Certainly not an optimized list. I'd never rage weapon upgrades on endrinriggers, as their basic melee weapon is better.
Funny you should mention that. None of the special weapon endrinriggers survived long enough to even do anything. It confirms that I was right to assemble them without them (it was actually Skywardens standing in for them).
More skyhooks is definitely the way. I would have gone with those but it was wysiwyg for equipment. And yeah, I will be dropping a frigate from now on.
I regret to say I didn’t get the ships painted on time. However, it ultimately didn’t matter. Nobody kicked up a stink. In fact, as the only overlord player there they were more interested in just seeing them. They were temporarily assembled to include the balloons and weapons. Enough to give a picture of a complete ship.
As for the tourney, I had a blast! And I meant a lot of great people too! And I’ll recount it here.
My first game was weirdly against my usual opponent and his Stormcast, with predictable results. It was the Total Conquest mission. That’s the one with the weird ‘stepped’ deployment zones. I used my deepstriking Ironclad to launch an attack on the front and back of the enemy. Unfortunately, thanks to a single gyrph hound, my opponent was able to shoot his judicators at me before I did anything, and destroyed my plan right off the bat. And in a game were I made short work of his lord Celestiant with only a frigate and some fighters too. Major major major defeat for me with only 120pts worth of troops left standing. Not the best start I’m afraid.
My second game was a mixed bag. It was against Tzeentch, and initially it got off to a great start. It was Knife To The Heart. I used fleetmaster to throw my opponent off on deploying by moving the Ironclad right across the board to his objective. On my first turn I killed a gargant, two units of marauders, a big chunk of pink horrors and severely injured the lord of change. I was in a position to win by capturing objects on turn 2.
But I lost the roll for initiative, and then everything went to hell. My opponent used his destiny dice for spell casting and demon returning shenanigans. Oh, and the dice decided to say screw you calamity and fail me for the rest of the game. For example, an ironclad, an admiral and two units of Arkanauts couldn’t kill a unit of marauders in both combat and shooting for two turns. My opponent then captured the objectives and I lost. But had I won that initiative roll it would have been a clear win for me. This game demonstrated that even great tactics can’t help you with bad dice.
My final game was against a moonclan heavy destruction army, and the mission was Battle For The Pass. I gave my opponent the first turn. They managed to send a gaint half way across the board in one go due to their alligance ability. But I killed it, along with the Ironjaw on the Maw-Krusha, then launched an attack on both middle objectives at once. But surprise, fanatics!!! They did a lot of damage, and on one flank, were there was a unit of Ironjaw brutes backing them up, my frigate was destroyed and the fighters routed. But on the other side, it was me who routed them, and then the Ironclad, using the Admirals master of the skies ability, I was able to put my Ironclad right into his deployment zone, shooting and destroying everyone around it, and with the embarked units eventually capturing his objective. In the end, we tired on objective points (13 all) but I won a minor victory on points (I had 1360pts left, he had...considerably less.
I finished third from the bottom of the table, with 15 points. Could have been worse though. And at least I managed one win in the end. It was a real learning experience, and great fun to boot too.
We’ll be meeting up again in May, and I’ll be coming back with a better list. Drop a frigate, take more endrinriggers, and spam skyhooks. That should work.