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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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Hi

 

I'm trying to figure out my 2k list. I want to try Grundstok Escort Wing.

Which sky-port should I choose?

Which relic/endrin work should I pick?

Should Endrinriggers go with Ranged options?

Should Grundstok Thunderers go all rifle or Special weapons?

If theres any adjustment I should do let me know!

+++ AoS KH 2000 (Age of Sigmar) [1,950pts] +++

++ **Pitched Battle** 2,000 (Order - Kharadron Overlords) ++

+ Leader +

Aether-Khemist

Endrinmaster with Dirigible Suit: General - Endrinmaster with Dirigible Suit

+ Battleline +

Endrinriggers: 3 Endrinriggers, 3x Rapid-fire Rivet Gun and Aethermatic Saw

Endrinriggers: 3 Endrinriggers, 3x Rapid-fire Rivet Gun and Aethermatic Saw

Endrinriggers: 3 Endrinriggers, 3x Rapid-fire Rivet Gun and Aethermatic Saw

+ Battalion +

Battalion: Grundstok Escort Wing
. Arkanaut Ironclad: 1. The Last Word, Great Sky Cannon
. Grundstok Gunhauler: Sky Cannon
. Grundstok Gunhauler: Sky Cannon
. Grundstok Gunhauler: Sky Cannon
. Grundstok Thunderers: 2x 5 Grundstok Thunderers, 10x Aethershot Rifle, Gunnery Sergeant

Created with BattleScribe

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1 hour ago, Sir Motor said:

Hi

 

I'm trying to figure out my 2k list. I want to try Grundstok Escort Wing.

Which sky-port should I choose?

Which relic/endrin work should I pick?

Should Endrinriggers go with Ranged options?

Should Grundstok Thunderers go all rifle or Special weapons?

If theres any adjustment I should do let me know!

+++ AoS KH 2000 (Age of Sigmar) [1,950pts] +++

++ **Pitched Battle** 2,000 (Order - Kharadron Overlords) ++

+ Leader +

Aether-Khemist

Endrinmaster with Dirigible Suit: General - Endrinmaster with Dirigible Suit

+ Battleline +

Endrinriggers: 3 Endrinriggers, 3x Rapid-fire Rivet Gun and Aethermatic Saw

Endrinriggers: 3 Endrinriggers, 3x Rapid-fire Rivet Gun and Aethermatic Saw

Endrinriggers: 3 Endrinriggers, 3x Rapid-fire Rivet Gun and Aethermatic Saw

+ Battalion +

Battalion: Grundstok Escort Wing
. Arkanaut Ironclad: 1. The Last Word, Great Sky Cannon
. Grundstok Gunhauler: Sky Cannon
. Grundstok Gunhauler: Sky Cannon
. Grundstok Gunhauler: Sky Cannon
. Grundstok Thunderers: 2x 5 Grundstok Thunderers, 10x Aethershot Rifle, Gunnery Sergeant

Created with BattleScribe

Just some return questions? What’s your game plan?  
do you want to turn the ironclad into a killing machine and the rest supports it?

then I would drop a gunhauler and add 5 more thunderers. Combine them all into one unit and put those into the ironclad. 
(regarding weapons I would go for all rifles because I prefer range) 

what’s the role of the Khemist? You can take one more artefact, one endrinwork and have 50 pts for an endless spell. 
so you could take the spell in the bottle Khemist artefact & the compartiment gunhauler endrinwork. That way you can fly your gunhauler forward with the khemist inside to cast an endless spell. 

If you take ziflin you can do this in turn one using the once per game move. And get another endrinwork. But it forces an artefact on you. 
Urbaz gives you more shares of gold for your ironclad and thunderers. Making that fortress of shooting even better. But it forces a endrinwork on you. 
you could also go custom barak. You have the battleline. So you could get the d3 artbershares without the drawbacks. 
 

personally I would joint 6 endrinriggers together in urbaz. That way you have more use from the endrinmaster command ability. Especially if that’s your goal with them. and if you roll 3 extra aethershares also give one to them so they do some extra damage in combat. 
lastly I personally would switch 3 endrinriggers for 10 arkanauts. It means more bodies and if you take an endless spell still enough points left over to get a triumph. Which is really good. You can spend a triumph  and aethershare in one phrase for a super heavy strike. 

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1 hour ago, 5kaven5lave said:

Anyone have any thoughts on 1 Fumigator and 4 Rifles per 5 Thunderers? In a unit of 10 you’re losing 4 18” shots (1, maybe 2 wounds total on average?) but that -1 to hit for the whole unit could really help them survive on an objective. 

If you are expecting them to get out, or experience that it happens often. Probably worth it. 

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8 hours ago, 5kaven5lave said:

Anyone have any thoughts on 1 Fumigator and 4 Rifles per 5 Thunderers? In a unit of 10 you’re losing 4 18” shots (1, maybe 2 wounds total on average?) but that -1 to hit for the whole unit could really help them survive on an objective. 

yeah, it looks pretty solid. An Aether Khemist in there with them also seems good. At the end of the day you'll need to hold some objectives and they'll do it while putting out decent damage at range.

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On 2/18/2020 at 10:00 AM, Kramer said:

Just some return questions? What’s your game plan?  
do you want to turn the ironclad into a killing machine and the rest supports it?

then I would drop a gunhauler and add 5 more thunderers. Combine them all into one unit and put those into the ironclad. 
(regarding weapons I would go for all rifles because I prefer range) 

what’s the role of the Khemist? You can take one more artefact, one endrinwork and have 50 pts for an endless spell. 
so you could take the spell in the bottle Khemist artefact & the compartiment gunhauler endrinwork. That way you can fly your gunhauler forward with the khemist inside to cast an endless spell. 

If you take ziflin you can do this in turn one using the once per game move. And get another endrinwork. But it forces an artefact on you. 
Urbaz gives you more shares of gold for your ironclad and thunderers. Making that fortress of shooting even better. But it forces a endrinwork on you. 
you could also go custom barak. You have the battleline. So you could get the d3 artbershares without the drawbacks. 
 

personally I would joint 6 endrinriggers together in urbaz. That way you have more use from the endrinmaster command ability. Especially if that’s your goal with them. and if you roll 3 extra aethershares also give one to them so they do some extra damage in combat. 
lastly I personally would switch 3 endrinriggers for 10 arkanauts. It means more bodies and if you take an endless spell still enough points left over to get a triumph. Which is really good. You can spend a triumph  and aethershare in one phrase for a super heavy strike. 

Thank you for great input.

Well, Ironclad is the center of the army obviously. So I plans to use them as firepower.

And other minis are there for support(repair) and object grabbing. Because of it's mobility I prefer Gunhauler over Thunderers(But I have miniatures anyway, I can swap them when I need).

Role of khemist is for the bottle but I can't find good spell to fit in the bottle.

 

Barak-Urbaz seems great. But Barak-Nar's magic defense is also tempting...

Should I swap it to Khemist to Navigator?

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Hi All

My 1250 list to do battle against Skaven 2 x 40 clan rats Warp lightning cannon, Stromfiends and a couple of other Rat men.

First, what do you think and second any tips for beating him?

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin
LEADERS
Endrinmaster with Dirigible Suit (220)
- General
- Command Trait : Master Commander
- Artefact : Staff of Ocular Optimisation
UNITS
10 x Grundstok Thunderers (240)
5 x Grundstok Thunderers (120)
1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
- Great Endrinworks : Coalbeard's Collapsible Compartments
6 x Endrinriggers (200)
BEHEMOTHS
Arkanaut Frigate (250)
- Main Gun : Heavy Sky Cannon
- Kharadron Overlords Battleline (Sky Port: Barak Zilfin)
ENDLESS SPELLS / TERRAIN / COMMAND POINTS
Extra Command Point (50)
TOTAL: 1230/1250 EXTRA COMMAND POINTS: 1 WOUNDS: 57
LEADERS: 1/4 BATTLELINES: 2 (2+) BEHEMOTHS: 1/2 ARTILLERY: 0/2
ARTEFACTS: 1/1 ALLIES: 0/200

 

 

Edited by snaga
duoble post
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4 minutes ago, snaga said:

Hi All

My 1250 list to do battle against Skaven 2 x 40 clan rats Warp lightning cannon, Stromfiends and a couple of other Rat men.

First, what do you think and second any tips for beating him?

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin
LEADERS
Endrinmaster with Dirigible Suit (220)
- General
- Command Trait : Master Commander
- Artefact : Staff of Ocular Optimisation
UNITS
10 x Grundstok Thunderers (240)
5 x Grundstok Thunderers (120)
1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
- Great Endrinworks : Coalbeard's Collapsible Compartments
6 x Endrinriggers (200)
BEHEMOTHS
Arkanaut Frigate (250)
- Main Gun : Heavy Sky Cannon
- Kharadron Overlords Battleline (Sky Port: Barak Zilfin)
ENDLESS SPELLS / TERRAIN / COMMAND POINTS
Extra Command Point (50)
TOTAL: 1230/1250 EXTRA COMMAND POINTS: 1 WOUNDS: 57
LEADERS: 1/4 BATTLELINES: 2 (2+) BEHEMOTHS: 1/2 ARTILLERY: 0/2
ARTEFACTS: 1/1 ALLIES: 0/200

 

 

If you can take out the leaders most of his ‘more more damage’ abilities on all his shooting units. 
the big thing is probably the storm fiends for pure damage. 6 wounds with a 4+ save will need some work to take out as well. 
be prepared to keep away while you take out his key heroes. So the big challenge will most likely be. When do you risk claiming objectives? 
 

good luck and let us know how it goes. 😊

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3 hours ago, Sir Motor said:

Thank you for great input.

Well, Ironclad is the center of the army obviously. So I plans to use them as firepower.

And other minis are there for support(repair) and object grabbing. Because of it's mobility I prefer Gunhauler over Thunderers(But I have miniatures anyway, I can swap them when I need).

Role of khemist is for the bottle but I can't find good spell to fit in the bottle.

Barak-Urbaz seems great. But Barak-Nar's magic defense is also tempting...

Should I swap it to Khemist to Navigator?

In order;

then I’d say max Shooting special weapons on the thunderers and fill the Ironclad to the brim and move/fly high within 12”. (Although my personal preference would probably be rifles so you can reach over screens if need be, but it’s slightly less damage according to the maths)

then I’d definitely merge two 3 man endrinriggers into six to take maximum advantage of the endrinmasters command ability. 

for the khemist bottle I like the vortex in theory the most. It hinders movement. It does Good damage. Hard to dispel. Horribly trick range though. I’m currently thinking about the comet. Still quite a big base to hinder movement. less damage but easier range. 
 

i like Nar for the battleline thunderers but otherwise.. depends on your opponent I guess. Would work quite well with your list. But I’d like the urbaz and ziflin more. And still going unnamed for smaller games. 

if you can’t find an endless spell you like the change to navigator seems logical. If your going barak nar maybe less so. 

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4 hours ago, Bozly said:

Also am i missing something w/ the admiral command ability? Reroll charge and volley fire already exist

Theirs an artifact that lets the general gain a command point on a roll after using a command ability with them. I believe its all geared toward that. Sure they could've made some different command abilities, but who doesn't want a worse version of the generic ones lol. 

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4 hours ago, zilberfrid said:

I was clicking about in the "Squats" portion of 1d4 chan, and there's a lot of overlap.

Their armoured zeppelin flagship (!) is even called the Overlord.

So much inspiration, so little time.

Does anyone know what the word Kharadron means?

I've considered many times to try to play an Imperial Guard list and use the KO models and call them Squats. My only real concern is base sizes.

"Why is there a Steampunk boat on the board?"

"Shhhhh. That's a Leman Russ."

Edited by DavionStar
Typo: changed 'bad' to 'base'
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3 hours ago, DavionStar said:

I've considered many times to try to play an Imperial Guard list and use the KO models and call them Squats. My only real concern is base sizes.

"Why is there a Steampunk boat on the board?"

"Shhhhh. That's a Leman Russ."

Run them as Tau.  Fire warriors/pathfinders, stealth suits, hammerheads and piranhas.  Pretty sure the base sizes work out that way too.  

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22 hours ago, Kramer said:

If you can take out the leaders most of his ‘more more damage’ abilities on all his shooting units. 
the big thing is probably the storm fiends for pure damage. 6 wounds with a 4+ save will need some work to take out as well. 
be prepared to keep away while you take out his key heroes. So the big challenge will most likely be. When do you risk claiming objectives? 
 

good luck and let us know how it goes. 😊

Thanks. Will let you all know 

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On 2/17/2020 at 1:48 PM, 5kaven5lave said:

So I think my games so far have taught me that just one ship isn’t enough as you lack a lot of movement otherwise but I was having trouble fitting everything in as well as a Batallion. So my response to that is below, a list I’ve called ‘Mommy Boat and Baby Boat’.

12 drops but I don’t think it matters as it can alpha but also screen off turn 1. After the ArCo the list is basically in 2 sections: a) Ironclad chilling with 10 Thunderers and 6 Riggers (+ heroes) and b) Gunhauler with 5 Thunderers and 3 Riggers. They can team up or split up and drop stuff off on objectives as needed. Extra Zilfin move will help for that too and the auto-run 6 will help surviving ArCo screens move around the board to sit on objectives etc. Just wanted to share really but if anyone has suggestions they’re more than welcome!!

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin
Aether-Khemist (90)
- General
- Command Trait: Collector  
- Artefact: Staff of Ocular Optimisation  
Aetheric Navigator (100)
- Artefact: Svaregg-Stein Illuminator Flarepistol  
Endrinmaster with Dirigible Suit (220)
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
10 x Grundstok Thunderers (240)
5 x Grundstok Thunderers (120)
6 x Endrinriggers (200)
- 2x Aethermatic Volley Guns
- 2x Drill Launcher
3 x Endrinriggers (100)
- 1x Aethermatic Volley Guns
- 1x Drill Launcher
1 x Grundstok Gunhauler (150)
- Main Gun: Drill Cannon
- Great Endrinworks: Coalbeard's Collapsible Compartments
Arkanaut Ironclad (510)
- Main Gun: Great Sky Cannon
- Great Endrinworks: The Last Word

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 107

Lost 2 games with a quite similar list. One is against Grey Water with long side deployment. They shot 40+ inches which make it eventually impossible to hide from the volley the first turn. Another time against SE with Raptors. They just landed the first turn and killed about 400 points of my balloons. 

 

I still think we need some Alpha Strike ability and much less deployments... Otherwise it is no hope against some competitive long range/ deep dive alpha-strike list.

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57 minutes ago, Aeonotakist said:

Lost 2 games with a quite similar list. One is against Grey Water with long side deployment. They shot 40+ inches which make it eventually impossible to hide from the volley the first turn. Another time against SE with Raptors. They just landed the first turn and killed about 400 points of my balloons. 

 

I still think we need some Alpha Strike ability and much less deployments... Otherwise it is no hope against some competitive long range/ deep dive alpha-strike list.

Thanks for the feedback mate, really appreciate that. How many drops was the Greywater list (if you remember)? Can’t imagine the SCE one was less than 7? Will bear it in mind anyway. I just find it really difficult to get everything I want into a list at the moment.

Are people generally investing in an Ironclad to carry heroes putting them on foot on the board? Can’t imagine not running the big one at the moment. 

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13 minutes ago, 5kaven5lave said:

Thanks for the feedback mate, really appreciate that. How many drops was the Greywater list (if you remember)? Can’t imagine the SCE one was less than 7? Will bear it in mind anyway. I just find it really difficult to get everything I want into a list at the moment.

Are people generally investing in an Ironclad to carry heroes putting them on foot on the board? Can’t imagine not running the big one at the moment. 

I start my list with 20 Thunderers and an Ironclad with Buoyancy Aids and build from there.

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Which list is better for take all comers?:

Iron Sky Command

Endrinmaster with Dirigible Suit, Phosphorite Bomblets, Grudgebearer 

Navigator

Khemist, Spell in a Bottle (Purple Sun)

Ironclad (Volley Cannon, Ebullient Buoyancy Aids)

10 Arkanauts

3x3 Riggers (Rivets and Saws)

20 Thunderers

Total: 1970, 2 Drops

OR: No Battalion, No Navigator, Khemist or Arkanauts but Brokk, 3 more Riggers and a Gunhauler. 9 drops.

The second list is deadlier; but will never outdrop anyone. I’m inclined to take the two drop list so I have the choice to alpha or take the opportunity to have the first double turn. Have people had really bad experiences when out dropped by alpha strike capable lists? Or maybe outdropped and allowed them to get too many buffs up? 

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19 minutes ago, Serpico said:

Which list is better for take all comers?:

Iron Sky Command

Endrinmaster with Dirigible Suit, Phosphorite Bomblets, Grudgebearer 

Navigator

Khemist, Spell in a Bottle (Purple Sun)

Ironclad (Volley Cannon, Ebullient Buoyancy Aids)

10 Arkanauts

3x3 Riggers (Rivets and Saws)

20 Thunderers

Total: 1970, 2 Drops

OR: No Battalion, No Navigator, Khemist or Arkanauts but Brokk, 3 more Riggers and a Gunhauler. 9 drops.

The second list is deadlier; but will never outdrop anyone. I’m inclined to take the two drop list so I have the choice to alpha or take the opportunity to have the first double turn. Have people had really bad experiences when out dropped by alpha strike capable lists? Or maybe outdropped and allowed them to get too many buffs up? 

Your two specific lists aside, I wouldnt leave the house without atleast one navigator. Banning spells/unbinding spells is just too important, the ability to harm flying units is also nice to have as most centerpiece models got the FLY keyword. 

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