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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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I'm still assembling models before playing with the new battletome. I've been toying with the below list and I'm wondering what people with a few games under their belts think:


Barak Zilfin

Endrinmaster w/Dirigible Suit

-General

-GreatTinkerer

Khemist in Ironclad

- Warp-lightning Vortex Spell in a Bottle

Khemist in Ironclad

-Staff of Ocular Optimization

Ironclad

-Great Sky Cannon

-Last Word

Frigate

-Heavy Sky Cannon

-Magnificent Omniscope

Arkanaut Company in Frigate

-One of each special weapon

10 Thunderers in Ironclad

-2 of each special weapon

3 Endrinriggers

-Volley cannon and grapnel launcher

3 Gyrocopters

-Steam guns

Iron Sky Command Battalion

2000pts

 

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12 hours ago, Cauthon said:

Hold my beer..

Egg basket of death

Barak urbaz  

 

Loondrinmaster- grudgebearer

admiral

navigator-flarepistol

endrinmaster

endrinmaster

 

riggers x 3 

riggers x 3 

riggers x 3

 

ironclad- skyhook, ebullient 

thunderers x 20, cannons, decksweepers, rifles

 

Eggbasket comes down, navigator paints a target, thunderers pop aether gold to reroll wounds, ironclad charged using skyhook bonus, admiral increases endrinmasters attacks, gun butts and admirals swings +1 to hit, endrinriggers bubblewrap the ironclad.

 

get the doubleturn, win. 

Sorry for the stupid question but how does the admiral increase the attacks for the endrinmaster

 

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15 hours ago, Gwydion said:

I'm still assembling models before playing with the new battletome. I've been toying with the below list and I'm wondering what people with a few games under their belts think:


Barak Zilfin

Endrinmaster w/Dirigible Suit

-General

-GreatTinkerer

Khemist in Ironclad

- Warp-lightning Vortex Spell in a Bottle

Khemist in Ironclad

-Staff of Ocular Optimization

Ironclad

-Great Sky Cannon

-Last Word

Frigate

-Heavy Sky Cannon

-Magnificent Omniscope

Arkanaut Company in Frigate

-One of each special weapon

10 Thunderers in Ironclad

-2 of each special weapon

3 Endrinriggers

-Volley cannon and grapnel launcher

3 Gyrocopters

-Steam guns

Iron Sky Command Battalion

2000pts

 

It looks fairly solid, though the unit of 3 riggers might be a bit underwhelming, especially since your gonna have them probably split up the riggers and the londrinmaster for either of the ship, cuz either the thunderers or the ArkCo might get stranded. The gyros will definitely take out hordes, but that frigate needs some support that I don't see, especially if your opponent focuses on it, as the riggers and the company might keep it alive, but then  the ironclad is left out a bit, especially if your enemy has got any long range shooting. I dunno, you will kind of have to playtest it because everyone plays differently.

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So Seraphon Coalesced reduce incoming damage by one from each attack (to min of 1), effectively halving output of shrapnel and aethershock carbines of capital ships. In essence Frigate loses half firepower against Coalesced.

 

My brother is buying Seraphons right now, concern rising.

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1 hour ago, Boar said:

So Seraphon Coalesced reduce incoming damage by one from each attack (to min of 1), effectively halving output of shrapnel and aethershock carbines of capital ships. In essence Frigate loses half firepower against Coalesced.

 

My brother is buying Seraphons right now, concern rising.

You should be more concerned about the bound endless spell mechanic the lizzys have. Only they can move predatory endless spells. 

 

Yay for even less interaction in the magic phase!!!!............./sigh

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1 hour ago, Boar said:

So Seraphon Coalesced reduce incoming damage by one from each attack (to min of 1), effectively halving output of shrapnel and aethershock carbines of capital ships. In essence Frigate loses half firepower against Coalesced.

 

My brother is buying Seraphons right now, concern rising.

Yeah thats a pretty good ability, but lets wait and see until we get the whole picture. 

4+/3+/-1/1 is nothing that will chew through our stuff easily. 

Most important thing are the points costs. 

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1 hour ago, Cauthon said:

You should be more concerned about the bound endless spell mechanic the lizzys have. Only they can move predatory endless spells. 

-half dmg for frigate

-about I think 1/3 drop for ironclad

- avg 1,33 dmg on various weapons instead of 2 dmg, max output of those reduced by 33% (so almost half output dropped on CC of riggers, also roughly half output on HTH heros ie. admiral, endrinmaster),

Bound endless spells are definetly annoying, but to me not as much as loss of damage. Not to mention that lower damage makes enemy wizards that much survivable, and it`s this, that may have major impact, spells being bound is problem in addition to pillows fired from our cannons, not major in itself. At least that`s my take on it.

Actually how mortal wounds interact with such ability? Are drill cannons going to save us 😶?

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6 hours ago, Boar said:

So Seraphon Coalesced reduce incoming damage by one from each attack (to min of 1), effectively halving output of shrapnel and aethershock carbines of capital ships. In essence Frigate loses half firepower against Coalesced.

 

My brother is buying Seraphons right now, concern rising.

ah man, I lucked out. Trying to convince a friend to get an army, and he was 50/50 for Gloomspite or Seraphon. So glad he went with gloomspite gitz *nervously looks over shoulder at colossal squig*. Speaking of that, are they gonna crush my army, or do I have a chance against them?

Edit: On a sidenote, does anyone here have any experience in converting a model with an endrin harness? My plan is to give the sky warden from thundriks set the endrinmaster hammer, but the whole extra arm thing is giving me trouble. Currently it's in the planning phase, but I want to keep the strength enhancer things, but that means I have to A) use greenstuff/something else to give the skywarden chest some attachments (mehhhhhhhhhhhhhhhhhhhhhhhhhhhh) or B) give the endrinmasters chest an aether endrin. I figure the endrinmaster chest with aether endrin will be better/easier, specifically because of those special helper attachment pieces. There might be some other pieces, but I am not sure how to attach them and those are gonna be interesting. The purpose is to make a skywarden hero (High Custodian)or some such thing. Should be cool, but I need to get the pieces. 

Edited by Sttufe
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14 minutes ago, Samukai said:

Can someone explain to me the downside of "Fly High" if there is one at all. Why would you not spam the ability every turn and not make a normal move? 

Because of 9" away from enemy limitation. With normal move you can get closer to set up charge f.ex, or bring to bear 9" range weapons like gaze of grungni or arkanauts pistols

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2 hours ago, Samukai said:

Can someone explain to me the downside of "Fly High" if there is one at all. Why would you not spam the ability every turn and not make a normal move? 

I’ve been finding out it’s a bit of a trap. Shooting armies that are super squishy might not do well jumping into ppls faces and daring your opponent to fail an initiative roll. 

 

I need to start laying back more, letting the enemy come to me. Flying high when the enemy does get there, hopefully weakened.  

 

Will be more betta dropping  lanes by then too hopefully. 

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19 hours ago, Boar said:

So Seraphon Coalesced reduce incoming damage by one from each attack (to min of 1), effectively halving output of shrapnel and aethershock carbines of capital ships. In essence Frigate loses half firepower against Coalesced.

 

My brother is buying Seraphons right now, concern rising.

It’s a reason to fire a solid shell I suppose, as the impact on that will be less (just -1 damage). Although the ironclad might still be better with shrapnel or, better yet, a volley gun.

There’s a fair amount of weapons with high number of shots at one damage (thunderers, endrinriggers, khemists etc) so if you’ve got a good mix of units it probably won’t be too bad, and without the teleport shenanigans you’ll be running rings around them anyway. Maw tribes are crying at the moment though

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1 hour ago, Azamar said:

Maw tribes are crying at the moment though

As a mawtribes player I’m waiting a bit to see the rest of the warscroll. But I’m not that worried yet. 
scaly skin lends itself to grinding wars. Looking at the saurus attack profile im probably still winning the objective game in that regard. 
I also have the tools to take out the big beasties, even with -1 damage. 
but I’ll hold my final judgement until I play against them. 
the ability also suggests to me that they might be a little more squishy in general as to make the ability shine. 
no the thing I’m more worried about is the teleportation trickery. 

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3 hours ago, Azamar said:

It’s a reason to fire a solid shell I suppose, as the impact on that will be less (just -1 damage). Although the ironclad might still be better with shrapnel or, better yet, a volley gun.

There’s a fair amount of weapons with high number of shots at one damage (thunderers, endrinriggers, khemists etc) so if you’ve got a good mix of units it probably won’t be too bad, and without the teleport shenanigans you’ll be running rings around them anyway. Maw tribes are crying at the moment though

And also if your trying to take care of a hoard (as in not a shell and more carbines/shrapnel), then you could take along the 3 gyrocopters to destroy them, as it's only 1 damage. If it's a hero, then just shoot it with a shell, not shrapnel, and for the carbines I don't suppose there is much you can do. Plus a group of thunderers wouldn't get affected, if they were fully kitted out with rifles, or even take the fumigator as that is also a 1 hit damage.

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Finally got my Aether war and lovying assembling the models! I'm a bit unsure on what to get after it, could some give me some advice on which lists looks better?

Option 1 (Frigate Escort Wing, Zilfin and Nar woul be possible too)
 

Spoiler

Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz

Leaders
Endrinmaster with Dirigible Suit (220)
- General
Aetheric Navigator (100)

Battleline
1 x Grundstok Gunhauler (150)
1 x Grundstok Gunhauler (150)
6 x Endrinriggers (200)

Units
10 x Grundstok Thunderers (240)

Behemoths
Arkanaut Frigate (250)

Battalions
Grundstok Escort Wing (140)

Total: 1450 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 67
 

Option 2 (Ironclad "Deathstar", Nar possible too)
 

Spoiler

Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz

Leaders
Endrinmaster with Dirigible Suit (220)
- General
Arkanaut Admiral (140)

Battleline
1 x Grundstok Gunhauler (150)
6 x Endrinriggers (200)

Units
10 x Grundstok Thunderers (240)

Behemoths
Arkanaut Ironclad (510)

Total: 1460 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 62
 

Option 3 (Ironclad + bodies, everything except Urbaz to give the Ironclad the Endrinwork)
 

Spoiler

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin

Leaders
Endrinmaster with Dirigible Suit (220)
- General
Arkanaut Admiral (140)
Aetheric Navigator (100)

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

Units
1 x Grundstok Gunhauler (150)

Behemoths
Arkanaut Ironclad (510)
- Great Endrinworks: Ebullient Buoyancy Aid

Total: 1500 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 77
 

I'm having a hard time comparing the lists, not sure if the 3 option has enought fire power or if the 1 and 2 have too much firepower and not enought bodies...

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1 hour ago, Arzalyn said:

Finally got my Aether war and lovying assembling the models! I'm a bit unsure on what to get after it, could some give me some advice on which lists looks better?

Option 1 (Frigate Escort Wing, Zilfin and Nar woul be possible too)
 

  Reveal hidden contents

Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz

Leaders
Endrinmaster with Dirigible Suit (220)
- General
Aetheric Navigator (100)

Battleline
1 x Grundstok Gunhauler (150)
1 x Grundstok Gunhauler (150)
6 x Endrinriggers (200)

Units
10 x Grundstok Thunderers (240)

Behemoths
Arkanaut Frigate (250)

Battalions
Grundstok Escort Wing (140)

Total: 1450 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 67
 

Option 2 (Ironclad "Deathstar", Nar possible too)
 

  Reveal hidden contents

Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz

Leaders
Endrinmaster with Dirigible Suit (220)
- General
Arkanaut Admiral (140)

Battleline
1 x Grundstok Gunhauler (150)
6 x Endrinriggers (200)

Units
10 x Grundstok Thunderers (240)

Behemoths
Arkanaut Ironclad (510)

Total: 1460 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 62
 

Option 3 (Ironclad + bodies, everything except Urbaz to give the Ironclad the Endrinwork)
 

  Reveal hidden contents

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin

Leaders
Endrinmaster with Dirigible Suit (220)
- General
Arkanaut Admiral (140)
Aetheric Navigator (100)

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

Units
1 x Grundstok Gunhauler (150)

Behemoths
Arkanaut Ironclad (510)
- Great Endrinworks: Ebullient Buoyancy Aid

Total: 1500 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 77
 

I'm having a hard time comparing the lists, not sure if the 3 option has enought fire power or if the 1 and 2 have too much firepower and not enought bodies...

I like your first list 

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1 hour ago, Arzalyn said:

Finally got my Aether war and lovying assembling the models! I'm a bit unsure on what to get after it, could some give me some advice on which lists looks better?

Option 1 (Frigate Escort Wing, Zilfin and Nar woul be possible too)
 

  Hide contents

Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz

Leaders
Endrinmaster with Dirigible Suit (220)
- General
Aetheric Navigator (100)

Battleline
1 x Grundstok Gunhauler (150)
1 x Grundstok Gunhauler (150)
6 x Endrinriggers (200)

Units
10 x Grundstok Thunderers (240)

Behemoths
Arkanaut Frigate (250)

Battalions
Grundstok Escort Wing (140)

Total: 1450 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 67
 

Option 2 (Ironclad "Deathstar", Nar possible too)
 

  Reveal hidden contents

Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz

Leaders
Endrinmaster with Dirigible Suit (220)
- General
Arkanaut Admiral (140)

Battleline
1 x Grundstok Gunhauler (150)
6 x Endrinriggers (200)

Units
10 x Grundstok Thunderers (240)

Behemoths
Arkanaut Ironclad (510)

Total: 1460 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 62
 

Option 3 (Ironclad + bodies, everything except Urbaz to give the Ironclad the Endrinwork)
 

  Hide contents

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin

Leaders
Endrinmaster with Dirigible Suit (220)
- General
Arkanaut Admiral (140)
Aetheric Navigator (100)

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

Units
1 x Grundstok Gunhauler (150)

Behemoths
Arkanaut Ironclad (510)
- Great Endrinworks: Ebullient Buoyancy Aid

Total: 1500 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 77
 

I'm having a hard time comparing the lists, not sure if the 3 option has enought fire power or if the 1 and 2 have too much firepower and not enought bodies...

First list for me too. Just seems like the best play experience to me. 

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2 hours ago, Arzalyn said:

Finally got my Aether war and lovying assembling the models! I'm a bit unsure on what to get after it, could some give me some advice on which lists looks better?

Option 1 (Frigate Escort Wing, Zilfin and Nar woul be possible too)
 

  Reveal hidden contents

Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz

Leaders
Endrinmaster with Dirigible Suit (220)
- General
Aetheric Navigator (100)

Battleline
1 x Grundstok Gunhauler (150)
1 x Grundstok Gunhauler (150)
6 x Endrinriggers (200)

Units
10 x Grundstok Thunderers (240)

Behemoths
Arkanaut Frigate (250)

Battalions
Grundstok Escort Wing (140)

Total: 1450 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 67
 

Option 2 (Ironclad "Deathstar", Nar possible too)
 

  Reveal hidden contents

Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz

Leaders
Endrinmaster with Dirigible Suit (220)
- General
Arkanaut Admiral (140)

Battleline
1 x Grundstok Gunhauler (150)
6 x Endrinriggers (200)

Units
10 x Grundstok Thunderers (240)

Behemoths
Arkanaut Ironclad (510)

Total: 1460 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 62
 

Option 3 (Ironclad + bodies, everything except Urbaz to give the Ironclad the Endrinwork)
 

  Reveal hidden contents

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin

Leaders
Endrinmaster with Dirigible Suit (220)
- General
Arkanaut Admiral (140)
Aetheric Navigator (100)

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

Units
1 x Grundstok Gunhauler (150)

Behemoths
Arkanaut Ironclad (510)
- Great Endrinworks: Ebullient Buoyancy Aid

Total: 1500 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 77
 

I'm having a hard time comparing the lists, not sure if the 3 option has enought fire power or if the 1 and 2 have too much firepower and not enought bodies...

Yeah 1 appeals to me more because I like moar ships, it's a very stable list, although the death star could be fun situationally, smash their army where it hurts most. Keyword is situational.

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Hey guys - finally just got a gyro to add to my KO and wondering about building it as copter vs. bomber. They both seem to have their roles to me; is one clearly better do you think? I was considering trying to do something like building it as the copter but then magnetizing bomb racks so I could run it as either one, has anyone tried anything like that? Thanks y’all.

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I magnetized it to do either option. Took more work than I'd thought.

That being said, the gyro is way way way better. The steam cannons will obliterate hordes of you get 3 in very close, which is great. The bombing run is a bit finicky to set up but still useful, especially for little heroes. However, the copters already have one set anyway. Bombers need to drop twice to have any chance of edging out the copters, but to drop them you often End up pretty close to the target and take casualties on the next turn anyway.

For their slightly different prices and wounds, they are about the same survivability. The extra 2inch move on the copters is nice too and makes setting up the bombs easier

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I am very confused about something I was noting. The KO faction seem to be a very popular faction, rivaling the cities of sigmar in terms of how many people are talking about them in this forum. However they also have the LOWEST range of models of the order models. This seems strange and also applies for the Sylvaneth.  This seems especially sad when taken in light of the fact that we finally got a battletome, but no models or even terrain to go with it. Great faction, but still.

Ah well, on another note, having problems with my endrinmasters stand, broke once and I can't get him to do the whole standing up thing, any advice?

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