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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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On 9/19/2021 at 11:49 AM, Praecautus said:

Hello Admirals! I am after advice. My 13 year old nephew is wanting to start a kharadron army. He will want build to 2000 points and is determined to use the big boat.

What would be a decent and economical build that involves the big boat? That way he can plan purchases and birthday/Christmas presents. If it helps, He mainly plays with his dad, me and my son and we have Khorne mortals, seraphon, slaves and sylvaneth. So we’ll need a decent but not meta chasing list for him. His current sylvaneth army folds like a wet paper towel, so something with some staying power.

Finally, I have only looked jn the tome for the first time yesterday. Are there any dos and fonts with regards abilities, traits, builds etc?

Thanks so much in advance

I think the Skywardens are the only unit that's really lacking.

  • Zilfin treats frigates as battleline.
  • Urbaz treats gunhaulers as battleline.
  • Nar treats thunderers as battleline.
  • Endrinmaster balloon generals treat Endrinriggers as battleline.

So the only thing that really isn't battleline are Ironclads.

Not that Arkanauts are bad, but you have options.

My advice:

  • Start Collecting (gunhauler, endrinmaster, endrinriggers, thunderers: )
  • Big boat (Ironclad, upper body of Navigator)
  • Thundrik's profiteers (Khemist, some alternate sculpts, lower body of navigator)
  • 2x Arkanauts
  • Drongon's Aether runners*

This makes 1920 points and allows for any port with Endrinmaster general, but Urbaz and Nar with another one. You could field a Gyrocopter or Castigators in the last points

Alternatively, you could get a Start Collecting: Greywater in that last slot, and add a Knight Incantor as a wizard. This would always meet battleline, and gets to 1980 points. Ironbreakers are quite tough, gyrocopters mince chaff and their heroes also exist. Knight Incantors are cheap, they were in the start collecting booklet in aos 2.

This would also mean more variety in short folk, and the Cogsmith and Gyrocopter represent the basis from which Kharadron were formed.

Edited by zilberfrid
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3 hours ago, zilberfrid said:

I think the Skywardens are the only unit that's really lacking.

Zilfin treats frigates as battleline.

Urbaz treats gunhaulers as battleline.

Nar treats thunderers as battleline.

Endrinmaster generals treat Endrinriggers as battleline.

So the only thing that really isn't battleline are Ironclads.

Not that Arkanauts are bad, but you have options.

My advice:

Start Collecting (gunhauler, endrinmaster, endrinriggers, thunderers: )

Big boat (Ironclad, upper body of Navigator)

Thundrik's profiteers (Khemist, some alternate sculpts, lower body of navigator)

2x Arkanauts

Drongon's Aether runners*

This makes 1920 points and allows for any port with Endrinmaster general, but Urbaz and Nar with another one. You could field a Gyrocopter or Castigators in the last points

Alternatively, you could get a Start Collecting: Greywater in that last slot, and add a Knight Incantor as a wizard. This would always meet battleline, and gets to 1980 points. Ironbreakers are quite tough, gyrocopters mince chaff and their heroes also exist. Knight Incantors are cheap, they were in the start collecting booklet in aos 2.

This would also mean more variety in short folk, and the Cogsmith and Gyrocopter represent the basis from which Kharadron were formed.

Great starting advice!

Nothing to add.

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On 9/19/2021 at 3:49 AM, Praecautus said:

Hello Admirals! I am after advice. My 13 year old nephew is wanting to start a kharadron army. He will want build to 2000 points and is determined to use the big boat.

What would be a decent and economical build that involves the big boat? That way he can plan purchases and birthday/Christmas presents. If it helps, He mainly plays with his dad, me and my son and we have Khorne mortals, seraphon, slaves and sylvaneth. So we’ll need a decent but not meta chasing list for him. His current sylvaneth army folds like a wet paper towel, so something with some staying power.

Finally, I have only looked jn the tome for the first time yesterday. Are there any dos and fonts with regards abilities, traits, builds etc?

Thanks so much in advance

As others have said, a good spot to start is with the Ironclad, a start collecting, and a box of Arkanaught company.  From there, a good way to expand is a second start collecting, and another box of Arkanaught company.  This gives you 1720 points, with a list that looks like this:

Endrinmaster w/ Endrinharness
Endrinmaster w/ Endrinharness
2x 10 Arkanaught Company
2x3 or 6 endrinriggers
10 Grundstock Thunderers
2x Grundstock Gunhaulers
Akrakaught Ironclad

Playstyle is to stick the thunderers and Endrinmasters in the Ironclad, and then you can move around with the Endrinriggers and Gunhaulers following the Ironclad around.  Meanwhile, you have the Arkanaught Company on the ground to hold objectives.  However, this list has to choose one of the subfactions that make either the thunderers or gunhaulers battleline.

From here, to expand out to the last 2k points, there are a few decent options.  Option 1 is to get the "Drongs Aether Runners" box (6 more endrinriggers + Endrinmaster w/ Ballon), which gives you a decent guy to be your general, and would allow you to run any subfaction.  Option 2 would be to get another 10 Arkanaught Company, allowing you to have 3 units of battleline, which again would allow you to run any subfaction.  Option 3 would be to get a Frigate, which is going to open up another subfaction, and you can either stick the thunderers in the frigate and the arkanaughts in the Ironclad so that way you have 0 boots on the ground.

However, if you discuss with him and he has a better idea of what he wants to run, there are a few other interesting lists to consider, but keep in mind that they are going to be more skew lists.

Option 1: Ironclad City
Admiral
Navigator
Navigator
20 Arkanaught Company
20 Arkanaught Company
10 Thunderers
Ironclad
Ironclad

Optional - replace a navigator with a khemist.  The idea with this list is to have 2 ironclads full of 20 dudes, and stuff a navigator in each as well as the admiral in one.  Then stick the thunderers on the ground to hold objectives, and see how your opponent likes boats to the face.  This particular list would have to run with the subfaction that allows for thunderers battleline, but you can also run any list if you break the company up into units of 10.

Option 2: Frigates are cool
Admiral
Navigator
Navigator
20 Arkanaught Company
10 Arkanaught Company
10 Arkanaught Company
10 Thunderers
Frigate
Frigate
Ironclad

Basically, take the list above, but replace an ironclad with a pair of frigates.  This can be run in any skyport, and is also a decent option for future expansion if he wants to test the other boats out.

 

Alternatively, if he finds that there is 1 particular model that he loves and wants to build around, an important thing to keep in mind is that aside from Hero's and the Ironclad, EVERYTHING is conditional battleline.  So if he wants to build around something, he can make it work.  But if he just doesn't know what he wants to do and wants to keep his options option, then the easiest way to do so is get 3 boxes of Arkanaught Company, a hero to lead his force, and then he can finish it out with a unit here or a unit there, etc.

 

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1 hour ago, Nasnad said:

Is it viable, in a casual sense, to make a 1000 point list without any frigate/ironclads? .. only gunboat, balloon boys and stuff like that? ..

In a casual game, yup.  However, you will need to be aware that KO play very different with boats vs without them.

With boats, KO can maneuver and put a solid shooting force that can be used like a scalpel, peeling off portions of the opponents army.  You can put yourself in a position where you can maximize your damage while leaving yourself relatively unexposed to counterattack.  You can also force your opponents to spread out because you can easily hop in and take objectives from them.

Without boats, KO lose their maneuverability.  Your opponent can move forward at you and not have to worry about their back lines, and you can't use your precision shooting to even the odds.  Your units are likely to feel underpowered for their points, because they are pointed the way they are expecting you to have that maneuverability and precision.

Can you play this way?  Absolutely.  Can you win this way?  Casually, yes.  Competitively... probably not.  If you do go this way, I would expect that you are going to need to lean heavily into the power of your Arkanaught Company, and also plan to use Thunderers with special weapons loadouts.  If you don't care too much about winning, you can also bring the Balloon Brigade, and swarm your opponents from the skies anyways, with some Arkanaught Company to hold objectives.

Ex:

Endrinmaster with Dirigible Suit
2x 6 Skywardens
2x 10 Arkanaught Company
1x 5 Thunderers

Optionally, replace a squad of company with a Khemist and have him follow your thunderers around.

This is a solid army to play casually, and will function like infantry blocks with some cavalry escorting it.  Except everything has guns.  Just refuse to play anyone running Sylvaneth and you should be fine.

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On 9/20/2021 at 2:36 PM, Btimmy said:

How would you lads build a list if you knew you were going to be facing Gargants?

Probably Thryng with coalition runesmiter and Auric Hearthguard. Between those, loaded Ironclad and grudges you'd take one down easily. For the others would depend a bit on positioning after the Hearthguard have surfaced. Ideally they wouldnt get stomped the next turn haha.

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10 hours ago, Nasnad said:

Would something like this work in a 1000 points? .. have not decided on a port yet, but just as a general casual starting force?

May be a bit light on bodies of substance, a late 1k non-behemoth list Ive been playing with is

Barak Nar - Battle Regiment

Hold the line / Inspired

Endrinmaster with Dirigible Suit - General, Champion of Progress

Endrinmaster with endrinharness, Aethercharged Rune

Aetheric Navigator

2x10man Arkanaut Company flavoured

3man Endrinriggers vanilla 

5man Grundstok Thunderers flavoured

Grundstok Gunhauler 155, Skycannon, Compartments

1000

Have tried it with other skyports like Zilfin which also works fine. I just hate all that damn magic flying about so I run Nar a fair bit. The rune charged endrinharness is hilarious, he's already got a 50/50 chance at doing 3 mortals without it so it gives you an option for an easy 6 mw. Usually have him hanging with the arkanauts on foot to give a credible melee threat. My main opponent is soulblight and the blood knights are pretty wary of him after their first encounter. 

Navigators usually a bit superfluous for unbinds with this list but I get good mileage out of his aetherstorm. Sometimes swap him for a khemist depending on mood. Overall trying to keep it in the battle regiment limits for single drop and turn priority.

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Hey all!

I'm trying to build towards a tournament list, and wondered how you might tweak this one. Basically everything is loaded into the boats, which then use the Fly High ability before the game starts to pop out and blast whatever they are aimed at off the board. 

Allegiance: Kharadron Overlords
- Sky Port: Barak Nar
- Mortal Realm: Chamon
- Grand Strategy: Predator's Domain
- Triumphs: Indomitable

Leaders
Aetheric Navigator (95)**
Aether-Khemist (90)**
Arkanaut Admiral (125)**
- General
- Command Trait: Champion of Progress
- Artefact: Aethercharged Rune

Battleline
10 x Arkanaut Company (100)**
10 x Grundstok Thunderers (270)**
- 1x Aetheric Fumigators
- 1x Decksweepers
- 1x Aethercannons
- 1x Grundstok Mortars
- Reinforced x 1
10 x Grundstok Thunderers (270)**
- 1x Aetheric Fumigators
- 1x Decksweepers
- 1x Aethercannons
- 1x Grundstok Mortars
- Reinforced x 1

Units
3 x Endrinriggers (120)**
- 1x Aethermatic Volley Guns
- 1x Skyhooks
- 1x Drill Launcher
1 x Grundstok Gunhauler (155)**
- Main Gun: Drill Cannon

Behemoths
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon
Arkanaut Ironclad (490)*
- Main Gun: Great Sky Cannon
- Great Endrinworks: Ebullient Buoyancy Aid

Core Battalions
*Alpha-Beast Pack
**Battle Regiment

Total: 1965 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 114
Drops: 3
 

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9 hours ago, Dez said:

Hey all!

I'm trying to build towards a tournament list, and wondered how you might tweak this one. Basically everything is loaded into the boats, which then use the Fly High ability before the game starts to pop out and blast whatever they are aimed at off the board. 

 

Initial thoughts are if you are going units of 10 thunderers with the full weapon team, double up on the special weapons. A normal breakdown is 2xSweepers, Cannons and Fumigators, then one mortar (lack of rend makes it less desirable). 

Unless you are planning on sticking 20+ models in one boat, I would strongly recommend going Volley gun + last word as your combination to make the boat fairly dangerous to charge. You can already stick 10 thunderers in each boat with no need to waste an endrinwork on it. 

Edited by Btimmy
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  • 3 weeks later...

Hey fellow admirals, after trying to underststand how 3.0 works, I'm stuck at Fly High. 
Simple question:

Quote

Q: If I use the Fly High ability to disengage with a unit, can that unit still shoot or charge later in the same turn?

A: It can still shoot as per the Disengage ability but it cannot charge.

Why Fly High is affected by the "retreat/disengage"?

Fly High description says that I can use Disengage when I Fly High (that it's a modified Retreat btw), but why I want to do that if teleports are not affected by that restrictions...?

The only logic behind that FAQ, Imho, is that all abilities that has "instead of..." still have the same restrictions of the replaced action. That could be understandable with another FAQ:

Quote

Q: Some abilities can be used ‘instead of a normal move’. Can I use these abilities if the unit is not allowed to make a normal move (e.g. when it is within 3" of an enemy unit)? A: No.

What do you think? Is that right? Can, for example, Vanguard Hunters use their teleport engaged with te enemy and still shoot in the same turn? 

Edited by Beliman
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2 hours ago, Beliman said:

Why Fly High is affected by the "retreat/disengage"?

Well because GW stated their intent for such in quoted FAQ, they want it that way. It is just not written in greatest way.

2 hours ago, Beliman said:

Fly High description says that I can use Disengage when I Fly High (that it's a modified Retreat btw), but why I want to do that if teleports are not affected by that restrictions...?

And this part precisely made me think that even in 2.0 Fly High was intended to be more restrictive, and I guess they either missed it then or let it slide, and only addressed it in 3.0 (the way they did, but still).

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  • 2 weeks later...

I'm liking the Duardin obsession with various types of gold now, and thinking they'll be my Order army.  Looking at some fire support for the presumed Dwarves-United tome of the future, would 2 Frigates and 3 Gunhaulers be sufficient?  Running with a Magmadroth or two, and toss in assorted foot-guys?  Looks like the Fyreslayers can be allies of the KO currently.

Only asking because I have my eyes on some stuff at my FLGS which appears to be a decent price.

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On 10/25/2021 at 9:57 PM, Lord Krungharr said:

I'm liking the Duardin obsession with various types of gold now, and thinking they'll be my Order army.  Looking at some fire support for the presumed Dwarves-United tome of the future, would 2 Frigates and 3 Gunhaulers be sufficient?  Running with a Magmadroth or two, and toss in assorted foot-guys?  Looks like the Fyreslayers can be allies of the KO currently.

Only asking because I have my eyes on some stuff at my FLGS which appears to be a decent price.

It's a bit dificult to answer that at this moment.

KOs had a really diferent Battltomes through the first two editions. Our warscrolls too, and I'm not just talking about our profiles, but stats, abilities even the loadout that our units could equip.

Some mechanics have been completely changed to the point that a warscroll ability has become our defining ability (Fly High).

I don't know what will happen, but 3.0 seems to be more agressive in re-writting old battletomes, and with rumors of an unified-dwarf books... it's hard to predict what will happen to our favorite bearded dudes.

Edited by Beliman
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1 hour ago, ShaneHobbes said:

Sorry if this has been answered before but been out of the loop for a bit. Do KO have access to the 3 generic Triumps when it comes to spending Aethergold or is it only the new ones from the BR Belakor book?

Yep, we have access to the generic and special triumphs!!

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  • 2 weeks later...
30 minutes ago, Axlesparky90 said:

Hello admirals i just picked up 2 start collecting boxes and since 3 ed started what sky port would you choose? I'm thinking cause mhornar cause i like the pirate ish motif. But i want to hear from the seasoned ppl cause i Still want to be somewhat competitive.

I would paint them to my own paint scheme so they could be any.

I think Nar is good because of unbinds and Zilfin because of mobility, or Thryng if you want different dwarves. I don't know what is competetive now, or what will be when all order dwarves are tossed in a bin together in the next bt.

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On 11/12/2021 at 12:52 AM, Axlesparky90 said:

Hello admirals i just picked up 2 start collecting boxes and since 3 ed started what sky port would you choose? I'm thinking cause mhornar cause i like the pirate ish motif. But i want to hear from the seasoned ppl cause i Still want to be somewhat competitive.

No one in aos follows the dumb space marine painting rules. Paint your dudes any way you want and play them as any sky port you want. One paint scheme can be used for any and every subfaction!

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What are your opinions on this list? I think it would be rather fun but difficult to get objectives with but pretty decent with killing especially if you are lucky with the extra aether gold.

Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz
- Mortal Realm: Ghur
- Grand Strategy: Hold the Line
- Triumphs:

Leaders
Endrinmaster with Endrinharness (105)
- General
- Command Trait: Great Tinkerer
- Artefact: Cogmonculus
Endrinmaster with Endrinharness (105)*
Aether-Khemist (90)*

Battleline
1 x Grundstok Gunhauler (155)*
- Main Gun: Sky Cannon
1 x Grundstok Gunhauler (155)*
- Main Gun: Sky Cannon
1 x Grundstok Gunhauler (155)*
- Main Gun: Drill Cannon
1 x Grundstok Gunhauler (155)
- Main Gun: Drill Cannon
10 x Arkanaut Company (100)
- 1x Skypikes
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns

Behemoths
Arkanaut Ironclad (490)
- Main Gun: Great Sky Cannon
- Great Endrinworks: Breath of Morgrim (Barak-Urbaz)
Arkanaut Ironclad (490)
- Main Gun: Great Sky Cannon
- Great Endrinworks: The Last Word

Core Battalions
*Warlord

Total: 2000 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 103
Drops: 10
 

 

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