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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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19 minutes ago, stus67 said:

Hitching doesn't count towards the garrison so yeah.

Wow, this is FAT! With an ironclad, you can then move 25 guys + 7 balloons meaning for example Endriballoon+6skywardens+IRONCLAD+10 Arkanauts+10 thunderers+Admiral+navigator+Khermist  = pretty much your entire army hahaha !

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20 minutes ago, GeneralZero said:

Wow, this is FAT! With an ironclad, you can then move 25 guys + 7 balloons meaning for example Endriballoon+6skywardens+IRONCLAD+10 Arkanauts+10 thunderers+Admiral+navigator+Khermist  = pretty much your entire army hahaha !

The ironclad bomb is pretty spooky if your opponent isn't ready for it

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1 hour ago, Kramer said:

Also finally got my book. (think it's dumb that if you order the limited edition you apparently get it a few days after release).

But while not everybody's cup of tea. But the Path to Glory looks really fun. Much better than most. 

Ya same here. I dont get it tell Thursday. 

Well that sucks. I didn't think about the 10 models for weapons per 10 and aether gold. Seems like your paying for the 10 guys and only fielding  9 so it shouldn't effect weapons and gold. But if they clarified this in the rules elsewhere no need to dig into it. That sucks though.

Thanks for the clarification guys. 

Edited by Stormrage89
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Just Chipping in with my first attemp at a list. Is 5 drops too high in a "competative" setting or just about right? 

Allegiance: Kharadron Overlords - Mortal Realm: Chamon - Sky Port: Barak Zilfin

LEADERS Endrinmaster with Dirigible Suit (220) - General - Command Trait : Tough as Old Boots - Artefact : Staff of Ocular Optimisation

Aetheric Navigator (100)

Aether-Khemist (90) - Artefact : Spell in a Bottle

UNITS

10 x Arkanaut Company (90) - 1 x Skypikes - 1 x Light Skyhooks - 1 x Aethermatic Volley Guns

10 x Arkanaut Company (90) - 1 x Skypikes - 1 x Light Skyhooks - 1 x Aethermatic Volley Guns

6 x Endrinriggers (200) - 1 x Aethermatic Volley Guns - 1 x Skyhooks

5 x Grundstok Thunderers (120) - 1 x Decksweepers - 1 x Aethercannons - 1 x Grundstok Mortars

1 x Grundstok Gunhauler (150) - Main Gun : Sky Cannon - Great Endrinwork: Coalbeard's Collapsible Compartments 

BEHEMOTHS Arkanaut Ironclad (510) - Main Gun : Aethermatic Volley Cannon - Great Endrinworks : The Last Word

Arkanaut Frigate (250) - Main Gun : Heavy Sky Cannon - Great Endrinworks : Prudency Chutes - Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

BATTALIONS

Iron Sky Command (130)

ENDLESS SPELLS / TERRAIN / COMMAND POINTS

Aethervoid Pendulum (50)

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15 minutes ago, Matt Large said:

Just Chipping in with my first attemp at a list. Is 5 drops too high in a "competative" setting or just about right? 

Allegiance: Kharadron Overlords - Mortal Realm: Chamon - Sky Port: Barak Zilfin

LEADERS Endrinmaster with Dirigible Suit (220) - General - Command Trait : Tough as Old Boots - Artefact : Staff of Ocular Optimisation

Aetheric Navigator (100)

Aether-Khemist (90) - Artefact : Spell in a Bottle

UNITS

10 x Arkanaut Company (90) - 1 x Skypikes - 1 x Light Skyhooks - 1 x Aethermatic Volley Guns

10 x Arkanaut Company (90) - 1 x Skypikes - 1 x Light Skyhooks - 1 x Aethermatic Volley Guns

6 x Endrinriggers (200) - 1 x Aethermatic Volley Guns - 1 x Skyhooks

5 x Grundstok Thunderers (120) - 1 x Decksweepers - 1 x Aethercannons - 1 x Grundstok Mortars

1 x Grundstok Gunhauler (150) - Main Gun : Sky Cannon - Great Endrinwork: Coalbeard's Collapsible Compartments 

BEHEMOTHS Arkanaut Ironclad (510) - Main Gun : Aethermatic Volley Cannon - Great Endrinworks : The Last Word

Arkanaut Frigate (250) - Main Gun : Heavy Sky Cannon - Great Endrinworks : Prudency Chutes - Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

BATTALIONS

Iron Sky Command (130)

ENDLESS SPELLS / TERRAIN / COMMAND POINTS

Aethervoid Pendulum (50)

Looks nice!

But are you deadset on the Endrinmaster as your general? You don't need it for battleline endrinriggers due to playing Zilfin so my first thought is to make the Khemist your general for the Collector trait to get you that auto-unbind artifact for the Navigator

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3 hours ago, zilberfrid said:

I have made a bit of a design, but I redesigned it halfway through, and want to make it coherent again. I'll upload two versions tonight.

This one seems to work best (though still very much in the rough), a downed tanker (the diagonal lines are the base). I tried giving the illusion of orbs with a minute addition on the sides, literally a few mm.

Then I wanted to show as much of the rattlecan as possible, making a minimal ship around it. The bottom of the can is to the front of the ship, and has exploded, because the bottom is deeper and you can't see very well there, it's easy to make that illusion.

The normal balls are missing, because I don't have them, and they are not the focus of the build.

This thing is massive though, it will literally dwarf an ironclad. I expect it to be ready around August, as this will be far from my only project.

KOTERRAIN.png

Edited by zilberfrid
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1 hour ago, Matt Large said:

Just Chipping in with my first attemp at a list. Is 5 drops too high in a "competative" setting or just about right? 

Allegiance: Kharadron Overlords - Mortal Realm: Chamon - Sky Port: Barak Zilfin

LEADERS Endrinmaster with Dirigible Suit (220) - General - Command Trait : Tough as Old Boots - Artefact : Staff of Ocular Optimisation

Aetheric Navigator (100)

Aether-Khemist (90) - Artefact : Spell in a Bottle

UNITS

10 x Arkanaut Company (90) - 1 x Skypikes - 1 x Light Skyhooks - 1 x Aethermatic Volley Guns

10 x Arkanaut Company (90) - 1 x Skypikes - 1 x Light Skyhooks - 1 x Aethermatic Volley Guns

6 x Endrinriggers (200) - 1 x Aethermatic Volley Guns - 1 x Skyhooks

5 x Grundstok Thunderers (120) - 1 x Decksweepers - 1 x Aethercannons - 1 x Grundstok Mortars

1 x Grundstok Gunhauler (150) - Main Gun : Sky Cannon - Great Endrinwork: Coalbeard's Collapsible Compartments 

BEHEMOTHS Arkanaut Ironclad (510) - Main Gun : Aethermatic Volley Cannon - Great Endrinworks : The Last Word

Arkanaut Frigate (250) - Main Gun : Heavy Sky Cannon - Great Endrinworks : Prudency Chutes - Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

BATTALIONS

Iron Sky Command (130)

ENDLESS SPELLS / TERRAIN / COMMAND POINTS

Aethervoid Pendulum (50)

You need an Admiral as well for the battalion unfortunately.

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I've played 2 games against Gloomspite gitz so far.  both have been losses, but i've made some crucial mistakes. 

Things i love so far
Mobility- I mean, holy ****** lol. Just dropping gunhaulers loaded with balloons all over the board is clutch. Flying high and dropping and shooting is even sexier. 
Ships- Gunhaulers with drill cannons are deadly, and picking the endrinwork to have a capacity of 5 is real fun and opens up possibilities. 
Battleline options- Holy ****** we needed this. It was my #1 pet peeve of the army for 2 years. Now we have plenty of options and its great. 
Battalions- They actually seem worth it for once. escort wing is all ive used due to models, but its been great. 
Ship healing- Its nice to have an army with some sustainability, even nicer seeing your point sinks survive and get back to full brackets. 

Things i dislike
the sky ports have some real ****** options baked in. Just unnecessarily restrictive. 
Lots of 1 battle use abilities- Never really a fan of these, and while some are pretty powerful and understandable, others not so much. ( the endrinmaster bomblets are a good 1x use, the city of traders ( forget its name) lets you give 1 unit that was in combat that turn an aether gold share 1x a game. Thats really not so amazing as to need to make it 1x a game IMO. ) 
Damage output- It seems pretty solid for ranged, but the melee is lacking, and our magic phase is....non existent. Just seems like we cant compete on actual output, and if we get into combat it seems like the best course of action is to retreat and try shooting again. If this game didnt have like 6 armies come out this year with completely bonkers rules i feel we would be in a great spot, but with some of the meta bogeymans out there, this seems like what GW shouldve aimed for with every army, but overshot it with quite a few. But ill def wait and see how it does against all these armies myself. 
Magic phase- I KNOW, we're Duradin...we dont need no stinkin magic! except... we kinda do. or at the very least something more innate than bringing an ally or a navigator with 1 chance. The Skyport is a nice answer to heavy magic, but thats a huge investment for that in taking a skyport that determines your code. Dwarf armies should be given something to compensate for literally not having a magic phase. The KO dont even have prayers to kinda make up for no magic ( even though some armies have both). I think its garbage game design in favor of flavor. Too many games im sitting there just letting opponents cast spells because i literally have nothing to stop them with unless i take sub par units as allies. The whole "Dwarves dont use magic" needs to be buried, or we need a new phase;"dwarven shenanigans" lol. 
 

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5 hours ago, FractalRain said:

I've had a couple games and am enjoying the new flexibility and how boats work.  It makes boats much more useful!  However, one disappointment was that frigates can only carry 10 models without losing Fly High and halving movement.  As our only units which can ride in the boat come in blocks of 5 (Grunstock Thunderers) or 10 (Arkanauts), you can't really take a hero model with a unit of 10 models to support/buff them without losing Fly High.  It would have been nice if they made the cap 11  models for the Frigate, because at least the Ironclad can take 16 before losing Fly High.

Just to be clear, it says for the ironclad that you cannot fly high with 16 or more models, so 15 is your max. Can still take 10+heroes, of course, but not 15+1. Unless you take the endrinwork, then you can take up to 25.

 

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19 minutes ago, Nick907 said:

Nah dwarfs don’t need magic, we have shooting and rend and fly-high instead of spells. Just let the casters do their thing and then shoot them. 
We are weak in melee but that’s okay because we rule movement. 

I like the "runic invocation" type prayers you see on Fyreslayers and Dispossessed, but that narrative doesn't really work for KO.
I wouldn't mind having some more abilities like the Navigator has -were he or the Khemist could cause some sort of "Aethermatic Reactions/Phenomena" though. The army already sort of plays on that idea with the aethergold-shares and the Navigators ability.

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22 minutes ago, Nick907 said:

Nah dwarfs don’t need magic, we have shooting and rend and fly-high instead of spells. Just let the casters do their thing and then shoot them. 
We are weak in melee but that’s okay because we rule movement. 

Plenty of armies have shooting and rend, i dont think us having it cancels out magic. I agree, we may well be the new masters of movement, but plenty of armies have some insane movement as well, or rules like SCE and nighthaunt where they can deepstrike. 

Your saying our shooting and movement makes up for not having any magic, but i dont agree with that. Our shooting is comparable to other armies, we just have alot of it in place of melee. The movement is great, i wont underplay it, but its also comparable to other armies movement shenanigans. 

 

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9 minutes ago, GDD said:

The army already sort of plays on that idea with the aethergold-shares and the Navigators ability.

Exactly. We could have easily gotten something in place of magic/prayers.  If *dwarfs dont magic* flavor is whats keeping them from giving us something similar, then just rebrand it with the aethergold or inventions.  The fact is, we dont get to participate in one of the 3 main phases of the game unless we bring in outside help which is a weaker choice because of lack of allegiance. 

Random idea- Terrain piece that gives us access to a magic/prayer like system. ****** something like OBRS terrain piece would've been nice.

Edited by Ser_namron
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Spoiler

Allegiance: Kharadron Overlords
- Sky Port: None
Endrinmaster with Dirigible Suit (220)
- General
- Trait: Grudgebearer
- Artefact: Phosphorite Bomblets
Aether-Khemist (90)
Aetheric Navigator (100)
Arkanaut Admiral (140)
Endrinmaster with Endrinharness (100)
3 x Endrinriggers (100)
- 1x Aethermatic Volley Guns
- 1x Drill Launcher
3 x Skywardens (100)
- 1x Aethermatic Volley Guns
- 1x Skyhooks
3 x Skywardens (100)
- 1x Aethermatic Volley Guns
- 1x Skyhooks
3 x Endrinriggers (100)
- 1x Aethermatic Volley Guns
- 1x Drill Launcher
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon
- Great Endrinworks: Iggrind-Kaz Surge-injection Endrin Mk. IV
Arkanaut Ironclad (510)
- Main Gun: Great Sky Cannon
- Great Endrinworks: The Last Word
Intrepid Prospectors (110)
Iron Sky Command (130)
Extra Command Point (50)

Total: 2000 / 2000
Extra Command Points: 3
Allies: 0 / 400
Wounds: 80
 

Is this list in the realms of lunacy or actually has some average legs? 

Then if you think it's the latter, what artefacts should I take or port? 

The reason I ask is I don't own the book. Me and my friend have gone half on the aether war box and I have 0 prior experience with the bubble bois as I play chaos mainly.

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7 minutes ago, Ser_namron said:

Terrain piece that gives us access to a magic/prayer like system

I don't like this idea just because it would be locking a whole new faction mechanic behind a terrain piece. Some factions sort of already do similar things, but I don't really like the "forced" terrain pieces in armies.
Some of them are sweet looking, and some of them are just stupid imo. The board can end up being covered in things that don't look like they would be next to each-other.

But yeah, I agree that it wouldn't hurt to let us participate more with magic or prayers. Probably not "magic", but you get what I mean.

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I like to think of the boats as being ultra terrain. Where as some armies have teleportation spells, we have the boats. Some armies have damage spells, we have guns. The new book talks about some boats equipped with anti magic technology, I’m surprised we didn’t get an artifact along that line but it’s okay, magic users are uncontested in that phase and we are uncontested in movement and shooting. 

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About the Dwarfs don't do magic topic:

It is sad to see so much potential wasted. Would have been very easy to come up with a few gadgets that we "cast". I mean, the Khemists use Alchemy so why not give them some elixirs that act as buff "spells" and endless spells could just be deployable gadgets like automated drones or some aetheric stuff like a lokalized storm manipulated by the Navigator. I can just picture that model, actually. Nice big oval base with roiling thunderclouds hanging above it and lightning striking the base, thus keeping the clouds afloat. 

For 90p we can ally in a Runesmith to get a better unbind (or for 140p a Runesmith on anvil to get 2 unbinds at +2). 

For all the lore where the KO fight against (Tzeentch-)Demons one would assume that they would have come up with some devices/inventions to counter magic. Seems "I cast Skycannon, Wizard scum!" is what they came up with. :')

 

About Gloomspite Gitz:

I also play the sneaky Gitz and I can see them be a tough opponent for us. My usual lists have 2x40 Stabbas, 2x10 Bounderz and the Boss on Mangler Squig. Those 80 wounds worth of Stabbas have a 5+ save, get a +1 save against shooting for their Icon and my Madcap Shaman can cast his warscroll spell to give a unit -1 to being hit with shooting. That means 40 wounds with a 4+ save and a -1 to being hit, while being battleshock immune if within 12" of the shrine. I have more than enough bodies to zone my whole tableside so no Ironclad could drop behind my lines. And I can just swarm the table, making it really hard for the KO to get to the objectives. Also Squigs count als flying so they hinder the disengage abilities and a Mangler Boss on the charge with his +1 to-wound ability will kill an Ironclad in one round. 

I would advice to focus down the Gloomspite heroes first and try to deny the Bounderz their charge. If they don't charge they don't deal MWs and their lances will only wound on 4+. And try to kill the Mangler ASAP. Taking control of objectives will still be hard. I would probably ignore one of the big Stabba blobs and focus down the other one. Hope this helps, fellow Admirals.

Edited by Causalis
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51 minutes ago, Causalis said:

It is sad to see so much potential wasted. Would have been very easy to come up with a few gadgets that we "cast". I mean, the Khemists use Alchemy so why not give them some elixirs that act as buff "spells" and endless spells could just be deployable gadgets like automated drones or some aetheric stuff like a lokalized storm manipulated by the Navigator.

I agree. I was really surprised we didn't get any lore or fyrelayers /khorne like endless prayers. It would be so lore accurate. I believed that GW will give us some drones es and aether-science lore. After all khemist, endrinmaster and navigator are scholars, that is kind of witchcraft. Can you imagine casting aether-balloon  drones and let's say they could give us something like overwatch ability or something. But at least spell in the bottle is a fun idea. 

On the other hand I agree that we don't need any terrain piece, because ships are thousands times better than any terrain in game. 

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59 minutes ago, Causalis said:

For all the lore where the KO fight against (Tzeentch-)Demons one would assume that they would have come up with some devices/inventions to counter magic. Seems "I cast Skycannon, Wizard scum!" is what they came up with. :')

The lore has a number of anti-magic things, but they are all about negating/destroying magic.  

There is even a dedicated anti-endless spells Thunderer squad with black obsidian armor (I gonna paint 5 of them soon. I really like the idea!)

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