Jump to content

AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

Recommended Posts

2 hours ago, stus67 said:

Was looking through all of the faction specific endless spells and I think that if you really want that spell in a bottle then the Taurus would be one of the best spells to use, along with the WLV. Making enemy units fight last will give our balloon boys more of a chance to get their damage in melee if you run smaller 3/6 man units.

WLV is just an amazing board control spell.

Honorable mention is the Mesmerizing Mirror and the Everblaze Comet. The mirror is great for killing low wound characters, and the comet is the comet.

My top choices are the Geminids for a long range -1 hit/-1 attack debuff, the Realmscourge Rupture to halve enemy movement with no chance of backfire, and the Aethervoid Pendulum for a shotgun blast of D6 mortal wounds across the enemy army. Being able to drop these at the bottom of a round is great insurance for when you don't get a double turn.

Wildfire Taurus could be really good if you use a lot of Skywardens, but it doesn't do much if you focus on shooting units.

WLV seems good because it activates in every movement phase, but I think the Comet is too many points for a stationary spell.

Link to comment
Share on other sites

4 hours ago, Forrix said:

Just remember those -1 to hits are for enemy MODELS within 3" of the model equipped with the fumigator and 3" of the Khemist. Really limits the Khemist in terms of protecting them and both abilities make for fiddly combat phases.

Yeah, but netters have 2" buble and they are such pain. Granted thunderers and khemist are on 32mm bases rather than 25mm but still it should be very annoying to your opponent. If he hits on 3+ he would lose half of combat ability for many of his models, and if he have 4+ it`s loss of two thirds.

Link to comment
Share on other sites

46 minutes ago, Rangeltoft said:

How do you plan on getting vortex into the opponent's deployment on  turn 1? Using Barak Mhornar?

If you have an Admiral, they can take the Cunning Fleetmaster command trait which allows a friendly skyvessel to move before the first battleround begins. It can fly high if it's not an Ironclad. He doesn't have to be on the ship, so you can just have your Wizard Frigate fly in range for the spell before the hero phase.

Edited by plavski
Link to comment
Share on other sites

3 hours ago, zilberfrid said:

The new box is

220 (edrinmaster with balloon)

150 (gunhauler)

200 (6 Skywardens/Edrinriggers)

=570 points

An option would be to get the SC

150 (Gunhauler)

120 (Thunderers)

100 (Edrinriggers/Skywardens)

for 340 points, giving you 940 points (the second edrinmaster probably isn't worth it). These last points could be a Command Point, or allied Gyrocopter to tie into the roots of the Kharadron.

The Thunderers can board one of the ships if you give the ship the relevant Edrinwork

Alternatively, try

- Frigate (250)

- Arkanauts (90)

Then you only have 90 points to work with for the last pick, which is a bit sparse, but an Aether Khemist couldn't hurt. Undersize the Arkanauts by 1 to put him in the frigate.

Don’t undersize a unit of 10,  you’ll lose gold. I like the look of the first option though, aetherwar+start collecting - Endrinmaster. Looks like a fun list, with your thunderers aboard one of the Gunhaulers.

Link to comment
Share on other sites

1 hour ago, Baron Wastelands said:

Don’t undersize a unit of 10,  you’ll lose gold. I like the look of the first option though, aetherwar+start collecting - Endrinmaster. Looks like a fun list, with your thunderers aboard one of the Gunhaulers.

I was wondering the same. New balloon boss gives the 3 units of bubble boys battleline. Just curious if it's enough bodies.

Otherwise the goal is to eliminate the other side to bring their body count down 😆

Link to comment
Share on other sites

Most KO lists I make have always trended towards MSU thinking I might look at some big units to maximize the gold shares. 
 

2 khemists bottle 

navigator 

IC either last word or overburden fly high 

3*10 arks

20 thunderers all special 

12 skywardens full shooting 

1940 points then endless spell  probably geminids for possible -3 or pendulum / purple sun for damage  

would go custom sky port but using d3 extra gold shares so the big units can have multiple gold.

it loses the movement shenanigans of new KO but has the opportunities for pretty insane damage output  

 

 

Link to comment
Share on other sites

2 hours ago, Reuben Parker said:

Most KO lists I make have always trended towards MSU thinking I might look at some big units to maximize the gold shares. 
 

2 khemists bottle 

navigator 

IC either last word or overburden fly high 

3*10 arks

20 thunderers all special 

12 skywardens full shooting 

1940 points then endless spell  probably geminids for possible -3 or pendulum / purple sun for damage  

would go custom sky port but using d3 extra gold shares so the big units can have multiple gold.

it loses the movement shenanigans of new KO but has the opportunities for pretty insane damage output  

 

 

Be interested in your strategy here  - presuming you are putting the thunderers in the IC, but remember 12 wardens can’t hitch, so what is their role? 3*10 arkanauts doesn’t feel like large units, though it will of course do the job of netting you some gold shares initially; are they objective campers? And why 2 khemists? 

 

Link to comment
Share on other sites

2 hours ago, Baron Wastelands said:

Be interested in your strategy here  - presuming you are putting the thunderers in the IC, but remember 12 wardens can’t hitch, so what is their role? 3*10 arkanauts doesn’t feel like large units, though it will of course do the job of netting you some gold shares initially; are they objective campers? And why 2 khemists? 

 

Wardens are just to shoot things and use gold shares to re roll misses move 12” is pretty fast anyway. Multiple khemist as cheap heroes for hero scoring missions and two large fire base units so the buff has a reasonable increase in damage output. 

 

Arks are just just pure screens. As I was saying it’s a list that trades the new KO redeployment options for just sheer fire power. 

Link to comment
Share on other sites

Quick question. 

Does the -1 to hit aura from the Thunderer Fumigators "Choking Fug" and the -1 to hit aura from the Aether-Khemist "Atmospheric Isolation" stack? -2 to hit total?

If so i'm going to run around with 20 special weapon thunderers backed up by and Khemist and see how that goes. 

Link to comment
Share on other sites

1 hour ago, Stormrage89 said:

Quick question. 

Does the -1 to hit aura from the Thunderer Fumigators "Choking Fug" and the -1 to hit aura from the Aether-Khemist "Atmospheric Isolation" stack? -2 to hit total?

If so i'm going to run around with 20 special weapon thunderers backed up by and Khemist and see how that goes. 

It does. Sadly not out of a ship.

Link to comment
Share on other sites

Zilfin 

endrinmaster on balloon, Bomblets 

admiral

endrinmaster

 

frigate, drill, overburdened relic

frigate, cannon, last word

thunderers x 10 rifles, cannons

thunderers x 10 special weapons

endrinriggersx 12 melee

endrinriggers x 6 shooting

endrinriggers x 6 shooting

 

Here is my take at a tac list. Decent amount of shooting (hopefully), good mobility, mobile melee threat. 

Rifle thunderers in overburdened boat with characters hoping to stay at range and taxi riggers around. 

Special weapons thunderers in boat with last word bring aggressive with full squad of riggers playing positioning games with boat to get favorable combats (hopefully) 

 

profit

Link to comment
Share on other sites

Hello, fellow skyfarers!

Been lurking for quite some time here and now decided to create an account. I've jumped on the hypetrainship and got myself some flying steampunk pirate dwarfs!

 

Question time:

1. I want to run 10+ Thunderers. Build the first five with one special weapon each. For the other 5 what would you recommend? Rifles + a second Cannon? 

2. Is the Decksweeper worth it for my Arkanauts? Should I go all in on their special weapons or just stick to 1 Harpoon + Skypike?

3. I'll likely run 2x3 Endrinriggers as escorts for my ships. I just want them for the healing and a bit of close combat protection. For dedicated CC I'll run 9 Skywardens. Would you recommend any shooty special weapons on the Endrinriggers?

4. Does the Admiral look like he's worth taking? I really like the model but his abilities seem very meh. 

 

Cheers

Link to comment
Share on other sites

15 minutes ago, Causalis said:

Hello, fellow skyfarers!

Been lurking for quite some time here and now decided to create an account. I've jumped on the hypetrainship and got myself some flying steampunk pirate dwarfs!

 

Question time:

1. I want to run 10+ Thunderers. Build the first five with one special weapon each. For the other 5 what would you recommend? Rifles + a second Cannon? 

2. Is the Decksweeper worth it for my Arkanauts? Should I go all in on their special weapons or just stick to 1 Harpoon + Skypike?

3. I'll likely run 2x3 Endrinriggers as escorts for my ships. I just want them for the healing and a bit of close combat protection. For dedicated CC I'll run 9 Skywardens. Would you recommend any shooty special weapons on the Endrinriggers?

4. Does the Admiral look like he's worth taking? I really like the model but his abilities seem very meh. 

 

Cheers

1) when in range the special weapons are superior so I‘d advice you stack them

2) Arkanauts cant deck decksweepers

3) I‘d always go for 1 Volleygun and Skyhook/Grapnel per 3

4) I think the Admiral is pretty good. Immune to battleshocks, 5+ shrug for him, fantastic traits/artifacts for bonus CP and 4 pretty good CAs. 

I always used him before, now I‘ll definately keep him

Link to comment
Share on other sites

13 minutes ago, Phasteon said:

1) when in range the special weapons are superior so I‘d advice you stack them

2) Arkanauts cant deck decksweepers

3) I‘d always go for 1 Volleygun and Skyhook/Grapnel per 3

4) I think the Admiral is pretty good. Immune to battleshocks, 5+ shrug for him, fantastic traits/artifacts for bonus CP and 4 pretty good CAs. 

I always used him before, now I‘ll definately keep him

Admiral is so good; I'll be hard pressed not to include one in every list.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...