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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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On 6/5/2020 at 11:06 PM, Beliman said:

I switched to Barak-Zon yesterdar and still looking to how they play (one game btw, but I'm a bit behind the learning curve with them,  it seems that 6 Endrinriggers with Fly High, shooting  and making the charge do the more dmg than skywardens just charging after flying high, maybe using them as 12 death squad?).

Yeah pretty much, in a situation where you can shoot with the riggers but no the wardens, you're better off with the riggers.

Although this does start to change if you combo it with rerolls like escort wing or khemist. Khemist works well as it makes them nearly autowound which pulls up the skywarden alot.

Im not a big fan of hitch and charge as its a bit too unreliable to rely on for me. Maybe I'm conservative with charging. And with zon wardens, if you fail the charge you're a bit stuffed 

A khemist boost on Zon wardens you move and charge in is very nice though. It also brings their pistols to slightly better than standard riggers shots.

So I'd try that. If you're castling and using the wardens to counter charge its easy enough to have the khemist in range. But if you're using them aggressively its not. Options would be either thermal rider cloak but that uses an artifact, or a ship for the khemist to hang in. He cant use augmentation embarked, but the Zon footnote works to drop him first then boost. Thats also good as it means the wardens are likely in 12" of the boat so get the bravery bonus.

Edited by Rahxephon
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Had a game vs. Seraphon Saturday night on Better Part of Valour. My list was as previous page, theirs wasn’t too filthy but still had Kroak, Bastiladon, loads of Wizards and Skinks etc. They took first and flooded my side of the board so I got rattled and cleared them off in my first turn. Took out their wizard / summoning battery turn 2 but was starting to get mobbed by turn 3 and called it turn 4. Obviously I could’ve played better but it was one of those ‘Kharadron paradoxes’ where all you need to win the game is a double but you just can’t roll it. Ah well, on to the next one!!

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Hi, I was thinking about starting a KO army and had a few questions about them. 
1. I will be playing nighthaunt quite a bit and I know it won’t be a great match up but how much of an uphill battle it will be and maybe what will work against them. It seems like zilfin would definitely help and maybe a navigator, any other suggestions would be appreciated.


2. Looking for educated guesses on what ghb2020 might do to overlords( should wait until ghb  comes out but I doubt I will)

 

3. Did the new battletome raise their power level any or will they still be in the bottom tier? I am not looking for an op army by any means, quite the opposite, just sometimes as you all know, GW doesn’t seem to have a problem releasing poorly thought out battletomes. 

 

 

 

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2 hours ago, Rollsemfat said:

Hi, I was thinking about starting a KO army and had a few questions about them. 
1. I will be playing nighthaunt quite a bit and I know it won’t be a great match up but how much of an uphill battle it will be and maybe what will work against them. It seems like zilfin would definitely help and maybe a navigator, any other suggestions would be appreciated.
2. Looking for educated guesses on what ghb2020 might do to overlords( should wait until ghb  comes out but I doubt I will)

3. Did the new battletome raise their power level any or will they still be in the bottom tier? I am not looking for an op army by any means, quite the opposite, just sometimes as you all know, GW doesn’t seem to have a problem releasing poorly thought out battletomes. 

I know very little, but this is what I think:

  1. Kharadron rely quite a bit on their rend, Nighthaunt is immune to that army wide, so you'll probably want to use a few allies here and there (Gyrocopters come to mind). Navigators and other effects that punish fliers will be all kinds of fun though.
  2. I hope for a cost reduction of 10 to Skywardens, and 20 for Brokk. Maybe something off the Ironclad, but I am entirely uncertain.
  3. The battletome made listbuilding interesting, which it wasn't before. It's not the "Balance? Is that a breakfast food?" style battletomes like Ossiarch, Tzeench or Seraphon, but it's a good book with multiple viable tactics, more in line with (and dare I say better than) Cities. It's by no means bottom tier, but has some really bad matchups. In my mind, the poorly thought out battletomes are those that have a wildly unbalanced subfaction (do we ever see anything else then Petrifex?), battalion (Changehost) or just odd rules (Seraphon). A good battletome is one that will actually get used in its entirety.
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2 hours ago, Rollsemfat said:

Hi, I was thinking about starting a KO army and had a few questions about them. 
1. I will be playing nighthaunt quite a bit and I know it won’t be a great match up but how much of an uphill battle it will be and maybe what will work against them. It seems like zilfin would definitely help and maybe a navigator, any other suggestions would be appreciated.


2. Looking for educated guesses on what ghb2020 might do to overlords( should wait until ghb  comes out but I doubt I will)

 

3. Did the new battletome raise their power level any or will they still be in the bottom tier? I am not looking for an op army by any means, quite the opposite, just sometimes as you all know, GW doesn’t seem to have a problem releasing poorly thought out battletomes. 

 

 

 

1. Not much honestly. Like you said ziflin for army wife ee-rolls, navigator to slow them down. Maybe take 2/3 gunhaulers with drill cannons and fish for mortals vs his characters. But basically nighthaunt relies on its (low wound) heroes and this is an army that works great for doing just that. 
 

2. don’t think much. Ghb must be printed and designed quite some time before it actually hits the stores. So not much in play input could have been gathered. 
 

3. Seems pretty good so far. Definitely a finesse army. So some battles will be an uphill battle for sure. Some will be pretty good. 

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1 hour ago, Austin said:

Alright this is what I’ve got-

2x Arkanaut Co

Thunderers

Admiral

Navigator

Underworld Warband

Start Collecting

What should I get next?

 

A frigate or a ironclad! can’t let your duardin walk everywhere! For shame! 

(Or 5 more thunderers, I find them great in units of 10)

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1 hour ago, Kramer said:

A frigate or a ironclad! can’t let your duardin walk everywhere! For shame! 

(Or 5 more thunderers, I find them great in units of 10)

I second this. You could consider getting another Thundrik's instead of box of thunderers, and use the bodies with spare thunderer weapons,

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Maybe another SC box. Having an Irocnlad/Frigatte, 6 balloon boys and 2+gunhaulers gives you a lot of good units/battalions to play use.
Another option could be to split half of the Aether-war box: 6 more balloon boys and the leader that makes them battleline.
 

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I would always suggest 2 SC boxes... 

With 10 thunderers, 6 balloon boys and 2 gunhaulers you can't go wrong. 

And the 2 little Heros you can consider using 1 as endrinmaster and 1 you can change into a navigator or khemist with some bits.

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On 5/27/2020 at 10:37 PM, Rahxephon said:

Do people use arkanaut squads bigger than 10 now? I can never really see a reason to.

Maybe if we could get 40 for 300 I might take a full squad.

Depending on the point loads I’ve deployed a single block of 20 or 30 when running a nearby Barrak-Nar hero.  They can function as a broad protective barrier that throws an exceptional volume of dice (at close range) by sky-dwarve standards.  Normally the concern is having to bank a Command Point to deal with heavy casualties.  Hence keeping a Champion of Progress entirely within twelve frees up that CP for one of the other five options.  I’m partial to the shooting one.

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On 6/9/2020 at 7:42 AM, Austin said:

Alright this is what I’ve got-

2x Arkanaut Co

Thunderers

Admiral

Navigator

Underworld Warband

Start Collecting

What should I get next?

 

You should definitely go for the Aetherwar box and a big ship of your choice. This way you can try out every battleline option in the book and also our two main batallions (ironsky command and grundstock escort wing).

On top of that you get the best hero we have right now aka. the baloonboy.

I just started my KO army in this way and am more than happy about the versatility of my collection.

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Hobby Question.

I've got some bubble bois that I want to start working on but in an attempt to future proof them, I am considering magnetization and was hoping some of you fine folks would share your wisdom so that I can avoid any headaches/complications if I go this route.

- Specifically what size magnets for the arms sockets were used?
- Is it worth magnetizing the heads as well?
- Magnetizing the flight stands seems like a good idea as well, I've seen the Magnet Baron options but I am honestly not a huge fan of the clear plastic. Its far too chunky and not pleasing to the eye (well my eye at least). Any other options? Magnet size recommendations?
- Appreciate some visual aides as well if possible. Pictures worth a thousand words and all that.

Thank you kindly for any and all assistance.

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10 hours ago, Slave2Chaos said:

Hobby Question.

I used 1mm magnets on the arms. Theyre adequately strong and easy to put in, just a 1mm drill bit.

I didnt bother with heads but 1mm ones would do that fine as well.

I didnt magnetise the flight stands, i think whether to do that or not probably depends on your intended transportation method?

Off the left arm the guys have a hose that links back to their backpack. I just used a 0.5mm pin to locate it, hose is a bit small to try fit a magnet it. Not so needed for riggers as their saws are short but useful on the wardens with the pikes that stick out quite far.

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Quick rule question guys:

Allying Gotrek in our army I believe he is not able e.g. In zilfin to always run 6 and use once per battle extra move in hero Phase? 

In my language the battletome say something like "friendly units to barak zilfin can use this ability" so you could argue that gotrek as an ally is a "friendly unit of my barak zilfin army"? I know he doesn't get the keyword and I'm pretty sure in English it must be worded more straight and that he is at the end not able to use those perks? 

Thanks for a feedback. 

Ps: otherwise gotrek in zilfin would be bonkers good :D

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1 hour ago, Zplash said:

Quick rule question guys:

Allied units dont get allegiance abilities unless there's something to counteract that.

In zilfins case it is friendly 'zilfin' units but your allies dont get the keyword so cant use it.

And exception to this would be Thryng where you can take other duardin units, kind of like allies, but they get the Thryng keyword and so can benefit from their artycle and footnote.

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1 minute ago, cofaxest said:

More I look on lumineth allegiance the more I want to change ours... It's totally unfair that they looks so similar but lumineth's one more lore friendly then ours.(

Making all the dwarves wizards would be a bit of a deviation from the lore.

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2 minutes ago, zilberfrid said:

Making all the dwarves wizards would be a bit of a deviation from the lore.

I think that KO should have 1 aether gold for each 10 models, ship and hero in our army and give it to units at the start of the battle. (2 per unit max)

Each gold will give +1 to bravery and ability to use triumph once per phase. 

 

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