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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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3 hours ago, Kramer said:

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? 

I was hoping to use shooting to weaken units, and then the skywardens to go in and finish them off when possible. 2" attack range on skywardens lets me run them in a 3x2 formation and still get all of my attacks as well, which should reduce the damage I take back.

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40 minutes ago, Ganigumo said:

I was hoping to use shooting to weaken units, and then the skywardens to go in and finish them off when possible. 2" attack range on skywardens lets me run them in a 3x2 formation and still get all of my attacks as well, which should reduce the damage I take back.

Then would advice on making the endrinriggers the fighting  ones. 
they are better in combat. In a big unit it does get closer though. But in 2 units of three. Definitely saws over pikes. 
Edit: oh also don’t make my mistake of then making  a unit of 6 with two special weapons  it’s a bit of a waste. 😅 You need everything to do its part, and they need to be excellent at it. So Max saws and maybe one skyhook  

skywardens with shooting has a small advantage of the mines. But for me it’s mostly that they fit in the escort wing battalion. Although endrinriggers with shooting weapons can stay back together with your boats while healing them. 

Edited by Kramer
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Are KO broken or just really good? Played my first game today with the new battletome (I know I'm very late), and they seemed incredibly strong at least against the pure melee no magic Chaos I was up against. I saw the recent GW article talking about KO being meta so I was wondering what I got myself into.

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1 hour ago, Ironbreaker said:

Are KO broken or just really good? Played my first game today with the new battletome (I know I'm very late), and they seemed incredibly strong at least against the pure melee no magic Chaos I was up against. I saw the recent GW article talking about KO being meta so I was wondering what I got myself into.

Imho, we are strong and we play a game that nobody plays.

I would say that playing against us, other players have an smaller margin to make mistakes and we can abuse that better than 70% of all armies in the game. 

 

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43 minutes ago, Beliman said:

Imho, we are strong and we play a game that nobody plays.

I would say that playing against us, other players have an smaller margin to make mistakes and we can abuse that better than 70% of all armies in the game. 

 

Should I expect a nerf in the Winter FAQ? Seems like I might end up having played 3 different versions of the army in all three games I've played (1.0 tome, 2.0 tome, upcoming FAQ).

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2 hours ago, Ironbreaker said:

Should I expect a nerf in the Winter FAQ? Seems like I might end up having played 3 different versions of the army in all three games I've played (1.0 tome, 2.0 tome, upcoming FAQ).

Yes, I would be surprised if nothing was hit in KO, question is how it will be made.

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15 hours ago, BradyBoi9388 said:

Discussion topic:

What new units would everyone like to see? I'm talking if we were to get a terrain piece or and endless spell-like box (think magmic invocations for fyreslayers). Or just a new unit.

 

I've a long wish-list but some fun picks are:

  • A Makaison-class gunhauler (gunhauler-like transport with high movement  for smuggling). I don't know what it could do but moving non-marine units behind enemy lines sounds awesome.
  • Lord Magnate: Maybe no new mini but something to upgrade a Hero to Lord Magnate!! Don't let Brokk be alone!!!!
  • Brewmaster General: I just need a warscroll for Bugmansson... (btw, he has a battleplan!!).
  • Zonbecks: We need a terrain piece!!
  • Grudnstock Marshal: We need a Grundstock hero to lead...
  • Black Grundstock Squad: Who you gonna call??
  • The Khrundhal-class battleship: The big and expensive model from forgeworld!!!!

I know that some of them are absurd but they seem fun!!

 

Edited by Beliman
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Hey everyone! I'm new to Aos. Me and a buddy are starting, going to play each other mostly for the time being, not very competitive, but both like to win :)
I picked Ossiarch Bonerepaers, he's thinking about the Kharadrons. How fun is this matchup? Do flying dwarves walk all over the dead? Wouldn't like to start off on the wrong foot with this game. Thanks!

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Hey Everyone,

I have been toying with the idea of picking up the KO battleforce and Bugmansson (and proxying him for Gotrek for the time being and eventually as an admiral when I can afford to expand). So I have been toying with the idea of running an inexpensive KO list. I also have some friends that might want to pick it up and asked me if I could make an affordable list we are in a new army stand off. Would this list be at all playable given the right Skyport to help fulfill battleline requirements? 

LEADERS 

Brokk Grungsson Lord-Magnate of Barak-Nar (220)
Endrinmaster with Endrinharness (100)
Gotrek Gurnisson (520)
UNITS 

1 x Grundstok Gunhauler (130)
1 x Grundstok Gunhauler (130)
1 x Grundstok Gunhauler (130)
5 x Grundstok Thunderers (120)
5 x Grundstok Thunderers (120)
 3 x Endrinriggers (100) 
3 x Endrinriggers (100) 
3 x Skywardens (100) 

BEHEMOTHS 

Arkanaut Frigate (220) 

TOTAL: 1990/2000 

So essentially one would need to get the Battleforce, a Start Collecting, Buggmansson and a second unit of Thunderers? I am not overly invested in the list being competitive but rather just being fun to play with. I know Gotrek can be a beast in friendly games, but he will also be several miles behind the army. I also assume that Endrinriggers and Skywardens can fly with Gunhaulers? Also the secondary unit would be there to provide a bit of support to Gotrek as I assume I would want the Endrinmaster inside the frigate for repairs and 11 units would slow it down?

Sorry, if this is a silly post, I get oddly nervous posting any army lists. I just think this is a nice entry point into the army and a good way to have some order representation in my collection. Or if a friend beats me to the punch, a nice addition to my little circle of friends armies. I do think that one of my friends might feel like I am stepping on his beard if I go for Duardin... but I do love me some dwarves so it is a tough call.

Edited by Neverchosen
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11 hours ago, Neverchosen said:

Hey Everyone,

I have been toying with the idea of picking up the KO battleforce and Bugmansson (and proxying him for Gotrek for the time being and eventually as an admiral when I can afford to expand). So I have been toying with the idea of running an inexpensive KO list. I also have some friends that might want to pick it up and asked me if I could make an affordable list we are in a new army stand off. Would this list be at all playable given the right Skyport to help fulfill battleline requirements? 

LEADERS 

Brokk Grungsson Lord-Magnate of Barak-Nar (220)
Endrinmaster with Endrinharness (100)
Gotrek Gurnisson (520)
UNITS 

1 x Grundstok Gunhauler (130)
1 x Grundstok Gunhauler (130)
1 x Grundstok Gunhauler (130)
5 x Grundstok Thunderers (120)
5 x Grundstok Thunderers (120)
 3 x Endrinriggers (100) 
3 x Endrinriggers (100) 
3 x Skywardens (100) 

BEHEMOTHS 

Arkanaut Frigate (220) 

TOTAL: 1990/2000 

So essentially one would need to get the Battleforce, a Start Collecting, Buggmansson and a second unit of Thunderers? I am not overly invested in the list being competitive but rather just being fun to play with. I know Gotrek can be a beast in friendly games, but he will also be several miles behind the army. I also assume that Endrinriggers and Skywardens can fly with Gunhaulers? Also the secondary unit would be there to provide a bit of support to Gotrek as I assume I would want the Endrinmaster inside the frigate for repairs and 11 units would slow it down?

Sorry, if this is a silly post, I get oddly nervous posting any army lists. I just think this is a nice entry point into the army and a good way to have some order representation in my collection. Or if a friend beats me to the punch, a nice addition to my little circle of friends armies. I do think that one of my friends might feel like I am stepping on his beard if I go for Duardin... but I do love me some dwarves so it is a tough call.

It seems that everything is viable in a non mix-max group. But remember that we are not "that strong" as we are supposed to be if we don't play our most powerful features. I'm used to play with an Ironclad (that thing is awesome!!) but a good starting point could be:

Spoiler

Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz

Leaders
Endrinmaster with Endrinharness (100)
- General
- Command Trait: Great Tinkerer
- Artefact: Aetherquartz Monolens
Aetheric Navigator (100)
- Artefact: Voidstone Orb/Svaregg-Stein "Illuminator" Flarepistol
Gotrek Gurnisson/Jakkob Bugmansson XI (520)
- Allies

Battleline
1 x Grundstok Gunhauler (130)
- Main Gun: Drill Cannon
1 x Grundstok Gunhauler (130)
- Main Gun: Drill Cannon
- Great Endrinworks: Coalbeard's Collapsible Compartments
1 x Grundstok Gunhauler (130)
- Main Gun: Drill Cannon
- Great Endrinworks: Breath of Morgrim (Barak-Urbaz)

Units
10 x Grundstok Thunderers (240)
6 x Endrinriggers (100)
- 2x Aethermatic Volley Guns
- 2x Skyhooks
3 x Endrinriggers (100)
- 1x Aethermatic Volley Guns
- 1x Skyhooks

Behemoths
Arkanaut Frigate (220)
- Main Gun: Heavy Sky Cannon

Battalions
Grundstok Escort Wing (120)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 520 / 400
Wounds: 101

You already have everything but the Navigator. Btw, there are some points to consider:

  • you could swap all endrinriggers with Skywardens (you lose a lot of healing but gain re-rolls 1 to hit with them and 3 less drops) but I would go with Endrinriggers anyway (and use the CA of the Endrinmaster in the 6man unit).
  • If you don't want to go with pew-pew Endrinriggers, the 6man unit could go with saws and pistols.
  •  I'm used to play with drill cannons for gunhaulers but you can swap them for the Sky Cannons without any problem.

The list doesn't have anything fancy: 10 thunderes with shares on the frigate. Riggers and Gunhaulers near the frigate to repair/buff (6+FNP, flarepistol, etc) or use the Voidstone Orb to stop any annoying Spells/Endless Spell.

Edited by Beliman
grammar
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@Beliman thank you so much for such an in depth an informative response. I will share this with my friends who are interested in KO and we can fist fight over who gets to pick them up. I am thinking in terms of my own interests that it is a 2000pts entry to the army and I would eventually swap things around e.g. use Bugman as a regular admiral and one day invest in an Ironclad. But for now I am just interested in getting the project on its feet. I also just love the army and found the cost of entry slightly daunting and this list helps mitigate it for me or a member my group. 😁

Also I am happy Endrinriggers are the preferred option as I think they are much cooler.

Edited by Neverchosen
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On 12/20/2020 at 9:50 AM, Yourand said:

Hey everyone! I'm new to Aos. Me and a buddy are starting, going to play each other mostly for the time being, not very competitive, but both like to win :)
I picked Ossiarch Bonerepaers, he's thinking about the Kharadrons. How fun is this matchup? Do flying dwarves walk all over the dead? Wouldn't like to start off on the wrong foot with this game. Thanks!

Non competitive KO are fine. There's a really strong binary I find between competitive and non competitive KO, since KO rely so heavily on shooting the opponent off the table that if you don't reach the proper threshold, you kinda just lose on points cause you are so bad at holding objectives.

 

Especially with OBR being quite tanky (even after the petrifax nerf), your friend is gonna struggle moving you off objectives to win unless he's leaning into more competition lists.

 

Then again, you are gonna have trouble ever connecting with him if he doesn't make an error. OBR are also, generally, kinda slow for AoS and KO are, usually, very fast.

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So I have been thinking of a more melee focused rush build, what do you all think?

Allegiance: Kharadron Overlords
- Sky Port: Barak Zon
Mortal Realm: Chamon

Leaders
Endrinmaster with Dirigible Suit (190)
- Artefact: Phosphorite Bomblets
Bjorgen Thundrik (140)
- General

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

Units
6 x Skywardens (200)
- 1x Skyhooks
3 x Skywardens (100)
3 x Skywardens (100)
3 x Skywardens (100)
1 x Grundstok Gunhauler (130)
- Main Gun: Drill Cannon
- Great Endrinworks: Coalbeard's Collapsible Compartments

Behemoths
Arkanaut Frigate (220)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Prudency Chutes
Arkanaut Frigate (220)
- Main Gun: Heavy Sky Cannon
Arkanaut Frigate (220)
- Main Gun: Heavy Sky Cannon

Battalions
Iron Sky Attack Squadron (100)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 123
 

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12 hours ago, Montmorencey66 said:

So I have been thinking of a more melee focused rush build, what do you all think?

Allegiance: Kharadron Overlords
- Sky Port: Barak Zon
Mortal Realm: Chamon

Leaders
Endrinmaster with Dirigible Suit (190)
- Artefact: Phosphorite Bomblets
Bjorgen Thundrik (140)
- General

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

Units
6 x Skywardens (200)
- 1x Skyhooks
3 x Skywardens (100)
3 x Skywardens (100)
3 x Skywardens (100)
1 x Grundstok Gunhauler (130)
- Main Gun: Drill Cannon
- Great Endrinworks: Coalbeard's Collapsible Compartments

Behemoths
Arkanaut Frigate (220)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Prudency Chutes
Arkanaut Frigate (220)
- Main Gun: Heavy Sky Cannon
Arkanaut Frigate (220)
- Main Gun: Heavy Sky Cannon

Battalions
Iron Sky Attack Squadron (100)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 123
 

3 frigates with Iron Sky Attack! Can't wait to read some battlereports!!

Btw, remember that Barak-Zon has an obligatory trait and artifact. In your list, the Endrinmaster with Dirigible Suit should have the Aethersped Hammer. 

I've played some games with Barak-Zon and something to keep in mind is using the Bound Chronomatic Cogs. They are the same as the generic ones but the caster can activate them instead of a wizzard (+3" charge with skyhook!!).

Another thing to consider is the use of the Phosphorite Bomblets because Zon doesn't have any extra movement trick to put him 6" near the enemy. Maybe  Bearer of the Iron Star and Aethersped Hammer could be a bit less risky for the Endrinmaster? Btw,  is there any tactic to use the Skywardens with MSU? I find that we need to attack with 1 or 3 units to have diferent threats fronts to make the oponent doubt about what to activate second in the fighting phase (we can't take a beating).

Remember that Bjorgen can't buff any unit if he is in a garrison, maybe swap him for a Khemist and give him the Spell in the Bottle with the Bound Chronomatic Coggs and put him on the floor with 10 arkanauts?

I really love our arkanauts boys with guaranteed charges; hitting and wounding on 3+ on an objective, but their low number of melee attacks  is atrocious and I usually do more dmg with pistols and special weapons that a fully buffed charge. At least, they can score some points being 10 models...

Edited by Beliman
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Thanks for the advice!

I believe that using MSU with the wardens can help deal with bigger blobs around the battlefield as well as trying to maximize their mortal wound potential with their timed charges on their retreat. 

And correct me if I'm wrong but can't Bjorgen still use Khemist artifacts? He has the Hero and Khemist keywords that's why he is in the army and for his rerolling 1s to hit instead of the normal wound version which I would use the gunhauler to drop him and the 6 man squad and the endrinmaster off as and alpha strike (potentially). And I forgot about the artifact which will probably be a better choice than the bomblets anyway.

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1 hour ago, Montmorencey66 said:

And correct me if I'm wrong but can't Bjorgen still use Khemist artifacts? He has the Hero and Khemist keywords that's why he is in the army and for his rerolling 1s to hit instead of the normal wound version which I would use the gunhauler to drop him and the 6 man squad and the endrinmaster off as and alpha strike (potentially). And I forgot about the artifact which will probably be a better choice than the bomblets anyway.

Bjorgen's description has  "...is a named character that is a single model" and is tagged as "unique" in the points table. That's my main source to see if they are named characters or not.

Maybe you could upgrade the Endrinmaster in to your General and give him Zon's trait and  artifact?

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Mkay made some changes to the roster I did not know that about the named characters but I guess it makes sense, so I dropped the extra hero and the gunhauler for more wardens for a more cohesive army I think.

Allegiance: Kharadron Overlords
- Sky Port: Barak Zon
Mortal Realm: Chamon

Leaders
Endrinmaster with Dirigible Suit (190)
- General
- Command Trait: Bearer of the Ironstar
- Artefact: Aethersped Hammer

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 Skywardens (200)
- 1x Skyhooks
6 x Skywardens (200)
- 1x Skyhooks
6 x Skywardens (200)
- 1x Skyhooks
3 x Skywardens (100)

Behemoths
Arkanaut Frigate (220)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Malefic Skymines
Arkanaut Frigate (220)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Prudency Chutes
Arkanaut Frigate (220)
- Main Gun: Heavy Sky Cannon

Battalions
Iron Sky Attack Squadron (100)

Endless Spells / Terrain / CPs
Extra Command Point (50)

Total: 1970 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 120

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Yeah I won't know how they will play until I have them all built up and painted only have about 80% left to go....

On another note I had a question for everyone.

What do you think the Aethershot Rifles sound like? It was bothering me earlier today is it like Voom or more of a Bangsizzle or even Screeeeeeeeeeeeee. Just has been bothering me all day today.

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On 12/31/2020 at 1:28 AM, Montmorencey66 said:

Yeah I won't know how they will play until I have them all built up and painted only have about 80% left to go....

On another note I had a question for everyone.

What do you think the Aethershot Rifles sound like? It was bothering me earlier today is it like Voom or more of a Bangsizzle or even Screeeeeeeeeeeeee. Just has been bothering me all day today.

I think a sizzling sound.

Or maybe like blasters firing in Star Wars.

Aethergold is a gas in its natural state, so maybe the sound superheated gas makes when it contacts atmospheric... well... air.

Edited by SanguinaryAxiom
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So this is a response to @Beliman who was asking about KO melee tactics in another thread, but this would have been off-topic there. 

First off, KO melee is focused on not being transported. If KO are in melee is is generally because they either were charged on an objective or are charging onto an objective. The army has plenty of shooting to kill enemies behind the lines. Being outside of transports means the models count for objectives and can benefit from several buffs that don't work onboard.

When charging onto an objective it is all about endrinriggers. They don't have high model count but they do have the lethality, the durability, and the speed. MSU is particularly notable here because of a mizzenmeister's extra attack and ease of getting cover. But fewer bigger units are good for getting the khemist buff, which they really, really like. Spending a command point to use the generic ability and giving them RR hit rolls of 1 for a combat phase isn't shabby either. Sidenote; as you noted Barak Zon is a trap. Urbaz (give endrinrigger units aether gold) or Thryng (attack when you die) for a melee focus.

Defensive melee is all about thunderers + khemist. Putting the khemist surrounded by a horseshoe line of thunderers with a fumigator creates a bubble of -2 to hit which is absolutely crippling to a lot of melee enemies. Yes, they will still lose combat. But that's ok, all the surviving thunderers have an extra sattack on their guns next turn to even the score.

Now here is the key to taking the above two and making them work more than as a backup plan; support. Admirals and Endrinmasters are good in melee; either charge them in next to other chargers or position them such that they will be pulled into melee range when the opponent charges what's in front. They add extra oomph and make it harder for an opposing unit to focus on any one of yours. Just 1 or 2 wounds that go on a hero can see that mizzenmeister or fumigator for another phase. Speaking of splitting damage, skyvessels.

On offense, charge with your skyvessels alongside the endrinriggers. It forces the opponent to split up attacks, making it harder to focus down any one target. Wounds on skyvessels can be healed quite readily and given their chonk it can be difficult to put them down all at once. And if they get too damaged you may be able to retreat without penalty (especially if you use said endrinriggers to repair it first). The additional benefit is damage output, not from the attacks but from bombs. It isn't a ton but it happens at the start of the phase allowing you to inflict damage before anyone swings, even on the opponent's turn.

On defense, park skyvessels on flanks for the same reason. You are trying to force the enemy to split attacks, allowing you to attrition them to death with your bomb dropping healing armored wound sponges and a healthy dose of shooting that even the most khornate of KO builds will have.

Hope that helps!

Edited by NinthMusketeer
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Before continuing, I must say that this post is just about playing versus competitive players with optimized lists.

@NinthMusketeer Thx for the input! I would add some other points to play with Thryng. Of course, it's only my opinion and is only based on my experience, but maybe will help someone. 

  • Bound Chronomatic Coggs helps with that skyhook/dispossessed musician/fyreslayer hornblower to reach the target (+3" charge). We can make a reliable charge after any 9" set-up. It helps an Irocnlad with Zonbarcorp "Dealbreaker" BattleRam too  (coggs+ great skyhook=+4 dice) too.
  • Ventplates helps your Runesmitter/Battlesmith to survive ranged focus fire with -2hit (look out sir+ventplates). Just need to position the navigator (maybe in an Ironclad or Gunhauler). Good defensive tool vs 90% of ranged armies.
  • Berzerk Vulkites have an inbuilt passive to "attack before die" without need of a roll, and grudges means that they not need two handed axes (so shields+bound chronomatic coggs help in doing some cheap dmg with one charge).
  • Always attack on melee with an odd number of units! You should attack more times than the enemy (between Incredible stubborn and MSU Endrinriggers) and even with a bit less dmg output than most specialized melee units, we can out-punch them being smart.
  • After HGB with Battlesmith , our most durable unit are Ironbreakers and Longbears with shields. This last one can even try to dispell Endless Spells!! Put them on a terrain near an objective, and for a mere 100 points we have 10 wounds/ 2+ save  that can dispell endless spells (and don't need any hero baby-sitting them).
  • List-buildin using Sky Command has a low flexibility with Thryng,  and we already go with 3+drops (that's a red line in my gaming group). Proceede with caution!
  • I have mixed feelings about Thunderers. They are a bit tanky vs charges with fumigators+khemist, they do "ok" ranged dmg with Rifles or good "melee" (ranged) dmg with special weapons. But they are not the most tanky, the best at doing ranged dmg nor the best doing melee dmg. If you go with SKy Command, they will put another drop on our lists (that's not bad, but take that in mind). Need more games with them btw.

I can't talk about Magmadroth because I have 0 experience with them. I must say that Barak-Zon was a disappointment, I tried everything and it's just a trap. Sounds good on paper but Thryng give you more reliable dmg on melee, better melee units and a better footnote. Only thing that had some impact with Zon are 12 Skywardens blob and Grudgehammer, everything else seems to be a bait.

With Thryng, you need a bigger pool of miniatures (TTS helps to find our what you like), but you will see an inmediate impact on your games (no need to play the same battleplan 10 times in a row to have an edge over your oponent).

Edited by Beliman
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I was assuming just KO models, if you are willing to expand into Fyreslayers things open up considerably. But I will say... Don't run vulkites. Hearthguard berzerkers are simply SO much better point for point. With a hero around they are rocking a 4+ resilience so are effectively 4 wounds each.

Also the 1-per-4 units as part of allegiance are not mutually exclusive with allying in Fyreslayer models normally. So you can bring a high point cost 20-man hearthguard berzerker unit as part of the army proper but then ally in a Fyreslayers hero and a 5-man auric hearthguard unit to protect them. That way you can bring three Fyreslayers units without needing nine KO ones to accompany them.

What are you allying in to actually activate the cogs? Knight-Incantor?

Edited by NinthMusketeer
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