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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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4 minutes ago, Forrix said:

Put a Kairic Acolyte or Bloodreaver next to a Guardsman if you want to see some real scale creep :P.

Guardsmen is one thing, try mid-90's Bretonnians, they are currently my basis for halflings. Eye level at about 25 mm, compared to 28 mm for guards, or 30 for greatswords (32 for the Excelsior Warpries iirc).

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AOS app has not worked for me with the new KO tome. Endrinmaster on dirigible doesnt unlock the baloons for battleline in the app. it wont let me add more than 1 duradin for Barak thryng and gives me options for battleline that arent available. Anyone know when they plan to fix this or is anyone else experiencing the same problems?

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2 hours ago, DeadpoolNakago said:

1000 pt match: KO (Barak-Urbaz) vs Ogors (Unknown Allegiance)
Realm - Aqshy
Realscape Feature - Boiling Geysers

General - Arkanaut Admiral (Command trait: War Wound, Artefact: Proclamator Mask Hailer)
Arkanaut Frigate (Breath of Morghrim)

10 Thunderers
3 Endrinriggers
1 Grundstok Gunhauler
10 Arkanaut Company

Round 1:
Ogors lets KO go first. Frigate, Gunhauler, Admiral, Thunderers, and Endrinriggers teleport to 9" from Sluaghterbrute. Company moves 4" towards center of board. Thunderers spend gold to reroll hits and KO holds onto its command point. Endrinriggers, Gunhauler, and Frigate shoot into Slaightermaster and drop it. Thunderers shoot into Firebelly, leaving it at 1 wound left. Lots of 1s on to-wounds.

Thank you for sharing your list and battle report with us!  One thing is that you cannot Fly High with the Frigate when it has 11 or more models in it - so you shouldn't have flown high with your Frigate in Round 1 with the Admiral and 10 Thunderers.    Also, would you mind sharing what weapon options you had on your Thunderers/Arkanauts/Endrinriggers?  

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3 minutes ago, FractalRain said:

Thank you for sharing your list and battle report with us!  One thing is that you cannot Fly High with the Frigate when it has 11 or more models in it - so you shouldn't have flown high with your Frigate in Round 1 with the Admiral and 10 Thunderers.    Also, would you mind sharing what weapon options you had on your Thunderers/Arkanauts/Endrinriggers?  

So coincidentally, I was just sitting around listening to Warhammer Weekly's podcast and heard those exact words, double checked, and slapped my hand on head in a "Aw dangit" moment. I messed up badly because the boat flying high in turn one was pretty key. The admiral not joining would have locked me out of a lot of the command abilities i used to supplement the gold. Basically it tanked my list idea. Well, not fun :/

aside: Y'know, i'll say it, it seems like itd sort of be natural that youd get 11 dudes and still fly high on a frigate. Its literally differenc eof a 10 squad with a leader or without sailing off. Obviously the intent is to not have a leader (Except dude in dirigible suit) go along with frigate if you're bringing 10 guys, but that just seems like such a natural thing you could do.  /end aside

Thunderers i most likely had unoptimized, but it was the models I had available. I had 1 each of the special weapons, a sarge with double rifle, and 5 rifle guys. Ideally I'd either have doubled up on a decksweeper, mortar, cannon, and dropped fumigator, or just went all rifle. (I got 5 thunderers from a friend who all had the special weapons). 

Company I had 1 skyhook, 1 volley gun, captain with volley pistol, and the rest cutters and pistols. 

Riggers were 1 with volley gun, 1 with skyhook, 1 mizzenmaster with gun and saw (that gets +1 attack). I'm actually ok with this loadout as it can let me shift them to range and melee flexibly and use them as a skirmisher. 

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Yeah, I agree and I mentioned it earlier in this thread that it would make a lot more sense if you could at least fit 1 Hero along with the squads, which come in units of 10 or groups of 5 models. Ironclad has the same problem - 15 or less you can Fly High.  Thanks for sharing the load-outs!  I find myself in the position now where I need to swap my special weapon Skywardens into Endrinriggers.....so curious what people were using. 

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1 minute ago, FractalRain said:

Thanks for sharing the load-outs!  I find myself in the position now where I need to swap my special weapon Skywardens into Endrinriggers.....so curious what people were using. 

I kind of came upon myself and talking heads seem to confirm that Riggers are just better than Wardens. Saws are better than pikes even if pikes get 2 attacks and 2" range. Saws are just way more deadly and the amount of ways you can reroll hits makes the 1 attack of a saw (2 if Master) negligible. So the only reason you run Wardens is if you are Barak-Zon or doing the Aetherwar battalion. 
 

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3 minutes ago, DeadpoolNakago said:

So the only reason you run Wardens is if you are Barak-Zon or doing the Aetherwar battalion. 

Also needed for the gunhauler escort battalion.  And also, ive been playing Gitz with them, and those mines are flipping PRIMO on the squig/bounder charge. 

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Yeah, I think Skywardens have a place with their mines!  Helps against flying units (which can prevent us from Flying High and then shooting the same turn) and you can use them for hit and run attacks with those Timed Charges - charge in, then retreat and every unit within 3" gets D3 mortal wounds on a 4+.  No guarantee, but could be a useful tactic!

 

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6 minutes ago, Ser_namron said:

Also needed for the gunhauler escort battalion.

There is the option of 0 skywardens in escort, though. So they're not 100% needed, but if you want to include them, you could. But they're not a 1+ unit to include in escort like they are in the aetherwar battalion, and barak zon specifically buffs them. 

 

4 minutes ago, FractalRain said:

Yeah, I think Skywardens have a place with their mines!  Helps against flying units (which can prevent us from Flying High and then shooting the same turn) and you can use them for hit and run attacks with those Timed Charges - charge in, then retreat and every unit within 3" gets D3 mortal wounds on a 4+.  No guarantee, but could be a useful tactic!

And that is a use. I guess in my head, what we're presenting then is "Here's a melee unit, that wants you to retreat every round in your turn." For me, personally, then I'd rather take Riggers and have the (and my math could be totally wrong) better melee damage output. 

Honestly, thinking now, maybe Wardens almost seem like a better option to go if I wanna dedicate to range through special weapons because the synergy of retreating works better with a primarily range attacking unit. As if the role presented of both units is flipped. Riggers for going into melee, Wardens for staying at range, now.

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1 hour ago, Ser_namron said:

Thanks :D i really only like how the black contrast turned out. not sure if im a fan of the gray i used for the main armor, id love to get it more metallic using some tips i got above.

Just make sure to desaturate the metallics so they don’t spring out to much. With a little gray. 

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2 minutes ago, Frowny said:

Are you allowed to field understrength units to squeeze a hero in with some arkonauts or thunders so you can still fly high with a frigate etc?

Yes but besides the loss of aethergold if below 10. You also can only take the special weapons if you take the number required.

(so no special weapons for 9 arkanauts) 

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10 minutes ago, DeadpoolNakago said:

Honestly, thinking now, maybe Wardens almost seem like a better option to go if I wanna dedicate to range through special weapons because the synergy of retreating works better with a primarily range attacking unit. As if the role presented of both units is flipped. Riggers for going into melee, Wardens for staying at range, now.

Yeah maybe. Wardens for the objectives perhaps. Clear small units, contribute from range, charging in and retreating over for extra moment. Also doesn’t need mich support so can move away. 

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12 minutes ago, TheThievingMick said:

You lose aether gold that way.  

So outside the box thinking based on my one game:

Be Barak-Urbaz
Take 9 Thunderers and the Admiral. 
Get access to command because of admiral, and toss a coin to your thunderer (o' skyport of plenty). 

Really what you want to do is have a flying endrinmaster, so the frigate has 10 thunderers and an flying endrinmaster hitching a ride along. 


Maybe its just me, but I''ll say building at 1K is rough for this army. 

 

Edited by DeadpoolNakago
new joke
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My first list, just for fun mostly and because i'll only really need another SC box to get there.

Sky Port: Barak Zon

LEADERS

Endrinmaster with Dirigible Suit (220) - General - Command Trait : Wealthy - Artefact : Phosphorite Bomblets

Arkanaut Admiral (140) - Artefact : Rune of Mark

UNITS

6 x Skywardens (200) - 1 x Skyhooks

3 x Skywardens (100) - 1 x Aethermatic Volley Guns - 1 x Skyhooks - 1 x Drill Launcher

3 x Skywardens (100) - 1 x Aethermatic Volley Guns - 1 x Skyhooks - 1 x Drill Launcher

1 x Grundstok Gunhauler (150) - Main Gun : Sky Cannon - Great Endrinworks : Zonbarcorp 'Debtsettler' Spar Torpedo

1 x Grundstok Gunhauler (150) - Main Gun : Sky Cannon

10 x Grundstok Thunderers (240)

BEHEMOTHS

Arkanaut Ironclad (510) - Main Gun : Great Sky Cannon - Great Endrinworks : The Last Word

BATTALIONS

Grundstok Escort Wing (140)

Extra Command Point (50)

TOTAL 2000 POINTS
 

No idea how good it would be, i did think of going Frigate (or 2) instead of Ironclad and going all in on more Wardens to take advantage of the Skyport and Battalion abilities... but if movies have taught me anything, you always need a bigger boat. I did originally go single Frigate, some Arkanauts and a Khemist with Spell in a bottle. I might even use Khemist with the party popper instead of the admiral sometimes. It gave me a lot more bodies too.

I know people like Riggers instead of Wardens mostly, but getting the bonuses on charge, and the focus fire abilities just looked like a no brainer to me. Also, as much as i like Riggers as a concept, it irks me that they tend to be better fighters than the actual soldiers haha. Also, if Rigger saws are so good, why aren't KO sticking them on all their weapons??? Surely they could swap the pike for a pole with a saw on the end, they can make boats fly after all.

 

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2 minutes ago, Kramer said:

Yeah maybe. Wardens for the objectives perhaps. Clear small units, contribute from range, charging in and retreating over for extra moment. Also doesn’t need mich support so can move away. 

True - that would work well.

15 minutes ago, DeadpoolNakago said:

And that is a use. I guess in my head, what we're presenting then is "Here's a melee unit, that wants you to retreat every round in your turn." For me, personally, then I'd rather take Riggers and have the (and my math could be totally wrong) better melee damage output. 

Honestly, thinking now, maybe Wardens almost seem like a better option to go if I wanna dedicate to range through special weapons because the synergy of retreating works better with a primarily range attacking unit. As if the role presented of both units is flipped. Riggers for going into melee, Wardens for staying at range, now.

Previously, I always used Skywardens as mobile fire support and Endrinriggers were my melee heavy-hitters with a Khemist buff.  Now that ships are more desireable, Endrinriggers seem even more important for repairing, so having them with some ranged support makes sense so they can stay close to the ship.  Definitely need to get more games in to try out variations and strategies! 

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Tbh i think Endrinriggers are still more reliable. They have less attacks, but on average they deal slightly more damage than wardens and still can shoot after fly high. On top of that they repair ships. 

Wardens are great at objective grabbing and at delivering some support . I think they are awesome in Barak zon. 

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Has anybody tried a melee hit squad type thing? Either a frigate or gunhauler with coalbeards compartment, an admiral with command and a foot endrinmaster is 6 attacks at 2/3/-1 or 2/2 damage, for an average of 6ish wounds with solid rend. Not amazing, but you might want those models anyway, and with the once per game 6inch move on the gunhauler, you can go 18 before charging. Interesting suicide squad option. Could fit in a frigate with thunderers or thindriks profiteers for extra oomph and a skyhook to enable a fly high charge, or with many of the artifacts to hit even harder.  Not very killy compared to truely killy things, bit you can focus quite a lot of punch on tiny frontage

Also, for the purposes of the iron sky command, do thindriks profiteers count as an aether chemist?

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1 minute ago, Frowny said:

Also, for the purposes of the iron sky command, do thindriks profiteers count as an aether chemist?

I would say "No" just because it isn't the Aether-Khemist keyword that's part of the Battalion, but the name. Like, it has the keyword Endrinmaster, so you can use on foot or flying. It doesn't use the keyword, similarly, for wanting the Khemist in the battalion.

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20 minutes ago, Frowny said:

Interesting suicide squad option. Could fit in a frigate with thunderers.  

I feel like charging should always be a last option. The only time I would charge if I need an objective.... and that's about it. Ha. I've only played 2 games, as soon as you put in ironclads and frigates, your army wound count starts plummeting (i.e KO is relatively soft)

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