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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin
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We can look at Drekki Flynt Warscroll!!
I'm happy about him, not an autotake but it seems really fun to play:

He is from Barak-Mhornar (I didn't listean/read his previous adventures, but his colors already hinted in that), can't take artifacts if it's in a Garrison, no Admiral keyword and his Frigatte buffs seems to be a bit meh. But I love him!!

I hope that he lasts a bit more than Dagnai!!

Q3k1CwxzAiZNJAyt.pdf

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7 hours ago, Beliman said:

We can look at Drekki Flynt Warscroll!!

Quite cool and fluffy, more on fun side than competitive, but still can be quite powerful in some situations. IMO good warscroll  design, there is some jank tough like Frigate can already reroll runs.

Edited by Boar
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After a few hours looking at Drekkis warscroll, it seems to be a lot of flavour but I think it gonna be hard to use him in competitive games/ tournaments. He has a bit more dmg than a base Admiral, but he can't use any trait or artifact, can't be customized to do an specific job (buff or dmg dealer) and doesn't have the bodyguard ability.

Another thing to take in mind is that he has close to the same melee profile of an admiral, but with one less melee dmg (2vs3), doesn't have any ammunition nor re-rolls vs Monsters/Heroes and can't reach that funny assassin-build.

Instead, he has mw vs monsters and an ability to "remove" artifacts on a roll of 3+, so it's a bit more techy than an Admiral, but with less buffs, less (max) dmg and a bonus vs Monsters with artifacts.

Drekki_Admiral.jpg.38b30ce6e3bdc17487469bd24069f5a9.jpg

He doesn't have the Arkanaut Admiral keyword, but it's fine because he is a Captain in the Lore. That reminds me that we don't have an Arkanaut Captain model yet.

There are some other bonus for his own frigatte Aelsling, but it has close to no impact in the game that we can ignore them.

Btw, I'm totally fine with his warscroll, I like this kind of stuff and I think that I'm going to customize my 4th frigatte to look like the Aelsling!

Edited by Beliman
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  • 3 weeks later...

How does something like this look?

 - Army Faction: Kharadron Overlords

LEADERS

Aetheric Navigator (85)

  - Artefacts of Power: Arcane Tome

  - Bonding: Krondspine Incarnate of Ghur

Aether-Khemist (90)

  - General

  - Command Traits: Collector

  - Artefacts of Power: Spell in a Bottle

BATTLELINE

Arkanaut Company (90)

  - Light Skyhook and Gun Butt

  - Skypike

  - Aethermatic Volley Gun and Gun Butt

Arkanaut Company (90)

  - Skypike

  - Light Skyhook and Gun Butt

  - Aethermatic Volley Gun and Gun Butt

  - Volley Pistol

Arkanaut Company (180)

  - Aethermatic Volley Gun and Gun Butt

  - 2 x Light Skyhook and Gun Butt

  - 2 x Skypike

BEHEMOTH

Arkanaut Ironclad (490)

  - Great Volley Cannon

Krondspine Incarnate of Ghur (400)

Arkanaut Ironclad (490)

  - Great Volley Cannon

  - Great Endrinworks: Ebullient Buoyancy Aid

ENDLESS SPELLS & INVOCATIONS

1 x Purple Sun of Shyish (70)

TOTAL POINTS: 1985/2000

Created with Warhammer Age of Sigmar: The App

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@Frowny

Our main problem at this moment is not having enough bodies, but we are doing fine and some BT and Strategies are dificult enough that even some "high tier" armies have problems vs our gameplay.

But I've seen some doubleClad lists doing really well. Maybe an Admiral? It's so versatile and buffs our main BigHit turn. I really like his Ammunition system (I hope to see that expanded in a future battletome).

Edited by Beliman
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From my pov, there are a lot of good units, but there isn't an "autowin" one.

Purple Sun and Admiral can turn anything with rend 1 to rend 3, that will help a lot our main units. Our AoA+Triumphs means that we are going to decide who will have +1/+1hit/wound and we still have some rerolls (khemists, Bjorgen, Zilfin, etc...).

  • Arkanauts are still good point for point, one of our best units indeed,  but the Veteran keyword is a bit annoying (even in blobs of 20).
  • Thunderers are reliable in doing dmg full buffed, but my main experience is that they are really safe to use and can still contribute in late turns.
  • Balloon boyz are a bit tricky to use but you see some of them in tournament lists. Skywardens can still be good in taking objectives, zoning, as a gun platform (cheap dmg) or jsut being annoying (chaff or looking to block charges).
  • Gunhaulers are 50/50, sometimes they are our MVP of the match, sometimes are just a wounds jumping around. 

Everything about our book seems to be focused in one surgical strike at time (triumphs, ammunition, fly high, once per battle artifacts, etc...), I suppose that's why we don't have one "top-tier" unit compared to other armies.

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Hello, new to the faction, and have a question.  Sorry if it's an obvious question, or been asked a lot.  Searched but couldn't find anything.

 

During deployment, units can be deployed into boats, but it still counts as multiple drops, unless using the one drop core battalion? 

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1 hour ago, CentralKarma said:

During deployment, units can be deployed into boats, but it still counts as multiple drops, unless using the one drop core battalion? 

Yes. Only batallions with one-drop deployment abilities are the ones that can set-up more than one unit at the time.

There are a few exception like units that don't set-up in the begining of the game (not even "outside" the table, like Hidden-weapon teams), but sadly, we don't have any unit with that kind of stuff.

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  • 3 weeks later...

As a general rule, when you're not tooling a list specifically, do you prefer drill launchers or sky cannons on Gunhaulers?

I ask because I have committed to a list with 3 gunhaulers in it for a local league we're doing, and I went for drills on all of them because the allure of 3mws on a 5+ at 36" range was too tempting, but now having played my first league game I'm not so sure. I'm in two minds because the sky cannon is pretty reliant on getting a good d6 roll (either for damage or number of attacks), and the extra rend for the drill seems like a mo brainer, but then only being able to do a max of 3 damage feels bad compared to the possible 12 if everything goes well on the cannon.

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Depends on rest of list honestly, if rest does not have enough raw damage maybe switch some to cannons. Drills are kinda like sniper rifles in that they can augment rest of combat formation but need that raw damage and bodies to function as part of whole.

Tough if high saves are common (on high value targets) where you play you might as well stay on all drills

 

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They server different roles, and which is better is going to depend on what you need them for.  What do I mean?

Lets take 2 easy examples.  In example 1, you are facing down Kragnos.  In example 2, you are facing down a block of 60 zombies.  Which weapon do you want against which opponent.  Pretty obvious, right?  (In case it isn't, or someone less familiar with KO reads this, you want the drill cannons for Kragnos and the sky cannons against the zombies).

So what do you need your gunhaulers for?  This depends heavily on the rest of your list, and what you expect to face.  If you don't have a bunch of rend available from other sources, then the drill launcher looks better.  However, if you are stacking up on other rend sources, and bringing an admiral, some thunderers, and the purple sun, then maybe you just need more damage and the sky cannon is looking better.  Similarly, if everyone else in your league is playing low armor but high body count units, then the sky cannon looks a lot better, while if everyone else is stacking armor to the moon, then the drill cannon is looking better.

Personally, I built my 2 gunhaulers with 1 sky cannon and 1 drill launcher, but I rarely run them.  For the lists that I have considered running a bunch in, I was looking heavily at the drill cannons simply because I expect more high armor than high wound armies locally, and at the moment KO's biggest problem is in getting rend to punch through armored targets.  The extra range also means that I can sit back and play the movement game while still concentrating fire on individual targets that need to get taken out.  All this being said, the gunhauler does little enough damage and is so over-costed that I don't really find it all that worth running right now, and it rarely makes my lists.

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