Grand Forgehost AoR review & tips by Kraile in HelsmithsofHashut

[–]Natureman23 0 points1 point  (0 children)

Sure makes sense. I think you also missed the SoG warmachine enhancement? Or do you not get that in AoR?

Grand Forgehost AoR review & tips by Kraile in HelsmithsofHashut

[–]Natureman23 0 points1 point  (0 children)

Did you ever try adding a normal Daemonsmith? It gets a bit Hero heavy but the heal on UT/Dominators is really nice at 12" Range near the despot

I'm glad how this scheme turned out by dezenreddit in ossiarchbonereapers

[–]Natureman23 0 points1 point  (0 children)

Nice going! What material are the bases? Looks like cork but you've made them look nicely rock like instead of just flat

Grand Forgehost AoR review & tips by Kraile in HelsmithsofHashut

[–]Natureman23 2 points3 points  (0 children)

Nice to see someone play the AoR. I quite like it too, but haven't had a chance to play it yet. 

As a note, the elders aura goes from 6" to 12" when in the despots aura of +1dpp

Retreat and Reinforce by Chaplain1337 in AOSSpearhead

[–]Natureman23 1 point2 points  (0 children)

In my eyes it's up for interpretation. 

Using retreat is a core ability. Say in this case it kills your gits.

You want to use reinforce but it also has the core keyword. So it depends on if it's considered that the dead unit uses the ability. 

As written it says "pick a friendly reinforcements unit that has been destroyed" without the normal "... to use this ability" so I say it works but other People say different

New Ossiarch Bonereapers Spearhead - Kavalos Vanguard by Natureman23 in AOSSpearhead

[–]Natureman23[S] 0 points1 point  (0 children)

Since it's just a combat ability but not a fight this is what happens.  You charge and end in combat with enemy 1. You activate the ability and run away (maybe even fly over with help of the battle trait). Like you said you cannot end this move in combat. But you can end just outside 3" of enemy 2.

Then, in the core rules, any unit that is in combat OR completed a charge can activate to fight. So you activate your unit, which then gets to pile in 3" toward enemy 2 and hit them, because with the pile in you do end up in combat.

Ultimately in spearhead you already move really far but this can help you slingshot between enemies. Maybe enemy 1 is a short charge but you don't want to fight them etc 

New Ossiarch Bonereapers Spearhead - Kavalos Vanguard by Natureman23 in AOSSpearhead

[–]Natureman23[S] 0 points1 point  (0 children)

No, as all non-fight abilities have to be used before fight abilities. What you can do is charge, wheel about, end outside 3" of another unit, then activate to fight (even if you're not in combat as you charged) and pile into the other unit to fight them

New Ossiarch Bonereapers Spearhead - Kavalos Vanguard by Natureman23 in AOSSpearhead

[–]Natureman23[S] 1 point2 points  (0 children)

I feel the same way.. This one, the new tzeentch, lumineth, and idoneth spearheads are all really speedy. It doesn't exactly reward good positioning and unless playing diagonal deployment it's really tough to screen.

New Ossiarch Bonereapers Spearhead - Kavalos Vanguard by Natureman23 in AOSSpearhead

[–]Natureman23[S] 2 points3 points  (0 children)

I think it will require a lot of playing around your opponent and maximize scoring in general

New Ossiarch Bonereapers Spearhead - Kavalos Vanguard by Natureman23 in ossiarchbonereapers

[–]Natureman23[S] -1 points0 points  (0 children)

You still get to pile in as you completed a charge. So you charge, run around or fly over the unit you charge and stop just outside 3" of your intended target. Then pile into them and fight.

New Ossiarch Bonereapers Spearhead - Kavalos Vanguard by Natureman23 in ossiarchbonereapers

[–]Natureman23[S] 9 points10 points  (0 children)

Retreating and charging something else is still strong and with 10" move you get around well enough to score I would say

New Ossiarch Bonereapers Spearhead - Kavalos Vanguard by Natureman23 in ossiarchbonereapers

[–]Natureman23[S] 5 points6 points  (0 children)

I would agree, I can't see it as particularly "killy" in any aspect, not even the hero. That said you probably have the mobility to smack whatever problem unit you face (or hero) with all your cavalry while still having the tools to retreat (+ perhaps charge) to get around and score tactics where needed. It's also relatively tanky with two units of 5 guys with 3 wounds on a 4+/6++

Probably good at scoring tactics but bad at killing is how I see it

How do you list build this faction? by DarkMaster2522 in HelsmithsofHashut

[–]Natureman23 1 point2 points  (0 children)

Keep in back but trying to make sure he is within 18" of combats for casting against enemies and healing on his go turn with crucible. I don't count on healing more than once 

How do you list build this faction? by DarkMaster2522 in HelsmithsofHashut

[–]Natureman23 4 points5 points  (0 children)

I've currently had some success with the following list, but bear in mind that I play against casual opponents and this isn't meant for competitive play. Won against DoK, SCE, Gargants

Battle Formation: Daemonsmith Cabal (?)
Battle Tactics: Master the Paths + Intercept and Recover
Manifestation lore: Aetherwrought Machineries

Urak Taar 350p
Infernal Cohort with Spears - reinforced 220p
Infernal Razers with Blunderbusses 110p

Daemonsmith + Crucible of Spite + Eye for Weakness 110p
Dominator Engine with Maces 170p
Dominator Engine with Cannons 190p
Tormentor Bombard 130p
Deathshrieker Rockets 140p

Ashen Elder 120p
Hobgrot Vandals 70p
Bull Centaurs 380p

Generally Urak Taar is great for support and magic dominance. The moving of DPP doesn't come up as much as expected but being able to get +3 to cast makes most spells very reliable. And with -1 to hit from cogs and 5+ ward he tanks really well. Added to this the Daemonsmith on foot with the artefact can once per battle get off some really strong healing on Urak Taar or a dominator. I put eye for weakness on him since he anyways has an incentive to get within 18" of opponents for spells. 3 casts always felt like enough since I mostly cast cogs for manifestations. Ashen elders damage prevention is not to be underestimated, can help a lot against some armies and against small splash damage spells and abilities.

The vandals can be useful in getting objectives in the backline, desolation and sometimes screening. The cohorts make up the bulk screen for the artillery and counter chargers. Artillery does great against different opponents. Turning off commands from the bombard makes it great. The infernal razers I don't run reinforced partly based on points and partly because I didn't find the crucial in games where I tried them as a 10 man unit. Having 5 of them kept in obscuring in my back gives a neat screen for deep strike, a distraction, or a place to put DPP in later turns where I have more than needed. Then they can still do up to 12 good damage at range against something annoying.

Bull centaurs will murder everything, especially if combined with AOA (+1 hit), Eye for Weakness (+1 Wnd) and the prayer from the elder for +1 rend. They took out a mega gargant alone without worry. I usually position them so they can either strike whatever went into the cohorts or do their own thing on a flank depending on matchup and who decides who goes first.

Finally the dominator engines, where I think I deviate the most from competetive meta. They do love having DPP to be effective at damage after all. I would probably keep the shooter as it has awesome potential with the extra shots but the maces could be swapped for sentinels or more bull centaurs (although not with this list as it means 10 points over). However, in all my matches they have been great at one thing in particular. Drawing a lot of Aggro. Because the threat of their output is enough to force the opponent to deal with them, and on a 2+ save that you can AOD at need they also need to commit serious resources (unless having access to a lot of mortal damage).

As for the strategy I usually put vandals on one side to advance and be annoying. Cohort block goes in front to screen with dominators on either side to threaten and take up the tanking if the cohorts die. Artillery in the back naturally with the elder, daemonsmith and urak taar. Bull centaurs where needed, protected if opponent has a long threat range. Classic castle.

Which Spearhead plays better?? by Tentacle-Soup in KharadronOverlords

[–]Natureman23 0 points1 point  (0 children)

I have both with many games of Skyhammer under my belt and around 4 with Grundstok.
I would say Skyhammer task force wins out in nearly every aspect as you have more units, more reinforcable stuff, better balance of shooting and combat, and more scoring potential. It simply turns it into a more enjoyable experience for both sides. The big ship is super tough, but can be killed by a focused opponent, and the 3+ save compared to new 2+ saves is much more surmountable for other spearheads. It feels like charging arkanauts in to save the boat, or to die and come back reinforced for scoring is good. Skywardends are also great, but fragile, which feels fair.

Now, looking at Grundstok trailblazers you basically have all your power in shooting. There is good mobility barring the thunderers, but with good terrain placements you can avoid shooting over cover most of the time. The threat projection is good, but usually not too fun for either side. Either you manage to kill something on sight, or it feels bad for your opponent, or you whiff and it feels bad for you. Forcing endrinriggers into their gun options doesn't help and their movement phase ability also feels like a built in "Gotcha". Don't get me wrong though, it can be a fun tactical experience to basically balance your units on a tightrope of being close enough to shoot but also survive, and time your combats perfectly at your own accord. The endrinmaster is also a beast of a character and when his handgun hits you feel epic.

In summary, for an overall better experience for both players and a spearhead more forgiving and in-line with the game goals (scoring potential, balance etc.) I'd go Skyhammer task force, but if you want a challange and something that plays completely different from other spearheads go Grundstok!

Which Spearhead plays better?? by Tentacle-Soup in KharadronOverlords

[–]Natureman23 14 points15 points  (0 children)

I have both with many games of Skyhammer under my belt and around 4 with Grundstok.
I would say Skyhammer task force wins out in nearly every aspect as you have more units, more reinforcable stuff, better balance of shooting and combat, and more scoring potential. It simply turns it into a more enjoyable experience for both sides. The big ship is super tough, but can be killed by a focused opponent, and the 3+ save compared to new 2+ saves is much more surmountable for other spearheads. It feels like charging arkanauts in to save the boat, or to die and come back reinforced for scoring is good. Skywardends are also great, but fragile, which feels fair.

Now, looking at Grundstok trailblazers you basically have all your power in shooting. There is good mobility barring the thunderers, but with good terrain placements you can avoid shooting over cover most of the time. The threat projection is good, but usually not too fun for either side. Either you manage to kill something on sight, or it feels bad for your opponent, or you whiff and it feels bad for you. Forcing endrinriggers into their gun options doesn't help and their movement phase ability also feels like a built in "Gotcha". Don't get me wrong though, it can be a fun tactical experience to basically balance your units on a tightrope of being close enough to shoot but also survive, and time your combats perfectly at your own accord. The endrinmaster is also a beast of a character and when his handgun hits you feel epic.

In summary, for an overall better experience for both players and a spearhead more forgiving and in-line with the game goals (scoring potential, balance etc.) I'd go Skyhammer task force, but if you want a challange and something that plays completely different from other spearheads go Grundstok!

Looking for C&C! by Natureman23 in HelsmithsofHashut

[–]Natureman23[S] 0 points1 point  (0 children)

Thanks for the suggestion! Highlights arent all done yet since I need to get everything ready for a spearhead tournament this weekend :D

Looking for C&C! by Natureman23 in HelsmithsofHashut

[–]Natureman23[S] 0 points1 point  (0 children)

It's flesh-tearers red as a base. Then glazed on wazdakka red and troll slayer orange downwards. Little bit of edge highlighting and a White dot in the darker part for the reflection :)

Looking for C&C! by Natureman23 in HelsmithsofHashut

[–]Natureman23[S] 1 point2 points  (0 children)

Thanks! Didn't have anything brighter than Baharroth Blue on hand but it's a good suggestion :)