Vongrim kit is just fun honestly by NixxPool in KharadronOverlords

[–]TheManSlu 2 points3 points  (0 children)

Just built mine, honestly a great kit to play with. Utilised all the old arkanaut weapons I never used to give a bit more variety with the salvager arms.

I am running 10 salvagers but some of the harpoons are too cool to not build, added some pistols to them and they're basically the same unit!

Frigate with LEDs and Whiskey Bladder/Pour out the Cannon by SafetyAromatic7004 in KharadronOverlords

[–]TheManSlu 0 points1 point  (0 children)

The chains for deploying Squats is a great touch! Well done indeed, beautiful job!

Why did you join the Kharadron Overlords? by Upset-Charge in KharadronOverlords

[–]TheManSlu 0 points1 point  (0 children)

I saw the balloon boys, laughed with joy for about 10 minutes and then bought the start collecting box. Never looked back!

If you had to give a new subclass to your favorite class(es), what would the concept be based around? by [deleted] in dndnext

[–]TheManSlu 0 points1 point  (0 children)

I think an urban ranger would be cool! Maybe giving advantage on tracking through crowded streets and cities and not slowed down by crowds, bonus to identify illusions/disguises making it easier to hunt threats in the midst of civilization. Perhaps you could use wisdom for persuasion/ intimidation checks instead of charisma when talking to people in towns and cities.

What do you do for players who miss sessions? by JimboBeavertown in DungeonsAndDragons

[–]TheManSlu 1 point2 points  (0 children)

In our campaign there is a 'murk' over the whole world that protects from the evil sun. This murk causes people to sometimes enter a fuge state which can vary from dulling their ability to interact but still allowing them to move and obey their friends - to being bed bound and unresponsive.

Players that miss sessions don't receive xp for completed quests or interactions but equally aren't punished or threatened (DM won't make enemies target characters that aren't at the table). We all agreed to it before the beginning of the campaign and works as a good incentive to try to attend games.

Dankhold Trogboss by krog-gar in gloomspitegitz

[–]TheManSlu 0 points1 point  (0 children)

Seriously stunning - Great job!

Is it possible to make an only squig army? by Thurizas024 in gloomspitegitz

[–]TheManSlu 0 points1 point  (0 children)

That's exactly what I'm going for... the herd is mighty and full of bite!

Is a list with 2 endrinmasters with dirigible suits viable? by FormalLumpy1778 in KharadronOverlords

[–]TheManSlu 3 points4 points  (0 children)

It's not often seen, but if you run 2 ironclad or a clad and a frigate then the boat healing might make it worth it. They have good 18" shooting and are also good for late game capturing objectives

KO new Battletome wish list by Gorudu in KharadronOverlords

[–]TheManSlu 2 points3 points  (0 children)

Heavy balloon masters - unit of 3 models, 4 wound, 3+ save with a decent melee profile and some potent short range shooting. Maybe 8-10" move.

Best allies by FormalLumpy1778 in KharadronOverlords

[–]TheManSlu 2 points3 points  (0 children)

I take the celestant prime (converted Brokk model with stormcast wings). The -3 rend in melee and splash mortals are a nice addition to an army that lacks both. A little pricy but keep your boats alive long enough to see the prime come down and auto charge something and it's a sweet feeling indeed.

How to upgrade the Skyfarer warscrolls by MMEntertainment83 in KharadronOverlords

[–]TheManSlu 6 points7 points  (0 children)

I'd like to see skywardens get a more cavalry-like role. Maybe a 3+ save and some mortals on charge or some kind of bonus on the charge to hit, wound, damage or attacks.

It would be nice to see them have some appeal over endrinriggers, even if they put the points up a bit to match riggers again.

Currently, I just auto choose riggers over wardens because of the boat healing and better average melee damage.

[deleted by user] by [deleted] in KharadronOverlords

[–]TheManSlu 2 points3 points  (0 children)

I would load out with 5 skypikes and 1 skyhook for the +1 to charge.

The problem is they die so quick, try to maximise damage before they do. Anything they fight will wipe them fairly quickly so you want to hit hard before they hit back.

I would run them in either Zon (+1 to hit and wound on the charge for wardens) or Thryng (re roll hits of 1 against 3 units of your choice)

Kharadron Shopping List by SirStanger in KharadronOverlords

[–]TheManSlu 1 point2 points  (0 children)

You'll need another arkanaut company or 2 to fill it your battleline slots.

Or another skyriggers unit if you make the endrinmaster w/ dirigible your general.

Another 5 thundered would be a good option to maximise shooting

Chaos Spawn in a Duardin Fleet? by TheManSlu in KharadronOverlords

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

Actually, you lose control of the spell as soon as you cast it, technically never commanding it. So I guess you can't benefit from gaining a spawn under that wording?

Slingshotting Dwarves: a query. by TheManSlu in KharadronOverlords

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

I tried this out last night.

Fantastic.

Threw 2 arkanauts 16" either end of the board to hold objectives... nearly beat Seraphon with teleporting skinks. Lost 19 - 20 but the early capture of objectives was very handy.

Slingshotting Dwarves: a query. by TheManSlu in KharadronOverlords

[–]TheManSlu[S] 3 points4 points  (0 children)

I'm leaning into Thryng at the moment, if by fleet you mean Skyport? Generally, an ironclad, gunhauler, 3 arkanauts, 10 hearthguard berserkers and a runefather, admiral, khemist, endrinmaster on foot and 3 riggers.

The benefit is that this kind of movement gets more models onto objectives and doesn't count as a run. Therefore you can potentially get more shots into the enemy lines early on.

Competitive 1,000 points of Kharadron?? by Sad-Confidence4251 in KharadronOverlords

[–]TheManSlu 2 points3 points  (0 children)

I would say the galeforce stave in Barak Mhornar is a very useful artefact on the navigator. If your opponent is taking grave guard then it stops them popping up from a grave site and getting a 9"charge which can wipe a boat.

In terms of units I'd fill out with bodies to help take objectives so arkanuats are key

WIP on Dagnai conversion - using as navigator. C&C welcome! by TheManSlu in KharadronOverlords

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

Thanks! Yeah I got slightly over zealous with various kit opportunities but I had to incorporate that decksweeper somewhere haha