Greetings privateers!
I am working on a Grundstok Escort Wing tournament list (2000 points based on the GH 2018). I have very little experience actually playing KO and AoS, so any input would be greatly appreciated.
The main thing that sticks out with this list is how helpless it is in preventing enemy magic. I am not quite sold on the need for bringing in the SCE Incantor (as the KO synergy seems better for this particular battalion). The idea is that I will be able to eliminate any wizards, who are often the high priority targets anyways (thinking about Lords of Change, Arkhan the Black, Slann, etc.) before they can cause any trouble. Another issue is countering fast lists.
Skyport:
Barak-Thryng (+ There's No Trading With Some People footnote)
Leaders:
Khemist: General; Doughty Champion; Aether-Charged rune (or Aethersight Loupe)
(The rationale with this guy is simple: General's Trait and his artefact are to keep him alive for as long as possible. I reckon he should survive at least two turns. He will buff the Skywardens for as long as possible. The elephant in the room here is, if I need heroes to hold objectives, what do I do?)
The Troops:
10 Arkanauts: 3x Light Skyhooks
10 Arkanauts: 3x Skypikes
10 Arkanauts: 3x Aethermatic Volley Guns
5 Grundstok Thunderers: 5x Aethershot Rifles
12 Skywardens: 4 Drill Cannons; 4 Aethermatic Volley Guns
The Fleet:
1 Arkanaut Frigate: Heavy Sky Cannon; Self-Healing Hull
1 Grundstok Gunhauler: Drill Cannon; The Last Word
1 Grundstok Gunhauler: Drill Cannon
1 Grundstok Gunhauler: Drill Cannon
(The Frigate and Gunhauler with The Last Word are deployed together (to increase survivability of the Frigate. The other two Gunhaulers more or less roam/block/take objectives/provide cover for the bunker.)
Notes:
This list should have a strong first turn. If I were to roll low for the Log of Grudges, I would use my Honour the Gods roll to hopefully get a more favourable outcome. The battalion ability allows for the Ships' cannons and Skywardens' Drill Cannons and Volley Guns to take out a minimum of one priority target per turn. I tried to figure out some averages and I can (conservatively) expect a 25 damage outcome per round of shooting including buffs. For example, this kind of firepower should allow me to take out a Frostlord on Stonehorn with the Ethereal Amulet in one round of shooting.
I know that most competitive lists seem to favour having two khemists, but I do not see the point when I only have one large unit of Skywardens. They will do the bulk of the lifting, while the Arkanauts hang back to take and hold objectives/block. The list originally had only 9 Skywardens and an Endrinmaster with Gattlesson's Endless Repeater, but I am wondering if, statistically speaking, having the extra Drill Cannon and Aethermatic Volley Gun synergizes better? Alternatively, I could drop 3 Skywardens for a Knight Incantor, but I must insist that this would greatly affect the efficacy of my crucial first round of shooting.
Regarding deployment. The plan is to deploy the Skywardens, Gunhauler with Last Word, Frigate, Arkanauts with skypikes, and (eventually) the Khemist in a "bunker" formation, whereby the Frigate and Gunhauler form a wedge behind which the Skywardens and Arkanauts can fire. The Khemist serves to buff the Skywardens, otherwise their points won't pay off. Casualties on the Skywardens would be picked off with the skypikes first. Beyond the challenges I can see in holding objectives, I am wondering how to manage/counter summoning 9" away or cavalry lists that can quick surround. I am thinking of positioning the thunderers exactly 9" away from "the bunker's" exposed rear and flanks.
So what does everyone think? Be as critical as you can! Right now, I am thinking: what if they can engage me in combat first turn; how will I take and hold objectives; how will I deal with magic; first turn or second turn?; how ought I to deploy the army; who would my enemy want to focus first/who to protect?
Thanks in advance for your input!
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