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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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34 minutes ago, mikethefish said:

I'll pick up my preordered stuff later today, but those already in possession of the book, I have a question...

In the new book, is there any more artwork depicting KO settlements or structures?  I have a floating KO city concept in mind for a terrain project, and I am wondering if there is anything I can use for inspiration

There is substantially less artwork in the new book compared to the old one. I think there are only two new pieces of art in it with the rest being older pieces. There's nothing new skyport related, just some gunhaulers attacking a monster near to some sort of derrick. 

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13 minutes ago, plavski said:

There is substantially less artwork in the new book compared to the old one. I think there are only two new pieces of art in it with the rest being older pieces. There's nothing new skyport related, just some gunhaulers attacking a monster near to some sort of derrick. 

Well at least there's a derrick.  That sounds like a cool potential project.  

Shame about the artwork though.  I kinda figured as much, but at least I still have the original book too

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1 hour ago, plavski said:

There is substantially less artwork in the new book compared to the old one. I think there are only two new pieces of art in it with the rest being older pieces. There's nothing new skyport related, just some gunhaulers attacking a monster near to some sort of derrick. 

There is the cover artwork, the one Barak-Nar versus some Gloomspite Gits, two Gunhaulers versus some tentacles, portraits for all the heroes, a new piece featuring the new Endrinmaster, six portraits showing one duardin from each Skyport, plus a lot of small pieces between paragraphs.

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6 minutes ago, Gecktron said:

There is the cover artwork, the one Barak-Nar versus some Gloomspite Gits, two Gunhaulers versus some tentacles, portraits for all the heroes, a new piece featuring the new Endrinmaster, six portraits showing one duardin from each Skyport, plus a lot of small pieces between paragraphs.

I should have specified large artwork (as that's what @mikethefish was looking for). Yes there are new inserts, but scant few larger pieces.

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Ok, so had my game using the list on the previous page. None of my post stuff arrived today so had to wing it a bit with my phone.

Lost on Border War by 1 point to a Stormcast Stardrake list (so not exactly top tier). They deployed terribly but I made a huge tactical error late game which handed them the game. Had bad dice to fail to take an objective at the death but it should never have come to that for me to grasp victory.

Main headlines:

New Balloon hero kicks out plenty of damage and flat 3 heals is really nice. 

To be honest most stuff is pretty killy, it’s a good shooting army. 

I do like the Thunderers, they feel meaty but I feel like I’m rolling a lot of different attack profiles across the army though so may keep them as rifles just to reduce faff.

It does take wounds pretty quickly though so the Endrinriggers are important. They do decent damage but are also very fragile. The Gunhauler was focussed down very quickly too. 

Really enjoyed my game and very happy to be back with the Duardin!!

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People are sleeping on the greatest assassin this game has ever seen.  Endrinmaster Drigible suit.

Command trait:  Grudgebearer: Pick a hero before the first round, and your General deals double damage against them.
Artefact Phosporite Bomblets: once per battle, roll a dice, 2+ inflict a mortal wound and repeated, stop when you roll a 1.

2 MW on every 2+

Edited by Eevika
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1 hour ago, Eevika said:

People are sleeping on the greatest assassin this game has ever seen.  Endrinmaster Drigible suit.

Command trait:  Grudgebearer: Pick a hero before the first round, and your General deals double damage against them.
Artefact Phosporite Bomblets: once per battle, roll a dice, 2+ inflict a mortal wound and repeated, stop when you roll a 1.

2 MW on every 2+

Are we sure the damage is not double NORMAL damat or something?

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11 hours ago, Stormrage89 said:

 

Ya, obviously the chances are low, but this can get really out of hand. 

number of hits Chance
1 83.33%
2 69.44%
3 57.87%
4 48.23%
5 40.19%
6 33.49%
7 27.91%
8 23.26%
9 19.38%
10 16.15%
11 13.46%
12 11.22%
13 9.35%
14 7.79%
15 6.49%
16 5.41%
17 4.51%
18 3.76%
19 3.13%
20 2.61%
21 2.17%
22 1.81%
23 1.51%
24 1.26%
25 1.05%
26 0.87%
27 0.73%
28 0.61%
29 0.51%
30 0.42%

Gamblers fallacy, you always have a 16.67% chance of rolling a one, no matter how many times you’ve rolled the dice. 

Edited by Nick907
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55 minutes ago, mikethefish said:

Are we sure the damage is not double NORMAL damat or something?

You dont double the Mws from the bomblets but from all the other weapons. An Endrinmaster with that trait can deal up to 36(?) Damage to his main target with his shooting and close combat, while killing sth next to the target with the bomblets. 

@Eevika is wrong on this one, it clearly says WEAPONS, the bomblets are an artifact. 

Edited by Phasteon
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3 minutes ago, Phasteon said:

You dont double the Mws from the bomblets but from all the other weapons. An Endrinmaster with that trait can deal up to 36(?) Damage to his main target with his shooting and close combat, while killing sth next to the target with the bomblets. 

@Eevika is wrong on this one, it clearly says WEAPONS, the bomblets are an artifact. 

I dont have the book i was just reading 1d4chan :D

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3 minutes ago, Phasteon said:

You dont double the Mws from the bomblets but from all the other weapons. An Endrinmaster with that trait can deal up to 36(?) Damage to his main target with his shooting and close combat, while killing sth next to the target with the bomblets. 

@Eevika is wrong on this one, it clearly says WEAPONS, the bomblets are an artifact. 

I dont have the book i was just reading 1d4chan :D

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2 hours ago, Nick907 said:

Gamblers fallacy, you always have a 16.67% chance of rolling a one, no matter how many times you’ve rolled the dice. 

Maybe I am misreading what you are saying, but that table is absolutely correct. So for example there is 4,51% to get exactly 17 succeses in row on 2+. Once you reached f.ex those 17, that 18 roll have indeed 1/6 chance of failing, but then you are looking at singular event, not on chain.

EDIT: OOPS I ****** UP

Table below should actually give probability of that number of succeses on 2+ followed by failure.

0

16,67%

1

13,89%

2

11,57%

3

9,65%

4

8,04%

5

6,70%

6

5,58%

7

4,65%

8

3,88%

9

3,23%

10

2,69%

11

2,24%

12

1,87%

13

1,56%

14

1,30%

15

1,08%

16

0,90%

17

0,75%

18

0,63%

19

0,52%

20

0,43%

21

0,36%

22

0,30%

23

0,25%

24

0,21%

25

0,17%

26

0,15%

27

0,12%

28

0,10%

29

0,08%

30

0,07%

 

 

 

Edited by Boar
mistake
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2 hours ago, Nick907 said:

Gamblers fallacy, you always have a 16.67% chance of rolling a one, no matter how many times you’ve rolled the dice. 

Gamblers Fallacy has nothing to do with the expected damage from the Bomblets. @Stormrage89 correctly showed the likelihood for different amounts of damage you can get from the Bomblets. Gamblers Fallacy does not take place here because you look at the expected damage before you roll any dice, but Gamblers Fallacy is something you observe during the dice rolling. Sure, you can "reset" the damage table in your mind every time you roll a 2+, but again, this does not change the probable damage you will inflict.

I find it pretty rude to devalue @Stormrage89´s helpful mathematical assistance by throwing around a rather unrelated (but smart sounding) word. I hope this response is not too harsh but you should really explain a bit more what you mean when opposing someones content.

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Quick question:

Regarding the special ability of the Thunderers that adds +1 to hit rolls with their special weapons. It says that you can add 1 to the Cannon, Mortar OR Decksweeper. So it only modifies a single profile? I was under the impression that every special weapon - except for the Fumigator - gets the +1 to-hit. 

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8 minutes ago, Causalis said:

Quick question:

Regarding the special ability of the Thunderers that adds +1 to hit rolls with their special weapons. It says that you can add 1 to the Cannon, Mortar OR Decksweeper. So it only modifies a single profile? I was under the impression that every special weapon - except for the Fumigator - gets the +1 to-hit. 

Ability has text like below, so as you can see you simply add +1

"Add 1 to hit rolls for attacks made with a Grundstok Mortar, Decksweeper or Aethercannon when it is used by a unit that has at least 1 of each of these weapons"

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2 hours ago, Nick907 said:

Gamblers fallacy, you always have a 16.67% chance of rolling a one, no matter how many times you’ve rolled the dice. 

I can't tell if this is sarcastic or just misunderstanding what I posted. (I can never tell on the internet) Here's some info to clearify.

The "gamblers fallacy" deals with the odds of something happening at your current position, in which case your right. Every time you roll the dice you have a 16.66% chance of failure , 83.33% chance of success on this item. BUT, if you roll a 1, you stop rolling which is where that chart comes in.

What I posted was the likelyhood of  success If your looking to get to a spacific number of wounds out of this item.   

Example: what's the chance of getting 1 wound? (5/6 = 83.33%) what's the chance of getting 3 wounds (5/6 × 5/6 × 5/6 = 57.87%)

Your basically taking 5/6^X=Y where "X"= the number of mortal wounds your wanting to do and "Y" is your chance to get that many wounds.

Math yo.

I hope that clears things up. 

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Thanks for the clarification. 

Any idea how you guys will use your Thunderers? 

I'll go for a unit of 10. 4x Rifles, 1x Sarge w/ Double-Rifle, 2 Cannons, 1 Mortar, 1 Decksweeper, 1 Fumigator. Question is how to deploy them. They want to be within 12" of the enemy to unload with their special weapons, so I could just deploy them in my Ironclad and deepstrike them the first round. Eventually I want them on the board to hold down an objective. 20 wounds with a re-rollable 4+ save sounds juicy and their abilities actually want them to see a bit of combat. With a Khemist behind them they would be -2 to hit in combat. 

Other option would probably be a gunboat. Ironclad or Frigate + 2x5 Rifle Thunderers (this gives us two Sargents with their upgraded rifle) and just kite the enemy all game.  But then I see the problem of boardcontrol again. 

From the bat reps I've seen the firepower the new Overlords put out is very good. But they struggle to hold objectives. So a few ground troops will be a must I think.  Here's my TAC list:

Barak Urbaz

Leaders

  • Admiral (General, Battle Wound trait) Proclamator Mask
  • Khemist, Anatomizer
  • Endrinmaster

Battleline

  • 10x Arkanaut Company, Skypike, Volleygun, Skyhook
  • 10x Arkanaut Company, Skypike, Volleygun, Skyhook
  • Gunhauler, Drillcannon, Morgrims Breath
  • Gunhauler, Drillcannon

Other

  • 10x Thunderers, 4x Rifles, 1x Sarge w/ Double-Rifle, 2 Cannons, 1 Mortar, 1 Decksweeper, 1 Fumigator
  • 6x Skywardens, 1x Skyhook
  • 3x Endrinrigger, 1x Volleygun
  • Ironclad, Aethercannon, Last Word

Battallion

  • Grundstok Escort Wing
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14 hours ago, Phasteon said:

„On average you will do 2–4 wounds“ – so 3 then? 

I swear you mathematicians are killing me – I agree when you are rolling 20 dice on 4+/4+ average wound count will be ~5 and you can see that happening most of the time. 

But stop trying to mathhammer when I or my opponent will roll a 1. 

Actually, it wasn’t a precise mathematical calculation, I was just trying to help, by letting you know what you should generally expect to do in a turn. Certainly not one shot a monster, except very rarely. “Mathhammer” as a criticism generally implies misuse of averages, etc., which is why I tried to offer a rough likely range. (Better than saying e.g “you’ll do 3.3 wounds” , which of course you will never do). The point about the bomblets though is that cumulative probability applies, which @Stormrage89 has already ably demonstrated, so pulling off enough 2+ in a row to one shot a monster really won’t happen that often. 

But you play with it a bit, and if you come to a different conclusion, happy days. I in no way meant to impose statistical probabilities on you. 

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2 hours ago, Kurkulem said:

Barak Zilfin footnote say one unit can make a normal move in heroes phase. Boats rule say I can make fly high instead of normal move. So can I use the ability with the footnote?

In addition to this... If you take iron sky attack squad, can you fly high and then get out with arkanaut company?  The ability says they can disembark before or after a move (doesn't specify "normal move").   Fly high (9" away from enemy) then disembark (within 6" of frigate more than 3" from enemy) and blast away with pistols then charge if you are feeling froggy.  Does this need an faq?

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