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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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4 hours ago, Satyrical Sophist said:

So, a question. Does Thundrik count as two units when it comes to army composition? That matters quite a lot for Barak Thyring and getting more fyreslayer or dispossessed in there.

Thundrik and the Profiteers have to be taken together and share a points value, but do indeed count as two different units, so run as many duardin with visible beards as you please! :D 

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Zilfin command trait  says "A Barak-Zilfin general that is an arkanaut admiral must have this command trait~". Does it mean I should select admiral as a general in my army? If i select another hero in my army, can i select another trait?

Edited by sunderfire
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56 minutes ago, sunderfire said:

Zilfin command trait  says "A Barak-Zilfin general that is an arkanaut admiral must have this command trait~". Does it mean I should select admiral as a general in my army? If i select another hero in my army, can i select another trait?

yes

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3 hours ago, madmac said:

KO models are super intimidating to paint at the start, but once you get into the groove it's not bad at all. Every KO infantry model can basically be boiled down to overalls, boots, leather straps/gloves, armor, and facemask/helmet. When you've worked out the color for those basic areas you can paint any model they have. All of the city color schemes just rotate those areas, too.

A small blessing with Arcos being diminished in value is that they are actually, IMO, weirdly the hardest infantry model to paint. Thunderers and Balloon Boys are a breeze by comparison, because it's basically the same thing but on a bigger scale and with less random bling hanging on them.

No kidding man. I just painted a 20 arcos on and off and it took me a month! That being said I took my time and they look great. (For  my standards anyway.)  I'll post them when I have time. 

Also your deffenetly correct. There are way more features on the arcos then basicly anything else when it comes to overall color. Looking at the thunders, it's going be a much quicker batch. 

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Not KO specific but someone will have an answer.

i played a casual escalation league, I heard a rule that I didn’t sound right but we played with it to keep the games going faster (and it didn’t change much honestly)

Basically the rule was, that if a unit controls and objective then moves off it. They continue to control that objective until the enemy contests with their own models. Even if they themselves have no more models within range.

i believe this is how it works in a few scenarios ( I definitely remember it being specifically stated in one or two) but does this rule apply to all objectives across all matched play scenarios? 

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35 minutes ago, TheadTheOgorSlayer said:

Not KO specific but someone will have an answer.

i played a casual escalation league, I heard a rule that I didn’t sound right but we played with it to keep the games going faster (and it didn’t change much honestly)

Basically the rule was, that if a unit controls and objective then moves off it. They continue to control that objective until the enemy contests with their own models. Even if they themselves have no more models within range.

i believe this is how it works in a few scenarios ( I definitely remember it being specifically stated in one or two) but does this rule apply to all objectives across all matched play scenarios? 

It's the default one unless otherwise stated (like in Duality of Death etc)

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14 hours ago, Namelessone81 said:

My fellow admirals I want to paint my army in the colors of “Barak Urbaz” ! 
I don’t know the colors cause I don’t have the book yet so if anyone painted them before in this scheme plz tell me :) 

thnx 

I have a whole army painted in that theme.  The armor is leadbelcher with Coelia greenshade over the top, screamer pink for the cloth, bronze and warplock bronze for various metals.

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Hey Guys, 

What do people think of this list? Also, what do people think will be the most competitive build for Kharadron?

Article: settle the grudges

Amendment: Always take what you are owed

Footnote: without our ships we are naught

Endrinmaster (general) relics: repulsion field (spells ignored on 3+), bomblets

thunderers (10)

Grundstock gunhauler

Arkanaut Frigate (prudence measures)

Ironsky Attack Squadron

Arkanaut Company

Arkanaut Company

Arkanuat COmpany

Arkanaut Frigate (mine endrinwork)

Arkanaut Frigate

Arkanaut Frigate

So the idea is that instead of taking an ironclad and building my whole army around it I decided to take many ships filled with arkanaut company. The ability for the arkanauts to disembark after flying high is really good for screening my ships. The thunderers embark on the frigate with prudence measures and form part of the alpha strike.

The main weakness of this army is its lack of heroes. When I encounter scenarios that require heroes to capture objectives that will be difficult. 

 

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30 minutes ago, Elephant_fresh said:

Hey Guys, 

What do people think of this list? Also, what do people think will be the most competitive build for Kharadron?

Article: settle the grudges

Amendment: Always take what you are owed

Footnote: without our ships we are naught

Endrinmaster (general) relics: repulsion field (spells ignored on 3+), bomblets

thunderers (10)

Grundstock gunhauler

Arkanaut Frigate (prudence measures)

Ironsky Attack Squadron

Arkanaut Company

Arkanaut Company

Arkanuat COmpany

Arkanaut Frigate (mine endrinwork)

Arkanaut Frigate

Arkanaut Frigate

So the idea is that instead of taking an ironclad and building my whole army around it I decided to take many ships filled with arkanaut company. The ability for the arkanauts to disembark after flying high is really good for screening my ships. The thunderers embark on the frigate with prudence measures and form part of the alpha strike.

The main weakness of this army is its lack of heroes. When I encounter scenarios that require heroes to capture objectives that will be difficult. 

 

Just a single Hero and then just Arkanauts in Frigates rinse a repeat looks very bland tbh. I wouldnt like to play with or against that list. Kinda boring. 

 

Might be competitive though because of board presence

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14 hours ago, sunderfire said:

Zilfin command trait  says "A Barak-Zilfin general that is an arkanaut admiral must have this command trait~". Does it mean I should select admiral as a general in my army? If i select another hero in my army, can i select another trait?

@Kubrick54 I'm pretty sure it's the second. Nowhere does it say you have to bring a admiral. Only that if your general is an Arkanaut Admiral then X happens. So if your Khemist is the general that part doesn't apply, so I don't see why normal rules of selecting a command trait shouldn't apply. 
(unless there is some extra wording in the text i'm not seeing in the previews)

818688271_Screenshot2020-01-08at17_31_56.png.b3b00601b18bbcb47b04c8217344bfae.png

Edited by Kramer
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I think there's potential for a decent build around the admiral on a flagship with all those extra command point bits and bobs just giving out all his command abilities constantly. There are so many options for getting extra cp, or having free command ability uses that your admiral can just be a flying buff machine!

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Let me give you the list of gods

HEROS

  • Endrinmaster with Dirigible Suit         220

SHIPS

  • Frigate                            250
  • Frigate                            250
  • Gunhauler                    150

UNITS

  • 10x Grundstock Thunderers            240
  • 10x Grundstock Thunderers            240
  • 6x Endrinriggers                    200
  • 6x Endrinriggers                    200
  • 6x Endrinrigger                     200

You can literally move your entire army in to shooting range on the first turn and unleash hell on them by shooting all the dangerous things away. 

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53 minutes ago, Eevika said:

Let me give you the list of gods

HEROS

  • Endrinmaster with Dirigible Suit         220

SHIPS

  • Frigate                            250
  • Frigate                            250
  • Gunhauler                    150

UNITS

  • 10x Grundstock Thunderers            240
  • 10x Grundstock Thunderers            240
  • 6x Endrinriggers                    200
  • 6x Endrinriggers                    200
  • 6x Endrinrigger                     200

You can literally move your entire army in to shooting range on the first turn and unleash hell on them by shooting all the dangerous things away. 

I like this list as well since you could make it out of at least one start collecting box or half of an aetherwar box. Do you arm the Grundstock Thunderers with rifles or the unique weapons? Do you use one of the Skyports or use the generic articles and such?

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3 hours ago, plavski said:

I think there's potential for a decent build around the admiral on a flagship with all those extra command point bits and bobs just giving out all his command abilities constantly. There are so many options for getting extra cp, or having free command ability uses that your admiral can just be a flying buff machine!

Yeah I reckon that build would look something like an admiral in ironclad with 20 thunderers with some balloon buddies to accompany 

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1 minute ago, Elephant_fresh said:

I like this list as well since you could make it out of at least one start collecting box or half of an aetherwar box. Do you arm the Grundstock Thunderers with rifles or the unique weapons? Do you use one of the Skyports or use the generic articles and such?

Havent decided on artefacts or skyports kinda just calculated points. I was looking at the loadouts and was thinking Maybe Rifles and Cannons on the Thunderers to push that extra bit of rend in there. Same with the Endrinriggers taking Saws and Rivetguns but then taking a skyhook and Grapnel in all units

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1 minute ago, Eevika said:

Havent decided on artefacts or skyports kinda just calculated points. I was looking at the loadouts and was thinking Maybe Rifles and Cannons on the Thunderers to push that extra bit of rend in there. Same with the Endrinriggers taking Saws and Rivetguns but then taking a skyhook and Grapnel in all units

it looks to me that everything would deep strike in one space and blow a flank off the table. Most games your opponent will be really cagey with their deployment so screening your boats will be key

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3 minutes ago, Elephant_fresh said:

it looks to me that everything would deep strike in one space and blow a flank off the table. Most games your opponent will be really cagey with their deployment so screening your boats will be key

KO has some really long range guns so we can threaten almost anything on the board

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6 minutes ago, Eevika said:

KO has some really long range guns so we can threaten almost anything on the board

You make a good point there, every time I think about how KO would play I always imagine them deploying en masse turn 1 to wipe out units but it seems like they can play in a more reserved way

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Hey guys after looking at all the info for a bit I’ve come up with a list. Been hard with how expensive everything is. 

 

Barak-Urbaz

Escort wing

 

Endrinmaster on balloon- command trait Bomblets 

Admiral, command trait, relic

 

gunhauler, drill cannon, mhornars breath

ironclad- cannon,flyhigh

Gunhauler, drill cannon

 

thunderers x 20, mostly rifles, max cannons, decksweepers, token fumi and mortar

 

endrinriggers x6, shooting  

 

not sure how effective the shooting or board presence will be. Will be fun just not having any arkos for once!!

 

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3 minutes ago, Cauthon said:

Hey guys after looking at all the info for a bit I’ve come up with a list. Been hard with how expensive everything is. 

 

Barak-Urbaz

Escort wing

 

Endrinmaster on balloon- command trait Bomblets 

Admiral, command trait, relic

 

gunhauler, drill cannon, mhornars breath

ironclad- cannon,flyhigh

Gunhauler, drill cannon

 

thunderers x 20, mostly rifles, max cannons, decksweepers, token fumi and mortar

 

endrinriggers x6, shooting  

 

not sure how effective the shooting or board presence will be. Will be fun just not having any arkos for once!!

 

I may be wrong but I think you may need 3 battle line units at 2000. Will you use the sky ports that makes thunderers battle line?

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6 minutes ago, Elephant_fresh said:

I may be wrong but I think you may need 3 battle line units at 2000. Will you use the sky ports that makes thunderers battle line?

Urbaz makes gunhaulers battle line and balloonboss makes the endrinriggers battleline too, so that's 3

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2 hours ago, Eevika said:

Let me give you the list of gods

HEROS

  • Endrinmaster with Dirigible Suit         220

SHIPS

  • Frigate                            250
  • Frigate                            250
  • Gunhauler                    150

UNITS

  • 10x Grundstock Thunderers            240
  • 10x Grundstock Thunderers            240
  • 6x Endrinriggers                    200
  • 6x Endrinriggers                    200
  • 6x Endrinrigger                     200

You can literally move your entire army in to shooting range on the first turn and unleash hell on them by shooting all the dangerous things away. 

That is 1950. I would take out the gunhauler for 2x navigators.  Could blow up a flank, and pin the threats on the other flank from getting to you. 

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