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===Battleline=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkanaut-Company-en.pdf Arkanaut Company]:''' (Battline; Skyfarer, Marine Min:10 Max:40 90pts) Always battleline no matter which skyport or who the general is. They're rather average in combat and human Bravery, but are a reasonably cheap option for holding objectives since they reroll battleshock and get +1 to hit if wholly within 9" of an objective (and not in a garrison). Their pistols are okay, although short-ranged, and you can also include one of each following heavy weapon per ten dwarfs - Skypike (2"/2/4+/4+/-1/D3), Light Skyhook (18"/1/4+/3+/-2/D3), and Aethermatic Volleygun (12"/6/5+/4+/-1/1). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Grundstok-Thunderers-en.pdf Grundstok Thunderers]''': (Conditional battleline: Barak-Nar Army; Skyfarer, Marine Min:5 Max:20 120pts) Unless going all rifles for the decent range, Thunderers rely on the synergy between the special weapons to do their damage at a 12" range - having at least one cannon, mortar and decksweeper gives those weapons +1 to hit. The unit still puts out a respectable weight of fire, and if everything clicks they can shred pretty much anything that doesn't have a 3+ base save. Their defenses aren't amazing, with a 4+ armor save and 2 wounds apiece, but honestly, it doesn't matter because they're not supposed to be in combat, but if they do they gain +1 attack to their ranged weapons if they risk sticking it out and having Fumigators will help them survive. ** They are good candidates to have min unit armed with only Aethershot Rifle backfield or placed in skyships with mixed weapons to give them more firepower, as it will get them within 9" (but unit bonuses won't work when garrisoned). *** Combine the -1 to being hit from the fumigators with the -1 that the Khemist provides and this guys will be durable enough in CC to make use of their 3" ability. It's something worth considering. ****This particular combo can be used to save other high-value units in your army. Remember, they inflict -2 to hit on the opponent. Ironclad too wounded to retreat? Have the thunderers and khemist hop out, and inflict that glorious -2 to hit on whatever is punching your boat. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Skywardens-en.pdf Skywardens]:''' (Conditional battleline: General is Endrinmaster with Dirigible Suit; Skyfarer, Min:3 Max:12 105pts) DUARDIN warriors with a balloon strapped to their backs. Are armed with Vulcaniser Pistol and skypikes (2"/2/4+/3+/-1/D3d). Skypikes' 2" range lets you fight in two ranks, so you can bunch up and present a narrower frontage to the enemy, maybe taking fewer attacks back from them. The Vulcaniser pistols though are a mixed bag. There not bad on the face of it, (3+/3+/-1/d1) so there better then the Arkanaut Company pistols and so can Unleash hell pretty effectively. The issue is there range: 9 inches. When using there Hitchers ability to deep strike around the board with an airship, they have to stay more then 9 inches away, so out of range. If you want to shoot with an airship when it teleports around the board then t they can also be armed with bigger guns. 1 in 3 can get a Volley gun and 1 in 3 can get a Drill Launcher, Grapnel Launcher or Skyhook (all hits hard and either: have extra rend and could deal MW, prevents enemies from fleeing, or add +1 to charge rolls). Skywardens also inflict MW when they retreat or get charged by flyers. Amusingly, it doesn't matter if you only have one left in the unit, their skymines will still roll to damage every enemy model in the unit. Most importantly, like other Balloon DUARDIN, they can redeploy with a ship when it Flys High to get into charge range first turn (Skyhook will help with this of course). They may not be that survivable with 2W and 4+Sv but are good shock assaulters especially when they pop an Aethergold and they can potentially inflict a lot of damage with their 2 attacks that deal d3 damage. **Skywardens are melee specialists, so loading them with ranged weapons may not be the most effective use of units with normally 2 attacks, though the mortal wounds they can cause may help discourage enemies. **take a unit of 6+, with Grapnel Launcher and Skyhook, charging and holding in melee is easier. **Having one surviving Skywarden retreat from combat can potentially hit every close by enemy unit for D3 mortal wounds. If you're reduced to one model in melee, it may be worth burning a command point or aether-gold to auto-pass battleshock just for this chance. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Endrinriggers-en.pdf Endrinriggers]:''' (Conditional battleline: General is Endrinmaster with Dirigible Suit; Skyfarer, Min:3 Max:12 100pts) They ensure that your boats stay up in one piece, and are armed well enough to discourage the enemy - each Endrinrigger has a 12" range 3 shot pistol, and [[Rip and Tear|Aethermatic Saws]] which, compared to the skypikes, are 1 attack but has better to-hit, wound, and -2 rend, making it easier to land those attacks and better statically better than skypikes when fighting 4+Sv. Endrinriggers would prefer to stay near boats and may range it out by taking the same 1 in 3 option as Skywardens. You may want to range things out and stay with the boat with a Rapid-fire Rivet Gun, Drill Launcher and Aethermatic Volley Gun. So broadly speaking, you have two good ways to run this unit: either kit them out for melee, keep the saws and maybe add a grapnel launcher for elite fighting, <i>or</i> tool them up for shooting by giving one-third of them drill cannons, another third of them volleyguns. This will give you a very mobile unit with 24" range guns. Finally, as their main role, Endrinriggers have a chance for each model to repair a wound on a skyvessels if the unit is within 1" of the boat. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Grundstok-Gunhauler-en.pdf Grundstok Gunhauler]:''' (Conditional battleline: Barak-Urbaz Army; War Machine, Skyvessel, 130pts) A supporting corvette for your airfleet, has a good damage output and movement value and neither are affected by wounds taken, which is good because this thing can negate damage on any other non-Gunhauler Skyvessel within 3" on a roll of 6 (subsequently drawing the fire). It can be armed with either a Skycannon (a rapid fire or big accurate shot option) or a Drill cannon (36"/1/3+/3+/-3/D3d, and on a 5+ to hit will inflict 3 MW), both are equally good choices so just pick whichever you think your army needs most. Like all other SKYVESSEL, they have MW bombs thrown at an enemy that tries to tie it down, able to retreat from anything without fly and still shoot, and they can Fly High, redeploying anywhere 9" away from enemies. ** Most people lean towards the Skycannon for damage output, but the Drill cannon is very good at sniping big targets from far away. If you take 3 gunhaulers with the Drill cannon and the Grundstok Escort Wing Battalion (which you probably are already), you combo that together to give 3 shots from 36 inches away that have reroll 1s to hit an give 3 mortal wounds on unmodified 5s to HIT. This is amazing because it is not uncommon at all to pick out an enemy character with a -1 to hit them, but still get a couple 5s and outright kill them. Even if you don't get the 5s, you hit them and pretty reliably wound them on a 3+ with -3 rend. With the range on the guns, you can easily spread them out and hold back field objectives, and the battalion doesn't need the gunhaulers to be close to a hero or anything to get their reroll 1s. You just declare at the start of the turn and go nuts sniping support characters all game. As an added bonus, if you really need to nuke something, shoot these three guns into the target and then charge it with all three gunhaulers for their bomb racks. Odds are, you'll get close to 10 mortals if you're even a little lucky.
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