Morning everyone !!
Now that you got an idea of what is in the book, I'd like to share a few cute combinations I found.
NB : (To be honest Barak Mhornar is my favorite and strongest sky port)
- I think they are going to be a good army once everything is figured out. Really strong shooting, lots of movement tricks, Deepstrike, a few strong melee hitters, Anti flying tech. Mine + thunderer combo is really strong against melee (see point VI).
- FLYING SHIPS
- I am not sure about the impact of having no shield spells with iron clad at 4+ and frigate at 5+.
- Counterspelling is a big investment unless you play vs flyer ^^
- No generic hero with a jet pack :(
- Limited number of units (even if they are quite cool)
- Being able to Roll 4+ :D
- Only 1 battleline unit and no possibilities to have another one with battalion or command.
A few good synergies with them.
I ) Morhnar bombardment
Command trait Opportunistic Privateers = grants reroll against one unit of choice if you are 3" from your general.
10 thunderer with mortar + 1 Aether Khemist + 1 general from Mohrnar = 20 shots, 36"range, hit on 4+ with reroll, wound on 3+ with 1d3 dmg. Math says : 15 hit, 10 saves (each wound is d3). Very good against low save high number units.
threat range is : 4 + d6 + 36 on first turn ^^
ps : I will not comment if it's possible to stack 2 khemist effect on a single unit ^^.
Option : You can do the same combo with Barak Thrygg, choose 1d3 units at start of game and reroll 1 to wound and hit. Math is around 11.5 hits, 8.5 saves but doesn't involve the general.
II) Frigate Death star (still in Morhnar)
1 frigate 10 thunderers, 1 Morhnar general, 1 khemist.
In the hero phase disembark and move in position.
Choose an enemy unit that you want to die and get reroll to hits.
20 Aethercanon shot with 4+ to hit with reroll, 2+ to wound, -2 rend, d3 dmg. = 13 saves with -2 rends * 1d3 dmg ^^
My favorite units are the skywardens - they are cheap, move fast and won't count towards the number of embarked dwarves. yay
3 skywardens are 100pt.
You can easily disembark, move and charge.
Each one of them get 2 melee attacks at 4+ to hit, 3+ to wounds, -1 rends , d3.
ps : I think I am going to use magnets with them - I want to be able to kit them full melee or keep the option to go full specials weapons as a skirmish units.
Option : With the right battalion (escort wing give +1 to hit against 1 unit per turn in the shooting phase) I can disembark 9 of them, move, shoot and shoot 18 volley gun shot + 3 explosive drill at a 24" range.
IV) First round ship Alpha !
Iron sky Squadron grants: 1 extra shot PER WEAPONS on first turn for frigate.
Barak-Morhnar grants: run and shoot on first turn ! + reroll against 1 unit. (you can get the run and shoot for generic sky ports.)
You need : 2 frigates, 1 ironclad, 2 Arkanauts with 3 sky hook each + 2 khemist = (1520pt) you can add a third frigate+comp if you want to maximise first round alpha or other stuff if you want to play save ( 10 thunderers and 9 wardens get you to 2k)
First hero phase, Ironclad adds 2 carbines shot or 3" range.
khemist grant extra sky hook to Arkanaut.
First turn : you run and shoot with everything and woaaa that's a lot of shooting.
Each frigate is making : 7 carbines shot + 2 heavy sky cannon.
the ironclad make : 10 carbines shot + 1 great sky canon.
+ 12 light sky hook from the 2 arkanauts comp.
It's crazy and doesn't cost anything you can still play normally if you can't alpha first turn. The board space created on objective based battleplans is very interesting forcing the adversary to hide.
V) Morale fixing.
a) Surrender Is rarely profitable (footnote): once per game you can replace a batleshock test by a 1.
b) Respect your commanders : Reroll battleshock 8" of heroes. (Artycle)
c) Rising Star command trait : Use general bravery admiral is 8 so it's good.
d) Admiral bubble (commande ability) no shock test.
VI) Thunderer + Detonation drills
All ships have them, Enemy UNITS ending charge 1" of this models, pile in last, doesn't work on flyer.
Thunderer instead of pile in can make a move+run to retreat ^^.
VII) Mother of all bombs !
Barak-Zilfin grant one skyvessel deep strike rules like (deploy the vessel 9" from enemy, transported troop can't move or run too).
Ironclad can transport 25 models(1 admiral, 4 khemist, one unit of twenty thunderer with one type of weapon) = 1360.
Add 2 Arkanauts company 240 (3 sky hook each) 240.
then 12 sky warden to make it 2k. sky warden embark on the ironclad too.
So on deepstrike turn(or anyturn where the khemist can buff) the thunderer can make 100 canon or mortar shoot (depending on how you equiped them)
Sky warden can be equiped with hook for charging first turn or dakka.
Ironclad shoot a lot too.
If you can deepstrike to touch a terrain the clad get a 3+ save .
If the counter attack too hot you can disengage instead of pile in with thunderer. khemist remove attack, iron clad force pile in last.
On turn 2 you can hop everyone inside the clad and do a run 14" and shoot (with the clad)
ps : the deep strike is any of your hero phase ^^
That's all for now !