It's a solid build. They have the rule for the arkanaught company wrong though; any model which targets a hero/monster gets +1 to hit but the whole unit does not have to.
If you are looking to make things stronger, go with mhornar for the command trait and take one unit of company with skyhooks instead of skypikes (skypikes are the weakest option). Arkanaught company captains should always have the 3-shot pistol option as it's statistically better. Go with the great skycannon/hook on the ironclad because you need the rend, don't take the volley cannon. The artifact choice they suggested is terrible, I would suggest re-roll saves of 1 for the admiral. However almost any other choice for artifact would be better, even just putting the hammer on the admiral instead of the endrinmaster.
Also, always take second turn. If Kharadrons go second and get a double turn they basically win, and there's no scenario that will give a first-turn advantage worth giving up what is more or less a 50% chance of auto-win.
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