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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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I'm new to KO and was wondering what loadouts people like on units. For skywardens 1x skyhook and max out pikes seems to be the best option. Thunderers looks like max out on aethercannons and decksweepers, and only bring the mortar and fumigator in large units. I've got no idea for riggers though, the pistols seem pretty good, and the saws are great but the long range guns seem good too

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7 minutes ago, Ganigumo said:

I'm new to KO and was wondering what loadouts people like on units. For skywardens 1x skyhook and max out pikes seems to be the best option. Thunderers looks like max out on aethercannons and decksweepers, and only bring the mortar and fumigator in large units. I've got no idea for riggers though, the pistols seem pretty good, and the saws are great but the long range guns seem good too

Hi, for Skywardens or any Skyrigger (Balloon boys) models, it would be prudent to run them in batches of 6 models which lets you run 2 types of special weapons from the 3 selections that you have. I am partial to the Drill Launcher as on a 6 you could deal 3 mortal wounds  and the -3 Rend does help punch through most things. I usually run 2 Drill launchers and 4 Pikes/Pistols. 6 models also lets you use the Hitchers mechanic when your boats Fly High, as boats can only Hitch up to 7 Balloon models. So 6 Skyriggers plus a Balloon Hero is a normal loadout.

For Thunderers, 10 guys could run all Rifles but if you are expecting to use them to hold an objective or draw a charge, having 1 or 2 Fumigators to debuff the enemy, preferably with an Aether-Khemist next to them so the debuffs could potentially stack to -3 at some parts (If you run Emergency Vent Plates on the Aether Khemist).

Sounds like you are planning to run the Grundstock Escort Wing battalion

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5 minutes ago, Badlander86 said:

Hi, for Skywardens or any Skyrigger (Balloon boys) models, it would be prudent to run them in batches of 6 models which lets you run 2 types of special weapons from the 3 selections that you have. I am partial to the Drill Launcher as on a 6 you could deal 3 mortal wounds  and the -3 Rend does help punch through most things. I usually run 2 Drill launchers and 4 Pikes/Pistols. 6 models also lets you use the Hitchers mechanic when your boats Fly High, as boats can only Hitch up to 7 Balloon models. So 6 Skyriggers plus a Balloon Hero is a normal loadout.

For Thunderers, 10 guys could run all Rifles but if you are expecting to use them to hold an objective or draw a charge, having 1 or 2 Fumigators to debuff the enemy, preferably with an Aether-Khemist next to them so the debuffs could potentially stack to -3 at some parts (If you run Emergency Vent Plates on the Aether Khemist).

Sounds like you are planning to run the Grundstock Escort Wing battalion

Yeah escort wing fits what I've picked up so far (Aether war I bought for the Tzeentch half, the warcry box, and the new battleforce) and I'd like to run some skywardens even if they aren't optimal. I've got 5 thunderers at the moment so I was considering sticking them into a gunhauler with the endrinwork.

I was planning on building 12 wardens and 3 riggers with what I've got so that'll fit nicely into sizes that can hitch rides.

I havent quite decided on how to finish off the list just yet though, i'll need something to put into the frigate(probably Arko?) but I need to figure out which port I want to run. Thryng would let me pull in some other dwarves and gives a fight on death, Urbaz would let my wardens take aether gold if I wanted and Zon buffs skywardens directly.  I think I'm leaning towards Urbaz at the moment though.

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2 hours ago, Ganigumo said:

Yeah escort wing fits what I've picked up so far (Aether war I bought for the Tzeentch half, the warcry box, and the new battleforce) and I'd like to run some skywardens even if they aren't optimal. I've got 5 thunderers at the moment so I was considering sticking them into a gunhauler with the endrinwork.

I was planning on building 12 wardens and 3 riggers with what I've got so that'll fit nicely into sizes that can hitch rides.

I havent quite decided on how to finish off the list just yet though, i'll need something to put into the frigate(probably Arko?) but I need to figure out which port I want to run. Thryng would let me pull in some other dwarves and gives a fight on death, Urbaz would let my wardens take aether gold if I wanted and Zon buffs skywardens directly.  I think I'm leaning towards Urbaz at the moment though.

If you havent' gotten a Frigate yet, the new Battleforce for KO seems to be enough to get you started with an Urbaz Grundstock Escort Wing, (if you already have Aether War, you'll up you Gunhauler count to 3 boats, enough for your battleline requirements) and Brokk the only named hero. Another 6 Skyrigger models will help you decide on how you want to build them. You may just lack Thunderers and the Aether Khemist. A set of the Warcry set gets you another 3 Skyriggers + 5 Thunderers. You could double up on that set if you need 10 Thunderers and your 3rd batch of 6 skyriggers but be warned, Thunderer models are restrictive in how they are built. The bits such as the hands, backpacks (with the tubes that connect to weapon options) are NOT interchangeable. So if you use Hand A for your Fumigator dude, you can't use the rifle from Model A because of how the backpack and hands are connected. I realized this much later as I got my 3 group of 5 Thunderers when I realized my bitz left over from the first 2 were not entirely usable which is a bit of a scam really. My suggestion is you build the special weapons first, getting 2 of each, then get another box of just Thunderers to give them rifles. 

With your Endrinmaster with Dirigible, you already have an option to take all your balloon boys as battleline so you have some flexibility with Skyports. Arkanauts, I would try to get on clearance or deep discount (which is never it seems) because they really are expensive in terms of real world money and you dont get a lot out of them as unit aside to be chaff or slot fillers for battalions.

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It seems that Soulbound will recieve a new archetype in the form of "Brewmaster".  Maybe it will be related to Kharadrons (I suppose that Jakkob has something to tell about that).

19 hours ago, michu said:

@Emmetation announced on discord that we're going to have new holiday adventure soon with new archetype - Brewmaster!

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On 12/1/2020 at 7:58 AM, Badlander86 said:

If you havent' gotten a Frigate yet, the new Battleforce for KO seems to be enough to get you started with an Urbaz Grundstock Escort Wing, (if you already have Aether War, you'll up you Gunhauler count to 3 boats, enough for your battleline requirements) and Brokk the only named hero. Another 6 Skyrigger models will help you decide on how you want to build them. You may just lack Thunderers and the Aether Khemist. A set of the Warcry set gets you another 3 Skyriggers + 5 Thunderers. You could double up on that set if you need 10 Thunderers and your 3rd batch of 6 skyriggers but be warned, Thunderer models are restrictive in how they are built. The bits such as the hands, backpacks (with the tubes that connect to weapon options) are NOT interchangeable. So if you use Hand A for your Fumigator dude, you can't use the rifle from Model A because of how the backpack and hands are connected. I realized this much later as I got my 3 group of 5 Thunderers when I realized my bitz left over from the first 2 were not entirely usable which is a bit of a scam really. My suggestion is you build the special weapons first, getting 2 of each, then get another box of just Thunderers to give them rifles. 

With your Endrinmaster with Dirigible, you already have an option to take all your balloon boys as battleline so you have some flexibility with Skyports. Arkanauts, I would try to get on clearance or deep discount (which is never it seems) because they really are expensive in terms of real world money and you dont get a lot out of them as unit aside to be chaff or slot fillers for battalions.

I've doubled the Thunderers with a dwarf blood bowl team, but it takes some creativity.

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Rules question: In Place of Arcane Power. Does the hero model have to disembark to capture the objective?  The scenario rules say that a leader model must end a move within 3" and that normal rules for objective capturing is not used. But the warscroll says garrisoned models don't count towards capturing objectives. Which rule trumps which?

Edited by Garamond
Fixed scenario
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19 minutes ago, Garamond said:

Rules question: In Place of Arcane Power. Does the hero model have to disembark to capture the objective?  The scenario rules say that a leader model must end a move within 3" and that normal rules for objective capturing is not used. But the warscroll says garrisoned models don't count towards capturing objectives. Which rule trumps which?

Also, if he has to disembark to capture the objective. Can he maintain control if he gets back on the transport which stays within 3"?

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9 hours ago, Garamond said:

Rules question: In Place of Arcane Power. Does the hero model have to disembark to capture the objective?  The scenario rules say that a leader model must end a move within 3" and that normal rules for objective capturing is not used. But the warscroll says garrisoned models don't count towards capturing objectives. Which rule trumps which?

Edit: Just doublechecked it, you need to disembark in range of the objective to capture/hold it. 

Edited by Phasteon
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I just got a nice deal for the KO half of the Aether War box. If I only want to have around 2500  points of KO units, what would you recommend to get next? The battleforce looks really tempting and I can probably get it at preorder price, but I'm not sure about having three Gunhaulers and a named character...

Edit: I should add that I want this army to give a fun challenge to the opponent. Not fully competitive.

Edited by Talas
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5 hours ago, Talas said:

I just got a nice deal for the KO half of the Aether War box. If I only want to have around 2500  points of KO units, what would you recommend to get next? The battleforce looks really tempting and I can probably get it at preorder price, but I'm not sure about having three Gunhaulers and a named character...

Edit: I should add that I want this army to give a fun challenge to the opponent. Not fully competitive.

If you are going to play casually the Battleforce is actually a good supplement. 3 Gunhaulers gives you alternatives to Battleline if you run a certain subfaction. The 6 more Skyrigger models you get lets you double up on making 2 units of 6 Skyriggers (in whichever configuration, Skywarden or Endrinrigger) which is the sweet spot for Using Fly High with a the Hitchers rule. Brokk doesn't do much for the army unless you run Barak Nar (a subfaction in the KO book) but he is a nice page of stats and rules. Think about building a list of just Gunhaulers and Skyriggers that lets you jump all around the map to annoy your enemy if you'd like. Some armies may not be able to keep up but others may not even care.

 

 

Rules question for the older KO players. If I run the Dealbreaker Battle Ram on my Ironclad armed with a Great Skyhook which gives +2 to charge rolls, when I roll the dice for the effect of the Dealbreaker, do I add 2 more dice or just the number rolled?

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On 12/5/2020 at 5:36 AM, Phasteon said:

Edit: Just doublechecked it, you need to disembark in range of the objective to capture/hold it. 

Ok. That makes sense. The second part is the real meat though... Can he embark on a ship parked on the objective after gaining control and keep control? The scenario rules say the only way to lose control is to move away or be killed. But most people I've spoken to seem to think that embarking will lose control.

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Hey guys, I'm looking at the instructions for the Endrinmaster w/Dirigible Suit from the Aetherwar set. The instructions say to put him on a 40mm base. However, on the GW site, when you buy him individually it says he comes with a 50mm base.

I want to get some flying bases from Magnet Baron but I want to get the correct size. Which is right?

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2 hours ago, Garamond said:

Ok. That makes sense. The second part is the real meat though... Can he embark on a ship parked on the objective after gaining control and keep control? The scenario rules say the only way to lose control is to move away or be killed. But most people I've spoken to seem to think that embarking will lose control.

Yes, as the rules state that you dont count towards holding objectives from inside the ship. 

You NEED to stay outside the ship to hold. 

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13 minutes ago, Phasteon said:

Yes, as the rules state that you dont count towards holding objectives from inside the ship. 

You NEED to stay outside the ship to hold. 

Alternatively if you hitch a balloon hero (Brokk or Endrinmaster) and fly high, landing the skyvessel 1" away from the objective, you could land a hero/leader on the objective and this would count as a move, though whether it trumps the normal move requirement is questionable. Same for heros or units that could deepstrike or teleport since they essentially forfeit a normal move for it.

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18 minutes ago, Badlander86 said:

Alternatively if you hitch a balloon hero (Brokk or Endrinmaster) and fly high, landing the skyvessel 1" away from the objective, you could land a hero/leader on the objective and this would count as a move, though whether it trumps the normal move requirement is questionable. Same for heros or units that could deepstrike or teleport since they essentially forfeit a normal move for it.

We had the same problem in more than one game and we agreed that a set-up is not a move, so we can't capture with balloon boys nor ships after Fly High if the battleplan states that you capture after moving on the objective.

Not sure if that's how it should be played but we go on with that.

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3 hours ago, Gutpile said:

Hey guys, I'm looking at the instructions for the Endrinmaster w/Dirigible Suit from the Aetherwar set. The instructions say to put him on a 40mm base. However, on the GW site, when you buy him individually it says he comes with a 50mm base.

I want to get some flying bases from Magnet Baron but I want to get the correct size. Which is right?

From what I heard in individual box he comes with 40mm base, as is case in Aether War. On pictures in Battletome when he is close to Brokk you can clearly see he is on smaller base then Brokk's - which is 50mm. So everything points to 40mm, and product description being wrong.

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16 hours ago, Phasteon said:

Yes, as the rules state that you dont count towards holding objectives from inside the ship. 

You NEED to stay outside the ship to hold. 

Technically, the flying transport rule states you cannot GAIN control of an objective while garrisonned. But if he already has control, and the scenario specific rules states "the leader unit must be killed or move more than 3" away to lose control." So wouldn't he still control it if he is on a ship parked on the objective?

I mean, if there was a building nearby, a hero could capture the objective and then garrison the building all while maintaining control of the objective, right?

It's definitely a grey area. Also, my reading of it is that a set up move is not a movement, so disembarking might not count towards capturing the objective.

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20 hours ago, Badlander86 said:

Rules question for the older KO players. If I run the Dealbreaker Battle Ram on my Ironclad armed with a Great Skyhook which gives +2 to charge rolls, when I roll the dice for the effect of the Dealbreaker, do I add 2 more dice or just the number rolled?

I had felt pretty sure it’s just the dice rolled, not +2, but now not so much. I thought I’d read it somewhere but can’t seem to find it now? 
Looking at RAW it could be argued that you do add the +2.

I’m curious to know the correct answer now too.

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10 hours ago, Garamond said:

Technically, the flying transport rule states you cannot GAIN control of an objective while garrisonned. But if he already has control, and the scenario specific rules states "the leader unit must be killed or move more than 3" away to lose control." So wouldn't he still control it if he is on a ship parked on the objective?

I mean, if there was a building nearby, a hero could capture the objective and then garrison the building all while maintaining control of the objective, right?

It's definitely a grey area. Also, my reading of it is that a set up move is not a movement, so disembarking might not count towards capturing the objective.

You might actually be right on this one. 

I‘m pretty sure though on the disembarking part as it „counts as their movement“ - but I‘d really like a FAQ about that, because I can see how its the grey area you mentioned.

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11 hours ago, GrimDork said:

I had felt pretty sure it’s just the dice rolled, not +2, but now not so much. I thought I’d read it somewhere but can’t seem to find it now? 
Looking at RAW it could be argued that you do add the +2.

I’m curious to know the correct answer now too.

It says "charge roll", but unlike say Ogor charge it doesn't contain word unmodified, it is therfore taking all modifiers into account.

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On 12/1/2020 at 5:03 AM, Ganigumo said:

I'm new to KO and was wondering what loadouts people like on units. For skywardens 1x skyhook and max out pikes seems to be the best option. Thunderers looks like max out on aethercannons and decksweepers, and only bring the mortar and fumigator in large units. I've got no idea for riggers though, the pistols seem pretty good, and the saws are great but the long range guns seem good too

I think the question is more about role than about Max efficiency as the differences are usually pretty small. 
for example. 
My thunderers are in a frigate. I want to be able to target whatever I want and dismantle the opponents synergies from as far away as possible. 
So it’s all rifles for them. All of the special weapons are wasted shots if I want to stay 18” away. 
 

my endrinriggers are there to take objectives. So I need them to be combat ready. So Max saws and maybe a skyhook. That way I get an extra move on an objective. If I shoot the opponent off  I might still not be on an objective  

the pikes on skywardens are great if you set up a screen and then put them 2” behind the screen. That way they can pile in if your screen is charged, the skywardens can pile in and stab over your screen. But if you need a fast unit to threaten opponents the guns are a better option. 
 

so what’s you gameplay? 

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