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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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Hello Everyone,

New Kharadron player here! I just picked up the Aether War set, a start collecting, and an Ironclad an I wanted to pick the communities' brain about a couple things, mainly loadout questions.

I'm planning on grabbing some more thunderers and a frigate (awesome model) to create an army that looks like this:
-Endrinmaster with Dirigible Suit - 220

-Aether-Khemist - 90

-Arknaut Company - 90

-Thunders (2 x 5 models) - 240

-Endrinriggers (2 x 3 models) - 200

-Endrinriggers - 100

-Gunhauler- 150

-Gunhauler-  150

-Frigate - 250

-Ironclad - 510

2000/2000

With the plan to load everyone into airships, fly around, and have a jolly good time. My QUESTION is how do I equip the Thunderers? Rifles for distance or special weapons. I have an image in my head of sitting at 18" range and blasting away with long range weapons on the Airships or should I be thinking about Dropping in with an Ironclad full of Thunderers with the Endrinriggers and Gunhauler for defense.
As a lesser question I'm wondering about Skywardens vs Endrinriggers. I feel like the endrinriggers are easier to use to full effect whereas the Skywardens are more conditional with their extra abilities.

Any comments, tips, or ideas are greatly appreciated. I don't have a great idea what I'm doing. Thanks!

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Alternatively 

 

Barak urbaz

escort wing. 

 

Endrinmaster-great tinkerer, monolense

Navigator- flarepistol 

 

Ironclad-cannon, ebullient buoyancy 

Frigate- drill cannon

Gunhauler- morgrim, drill cannon

Gunhauler- drill cannon 

Gunhauler-drill cannon

 

Arkos x 10

Thunderers x 15 rifles, cannons, decksweepers

 

boats n hoes!!

Edited by Cauthon
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Allegiance: Order

Leaders
Endrinmaster with Dirigible Suit (220)
- General
Brokk Grungsson Lord-Magnate of Barak-Nar (240)

Battleline

Units
3 x Endrinriggers (100)
- 1x Aethermatic Volley Guns
- 1x Drill Launcher
3 x Endrinriggers (100)
- 1x Aethermatic Volley Guns
- 1x Drill Launcher
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon

Total: 960 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 46

how does this look?  First shot at a build using what I will have once my aether wars box comes in.  It would run with Barak Zilfin and I'm not sure what artefacts/ endrinworks etc it would use.  Any thoughts?

 

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2 hours ago, DeathBringer said:

 

how does this look?  First shot at a build using what I will have once my aether wars box comes in.  It would run with Barak Zilfin and I'm not sure what artefacts/ endrinworks etc it would use.  Any thoughts?

 

Feels a bit “light”, both in terms of bodies, which I think it’s going to with aether wars and Sc as a base, but also in terms of power to get the work done. Perhaps because brokk and the dirigible Endrinmaster take up so many points. They’re quite similar, and with traits and artefacts, the endrinmaster is just better for me. I think you would get a bit more mileage out of dropping brokk, taking the collapsible compartments endrinworks on one of the gunhaulers, and putting a unit of thunderers inside. If you’re going Zilfin, take the spar torpedo on the other gunhauler, and I recommend grudgebearer and the mandatory artefact on the endrinmaster, makes him a great ranged assassin for the biggest enemy hero. Then you’ve got 160 points left to play with, which could be another gunhauler, some arks or some allied bodies to grab objectives, or more thunderers to footslog, etc.

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hi all, 

 

i'm still fairly new to AoS and i'm moving over to KO as i cant face painting any more skellys,

i'm finding it hard to sort through and get a list that will be a good start. can i have so feed back this list?

its what i can make with the models i own (bar the Frigates) they would be next months buys 

Allegiance: Kharadron Overlords
- Sky Port: Barak Nar

Leaders
Endrinmaster with Dirigible Suit (220)
- General
- Trait: Endrinprofessor
- Artefact: Aethercharged Rune
Aetheric Navigator (100)
- Artefact: Voidstone Orb
Aether-Khemist (90)
Arkanaut Admiral (140)

Battleline
5 x Grundstok Thunderers (120)
10 x Arkanaut Company (90)
6 x Endrinriggers (200)
3 x Endrinriggers (100)

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

Behemoths
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Malefic Skymines
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon

Battalions
Grundstok Escort Wing (140)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 103

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22 hours ago, Eevika said:

Until someone just wraps your ironclad kills it in one hit and you lose everything inside it. Losing half your army in one turn of enemy combat. 

I nearly had this done to my frigate on saturday by Plague Monks.... I was sweating a bit when I realised it.... LUCKILY, the Frigate survived combat and he failed to cast death frenzy on them 

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2 hours ago, Ekrund Oath Splitters said:

I nearly had this done to my frigate on saturday by Plague Monks.... I was sweating a bit when I realised it.... LUCKILY, the Frigate survived combat and he failed to cast death frenzy on them 

Yeah it’s good tactical challenge to look out for. 

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12 hours ago, Nick907 said:

My favorite YouTube show, Warhammer Weekly,  just did a pretty overtly negative review of the new book, which was disappointing. I think KO is a great force that requires extra stress on movement, placement, target selection, and late game objective grabbing in order to succeed... but that we have all the tools to make it work. 

I watched it to and while I don't share their negative outlook overall either I also can't really find fault with most of their criticisms of the book. There is definitely an overabundance of reroll 1s to hit and anti-synergies. The aether-kemist issue is a pain (I also hadn't realized he can't buff ships, my bad) and stuff like the Navigator granting ships reroll run rolls when both the Frigate and Ironclad have that ability on their warscroll (not to mention fly high) is just annoying.

The two things I felt WW weren't fully appreciating is that while KO damage is on the weak side, point for point, the ability to bring it to bear on select targets via range and mobility is a major force multiplier for it. The other thing is they seemed to dismiss Aethergold which I found to be a majorly impactful tool. As I stated in an earlier post, I've only played one game against KO so far but I was surprised by them even having read through the book and been writing my own lists.

I do plan on emailing in some FAQ/Errata questions about the point of the Navigator reroll runs/charges (why not +1 or 2 to runs/charges?) and the Arkanaut Admiral's ability to grant a skyvessel he's garrisoned on reroll 1s to hit in the shooting phase (literally just a more restricted version of a generic command ability).

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@Auretious Taak Since Urbaz/Zilfin can take ships as battleline there is some the opportunity for some very silly lists. You can go really low model count:

  • 4 model 1K Zilfin army: 3 Frigates, & Brokk or the Flying Endrinmaster
  • 6 model 2K Zilfin army: 3 Frigates, 2 Ironclads, & the flying Endrinmaster

Both those list would be bad, but I would definitely try and use them in a non-serious game if I had a couple more boats. If your opponent had a low model list, you could probably play a 2K game in about an hour!

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1 minute ago, Forrix said:

Arkanaut Admiral's ability to grant a skyvessel he's garrisoned on reroll 1s to hit in the shooting phase (literally just a more restricted version of a generic command ability).

That is done in mind with artifact that let`s  Admiral one free use per turn of warscroll commands.

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Hello folks 

Just wanted to post my list. I'm aiming for competitive please let me know your thoughts and/or how I may improve it. I forgot to add the unit of thunderers i have fixed that

Kharadron Overlords Skyport: Barak-Thryng

Heroes:

Endrinmaster (leader) Grudge hammer

Aetheric Navigator

Grimwrath berzerkers or runesmiter (not sure yet)

Battleline:

Arkanaut Company x 10 - volley gun, light sky hook, volley pistol

Arkanaut Company x 10 - volley gun, light sky hook, volley pistol

Arkanaut Company x 10 - volley gun, light sky hook, volley pistol

Behemoth:

Ironclad - Great Sky cannon, The last word

Other:

Grundstok Gunhauler

Hearth guard berzerkers x 20 flaming

Grundstok Thunderers x 10

poleaxes 1970 pts

Edited by Bimli
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2 minutes ago, Bimli said:

Hello folks 

Just wanted to post my thoughts for a list. I'm aiming for competitive please let me know you thoughts.

Kharadron Overlords Skyport: Barak-Thryng

Heroes:

Endrinmaster (leader) Grudge hammer

Aetheric Navigator

Grimwrath berzerkers or runesmiter (not sure yet)

Battleline:

Arkanaut Company x 10 - volley gun, light sky hook, volley pistol

Arkanaut Company x 10 - volley gun, light sky hook, volley pistol

Arkanaut Company x 10 - volley gun, light sky hook, volley pistol

Behemoth:

Ironclad - Great Sky cannon, The last word

Other:

Grundstok Gunhauler

Hearth guard berzerkers x 20 flaming

poleaxes 1970 pts

I kinda see no point for the point sink that the Ironclad is when you can only put Arkanaut company in there. They are a pretty weak unit to garrison becouse they dont get to really shoot after sky high

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1 minute ago, Boar said:

That is done in mind with artifact that let`s  Admiral one free use per turn of warscroll commands.

What's wrong with making it +1 to hit? Or just write in the artifact that it also allows him to use the Volley Fire CA on the skyvessel he's garrisoned on for free thus saving space on his already bloated warscroll? I suppose its possible it was +1 hit and they actually playtested it and found it too powerful but even feeling that KO shooting is stronger than it appears I'm not sure +1 hit via a character using his CA is that unbalancing even on an Ironclad.

As it is, I will say they writing a redundant command ability on a models warscroll because the player might take a specific artifact with him is poor rules design.

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1 minute ago, Forrix said:

What's wrong with making it +1 to hit? Or just write in the artifact that it also allows him to use the Volley Fire CA on the skyvessel he's garrisoned on for free thus saving space on his already bloated warscroll? I suppose its possible it was +1 hit and they actually playtested it and found it too powerful but even feeling that KO shooting is stronger than it appears I'm not sure +1 hit via a character using his CA is that unbalancing even on an Ironclad.

As it is, I will say they writing a redundant command ability on a models warscroll because the player might take a specific artifact with him is poor rules design.

+1 would be nice. As for saving place on warscroll, I actually think it`s good that they didn`t do that.  Since you watched WW, you maybe noticed that Vince called out that triumphs weren`t repeated in the book, and that`s arguably bad move as it makes rules more opaque esp. to newer players.

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1 minute ago, Boar said:

Since you watched WW, you maybe noticed that Vince called out that triumphs weren`t repeated in the book, and that`s arguably bad move as it makes rules more opaque esp. to newer players.

True but they could put it in the artifact text. It seems weird writing warscroll abilities that are only relevant when taken with a specific artifact (or command trait).

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4 minutes ago, Forrix said:

True but they could put it in the artifact text. It seems weird writing warscroll abilities that are only relevant when taken with a specific artifact (or command trait).

It kinda looks like balancing concern on one hand, so they didn`t write f.ex one free use of any command ability. On the other hand similar traits/artifacts with free use of warscroll ability are in other battletomes, so kind of standarization. And than they realized that warscroll as it is written wouldn`t give enough benefit to justify taking artifact and so writers added generic abilities onto this? Pure speculation obviously.

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35 minutes ago, Eevika said:

I kinda see no point for the point sink that the Ironclad is when you can only put Arkanaut company in there. They are a pretty weak unit to garrison becouse they dont get to really shoot after sky high

Yeah my bad I forgot to add I have a unit of 10 thunderers thanks for the reply updated the list.

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1 hour ago, mikethefish said:

So yeah, the KO Warhammer Weekly was pretty much as expected.  Cannot recommend, sadly.

Do you watch doom and darkness? 
If not. He played gutbusters before the book. When the book droppen he was quite negative about it. End of the year review he went back on that negativity. He had fun playing the army, was more competitive, and realised he had his expectations to high. 
 

im convinced that’s what’s going to happen with KO as well. It doesn’t have a easy to spot broken combo/thing. It makes you work for it. And yes there are valid criticisms as well. Some redundant abilities and such. 

in that sense I like the miniwargaming reviews better. Just admit it’s a first impressions video. They at least play one game first. And then come back to it after a month of play. When more has been discovered and it’s less guesswork. 

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1 hour ago, Forrix said:

I watched it to and while I don't share their negative outlook overall either I also can't really find fault with most of their criticisms of the book. There is definitely an overabundance of reroll 1s to hit and anti-synergies. The aether-kemist issue is a pain (I also hadn't realized he can't buff ships, my bad) and stuff like the Navigator granting ships reroll run rolls when both the Frigate and Ironclad have that ability on their warscroll (not to mention fly high) is just annoying.

The two things I felt WW weren't fully appreciating is that while KO damage is on the weak side, point for point, the ability to bring it to bear on select targets via range and mobility is a major force multiplier for it. The other thing is they seemed to dismiss Aethergold which I found to be a majorly impactful tool. As I stated in an earlier post, I've only played one game against KO so far but I was surprised by them even having read through the book and been writing my own lists.

I do plan on emailing in some FAQ/Errata questions about the point of the Navigator reroll runs/charges (why not +1 or 2 to runs/charges?) and the Arkanaut Admiral's ability to grant a skyvessel he's garrisoned on reroll 1s to hit in the shooting phase (literally just a more restricted version of a generic command ability).

Just a headsup, Navigator is fine.  He gives re-roll charges too.  Plus, gunhaulers don't have an on board navigator.  So it not as redundant as we think.  And there is no issue with khemist... he is a ground support character/anti-combat/shotgun blast to the face hero.    The admirals re-roll 1's ability is an odd one... only is good if you have Proclamator Mask-Hailer (then its free command point).  But maybe future 2020 GHB wont have that generic re-roll 1's command ability? 

This book is not doom and gloom.  It's filled with gold...  Aethergold!!! Hur hur :)

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46 minutes ago, Fert said:

Just a headsup, Navigator is fine.  He gives re-roll charges too.  Plus, gunhaulers don't have an on board navigator.  So it not as redundant as we think.  And there is no issue with khemist... he is a ground support character/anti-combat/shotgun blast to the face hero.    The admirals re-roll 1's ability is an odd one... only is good if you have Proclamator Mask-Hailer (then its free command point).  But maybe future 2020 GHB wont have that generic re-roll 1's command ability? 

This book is not doom and gloom.  It's filled with gold...  Aethergold!!! Hur hur :)

I was aware of everything you stated when I wrote my post and I'll continue to stand by it. I'm glad you find this book to be perfect and why I agree this book is not all doom and gloom I am not going to blindly proclaim everything to be awesome because this is these is some obscure niche it could be semi-useful in. Hell, if you want to state that something is fine because maybe the core rules will change in the future then literally everything in this game and everything that could ever be added to this game is fine.

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17 minutes ago, Forrix said:

I was aware of everything you stated when I wrote my post and I'll continue to stand by it. I'm glad you find this book to be perfect and why I agree this book is not all doom and gloom I am not going to blindly proclaim everything to be awesome because this is these is some obscure niche it could be semi-useful in. Hell, if you want to state that something is fine because maybe the core rules will change in the future then literally everything in this game and everything that could ever be added to this game is fine.

Never stated the admirals ability was "fine"... I said it was "odd".  And that perhaps, being a book at the tail end of AOS 2.0 and half life of GHB.. maybe, just for brainstorming, those command abilities will change... as they have in the past.

And my responses to you are not intended to be hostile, just opening discussion.  I agree with you that proclaiming things to be awesome or other things to be complete trash, when the community/meta/faq has barely digested the rules, is a kneejerk. 

I feel, that every book GW writes, has redundancy (looking at you Admiral), lunacy (looking at you Petrifex), and shortsighted/lazy writing (looking at you FAQ website).   

Cheers!

Edited by Fert
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So here is what I have put together, mainly based off of the models I have. Also have the ability to flex the spell slot up to something like a WLV or Everblaze by dropping the extra CP.

Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz

Leaders
Aetheric Navigator (100)
- General
- Trait: Sceptic  
Aether-Khemist (90)
- Artefact: Spell in a Bottle  
Endrinmaster with Dirigible Suit (220)
- Artefact: Phosphorite Bomblets  
Endrinmaster with Endrinharness (100)

Battleline
10 x Arkanaut Company (90)
- 1x Skypikes
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)
- 1x Skypikes
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon
- Great Endrinworks: Breath of Morgrim (Barak-Urbaz)
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon
- Great Endrinworks: Zonbarcorp 'Debtsettler' Spar Torpedo
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon

Units
6 x Endrinriggers (200)
- 2x Aethermatic Volley Guns
- 2x Drill Launcher
6 x Endrinriggers (200)
- 2x Aethermatic Volley Guns
- 2x Drill Launcher
6 x Skywardens (200)
- 1x Skyhooks
- 1x Grapnel Launchers
10 x Grundstok Thunderers (240)
- 1x Aetheric Fumigators
- 2x Decksweepers
- 2x Aethercannons
- 1x Grundstok Mortars

Behemoths
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon

Battalions
Grundstok Escort Wing (140)

Endless Spells / Terrain / CPs
Extra Command Point (50)
Wildfire Taurus (80)

Total: 2500 / 2500
Extra Command Points: 2
Allies: 0 / 500
Wounds: 132

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