List

Leaders

Endrinmaster (Captain Blondebeard)

 (120)


- General
- Trait: Fleetmaster 
- Artefact: Autotinkerer 

Battleline

10 x Arkanaut Company (120)


- 3x Aethermatic Volley Guns
10 x Arkanaut Company (120)


- 3x Aethermatic Volley Guns
10 x Arkanaut Company (120)


- 3x Aethermatic Volley Guns

Units

3 x Endrinriggers (120)


- 1x Aethermatic Volley Guns
- 1x Drill Cannons
3 x Endrinriggers (120)


- 1x Aethermatic Volley Guns
- 1x Drill Cannons
3 x Endrinriggers (120)


- 1x Aethermatic Volley Guns
- 1x Drill Cannons
3 x Endrinriggers (120)


- 1x Aethermatic Volley Guns
- 1x Drill Cannons
3 x Endrinriggers (120)


- 1x Aethermatic Volley Guns
- 1x Drill Cannons
3 x Endrinriggers (120)


- 1x Aethermatic Volley Guns
- 1x Drill Cannons
3 x Endrinriggers (120)


- 1x Aethermatic Volley Guns
- 1x Drill Cannons
5 x Grundstok Thunderers (100)


- 5x Aethershot Rifles

War Machines

Arkanaut Ironclad (The Bearded  Lady)

(420)


- Main Gun: Aethermatic Volley Cannon
- Great Endrinworks: The Last Word
Grundstok Gunhauler (160)


- Main Gun: Sky Cannon
- Great Endrinworks: Incredible Self-healing Hull

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0
Wounds: 111

Introduction

Captain Blondebeard is a notoriously greedy footbooting scoundrel. Few trust him, and ‘The Bearded Lady’ has many bounties for her capture. This vessel has raided some of the richest strongholds in all the realms. 
This is my Blondebeard Overlords List. It focuses on repairing the Ironclad. Repairs 8-13 wounds per turn. No khemist. 

Allegience Ability

Use ‘Fleetmaster’ to reposition the Ironclad after deployment. Try to position the Ironclad so that it will take some 1st turn damage, but not more then 26 wounds. 

Artefacts, Command Traits & Abilities

Repair with Autotinkerer and Self Healing Hull. No command trait. Use generic to prevent battleshock. 

Heroes

Endrinmaster repairs d3 damage every turn! 

Other Units

Company uses volleyguns. Volleyguns are best since I don’t use the khemist. 9 volleyguns is 54 shots per turn. 

Riggers use Volleyguns and Drillcannons. Keep within 1″ of Ironclad and repair it every turn. 7 minimum sized units means 7 repair per turn, 42 volleygun shots, and 7 drillcannon shots.  

Thunderers are good for blocking. Include a fumigator for defense! 

Battalions

n/a

Allies

Bah, Duardin are too xenophobic for allies!

Magic, Endless & Realm Spells

Leave that nonsense for the aelfs!

In-Game Guide

Bait enemies into attacking the Ironclad. They want to kill it anyway, so position the big ship in a way where the enemy cannot charge past it. Protect the Gunhauler and the Riggers by keeping them behind the Ironclad. They can shoot across the base and damage anything in combat with the Ironclad while also repairing it. The Gunhauler is important to keep within 3″ of the Ironclad so it can absorb some damage.  Do not take more than 26 wounds in a turn or you lose both sky vessels! If you think your opponent might do that much damage, use Company and Thunderers to reduce/limit some of the incoming attacks against the Ironclad. Repairing the ship is the key to victory, this repairs 8-13 per turn, so you want to have 10-20 wounds get past your save every turn.  Always remember to roll for the Gunhauler’s ‘Escort Vessel’ ability.
Once the biggest threats are dead, go ahead and repair the Ironclad (and Gunhauler) with the Riggers one last time, and then send them out to collect objectives! 
By turn 3 the biggest fight should be over and the Blondebeards should be cleaning up. 

Secondary Objectives

Worry about taking objectives late game, focus on taking the big hits early and slowly whittle down your opponent with shooting. By the end of turn three the ship should be able to survive without needing too many repairs, use riggers to take objectives when you are confident the ship will survive the rest of the game.

Honest Goblin

USA

My Bio:

I am Alaskan, Capitalist, Republican.
I play Wanderers, Kharadron Overlords. Dispossessed.

Gaming style:

Spray and pray, ranged guerrilla tactics, evasive, tanky