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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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27 minutes ago, Tittliewinks22 said:

Been toying with this list a bit:

Barak-Zon - [101 wounds, 3 drops, 1 CP]

Endrinmaster w/ Dirigible suit (220) [General, Zon relic/trait]
Navigator (100) [Flare pistol]
10 Thunderers (240) [4 Rifle, 1 Fumigator, 2 Decksweeper, 2 Cannon, 1 Mortar]
6 Skywarden (200) [all spear/pistol]
6 Skywarden (200) [all spear/pistol]
6 Skywarden (200) [all spear/pistol]
Gunhauler (150) [Drill Cannon, Collapsible Compartments]
Gunhauler (150) [Drill Cannon]
Gunhauler (150) [Drill Cannon]
Frigate (250) [Sky Cannon, Skymines]
Escort Wing (140)

 

Very interesting list. I probably will take 1 skyhook in each warden squad.

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Changing tack this weekend and trying to get some blocks of bodies onto objectives and shooting my opponent off. Less focus on the warping around the board because my experience so far has been that being 9” away after a fly high and being on the objective itself are two very different things. Also want to try an Ironclad. Gonna run this list I think, might run one with a block of 20 Thunderers and a 12-saw Murderrigger squad if I get  second game. Anyway:

Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz
Mortal Realm: Ghur
Leaders
Endrinmaster with Endrinharness (100)
- General
- Trait: Endrinprofessor  
Aetheric Navigator (100)
- Artefact: Svaregg-Stein Illuminator Flarepistol  
Aether-Khemist (90)
- Artefact: Gryph-feather Charm 
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
10 x Arkanaut Company (90)
- 1x Skypikes
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns
6 x Endrinriggers (200)
- 2x Aethermatic Volley Guns
- 2x Drill Launcher
Units
10 x Grundstok Thunderers (240)
- 2x Aetheric Fumigators
15 x Grundstok Thunderers (360)
- 3x Aetheric Fumigators
Behemoths
Arkanaut Ironclad (510)
- Main Gun: Great Sky Cannon
- Great Endrinworks: Breath of Morgrim (Barak-Urbaz)
Battalions
Iron Sky Command (130)
Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 101

5 drop. 10 Thunderers, Navvy and Endrinmaster in boat. ArCo screen off my deployment. Shootriggers with boat and 15 Thunderers on ground use the markerlight to blast something to hell turn 1. Khemist buffs up any ground-based stuff. Hoping it’ll give me more board presence while keeping some manoeuvrability. Plus really wanna see how much blasting the Ironclad can do. Any thoughts welcome. 

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2 hours ago, Tittliewinks22 said:

Been toying with this list a bit:

Barak-Zon - [101 wounds, 3 drops, 1 CP]

Endrinmaster w/ Dirigible suit (220) [General, Zon relic/trait]
Navigator (100) [Flare pistol]
10 Thunderers (240) [4 Rifle, 1 Fumigator, 2 Decksweeper, 2 Cannon, 1 Mortar]
6 Skywarden (200) [all spear/pistol]
6 Skywarden (200) [all spear/pistol]
6 Skywarden (200) [all spear/pistol]
Gunhauler (150) [Drill Cannon, Collapsible Compartments]
Gunhauler (150) [Drill Cannon]
Gunhauler (150) [Drill Cannon]
Frigate (250) [Sky Cannon, Skymines]
Escort Wing (140)

 

I had the same list on my mind for over a week.
I  have the same list with three variations:Your list (6/6/6, the number of the beast) or 12 skywardens and 6 Endrinriggers (to repait the mini-star Destroyer) or 12 and 6. TOO MANY OPTIONS!!!

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I like it, but it hurts seeing the ironclad with the breath and meanwhile you have a battalion but not a 2nd ship to put a E-work on. I would def try to squeeze a gunhauler in there and take breaths on it, and give the ironclad something better as well as a 6+ shrug ( by hauler being near it).  Gunhauler will count as BL, and not that it matters cause you have the BL requirements, but the endrinmaster on foot doesnt unlock baloons as BL if im not mistaken, only the dirigible suit does. 

That being said i think you've got your plan in mind and it sounds solid, so that might be unnecessary. 

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1 hour ago, 5kaven5lave said:

Changing tack this weekend and trying to get some blocks of bodies onto objectives and shooting my opponent off. Less focus on the warping around the board because my experience so far has been that being 9” away after a fly high and being on the objective itself are two very different things. Also want to try an Ironclad. Gonna run this list I think, might run one with a block of 20 Thunderers and a 12-saw Murderrigger squad if I get  second game. Anyway:

meant to quote you on the post above ~

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1 minute ago, 5kaven5lave said:

not sold on Gunhaulers.

Oh man i am the exact opposite lol. Gunhaulers seem like the best points we can spend. looking forward to the post, i've also been feeling the need for bodies after a few games .  Been messing with barak Thyrng for some nekkid lava dorfs to fill the ranks.

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1 hour ago, Forehead said:

Just took delivery of my tiny sky pirates and thinking how to build the balloon guys. There seems to be very few people picking skywardens, is there an issue with this unit or are riggers just better?

Well kind off yes. But for me it’s also I build them (as did most KO players) as riggers before the book. 
 

Getting six endrinriggers into the right target gets tricky at times. So I could see the argument of the 2” reach if you want a bigger unit. 

and if you’re doing small units to move around and shoot with, it comes down to which abilities you like best imo. 
but some disagree and that has merit as well. 

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3 hours ago, Forehead said:

Just took delivery of my tiny sky pirates and thinking how to build the balloon guys. There seems to be very few people picking skywardens, is there an issue with this unit or are riggers just better?

There are 3 uses for the balloon boys, and both types fill the same role.

The first use is as long range shooting.  Here, you would give them their special weapons and have them plink damage into targets from 24" away.  Here, they both have the exact same weapons, so riggers tend to be preferred because they can heal ships, and ships allow them to re-locate around the board, so that little bit of extra synergy makes them a bit better.

The second is the fly high escort.  When a ship flies high, it (and all the balloon guys) have to end outside of 9" of an opposing force.  However, Skywardens only have a 9" range on their pistols.  Therefore, they add only the long range guns that they can have with the long range shooting, while riggers with a 12" range can at least shoot with their pistols.  Another victory for riggers.

Lastly, there is melee combat.  A unit of 6 riggers deals an average of 7.7 to a 5+ save, and 6.48 to a 4+ save.  A unit of 6 skywardens deals an average of 8.67 to a 6+ save, but only 7.2 to a 5+ and 5.8 to a 4+.  So only against 6+ saves do wardens deal more damage than riggers, and neither of them deal enough damage that you really want to be sending them in on a horde (which is the only thing that is really going to be rocking a 6+ save).

As we can see, in basically every case riggers are better than wardens.  Are there any exceptions?

There are 2 exceptions.  First, only skywardens are allowed in the Grundstock Escort Wing.  So if you want a 2 drop army with that battalion, you can bring 3 units of skywardens in the battalion and an Endrinmaster in Dirigible suit.  Second, if you run them in Barak Zon.  In barak zon, skyfarers get +1 to wound, which doesn't really help endrinriggers because they already have a 2+ to wound, but boosts skywardens to 10.8 damage for 6+ saves and 7.2 to 4+ saves.  Additionally, skywardens get +1 to hit when charging, which boosts their damage to 14.4 for a 6+ save and 9.63 to a 4+.  This means that a group of skywardens charging into battle is actually a threat that your opponents have to take into account.

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3 hours ago, readercolin said:

group of skywardens charging into battle is actually a threat that your opponents have to take into account.

So I have been mulling over a list, would a unit of 3 wardens be good and wouldn't get chewed up that fast, or should I up it to 6 to kind of have that block effect? (speaking from the point of an armchair tactician of course)

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1 hour ago, Sttufe said:

So I have been mulling over a list, would a unit of 3 wardens be good and wouldn't get chewed up that fast, or should I up it to 6 to kind of have that block effect? (speaking from the point of an armchair tactician of course)

When I have played against sylvaneth my 3×3 squads of wardens with full range build kills 30 driads squad and loose only 2 guys. And at the same time they block them from taking objectives.

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Im finding meeting engagements lists difficult to write, here's what I have gotten this far:

Allegiance: Kharadron Overlords

- Mortal Realm: Chamon - Sky Port: Barak Zilfin

SPEARHEAD

Endrinmaster with Dirigible Suit (220)

3 x Endrinriggers (100)
1 x Grundstok Gunhauler (150)

MAIN BODY

Aether-Khemist (90)

10 x Arkanaut Company (90)

Arkanaut Frigate (250)

- Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

REARGUARD

3 x Endrinriggers (100)

Anyone have any advice? 

 

 

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11 hours ago, Ser_namron said:

Oh man i am the exact opposite lol. Gunhaulers seem like the best points we can spend. looking forward to the post, i've also been feeling the need for bodies after a few games .  Been messing with barak Thyrng for some nekkid lava dorfs to fill the ranks.

Nice, also have a HGB list ready for testing. If you wouldn’t mind sharing how you’ve been using Gunhaulers, obviously I know about hitching, the ranged MW and the 6+ save and stuff, maybe I’m missing something. 

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25 minutes ago, 5kaven5lave said:

Nice, also have a HGB list ready for testing. If you wouldn’t mind sharing how you’ve been using Gunhaulers, obviously I know about hitching, the ranged MW and the 6+ save and stuff, maybe I’m missing something. 

The ranged mortal wounds and the 6+ are the reason gunhaulers are awesome. They are like having a 10 wound, 4+ save flying wizard that can hurt you from 36” away but you can’t dispel, and they have a utility of helping bigger ships defensively.  
I think 3 gunhaulers can threaten most enemy synergies, and 2 can finish off weakened monsters and heroes pretty effectively. 

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1 hour ago, Matt Large said:

Im finding meeting engagements lists difficult to write, here's what I have gotten this far:

Allegiance: Kharadron Overlords

- Mortal Realm: Chamon - Sky Port: Barak Zilfin

SPEARHEAD

Endrinmaster with Dirigible Suit (220)

3 x Endrinriggers (100)
1 x Grundstok Gunhauler (150)

MAIN BODY

Aether-Khemist (90)

10 x Arkanaut Company (90)

Arkanaut Frigate (250)

- Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

 

REARGUARD

3 x Endrinriggers (100)

Anyone have any advice? 

 

 

I'm starting with my KO also in ME and my first list will be:

 

Allegiance: Kharadron Overlords - Mortal Realm: Chamon -

Sky Port: Barak Nar

 

SPEARHEAD

Aether-Khemist (90) -

General -

Command Trait : Champion of Progress

 

1 x Grundstok Gunhauler (150) -

Main Gun : Sky Cannon -

Great Endrinworks : Zonbarcorp 'Debtsettler' Spar Torpedo

 

10 x Arkanaut Company (90) -

1 x Skypikes - 1 x Light Skyhooks - 1 x Aethermatic Volley Guns

 

MAIN BODY

Aetheric Navigator (100) -

Artefact : Aethercharged Rune

 

3 x Endrinriggers (100)

5 x Grundstok Thunderers (120) -

1 x Decksweepers - 1 x Aethercannons - 1 x Grundstok Mortars

Arkanaut Frigate (250) -

Main Gun : Heavy Sky Cannon -

Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

 

REARGUARD 3 x Skywardens (100)

 

TOTAL: 1000/1000 EXTRA COMMAND POINTS: 0 WOUNDS: 61

 

I have no prior experience with KO but played about 30 games of ME and won a local ME tournament with my Fyreslayers (3x Endrinrigger Allies)

 

Movement is key in ME and I think you can pay pretty strong with KO.

 

Endrinriggers and Skywarden do pretty good damage and the Gunhauler with his D6 MW looks also really nice on paper.

 

Would have loved to take the Endrinmaster but cant find the 10 points^^

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Had anybody had much thought on how GW could expand on the overlords in a future model expansion?

What sort of additions could they make? I've watched a couple of battle reports on YouTube and they still seem quite geared up to having everything in the boats. I would like to see them have more ground presence . I was thinking maybe some  drop pod  style mini fortresses would be good.  Where you could garrison your foot troops and balloon guys hopefully giving you more board control. Also I see alot of suggestions regarding automata which could be really cool. 

I really hope they expand them in the next couple of years as well as some of the smaller factions like IJ DoK and IDK.

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50 minutes ago, CDM said:

Had anybody had much thought on how GW could expand on the overlords in a future model expansion?

What sort of additions could they make? I've watched a couple of battle reports on YouTube and they still seem quite geared up to having everything in the boats. I would like to see them have more ground presence . I was thinking maybe some  drop pod  style mini fortresses would be good.  Where you could garrison your foot troops and balloon guys hopefully giving you more board control. Also I see alot of suggestions regarding automata which could be really cool. 

I really hope they expand them in the next couple of years as well as some of the smaller factions like IJ DoK and IDK.

Well the more in the new book talks about a special unit of thunderers to deal with the repercussions of the Necroquake. So that could be a unit. I could also see a Skywarden hero. Otherwise, it's hard to say.  

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59 minutes ago, Aryann said:

Which two 24" range weapons are best choices for Endrinriggers?

I like the drill cannons but if you are in a bigger unit I’d have one skyhook and one grapnel. Volley guns are kinda junk unless you know you only want to sit back and plink from long range. 

 

The skyhook and grapnel cant auto wound but their damage is straight 3 not d3 which is nice. 

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5 hours ago, 5kaven5lave said:

Nice, also have a HGB list ready for testing. If you wouldn’t mind sharing how you’ve been using Gunhaulers, obviously I know about hitching, the ranged MW and the 6+ save and stuff, maybe I’m missing something. 

 

4 hours ago, Nick907 said:

The ranged mortal wounds and the 6+ are the reason gunhaulers are awesome. They are like having a 10 wound, 4+ save flying wizard that can hurt you from 36” away but you can’t dispel, and they have a utility of helping bigger ships defensively.  
I think 3 gunhaulers can threaten most enemy synergies, and 2 can finish off weakened monsters and heroes pretty effectively. 

Nick nailed it, their just amazing at priority targets. If you have 2 and get lucky with some 5+ to hit, you can pretty much one shot half the leaders in this game, and if you dont get the 5+ you still have a -3/D3 shot coming in. Great for bracketing monsters, and a flipping 36" range on it where you can drop them anywhere on the board. Most the time you're gonna be able to pick your target no matter where they are. 

Ive run 2-3 in every list ive made so far, usually bring the riggers with saws/rivets drop down 12" out ( if i can get a double turn, otherwise i try to play more conservative) and just focus a target within 12" with all the riggers and the carbines, and shoot the drill at a hero or monster. Ive been using the collapsible compartment to bring 5 thunderes with special weapons for additional focus fire on the 12" target, or to drop off on an objective. I was running special weapons pretty heavy in the rigger blocks, but dropping 12" away means a high chance of getting into combat if you dont win the first turn, and i feel liek you NEED the saws to threaten their charge/ make up some of their points because they arent all that tanky and their 2nd shooting phase is gonna be mediocre if they lost half the unit. But the gunhaulers what enables all of that at a low cost. 

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Ive said it before in this thread, but the Gyrocopter is amazing for our army. Ive had so many lists with 70-80 points left over and the options are limited. The copter gives us a MUCH needed horde killer with the steam gun ( models within 8" 3/4-1/1 ). Also has 16" move so it can actually keep up with our army. Makes a great cheap screen unit. Plus, its a flippin' ship boyz, thats flavor town.  Ive been thinking about a unit of 3 to just melt screens turn 1 while i play defensively with the rest of the army using them as a charge screen  for my main ships and shooting that are behind them at 12" range for the weapons. 

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19 minutes ago, Ser_namron said:

Ive said it before in this thread, but the Gyrocopter is amazing for our army. Ive had so many lists with 70-80 points left over and the options are limited. The copter gives us a MUCH needed horde killer with the steam gun ( models within 8" 3/4-1/1 ). Also has 16" move so it can actually keep up with our army. Makes a great cheap screen unit. Plus, its a flippin' ship boyz, thats flavor town.  Ive been thinking about a unit of 3 to just melt screens turn 1 while i play defensively with the rest of the army using them as a charge screen  for my main ships and shooting that are behind them at 12" range for the weapons. 

Indeed!..im set on using a unit of 3 bombers.For 200 pts you get 15 wounds behind a 4+,pretty decent shooting at 20" range and the fly over bombing is a serious threat at a  fair chance of 3d3 morts..this of course can be done while running and or retreating.

 

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1 hour ago, Thostos said:

Indeed!..im set on using a unit of 3 bombers.For 200 pts you get 15 wounds behind a 4+,pretty decent shooting at 20" range and the fly over bombing is a serious threat at a  fair chance of 3d3 morts..this of course can be done while running and or retreating.

I havent tried bombers out yet! I like the d3 mortals, and i didnt realize you can do it with a run or retreat, thats pretty great. Im using them mainly as horde killers, so im not sure if 3d3 is as good as being able to shoot around 17 shots average ( just in my experience shooting into stabbaz alot recently) with one copter. If i have 3 i could be rolling somewhere around 35+ dice on a horde unit.  But against armies without wimpy hordes i could see the gyrobombers finding way more usefulness. 

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