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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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6 minutes ago, TheadTheOgorSlayer said:

Exactly, people complain about skaven, and moulder just sittin there like “I’m supposed to be op?”

 

Eshin be like, we saved everybody from the upside down pyramide. And now we’re really sneaky cause you don’t see us anywhere. 

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The only thing I want is a proper hi-res scan of the Path to Glory warband options! I'm running a PtG campaign to get all the people with Christmas armies playing games and I want to use my new balloonbuddy! All the videos have either skipped the roster table or been too blurry. A whole week till I get the book and my mind is aflame with potentials!

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45 minutes ago, Entombet said:

Me 😛

I hope that in the next ghb gw will change our pointcosts:

Gunhawlers - 120

Frigate - 220

Ironclade - 480

New Endrinmaster -180

Brokk - 200-220

Alchemist, endrinmaster - 80

Plus I still not convinced that arcanauts are viable choice for 90 pts. With 9 inch pistols and only 1w I doubt that they can hold any objectives more then one combat phase. But at the same time 30 arcanauts for 270 pts in 4+ looks much better... But they have only 4 inch move... I think 80 pts for unit of 10 will be more balanced. So we will have 30 arcanauts for 240 pts and almost the same dmg output as 20 old arcanauts under alchemist in 9 inch bubble. And at the same time 10-20 arcanauts inside the ships will be more defensive but less deadly.

Edited by cofaxest
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So are great endrinworks like mount traits or are they just artefacts for ships?

Say for whatever reason I went without a sky port for my army: I'd have my choice of command trait and my choice of one artefact. For my artefact would I have to choose between, say: "spell in a bottle" for my aether-khemist and "Ebullient Buoyancy Aid" for Ironclad? Or could I get both?

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27 minutes ago, cofaxest said:

I hope that in the next ghb gw will change our pointcosts:

Gunhawlers - 120

Frigate - 220

Ironclade - 480

New Endrinmaster -180

Brokk - 200-220

Alchemist, endrinmaster - 80

Plus I still not convinced that arcanauts are viable choice for 90 pts. With 9 inch pistols and only 1w I doubt that they can hold any objectives more then one combat phase. But at the same time 30 arcanauts for 270 pts in 4+ looks much better... But they have only 4 inch move... I think 80 pts for unit of 10 will be more balanced. So we will have 30 arcanauts for 240 pts and almost the same dmg output as 20 old arcanauts under alchemist in 9 inch bubble. And at the same time 10-20 arcanauts inside the ships will be more defensive but less deadly.

Ok its nothing personal but enough is enough. The book is not out yet and you did not play with it and are a bad player in general I can tell by the way you comment about things so WHY do you think points need to be adjusted? 

Play the f*kin army first before you judge. 

Ok, I lied it was personal. But its a general bummer on the internet with hobbyists. Always pretending to know whats best, even before playtesting. But on the same note talking about GW not playtesting things, do you even think before you write??

 

Edit: most Hobbyists on the game: 

100% opinion

0% knowledge

Edited by Phasteon
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5 minutes ago, Phasteon said:

Ok its nothing personal but enough is enough. The book is not out yet and you did not play with it and are a bad player in general I can tell by the way you comment about things so WHY do you think points need to be adjusted? 

Play the f*kin army first before you judge. 

Ok, I lied it was personal. But its a general bummer on the internet with hobbyists. Always pretending to know whats best, even before playtesting. But on the same note talking about GW not playtesting things, do you even think before you write??

 

Edit: most Hobbyists on the game: 

100% opinion

0% knowledge

Well sometimes i think they dont playtest them releasing abominations like slaanesh and ossiarch

Edited by Entombet
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185105868_khemistcombo.PNG.66e549e0bd9ed03e5b175040639c16dd.PNG

I played around with Statshammer for a bit. This is 1 Khemist plus 20 Arkanauts (with 2 Hooks, 2 Pikes, 2 Volley guns) sitting on an objective and shooting at something 9" away. I think this is a pretty useful combo for securing an backfield objective. This should be enough to keep deep striking units at bay and with only 270 points cheap enoug to let them just stand there. 

Edited by Gecktron
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3 minutes ago, Entombet said:

Well sometimes i think they dont playtest them releasing abominations like slaanesh and ossiarch

I get that point but writing a list of points adjustments BEFORE even a single game with the new tome thats not even out yet? 

Thats some next level trolling right there.

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12 minutes ago, Walrustaco said:

So are great endrinworks like mount traits or are they just artefacts for ships?

Say for whatever reason I went without a sky port for my army: I'd have my choice of command trait and my choice of one artefact. For my artefact would I have to choose between, say: "spell in a bottle" for my aether-khemist and "Ebullient Buoyancy Aid" for Ironclad? Or could I get both?

Help pls

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So I have one ironclad, two frigates and three gunhaulers, What HQ should i bring and what to do with the rest of the points? Just arkanauts to stay on obejctives  or bring units for a escort wing? I really want to try out a all boat list now.   I love that there are so many ways to build an army now !

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1 minute ago, Phasteon said:

I get that point but writing a list of points adjustments BEFORE even a single game with the new tome thats not even out yet? 

Thats some next level trolling right there.

Yeah, pitty they didnt give riggers second saw attack leaving them at 120, and dropping points on thunderers instead giving them second wound.

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7 minutes ago, Entombet said:

Yeah, pitty they didnt give riggers second saw attack leaving them at 120, and dropping points on thunderers instead giving them second wound.

Nah, the only pity is they didn’t remove petrifax elite through our book ;) 

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20 minutes ago, Entombet said:

Well sometimes i think they dont playtest them releasing abominations like slaanesh and ossiarch

I’m not sure, I think GW may playtest things in their own way. They just seem to have no way of understanding how potent certain combinations are. Also they still don’t understand that one of the most important concepts is points per wound if you cost a lot and don’t have a shrug MW will just tear you up. This why varagaurd shouldn’t be 300 points as they’re unplayable not due to rules but due to 20 ppw without a shrug ona melee unit
 

If we look at KO book one they completely missed 20 Thunderers with mortars and a bunch of khemists. 
 

As they design the books they probably just playtest them as they feel they “should” be played. Ideally they should design a book then give it to a set of competitive players to look over. This would also stop all the 1-2 week faq drops which often completely change certain things (OBR multiple harvester or stacking charge command ability for example). 

Edited by Reuben Parker
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I agree with @Phasteon. Many times in different games people (even pros) were judging armies or cards as weak before playing them. For example, in MtG there is a card named "Dark Confidant". People thought that it's bad card because it could make you lose the game if you get a card with big mana cost thanks to his effect. They were proven wrong really soon. Remember, never judge something before you use it.

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They do a lot of internal testing. Then they do a lot of external playtesting with top players. Then they do a lot of internal playtesting with the changes suggested by the top players. Then they test some more.

They have written and spoke extensively about this. Just read any Jervis White Dwarf article or watch him on Warhammer TV.

How is "GW don't test" still a thing?

Edited by plavski
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25 minutes ago, Phasteon said:

Ok its nothing personal but enough is enough. The book is not out yet and you did not play with it and are a bad player in general I can tell by the way you comment about things so WHY do you think points need to be adjusted? 

Play the f*kin army first before you judge. 

Ok, I lied it was personal. But its a general bummer on the internet with hobbyists. Always pretending to know whats best, even before playtesting. But on the same note talking about GW not playtesting things, do you even think before you write??

 

Edit: most Hobbyists on the game: 

100% opinion

0% knowledge

Ofc I'll play with everythin that this book gave us but until it come up I can only build theories about working/not working mechanics. If you can tell something constructive I will read it with pleasure, but if you think that you have any rights to attack me personally then you free to gtfo. 

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34 minutes ago, Gecktron said:

185105868_khemistcombo.PNG.66e549e0bd9ed03e5b175040639c16dd.PNG

I played around with Statshammer for a bit. This is 1 Khemist plus 20 Arkanauts (with 2 Hooks, 2 Pikes, 2 Volley guns) sitting on an objective and shooting at something 9" away. I think this is a pretty useful combo for securing an backfield objective. This should be enough to keep deep striking units at bay and with only 270 points cheap enoug to let them just stand there. 

And what will be better, 20 arcanauts and alchemist or 30 arcanauts?

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4 minutes ago, cofaxest said:

And what will be better, 20 arcanauts and alchemist or 30 arcanauts?

Both options have roughly the same average shooting output against 4+ or better armoured targets while 30 Arkanauts cause roughly 1 additional wound against 5+ or worse. 

The Khemist has the advantage that he can use command abilities on the Arkanauts when they have spent their gold plus the attack debuff against attacking enemy units. 

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