm trying decide what to purchase next for my fleet. I decided to not get a 2nd frigate, as I needed more close combat support, so I bumped my Endrinriggers up to a 6 man unit.

I have 240 points left.

Option #1: add an Endrinmaster to the Ironclad to keep it in the air and another unit of Grundstok Thunderer's (either bumping the mortars up to 10 or a 3rd unit with Rifles)

Option #2: Add another 6 man unit of Endrinriggers and attach them to the Frigate.

My fleet:
Sky-port - Barak-Thryng (additional footnote; There's no trading with some people)

1000 points (What I currently have):

Arkanaut Frigate "Sky Cleavor" (Heavy Sky Cannon and Great Endrinworks- The last Word)
Passengers:
General - Arkanaut Admiral "Brodin Stonecleavor" (Command trait - Grudgebearer and Artefact of Power - Grudgehammer)
Arkanaut Company (3 Skypikes)
6 Endrinriggers (Drill Cannon)

Ground Troops:
Arkanaut Company (3 Aethermatic Volley Guns)
5 Grundstok Thunderers (5 Grundstok Mortars)

2000 point list (currently at 1760)

Arkanaut Ironclad "Iron Vengeance" (Great Sky Cannon and Great Endrinworks - Incredible Self-healing hull)
Passengers:
General - Arkanaut Admiral "Brodin Stonecleavor" (Command trait - Grudgebearer and Artefact of Power - Grudgehammer)
Arkanaut Company (3 Skypikes)
Aether-Khemist "Skorri"
5 Grundstok Thunderers (5 Aethercannons)
6 Endrinriggers (Drill Cannon)

Arkanaut Frigate "Sky Cleavor" (Heavy Sky Cannon)
Passengers:
Arkanaut Company (3 Light Skyhooks)

Ground soldiers:
Arkanaut Company (3 Aethermatic Volley Guns)
5 Grundstok Thunderers (5 Grundstok Mortars)

Thoughts?

"I have a very strict gun control policy: if there's a gun around, I want to be in control of it." - Clint Eastwood 
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

More riggers for sure. They are the best unit in the book, even over Thunderers, especially when supported by a Khemist.

Rule #1 is Look Cool.  
   
Made in us
Confident Halberdier




Los Angeles, CA

if you're not using a battalion you should throw in a Gunhauler to absorb some wounds for the frigate or the Ironclad, whichever you think is going to get more flak.

The incredible self-healing hull is kinda meh... I mean it's important to keep your ships up, but they probaly could get more usage from something like The Last Word
   
Made in us
Humming Great Unclean One of Nurgle






I'd go for the Endrinmaster and +5 to the unit of thunderers; 20 aethercannon shots will do a number on just about anything. Endrinriggers are great, but at 20 points per wound it can be very costly when they get attacked (especially with mortal wounds) so it's best not to put too many points into them.

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
Battlewagon Driver with Charged Engine





Philadelphia

 NinthMusketeer wrote:
I'd go for the Endrinmaster and +5 to the unit of thunderers; 20 aethercannon shots will do a number on just about anything. Endrinriggers are great, but at 20 points per wound it can be very costly when they get attacked (especially with mortal wounds) so it's best not to put too many points into them.


Thunderers are also 20 per wound lol. I mean they're great, just pointing that out. And cannons are the nastiest weapon, but I've had difficulty getting them all within 12" range, and I only have 10...and I play Zilfin with a deep striking Ironclad. I like the idea it's just that you can't count on them turn 1, it's a slower burn.

Rule #1 is Look Cool.  
   
Made in us
Beardling




Texas

I'm leaning towards the Endrinmaster and bumping the Mortars up to a ten man unit. I like the long range support.

The Khemist will be with the Aethercannons. If 10 cannon shot don't work, then the dice gods aren't happy with me..

"I have a very strict gun control policy: if there's a gun around, I want to be in control of it." - Clint Eastwood 
   
Made in us
Humming Great Unclean One of Nurgle






 The Shrike wrote:
 NinthMusketeer wrote:
I'd go for the Endrinmaster and +5 to the unit of thunderers; 20 aethercannon shots will do a number on just about anything. Endrinriggers are great, but at 20 points per wound it can be very costly when they get attacked (especially with mortal wounds) so it's best not to put too many points into them.


Thunderers are also 20 per wound lol. I mean they're great, just pointing that out. And cannons are the nastiest weapon, but I've had difficulty getting them all within 12" range, and I only have 10...and I play Zilfin with a deep striking Ironclad. I like the idea it's just that you can't count on them turn 1, it's a slower burn.
Thunderers aren't a melee unit.

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. 
   
 
Forum Index » Warhammer: Age of Sigmar
Go to: