Jump to content

AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

Recommended Posts

31 minutes ago, Phasteon said:

Just played a 2000p „fun tournament“ today.

Conclusion: 

KOs mobility is key

Shooting is sufficient

Survivability is nice

Artifacts were ok but not that decisive, though the Admiral was very nice (had 6 CP at one point in the game so I could go ham on rerolls of 1) 

 

The army is so much fun to play now, also very tactical. 

How did you feel about the choice of Barak Urbaz?  Did you wish you had picked another at some point?  Who did you spend your extra aether gold on?  How were you thunderers kitted, and did you ever disembark them?  Did you ever feel like the Arkanauts were too slow?

Edited by TheThievingMick
Link to comment
Share on other sites

My 1250pt list for next Saturday. Not the most competitive list and I'll probably loose on objectives but I wanted to see how the new ironclad fairs with its garrison of thunderers!

Compared to my first list I did this weekend it trades more board presence for focused firepower. I'm not that fond of Barak Nar but it's the only way for me to get battleline at that points level (what they tend to play down at the club, we do a lot of doubles events) but atleast this time I'll have 2 unbinds!

 

P.S Your guys feedback and thoughts would be super helpful!

Screenshot_20200112-195802_Drive.jpg

Edited by Ekrund Oath Splitters
Link to comment
Share on other sites

37 minutes ago, TheThievingMick said:

How did you feel about the choice of Barak Urbaz?  Did you wish you had picked another at some point?  Who did you spend your extra aether gold on?  How were you thunderers kitted, and did you ever disembark them?  Did you ever feel like the Arkanauts were too slow?

I found that Barak Urbaz synergizes very well with the style of army I want to play. Triumphs are key and giving more to my units was very gamechanging. Always went for Ironclad first. 

 

Thunderers were 10x rifles, very effective. I alwys disembarked them to hold an objective when the main damage dealers were dead. +1 shot in melee is brutal. 

 

Arkanauts were so good in 2/3 games. 

10“ auto run with CP (of which i had more than enough) to get to an objective t1 and then defending it. 

Khemist is not necessary but still neat. 

Link to comment
Share on other sites

if we charge with a skyship that has a garrison in it, does both the ship and garrison attack as one, or are they counted as separate units for choosing who to attack with when? I would assume separate, so is it best to attack with the unit before a ship?

Edited by PUFNSTUF
Link to comment
Share on other sites

26 minutes ago, PUFNSTUF said:

if we charge with a skyship that has a garrison in it, does both the ship and garrison attack as one, or are they counted as separate units for choosing who to attack with when? I would assume separate, so is it best to attack with the unit before a ship?

Separate activations indeed.
 

Depends. The unit is measured from the base and can’t move. So you might want to occasionally pile the ship in first to get within range of something. 

Link to comment
Share on other sites

11 hours ago, DarrinTheOccult said:

I think I'll go for this list:

Barak-Zon

Leaders
Endrinmaster with dirigible suit (220) (General) Command Trait: Bearer of the Ironstar (revive at 2+) Artifact: Aethersped Hammer (+2 attacks to a melee weapon)
Aether-Khemist (90) Artifact: Spell in a bottle

Battleline
10 x Arkanaut Company (90)
9 x Skywardens (300) skypikes
9 x Skywardens (300) skypikes

Units
10 x Grundstok Thunderers (240) special weapons

War Machines
Arkanaut Frigate (250) heavy sky cannon  Endrinwork: Prudency chutes
Grundstok Gunhauler (150) sky cannon Endrinwork: Zonbarcorp Debtsettler Spar Torpedo
Grundstok Gunhauler (150) sky cannon

Battalions
Grundstok Escort Wing (140)

Endless Spells
Geminids of Uhl-Gysh (60)

Total: 1990 / 2000
Extra Command Points: 1
Wounds: 89

 

EDIT: Forgot the endrinworks hehe

Seems great, I was thinking about very similar list..

my version:

-Ironclaad

- 9+6 skywardens

- just 5 thunderers

- scuttletide for khemist

 

I’m looking forward trying it and I will note your list too!

  • LOVE IT! 1
Link to comment
Share on other sites

Hi everyone.

With the new book, I'm thinking about selling some of my Nighthaunt to play KO. I just started playing AoS with the Soul Wars release but used to play Dwarfs back in the days of WHFB, so I have a bit of an affinity for Duardin though I always hated playing gunlines as I like movement shenanigans.

Anyway, I've always loved the look of KO and now after getting their new book on the app, am really interested in playing them. However, they seem to have a really unique play style and it would help me to read and watch some battle reports to get a feel for the army. Outside of reading posts here - which have been great... please keep the battle reports with the new book coming! - are there any other good resources for learning about playing KO?

Thanks!

  • Like 1
Link to comment
Share on other sites

23 minutes ago, Clan's Cynic said:

Any new lore? Anything about Kharadrons fighting against other Order armies in the same vein as Fyreslayers taking contracts from Chaos and the like? Always eager for in-universe 'justifications' of fighting the poster boys.

They'll apparently go to town with anybody that interferes with their trade routes or mining rights regardless of standing. Also a blurb in the book about the Knights Excelsiors misunderstanding a deal and taking down one of their frigates which made them enemies with that skyport.

Link to comment
Share on other sites

1 hour ago, stus67 said:

They'll apparently go to town with anybody that interferes with their trade routes or mining rights regardless of standing. Also a blurb in the book about the Knights Excelsiors misunderstanding a deal and taking down one of their frigates which made them enemies with that skyport.

Glad to see some Dwarfs still honor Grudges.

 

Which was always my justification for my old School Dwarfs fighting a traditional "Order" army.

  • Like 1
Link to comment
Share on other sites

On 1/11/2020 at 9:40 AM, 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 a side-bar image on the first page which shows a skyport in the background and a floating defense station.  I'll try to upload a pic!

 

20200112_220219.jpg

Edited by FractalRain
Link to comment
Share on other sites

How about Barak Thryng? There's a few Duardins that are probably worth a look.

  • Runelord on Anvil - 2 denies at +2 is a little insane and he gets to spit out mortal wounds in 24" on a 2+ each turn. That's really solid for 140 points.
  • Runelord - 1 deny at +2 but he also buffs up a dispossessed unit's rend.
  • Irondrakes - pound for pound they're better shooting than anything KO have if they aren't getting harassed, and they're reasonably tough. They pair well with the runelord's rend. KO should have the firepower to blow away any harassing units before they fire so they can fire at full power.
  • Gyrocopter/bomber - I'm not sure that they're better than the fliers that KO have but they're a lot cheaper so they can fit into oddly shaped holes in lists.
  • Vulkite Berserker - With shields they're probably tougher than anything else we have access to and they're a solid melee unit which KO lack. 
  • Runesmiter - lets your berserkers deep strike. Not much else to it.

Is there anything interesting that I'm missing?

Link to comment
Share on other sites

5 hours ago, Clan's Cynic said:

Any new lore? Anything about Kharadrons fighting against other Order armies in the same vein as Fyreslayers taking contracts from Chaos and the like? Always eager for in-universe 'justifications' of fighting the poster boys.

The new tale of rust (or a title with rust).

funnily enough is about stormcast and KO working together, but you can feel two or three moments where it could easily change. but read this book only after code of the skies. It explores something from Code of the skies which will only have the impact if you read Code first. 


another great one and the inspiration for my basing. (And more and more starting consider a re-paint) is Bone Desert. It’s a Gotrek short story... but dang son, the KO in that are brutal. Won’t spoil more but very different point of view than for example the iron dragon books. 

Lastly there are some cool references to KO scheming in anvil guard. I think it’s the second hanniver and toll book. The one where the main character of thieves paradise makes her first appearance. Which all in all is a horrible way to find a book ;) 

Link to comment
Share on other sites

6 minutes ago, novembermike said:

Runelord on Anvil - 2 denies at +2 is a little insane and he gets to spit out mortal wounds in 24" on a 2+ each turn. That's really solid for 140 points.

Haha that’s such a funny good catch. No way they thought of that. Express train to legends for the anvil. But yes seems to me you can definite make use of that. 

Link to comment
Share on other sites

To give an example:

Barak-Thryng

Leaders

Endrinmaster on Balloon - 220

Runesmiter - 120

Runelord on Anvil - 140

Battle line

3x 10 arkanauts - 90 each

2x3 Endrinriggers, Sky Hook

Other

Gunhauler - 150

2 Frigates - 250 each

Iron Sky Attack Squadron - 120

20 Vulkite berserkers - 240

 

The basic idea would be to deep strike the Berserkers unless it looks like a bad idea, try to get the runelord and one of the arkanaut squads on a relatively safe objetive, and then the 2 frigates, the arkanauts in them, the gunhauler and the balloon boys just ride around putting their firepower where it's needed. 

Link to comment
Share on other sites

33 minutes ago, novembermike said:

To give an example:

Barak-Thryng

Leaders

Endrinmaster on Balloon - 220

Runesmiter - 120

Runelord on Anvil - 140

Battle line

3x 10 arkanauts - 90 each

2x3 Endrinriggers, Sky Hook

Other

Gunhauler - 150

2 Frigates - 250 each

Iron Sky Attack Squadron - 120

20 Vulkite berserkers - 240

 

The basic idea would be to deep strike the Berserkers unless it looks like a bad idea, try to get the runelord and one of the arkanaut squads on a relatively safe objetive, and then the 2 frigates, the arkanauts in them, the gunhauler and the balloon boys just ride around putting their firepower where it's needed. 

Arkanauts are better than Vulkites, cheaper per model and 4+ base, not just against melee

Link to comment
Share on other sites

Regarding Barak Thryng, the book says that they gain the Barak Thryng keyword, but not the Kharadron Overlords keyword. Since they don't have the KO keyword, we should pay allied points for duardin units... BUT that would make the additional rules redundant (about those units not counting for battleline  and they can't be chosen for general). 

Seems to me that they missed that, my ruling would be that GW ****** it up and you can definetly use duardin units without paying allied points but maybe I'm wrong. On the other hand, what about using Gotrek on Barak Thryng?

Link to comment
Share on other sites

4 hours ago, Cauthon said:

So the ironclad great endrinwork Ebullient Bouyancy aid says that you can fly high and disengage if you have more 16+ embarked. 

 

Doesnt say anything about not halving your movement. 

 

Oversight or just a bummer?

I guess RAW your movement is still halved but it’s still worth taking for the movement shenanigans IMO. 

Link to comment
Share on other sites

I have to ask again: Why do people think the Admiral is "amazing"? He is an ok combat character but other than that he doesn't bring much to the table. His abilities are meh. The re-roll 1s for a ship is literally the same as the generic command ability we have in the rulebook. The run + fire ability is redundant as our ships don't run anywhere, they simply fly high. The +1 to-hit in melee is quite gimmicky as our Dwarfs have almost no punch in that phase and the Skyriggers can't profit from the ability since they can never garrison a ship. And the re-roll charge ability is (again) the same as the generic rulebook one. 

So why take this guy, apart from his warlord traits or artefacts? He won't be winning combats against any dedicated melee units and his abilities can be used by other heroes, simply by employing the generic rulebook ones. 

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...