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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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I don't have any problem to be in the middle (or bottom) of the table if the gameplay is fun and engaging.

We have the Battleram to kill other Unleash hell targets. We still have movement, and Navigators+Nav-league triumphs means more movement for skyvessels.

 

We still have rerolls of 1 to wound with our khemist (and a Triumph to buff embarked units) in our Hero Phase, that combos really well with All-Out Attack in the Shooting Phase.

All that +1 saves with our already powerful healing could help a lot our ships, and our Admiral can still give them rerolls of 1 to hit.

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1 hour ago, Malakithe said:

The core battalions look meh based on the pic thats been floating around

And they are a bit trolling:

  • We can't use Grand Battery because we don't have Artillery (even if Ironclad, Gunhauler and Frigatte are Warmachines...).
  • We can use Linebreakers because Monster means "behemoth that it's not leader", but they are not Monsters.

But still, they are fine and I think that it will be a lot better for the game than what we have now.

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Thought i saw somewhere that new ghbs were coming simialr time with the new edition. Or would at least expect something like the indices from 40k edition past. Id imagine there would be a changearound in keywords.

Overall I'd prefer there to be no battalions at all in the game, but the addition of the core ones is better than what its been. Main thing will be seeing how the costs stack up to the specialist ones.

Considering the rules on some of the core battalions giving single drop deployment and an extra CP, I guess the specialist ones may loose all that and only have their special rules on their warscrollls.

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3 hours ago, Malakithe said:

How will the unleash hell thingy work with garrisons?

I can't see the problem.

You need a hero or unit champion to issue the Order. Select the unit that can recieve Unleash Fury (ranged profiles, can target that charging enemy unit and doesn't have any other enemy within 3") and then shoot with -1 to hit after enemy has charged within 9".

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4 hours ago, Beliman said:

I can't see the problem.

You need a hero or unit champion to issue the Order. Select the unit that can recieve Unleash Fury (ranged profiles, can target that charging enemy unit and doesn't have any other enemy within 3") and then shoot with -1 to hit after enemy has charged within 9".

Interesting, since the actual shooting is after the unit charges, our thunderers +1 attack in engagement range could be big. Dropping off some thunderers might not be such a bad idea.

Edited by Bjørn Gunnerson
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59 minutes ago, Bjørn Gunnerson said:

Interesting, since the actual shooting is after the unit charges, our thunderers +1 attack in engagement range could be big. Dropping off some thunderers might not be such a bad idea.

Remember that we still shoot with -1 to hit with Unleash Hell, but if we are going to use Thunderes as an Anvil with special weapons (-1 with fumigators) and +1 save (All Out Defense), we can pack a big punch for Unelash Hell with that +1 to hit from special weapons (Decksweeper+cannon+mortar) and +1 atk from being in melee range.

I think that +1 to hi t(All Out Attack) in the shooting phase should be used on Ironclad/ Thunderes with riffles (mainly by their long range), and Unleash Hell should be used on Thunderers with Special weapons (they outdmg an Ironclad!!) and 30 Arkanauts.

Barak-Nar can even pack 15 thunderers in one unit, that means a hell lot of dmg for just 1 CP! Not bad for an underused Barak!

Edited by Beliman
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On 6/8/2021 at 7:57 PM, Beliman said:

New generic CAs. Unleash Hell seems to be fine for us, but remember that rerolls are going the way of the dodo (no generic CA, some people say that batallions are going to narrative only, and we don't know anything about triumphs...glups!). With -1 to hit and no mortal wounds in our base shooting profiles, it seems that our gimmick is having a high volume of shooting attacks instead of the quality of them (at least we have rend and the enemy can't use the generic CA for +1 to save...).

Rally could be fine for 20 man arkanauts or even thunderers and +1 to hit for our shooting phase seems really good!!

AoSFF Orruks Jun8 Boxout2

AoSFF Orruks Jun8 Boxout5

I will mis the Bound Chronomatic Coggs to play Thryng/ Zon (/sadfase):

AoSFF Orruks Jun8 Boxout6

Just to touch on one point here. Battalions are definitely going for matched play. They’ve said it a few times now. They want to even the playing field. 

Edited by EchoHavoc
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So I'm going to my first semi official tournament and wanted some feed back for my not so competitive list, this will still be using 2nd edition rules as a sorta last hurra as well as some of my first games actually played.

 

 Allegiance: Kharadron Overlords
- Sky Port: Barak Thryng

Leaders
Arkanaut Admiral (120)
- General
- Command Trait: Supremely Stubborn
- Artefact: Grudgehammer
Endrinmaster with Endrinharness (100)
Endrinmaster with Endrinharness (100)
Endrinmaster with Endrinharness (100)

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
5 x Grundstok Thunderers (120)
- 1x Aetheric Fumigators
5 x Grundstok Thunderers (120)
- 1x Aetheric Fumigators
1 x Grundstok Gunhauler (130)
- Main Gun: Drill Cannon
1 x Grundstok Gunhauler (130)
- Main Gun: Sky Cannon
3 x Skywardens (100)
- 1x Skyhooks
6 x Endrinriggers (200)
- 1x Aethermatic Volley Guns
- 1x Skyhooks
- 1x Drill Launcher

Behemoths
Arkanaut Ironclad (480)
- Main Gun: Great Skyhook
- Great Endrinworks: Zonbarcorp 'Dealbreaker' Battle Ram

Total: 1970 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 130

I kinda went for a doom charge with all the heroes in the ironclad when it charges and the admiral using the repel boarders command trait. So all the heroes will be hitting on 2+ and re-rolling 1s if they are attacking a grudge target. The thunderers are split up so that I could get 2 drillbills for even more melee damage. while all the other units run around grabbing objectives and maybe one gunhauler sticking around the ironclad for that 6+ ward save. Also if the Ironclad survives until it's next turn it would heal at a minimum of 4 wounds and a maximum of 10 getting back disengage guaranteed. 

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On 6/13/2021 at 4:53 PM, EchoHavoc said:

Just to touch on one point here. Battalions are definitely going for matched play. They’ve said it a few times now. They want to even the playing field. 

Core battalions are allowed, but warscrolls aren't, the core book as a paragraph about it on the matched play session:
"You can include core battalions in your army,but you cannot include warscroll battalions."

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New Triumphs: only 3

- BS immun

- reroll charge

- +1 wound roll

KO will be more fun / difficult to play in AOS 3.0...

PS: by the way the official new core rules you can get on the warhammer community side - so no leaks/rumors etc. ust pure core rules. Now we only miss the GHB

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It's a pretty darn big nerf, and one I saw coming sadly. Tying an army's allegiance ability to anciliary rules in the BRB was always a terrible design decision. That they literally did better for another faction shortly afterwards. 

 

Also, heard a few scary rumors effecting our movement

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2 hours ago, Zplash said:

New Triumphs: only 3

- BS immun

- reroll charge

- +1 wound roll

KO will be more fun / difficult to play in AOS 3.0...

PS: by the way the official new core rules you can get on the warhammer community side - so no leaks/rumors etc. ust pure core rules. Now we only miss the GHB

GW is removing a lot of generic rerolls (from Hit, Wounds and Saves).

But I'm still convinced that we are going to be really strong. We already have some passive rerolls (Zilfin and Thryng grudges comes to my mind), and All Out Attack plus Inspired Triumph means +1 to Hit and +1 to Wound to an already scary Ironclad.

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1 hour ago, Beliman said:

GW is removing a lot of generic rerolls (from Hit, Wounds and Saves).

But I'm still convinced that we are going to be really strong. We already have some passive rerolls (Zilfin and Thryng grudges comes to my mind), and All Out Attack plus Inspired Triumph means +1 to Hit and +1 to Wound to an already scary Ironclad.

Yeah like I said we will be fine but we won't be S tier anymore. Which is totally fine... So I can bring KO to my friends tables again... 

The biggest impact will be the many easy ways to get +1save in shooting Phase. (mystic shield or CP) 

So - 1 rend is litterally nothing anymore, which will hurt KO a lot. 

No real monster, no caster or Priests are minor nerfs. 

The big buff to endless spells on the other hand will hurt us sooo much. Due to our ship garrison ability endless spells will often hurt more units and now twice a round and you can't do much about it (besides a trying to dispel). 

I think there is the chance now to play a lot of different skyports, which I will really enjoy. 

Looking forward to the new edition :)

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4 hours ago, Zplash said:

The biggest impact will be the many easy ways to get +1save in shooting Phase. (mystic shield or CP) 

There are more things to counter-play ranged armies!!

Remember that all 8+ pieces of terrain gives cover (+1 to save) and/or Defensible Terrain (+1save and -1 to be hit) for units of 9 or less wounds.

And let's not forget that there is a spell that can block LoS. And an Artefact that turns any Hero to a Wizzard!

Btw, I'm not saying that we are weak, it's just that there are a lot of new mechanics and we need practice to play with/around them. I'm pretty sure that we are going to be strong even with all this +1 save.

 

Btw, anyone tried to make a 1750-1800 p list? Any suggestions?

Edited by Beliman
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12 hours ago, Arzalyn said:

Core battalions are allowed, but warscrolls aren't, the core book as a paragraph about it on the matched play session:
"You can include core battalions in your army,but you cannot include warscroll battalions."

I was only referring to the battletome battalions 

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25 minutes ago, EchoHavoc said:

Ohhh jeez that’s exactly what I was saying 

Oh sorry them, I misunderstood.

3 hours ago, Zplash said:

Yeah like I said we will be fine but we won't be S tier anymore. Which is totally fine... So I can bring KO to my friends tables again...

I really hope those changes are enought to move us to the middle of the tiers, it really suck to been seen as the "So you want to win" pick when you are playing casual games.

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Two things that have come up for me in list building theorycraft:

1) Look Out Sir does nothing for heroes in boats.

2) You can't stack Khemists and Thunderers for -2 to hit rolls anymore.

 

Also, am I wrong or does that new Ghur Battalion allow up to 3 of our boats to do a pre-game Fly High? It grants a "normal move" post set-up and Fly High is "instead of a normal move". Same wordings involved as the hero phase Zilfin move, I believe?

Edited by Gwydion
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