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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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12 hours ago, Cauthon said:

Honestly it was probably over when your block of wardens got charged and then you didn’t get a double turn when he was in your face  

 

Wardens should have been in a corner screened by a frigate screened by arkos. 

You (should) know ij going to get all the way across the board in a turn, wardens can either leapfrog the frigate or it can just take off. Wardens get to slam into whatever looks tasty. 

 

What barak were you? Warden load out? 

I was tasting Barak-zon. Wardens loadout was - 8basic + 3 drills and 1 skyhook. And yes I should screen them, but to be honest I thought that they can kill 10 orcs) but I had -1 tohit first turn... The biggest mistake is that I could hide them in the middle of my line and for some reason I deside to put them in the corner(

Edited by cofaxest
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2 hours ago, ArmyOfGrodd said:

Yes! Those guys look great, what list are you going to run them in?

I played yesterday VS khorne and won the game turn 2 

2 thirsters and 10 bloodwarriors died turn 1

12 riggers with rivit guns are very powerful together with the free move in hero phase of zilfin.

I played lightin vortex in the spell in the bottle that i popped turn 2 to wound the blood priests and units around them and finish them off with my remaining force.

SmartSelect_20200125-200115_Drive.jpg

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Any thoughts on this beginning of an idea for a list? Deepstriking HGBs...?

EDIT: Like this one a bit more with one super-shooty Frigate / Thunderer / Rigger / Rigger Hero combo hiding behind those HGBs, then the Khemist powering up the big ArCo block?

Allegiance: Kharadron Overlords
- Sky Port: Barak Thryng

Leaders
Endrinmaster with Dirigible Suit (220)
- General
- Trait: Supremely Stubborn  
Aether-Khemist (90)
Auric Runesmiter (120)
- Forge Key

Battleline
6 x Endrinriggers (200)
40 x Arkanaut Company (360)
10 x Arkanaut Company (90)

Units
10 x Grundstok Thunderers (240)
20 x Hearthguard Berzerkers (400)
- Broadaxes

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

Total: 1970 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 142
 

Edited by 5kaven5lave
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2 hours ago, Cauthon said:

Not a knock on you because I’ve definitley blown a few games but I don’t think you can win with KO if you make mistakes. 

 

I think we will have to be perfect most of the time and still probably live and die on initiative rolls sad as it is to say. 

To be fair, its still a dice game after all and if both players play equally well it should come down to initiative / dice rolls who wins the game. 

 

But I also wouldnt rate KO as a beginners army, you have to be very careful about deployment because the garrison rules can really backfire hard if you overcommit. 

The whole playstyle feels very risk and reward / when to play it safe and when to all in, which is very exciting for me. 

I know and I agree on second thought that there are definately things about this book that can be frustrating but the overall gaming experience of the army is super fun!

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25 minutes ago, 5kaven5lave said:

Any thoughts on this beginning of an idea for a list? Deepstriking HGBs...?

Allegiance: Kharadron Overlords
- Sky Port: Barak Thryng

Leaders
Endrinmaster with Dirigible Suit (220)
- General
- Trait: Supremely Stubborn  
Auric Runesmiter (120)
- Forge Key

Battleline
6 x Endrinriggers (200)
6 x Endrinriggers (200)
10 x Arkanaut Company (90)

Units
10 x Grundstok Thunderers (240)
20 x Hearthguard Berzerkers (400)
- Poleaxes

Behemoths
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Magnificent Omniscope
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon

Total: 1970 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 123
 

You may not like to go outside the book but what if you dropped a frigate down to a gunhauler and took a Knight venator ? For anti magic🤔🙃🙃

 

still gives you two boats for hitching and I think a net gain on the shooting. At least from a range standpoint

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Dice game for certain. 

 

Its that dice roll that determines wether or not they have two movement and charge phases between shooting phases or wether you get two shooting phases between his movement phases that gives me the sweats.

 

Dice game all all the way. Choosing to go second and having a backup plan for if you have to go first helps  

 

Having a favorite dice maybe 😃

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5 minutes ago, Cauthon said:

You may not like to go outside the book but what if you dropped a frigate down to a gunhauler and took a Knight venator ? For anti magic🤔🙃🙃

 

still gives you two boats for hitching and I think a net gain on the shooting. At least from a range standpoint

Ty for the feedback, just edited my list again to go down to one ship but with a twist. 

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So I just got into AoS with the KO half of Aether War and I don't really know where to build towards.  I'm really digging the the Barak-Thryng port rules and I like the other duardin faction models as well (I really like the gyrocopters).  Any suggestions on what my next potential purchases should be?

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10 hours ago, 5kaven5lave said:

Any thoughts on this beginning of an idea for a list? Deepstriking HGBs...?

EDIT: Like this one a bit more with one super-shooty Frigate / Thunderer / Rigger / Rigger Hero combo hiding behind those HGBs, then the Khemist powering up the big ArCo block?

Allegiance: Kharadron Overlords
- Sky Port: Barak Thryng

Leaders
Endrinmaster with Dirigible Suit (220)
- General
- Trait: Supremely Stubborn  
Aether-Khemist (90)
Auric Runesmiter (120)
- Forge Key

Battleline
6 x Endrinriggers (200)
40 x Arkanaut Company (360)
10 x Arkanaut Company (90)

Units
10 x Grundstok Thunderers (240)
20 x Hearthguard Berzerkers (400)
- Broadaxes

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

Total: 1970 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 142
 

I’ve used 10 bezerkers plus runesmiter as my allies for over a year now. Old book it’s super helpful. New book it feels a shame to don’t spend those points on KO units but... they are super useful and offer something new to the army. Resilience. And not bad offence as well 

id just don’t know what the role of the 40 arkanauts is in your list if you bring bezerkers. 

Edited by Kramer
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Thanks for feedback, I’m mainly theorycrafting tbh. It’s Thryng so 1 in 4 can be DUARDIN keyword. The block of 40 ArCo on an objective, I think it could be nasty with all those pistol shots hitting on 3s and wounding on 4s rerolling 1s from the Khemist. With the Barak stuff they could be rerolling 1s against something and doing 2 hits on a 6. With a triumph too. Skypikes on the front rank to fight when they die on a 4+ if you get into combat. I was just thinking how force multipliers become more effective on hordes.

To my (amateur) perpective, I feel like it gives your opponent a lot of decisions to make which means they’re more likely to make mistakes. I wouldn’t want to go near either big block but you can’t push everything into them because if you do that massive gun platform will be in your backfield turn 1 shooting off characters. And it’d be in a corner screened off by 10 ArCo at deployment too so you might not be able to alpha it if you want to shut it down.

Very open to suggestions though chaps, as ever, feel this one might have some legs. 

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1 hour ago, 5kaven5lave said:

Thanks for feedback, I’m mainly theorycrafting tbh. It’s Thryng so 1 in 4 can be DUARDIN keyword. The block of 40 ArCo on an objective, I think it could be nasty with all those pistol shots hitting on 3s and wounding on 4s rerolling 1s from the Khemist. With the Barak stuff they could be rerolling 1s against something and doing 2 hits on a 6. With a triumph too. Skypikes on the front rank to fight when they die on a 4+ if you get into combat. I was just thinking how force multipliers become more effective on hordes.

To my (amateur) perpective, I feel like it gives your opponent a lot of decisions to make which means they’re more likely to make mistakes. I wouldn’t want to go near either big block but you can’t push everything into them because if you do that massive gun platform will be in your backfield turn 1 shooting off characters. And it’d be in a corner screened off by 10 ArCo at deployment too so you might not be able to alpha it if you want to shut it down.

Very open to suggestions though chaps, as ever, feel this one might have some legs. 

Oooh, Nice, I did not know for the duardin keyword. That’s great 👍🏻

Un fact your list seems good but’I wonder for the 40 arknauts: why not more grundstoks for exemple ? Maine they are more deadly and you can keep The arknauts for grabbing objectives?

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Got another game in, my first ever against ossiarchs.

Scenario was scorched earth.

My opponent was playing petrifex  triple catapult + Katakros, a few riders and basic troupes.

I was playing an Urbaz escort wing with ironclad and an extra frigate, endrineers, arkanauts and a navigator and loondrinmaster.

We stopped at turn 4, I had a 19/12 lead and he couldn’t get to my last objectives to burn them when I had already burned 3 of his.

 

My takeouts :

mobility on gunhaulers and balloons is so important to grab objectives

urbaz and it’s extra gold was essential to my boats surviving the up to 12 shots from the catapults

KOs largely have enough firepower to clear the objectives they set their sights upon (5 BO horse guys sitting in cover for example)

our mobility actually greatly reduces the strength of other armies, as they HAVE to keep lots of units back on objectives

never forget the extra wound healed on the ironclad and frigate, it can be the difference between flying high or not

the navigator relic pistol is INSANELY good when accompanied by an ironclad loaded up with thunderers (especially if one of them still has a gold token to reroll wounds as well)

katakros was way less scary than I thought

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13 minutes ago, Crashnarf said:

Oooh, Nice, I did not know for the duardin keyword. That’s great 👍🏻

Un fact your list seems good but’I wonder for the 40 arknauts: why not more grundstoks for exemple ? Maine they are more deadly and you can keep The arknauts for grabbing objectives?

Oooh, 15 Thunderers instead of would be loads less model faff as well, they could have all the buffs and have more reach if they were mostly rifles with a Fumigator or two for tankiness. They could get mobbed by a horde though is the only thing. I’ll experiment a bit.

General Question: Could Fyreslayers in a KO army take the Magmic Invocations? Having the wall to give those HGBs reroll 1s to save would be good. 

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2 hours ago, 5kaven5lave said:

General Question: Could Fyreslayers in a KO army take the Magmic Invocations? Having the wall to give those HGBs reroll 1s to save would be good. 

Although some argue against it. Unless I’m missing a line of rules somewhere. The warscroll allows it. by bringing an fyreslayer priest And paying for it you meet all conditions. 

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17 minutes ago, Kramer said:

Although some argue against it. Unless I’m missing a line of rules somewhere. The warscroll allows it. by bringing an fyreslayer priest And paying for it you meet all conditions. 

Magmic Invocations have the following wording: FYRESLAYER PRIESTS in a Fyreslayer army can summon etc(page 59 Fyreslayer battletome)... a KO Barak Thryng army is not a fyreslayer army so wouldnt that be a condition not meet?

would love for it to work, but atleast to me it seems like its not doable.

 

/cheers Rangeltoft

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Ok, so bought another SC yesterday mainly to get another gunhauler, but also to up my thunderers and endrinriggers count. And now I’m torn about how to equip the 5 extra thunderers to give me maximum flexibility.

I have 10 already, built as 1 sergeant, 2 cannon, 2 decksweeper, 1 mortar, 4 rifle. This has meant I can run a unit of 10 with all the complimentary special weapons (built them this way in the first place, pretty happy that it’s a good load out this book), or a unit of 5 with just rifles.

So, my first temptation is to outfit 1 sergeant and 4 rifles, which would allow me to run 10 rifles (sub in the profiteer rifle for one of the sergeants), 2 units of 5 rifles, or one unit of 10 mixed weapons and one of 5 rifles.

However, maybe I should add another cannon and decksweeper in case I want to run 15 in one block, and then I think I should add a fumigator since they are better on the ground with special weapons and could walk with a khemist ...

I do like 10 and 5 though, so that I could put 5 in a gunhauler and 10 in an ironclad ...

Any thoughts? 

 

 

Edited by Baron Wastelands
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@Baron Wastelands

Everything I hear about Thunderers says that the difference between the output is so minimal (JustSaying for example) that it doesn’t really matter. I personally all rifles for the range (HonestWargamer said they preferred this) but I like having a couple of Fumigators for the -1 aura (1 per 10 maybe to cover your block) which makes sense for the loss of 2 shots at that range per unit of 5. But then I am rubbish so beware my personal opinion. 

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My take on Thunderer special weapons ultimately comes down to what you're doing with them. If they're intended to just sit in the boat and shoot, you might as well go full rifles since none of the special weapon exclusive rules/abilities work while embarked. If you're going to have them get out and camp on an objective, then the specials are likely a bit stronger.

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OK. So today I have played 2 games. one vs skaventide and one vs LoN
My roster was:
Squadron battalion
2 frigates with skycannon
2x10 arco
2x3 riggers with drillcannons and volleyguns
1x6 riggers with two drills
3x5 Thunderers with rifles and fumigator
Gunhauler
Navigator with flare pistol
Alche with Zilfin artifact
Endrinmaster with Ugli artifact (each 6+ tohit on heroes and monsters deal d6 mw)
9tUDfdPB0gs.jpg.6743f90fd8ce3b58cd5efe0848f7198e.jpg

My oponent has:
Tanquol
Verminlord with spear
Archwarlock
3x20 clanrats
1x40 monks
1 warpcannon
1 volleygun crew
Vortex
Ulgysh (2 orbs)
otfJOpdwOrQ.jpg.d4be2ea6b4324cd7c8f33bbcad8fb8d4.jpg
  On the first turn, I screen myself with thunderers and 3x6 riggers. He moves forward, blow up his own warpcannon, teleport Archwarlock and place vortex. I take one point and deal 23 mw to his Verminlord (he save 14 of them with two 5+ mw saves) and lose endrinmaster in a process. 1-5 at the end of turn 1
  On turn two I take a double turn and kil everything but Tanquol, Archwarlock, 9 clanrats and volleygun. He kills my alche and some thunderers. 6-6 at the end of turn 2
  On turn three I win Initiative and clean up the board a bit and he kill some of my guys in return. In the end, it was 11-10 for me
  On turn four I win Initiative again and kill Archwarlock, but deal some dmg to Tanquol (4 wounds left) 16-13
At the end of turn four, we decide that I probably will wipe him out. 
Win for KO

My secon opponent was LoN player
Nagash
Necro
2x40 skeletons
1x20 graveguards
Hdm4P1nIqd0.jpg.5953fd4099c741fb9d6e526f530019cb.jpg
Not much to say for this game. I kill Nagash first turn and wipe him out on turn 3. He basically made a mistake when screening from me and left 2 spots for the jump open. 

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3 hours ago, Rangeltoft said:

Magmic Invocations have the following wording: FYRESLAYER PRIESTS in a Fyreslayer army can summon etc(page 59 Fyreslayer battletome)... a KO Barak Thryng army is not a fyreslayer army so wouldnt that be a condition not meet?

would love for it to work, but atleast to me it seems like its not doable.

 

/cheers Rangeltoft

The warscroll reads:

CFC52D8E-28B8-4CEC-8EBC-38D26AF24EFF.png.2af1db421930b6e22ddccfb3703e3325.png
all well and good. And I’ve heard the argument before. And I’ll see if i can borrow the book someday to check the quote.
but this scroll, which I would be taking, does not specify that. 
And I can’t find it in a faq either. 

so if I’m taking this warscroll... there is nothing on their prohibiting me, nor pointing me to extra restrictions. 
I expect the quote from the book to be just careless writing if I’m honest. 

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