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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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3 hours ago, Backbreaker said:

A friend of mine wants to start KO... he just loves models without having playing the game yet.

Honestly, is there something to do with this faction ? Not in a competitiv way but simply not being outmatch everytime.

We have Ironjawz, Khorne, Stormcast, Sylvaneth, Nighthaunt players.

 

We tend towards a myopic focus on competitive viability, but if your meta is not competetive, you can run KO fine and still win. You just have to be willing to be more refined in list building than your buddies

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6 hours ago, Backbreaker said:

A friend of mine wants to start KO... he just loves models without having playing the game yet.

Honestly, is there something to do with this faction ? Not in a competitiv way but simply not being outmatch everytime.

We have Ironjawz, Khorne, Stormcast, Sylvaneth, Nighthaunt players.

Yes there is. People are just upset because KO isn't winning the big tournaments (and kind of forget that not every game is GT level playing...) For play with friends no effin worries, it's fun, it's fine and it's an amazing looking army. A mate fielded the KO army I painted up for the first time. Won the second game, we all had a blast because it's such a different playstyle to play against and with. Only negatives I can think of is
1. limited amount of unit choices. But he obviously like the range so no worries there. 
2. It's a very balanced playstyle so he shouldn't be discouraged if it takes more practise. (just like any glass cannon army) 

Anyway that's just my two cents, and a bit of devils advocate against the increasingly cynical and negative sentiment in this thread. 

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And on that note, allow me to share one of my latest attempts at trying to have a proper flight stand for my boats. I got fed up using clear acrylic rods. 3mm to 5mm rods are too thin to hold a Frigate up and 6-7mm rods required some major drilling and scrapping. So I decided to try out another method. Had some old Bandai flight stands from their Stage Act Stands sets and tried filling up the hole of the Frigate peg with Green Stuff. Waited for it to dry then drilled about 1mm hole deep enough of the peg of the flight stand to be pushed it. Sits quite well so far. Tempted top try it on my Ironclad but the Ironclad seems ok for now while my Frigates keep snapping off their rods.

20180728_231411_resized.jpg

20180728_231428_resized.jpg

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Whoa! That looks great. I love that it's adjustable. :D

12 hours ago, Barkanaut said:

I bet next update they’ll remove our gun profiles all togeather and force us to slap the enemy.  

Haha, I have always been wanting to catch the enemy off-guard with a melee focused fleet just for fun. :)

"Advance the wall of skyhooks and damn the aether-torpedoes!"

Charge in with the toughest troops, aggresively use fumigators to tip the melee scales and even charge in the airships just to get troops into battle faster.

Fluff for it would be a fleet who set-up a port in Ghur because of an unprecedented amount of aether-gold was discovered there but after a few months of successfully harvesting it they discover the aether is coming from the back of a mountainous mineral beast that was hibernating to expel it's precious subterranean gases and promptly digs back underground leaving the port bereft of resources.

Having to live a harsh life among the wilds of Ghur, these overlords have had to adapt to be aggressive in their tactics while also conserving as much ammo and aether-gold as they can, which they have little of, and seek out the legendary beast to reap it's riches once again. Though it did leave behind many small off-spring whose gases have been fortunately plentiful for both airship and fumigator fuel.

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That is dope @Badlander86! Love the idea of getting charged and just going: ' nope, nope, nope' while moving the frigate further up, measuring from model to model right ?

6 hours ago, Baron Klatz said:

Charge in with the toughest troops, aggresively use fumigators to tip the melee scales and even charge in the airships just to get troops into battle faster.

 

It's a cool idea, the minus 1 attack can be so huge! Saw a doombull with 3 Bullgors need 2 combat phases just to kill a Khemist, haha. 

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23 hours ago, Backbreaker said:

A friend of mine wants to start KO... he just loves models without having playing the game yet.

Honestly, is there something to do with this faction ? Not in a competitiv way but simply not being outmatch everytime.

We have Ironjawz, Khorne, Stormcast, Sylvaneth, Nighthaunt players.

It depends what he wants to run, if he loves the boats then he might struggle running a few of them, but the rest of the troops have positives and negatives.  There is a lot of firepower available, you need to learn how to use it.  Some match ups can be very difficult (nighthaunt ignoring rend for example, is hard to deal with but possible), but that seems to be the way the game works at the moment, all armies have matchups they are a disadvantage in.

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1 hour ago, stato said:

It depends what he wants to run, if he loves the boats then he might struggle running a few of them, but the rest of the troops have positives and negatives.  There is a lot of firepower available, you need to learn how to use it.  Some match ups can be very difficult (nighthaunt ignoring rend for example, is hard to deal with but possible), but that seems to be the way the game works at the moment, all armies have matchups they are a disadvantage in.

Yeah, nighthaunt must be tough. But the navigator should be fun! 

D5B1091F-A246-4A38-BCFE-148EFC3F1964.jpeg.d72b5d0dc30cb5c6ae78290ca345d2a7.jpeg

also a good match up for bigger groups of arkanauts with their 2 attacks each. 3 with a Khemist. 

Has anybody played them yet? 

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9 minutes ago, Kramer said:

Yeah, nighthaunt must be tough. But the navigator should be fun! 

D5B1091F-A246-4A38-BCFE-148EFC3F1964.jpeg.d72b5d0dc30cb5c6ae78290ca345d2a7.jpeg

also a good match up for bigger groups of arkanauts with their 2 attacks each. 3 with a Khemist. 

Has anybody played them yet? 

Yeah Arkanaut pistols are very under-rated, i find they can be very effective.  A unit of 30 will have 20 weilding pistols plus their captains, potentially 43 shots, 64 if you khemist buff.  Weight of dice can do a lot of damage if they can survive to do it.

Not convinced by the Navigator though. Any flying enemy beginning their move within 18" means they are already on me, most flying units are 12-18" movement so even half that they are already an easy charge away, especially as the navigator will typically be behind your own units making charges even shorter.

Edited by stato
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5 minutes ago, stato said:

Yeah Arkanaut pistols are very under-rated, i find they can be very effective.  A unit of 30 will have 20 pistols plus their captains, potentially 43 shots, 64 if you khemist buff.  Weight of dice can do a lot of damage if they can survive to do it.

Not convinced by the Navigator though. Any flying enemy beginning their move within 18" means they are already on me, most flying units are 12-18" movement so even half that they are already an easy charge away, especially as the navigator will typically be behind your own units making charges even shorter.

That’s true, but my biggest annoyance with playing against flying units. Is them moving over my frontlines. It will be a lot easier to block out zones against half movement flyers. :) 

and on  the arkanauts I learned that the hard way when a mate played them against my daughters of Khaine. One whole unit of witches just disappeared ?

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On 7/29/2018 at 6:13 AM, Backbreaker said:

A friend of mine wants to start KO... he just loves models without having playing the game yet.

Honestly, is there something to do with this faction ? Not in a competitiv way but simply not being outmatch everytime.

We have Ironjawz, Khorne, Stormcast, Sylvaneth, Nighthaunt players.

I agree with what a few of the previous commentators said. For friendly games, KO can definitely cut it. I think they can do fine in tournaments too, but because they have some bad matchups (Nighthaunt, Nurgle) they probably don't have a great shot at winning a big event.

IMO the big this is that they have a very distinct play style. A lot of shooting, and a few units that can hit hard if buffed right, but super fragile. If that is appealing to your friend and he likes the models, they can be a really fun army!

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Despite my past complaining I still love the Overlords.  I love their look and I do love their playstyle.  They just struggle a bit at the tournament level.  

I would love for GW to play up the glass cannon nature of the Overlord infantry in future.  A 5+ or 4+ save with no sheid type effect and 1 wound is quite weak, as are the basic cutter and gun butt attacks, but if they made the guns just a little bit better I’d be very happy.

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6 hours ago, stato said:

It depends what he wants to run, if he loves the boats then he might struggle running a few of them, but the rest of the troops have positives and negatives.  There is a lot of firepower available, you need to learn how to use it.  Some match ups can be very difficult (nighthaunt ignoring rend for example, is hard to deal with but possible), but that seems to be the way the game works at the moment, all armies have matchups they are a disadvantage in.

 

If you're playing against nighthaunt, your army is suddenly always zilfin.

 

2 hours ago, WatcherintheWater said:

I agree with what a few of the previous commentators said. For friendly games, KO can definitely cut it. I think they can do fine in tournaments too, but because they have some bad matchups (Nighthaunt, Nurgle) they probably don't have a great shot at winning a big event.

IMO the big this is that they have a very distinct play style. A lot of shooting, and a few units that can hit hard if buffed right, but super fragile. If that is appealing to your friend and he likes the models, they can be a really fun army!

at the pure cutting edge tournament level, KO don't have really any good matchups. Not even tzeentch any longer.

Edited by stratigo
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1 hour ago, stratigo said:

at the pure cutting edge tournament level, KO don't have really any good matchups. Not even tzeentch any longer.

I think Nagash is a really good match up. Maybe Seraphon post FAQ.

But for friendly play, that isn't really the issue unless your local group is all hard-core all the time. There are plenty of ways to make KO lists that fit into a casual environment without getting steamrolled.

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2 hours ago, High Overlord Xenu said:

Looking forward to the NOVA Open this month, it's really hard to not be super depressed at my chances.

I never expected to win the thing, but I really feel like I don't even have a chance to be in the top 50.

Let us know how you do. 

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 I‘ve read somewhere (and a while ago) that the KO will definitely get new stuff in the future. What do you think it will be?

I love their look, partly also how they play, but for such a new army (as in no previous models) they feel awfully narrow in their design.

Nothing that robs them of their identity, but just some flexibility like a poor mans ironbreaker boarding party. 

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Melee boarding troops, a buffing ship of some sort, a cheaper transport, and a dedicated combat craft that is all guns no transport. Also the elite version of melee only troops. Finally more of a wish list than a need but a Barak-Mhornar hero. Also I would love to see a "Lieutenant" pronounced left tenant who is the admirals right hand man and much more customization than the current admiral. Also we have drill bill we need a mechno monkey. I loosely theme this as the pirates and reavers port theme. I could see a mad scientist and science run amok update as the next one with a focus on bioshock as the big theme with big dadi dawi, flying submersibles that can go into extremely dangerous magic areas as well as underwater, and some sort of dawi super soldier made with aether gold. 

Edited by Barkanaut
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I’d love to see some sort of Surgeon type character.  We don’t have much call for healers but it would be fluffy.  Especially one carrying an aethermatic saw and some sort of aetheric Violet Ray.

A secondary officer, possibly a Grundstok Officer, would be great.  

But I’d be just happy with our units being tweaked to perform better.  :D

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40 minutes ago, Arkanaut Admiral said:

I’d love to see some sort of Surgeon type character.  We don’t have much call for healers but it would be fluffy.  Especially one carrying an aethermatic saw and some sort of aetheric Violet Ray.

A secondary officer, possibly a Grundstok Officer, would be great.  

But I’d be just happy with our units being tweaked to perform better.  :D

The one Kharadron book (something something Iron Dragon) mentions the position of an "Logistor".  Its basically, as the name suggests, a logistics officer. Maybe he could be similar to the Death Guards Tallyman in 40K. 

DG_Tallyman.png.dcdbd7bfcb2be9b51221844be2644f3a.png

Im not sure what abilities such a figure could have. Maybe he could return slain units as reinforcements like the Hammers of Sigmar stormhost? (which would also allow KO access to "summoning") 

Or something like this: Sale on bullets " In the last Sky-Port, the Logistor managed to get a very special deal. Two death enemies for the price of one, the sales-duardin claimed." A unit wholly within 6" of this model may make an additional attack whenever they roll a unmodified 6 when making a to-hit roll in the shooting phase. 

(or something like that)

Edited by Gecktron
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I love the idea of a „Logistor“... what ever he might do. Maybe give a bonus to ship weapons (better logistics, more firepower!). Sort of like a Lord Ordinator but with more class (ok, that beard is pretty classy, Hammerguy). 

@Barkanaut has pretty much summed up the „obvious“ (but by no means bad) options.

Personally I think the Arkanaut Company is meant to be the baseline, being „both“ shooty & stabby. Both could also mean „neither“.

In terms of more specialised melee, I‘d go for the melee equivalent of Grundstok Thunderers. As in „everyone starts out as Company“, and later down the line you become a thunderer - or a whatever „hammerer“.

In terms of gunships we would basically be looking at the transport version of the Gunhauler & the „all shooty-shooty“ version of the frigate. With the Ironclad staying the biggest, badest and meanest ship around. The „Mithrilclad“ super gunship will be reserved for AoS 5.0, when they run out of ideas. Doesn‘t sound like much, but I think something along those lines would really fit the army well. Without going overboard on our shooting.

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Hi Guys, I've been lurking for awhile, and just made an account, but does it run anyone else the wrong way that realm rules where specifically designed to hurt shooting armies?

"For example, if you don’t use the Realm of Battle rules, which include a chance that visibility in a battle can be greatly reduced, then extreme ‘gunline’ armies can be taken without any risk of fighting a battle that doesn’t allow them to fight at maximum effect."

A quote from a recent Community article.  Most of my games are at a local GW, so we use these rules quite often, and I find they don't actually effect KO in a huge way, but just the fact that GW is actively trying to stop our army type really feels poor form.

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