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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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The new battletome looks simply amazing! An Ironclad with 15 Thunderers in garrison as part of a Tempest Eye army, with proper CoS buff, is going to be nasty.

For Kharadron, since I have a lot of Grundstok Thunderers and Gunhaulers, I hoped one skyport would be the clear winner. However, after reading the rules, I don’t find a clear answer about which skyport is best for mass Thunderers/Gunhaulers (and maybe an Ironclad to make an Escort Wing)

What is your opinion guys?

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1 hour ago, Vextol said:

Iron clad does a flat 6 damage!!  New end rigger heals 3!!!  Holy moly!!! 

FAQ drop:  D6, D3.

... Fool me once GW.  I'll hold off my excitement and pre-orders until the FAQ drops. 

Or 6, 2 dmg shots, also I don’t see it getting nerfed as it’s at 510 points. If anything those points might get shaved down in future GHB. 

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4 minutes ago, crkhobbit said:

Is this the first chicken little of the day?

Book looks good to me.  Not sure what got messed up.

Well sky hook blobs and khemists now are no longer useful. Ark boys are just screens (and good at it) khemists may see play as cheap heroes. 
 

also 12 rigger blocks probably won’t see play due to khemists not doubling their attacks now. So if players had ark blobs, riggers and khemists they will be salty. 

Edited by Reuben Parker
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2 minutes ago, Reuben Parker said:

Well sky hook blobs and khemists now are no longer useful. Ark boys are just screens (and good at it) khemists may see play as cheap heroes. 

The one trick pony that was developed by people as the only way to make the army semi-competitive has been removed.

A lot of other stuff has changed to compensate and improve the army as a whole.

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Just now, Grudgebearer said:

What is the thought or tactic behind that List?

Barak Zon gives Skywardens +1 hit and +1 wound on the charge. So you charge everything, then retreat and leave mines. Then you charge something else, then you retreat and leave mines. You lose, cos the list is nonsense gimmick stuff I made up, but you get to yell AVAST MATEYS THAR BE A MINE STARBOARD! when you retreat.

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Im slowly starting to see some use in the new Arkanauts. +1 to-hit within 9" of an objective sounds interesting. 20 or so with a Khemist nearby should still be dangerous enough to defend against stuff slipping trough the frontline. Double pike, Hook and Volley gun could be useful for only 180 points. 

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Quick question about Arkanauts and Thunderers inside a skyvessel: Do they gain the benefit of auras? For exemple rerolls, +1 to wound, etc...

i know some capacities are explicitly said to not work on garrisonned units, but what about the others?

i’m especially thinking of Tempest Eye’s command capacity of +1 to wound.

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15 minutes ago, FatherTurin said:

The one trick pony that was developed by people as the only way to make the army semi-competitive has been removed.

A lot of other stuff has changed to compensate and improve the army as a whole.

I agree, I wasn’t complaining I was pointing out why some players maybe unhappy if that is their collection. 
 

As someone who is the happy KO owner of 7 ships I’m perfectly happy with the new books direction. 
 

I mentioned earlier my first list will probably be 5 ships and a bunch of sky wardens. 

Edited by Reuben Parker
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14 minutes ago, FatherTurin said:

The one trick pony that was developed by people as the only way to make the army semi-competitive has been removed.

A lot of other stuff has changed to compensate and improve the army as a whole.

And the things that compensate 50% dmg drop on all infantry are?

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6 minutes ago, crkhobbit said:

lol again, just nope

Well you hawe your opinion i hawe mine. Our combat got weaker, our shooting is weaker, we hawe superior movement and better save but again our units will melt in combat and they are even less threateaning in it.

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