List

Allegiance: Order
Mortal Realm: Aqshy

Leaders

Celestial Hurricanum With Celestial Battlemage (380)


- General
- Trait: Inspiring
- Artefact: Thermalrider Cloak

Aether-Khemist (160)


Engine of the Gods (220)


Knight-Incantor (140)

Battleline

40 x Arkanaut Company (480)


10 x Freeguild Archers (100)


10 x Freeguild Archers (100)

Units

10 x Skinks (60)

10 x Skinks (60)

5 x Khinerai Heartrenders (80)

War Machines

Helstorm Rocket Battery (180)

Endless Spells

Geminids of Uhl-Gysh (40)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 120

Introduction

This list has been written in resonse to my local club meta.  It is completely untried at present either locally or in the wider UK tournament environement.

The intent (hopefully clear) is to be a gunline.  Over half my club seem to run death with 2-3 zombie dragons floating around the board with multiple states of ethereality, rerollable saves, -ves to hit etc etc.  These guys have had a field day munching my army whatever I’ve dropped in front of them, so I decided – Enough, i’m not going to try and fight them anymore, i’m going to pew pew them.

I’ve called it “the onion” because the list is designed to wrap the important shooting units in my army in multiple layers of junk to stave off alpha strikes from wrecking me turn 1.

Allegience Ability

Mixed Order means it does something to do with battleshock, i’m not really sure what, i don’t really care. 

The reason I’m mixed order is i want a mish-mash of units from throughout the faction.

Artefacts, Command Traits & Abilities

Trait – Inspiring

Without the trait I do still have a worry about being shot up/nuked by opponents who can go first.  My list has 12 drops and zero command points so i’d rather not lost the Arkanauts to running away before they’ve had a turn.

Artefact – This is the least considered part of the list.  I went with fly & +4 move because once I nuke my opponents army I still need to get to objectives and my army will not be great at that.

But this could be unnecessary and instead I could consider Life for heal d6 wounds, or MW save or even something that puts out a few mortal wounds.  Watch this space…

Heroes

Celestial Hurricanum with Celestial Battlemage – spits out mortal wounds, buffs the shooting, it’s a wizard.  Basically an all round sexy bit of kit.

Knight-Incantor – basically in the list for the auto dispel, I do not want to risk Arkhan nuking the 40 Arkanauts off the board before they get a turn.

Aether-Khemist – Khemist meet 40 Arkanauts (or rather 12 Skyhooks), Skyhooks meet Khemist.

Engine of the Gods – Felt like a bit of a leftfield choice but the table has a 25″ d6 MW, summon a unit, double shooting results I want.  Now if you look at the maths of 3d6 there are 106 possible combinations of 3d6 that will be one of those results, out of 216.  So just shy of 50% of the time I’ll get a result I specifically want. within that 50% it is 16% of the time summoning a unit, 0.5% getting a double turn basically. For 220pts if i’m (very) lucky I summon more than that cost in a couple of turns. Oh plus it’s a monster & not entirely awful in combat either.

Other Units

Arkanaut Company – The main pew of the list. skyhooks go pew, if someone moves in to close a bunch of pistols join in too.

Freeguild Archers – In purely for the Advance Movement.  This is where the list starts to become an onion.  This is the outer layer of wrapping

Skinks – The next layer of wrapping, with the added benefit of retreating out combat to stall it even further.

Khinerai Heartrenders – apparently have bows, *shrug*, their job is to drop on far off objectives or drop in front of big units to stall their advance.

Helstorm Rocket Battery – 48″ range and not needing LoS = rockets to the face of a character pretty much across the board.

Battalions

N/A

Allies

N/A

Magic, Endless & Realm Spells

I had 40pts spare, the decision here was shackles to further slow people down or geminids to debuff their attacks when they do engage.  I’m trying geminids but can easily be whatever feels best with the army.

In-Game Guide

Objective of the army:

  1. Dont die to Alpha Strike through wrapping the important stuff (Hurricanum, Arkanauts, Helstorm) in a couple of layers of chaff.
  2. Shoot people off.
  3. Move onto objectives once you’ve shot them off.
  4. Win.

Good matchups –

  • Armies with limited ability to project threat across the board.
  • Armies with limited ranged threat
  • Armies with key synergy characters

Bad

  • Armies who win through scenario control & attrition
  • Armies who can deal with multiple layers in 1 turn
  • Armies with multiple to hit debuffs

Scenario play is largely a secondary consideration here, first and foremost blat the opponent, then late game grab what you can and hope you have enough time/points for the win.

Basically i’m sick of death players and i want their general dead.  Part of the objective of this army is to move the club meta a little, fingers crossed it works!

Secondary Objectives

Good

  • Kill all your opponents army type stuff.

Bad

  • Get your army to places
Honest Goblin

United Kingdom