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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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6 hours ago, Ruchnar said:

Hello guys! Fellow stalker here. 

Ive got a game next week against DoK but I don't have any clue about what can KO do against those crazy witches. What would you play against them? 

Maybe some of your ideas could help me win that match, thank you! 

Tough match up. I think your best bet is gunline - use your arkanauts as throwaway screens to absorb charges and get wiped out, then fire with your back line of thunderers. Multiple units of thunderers will mean you can always retreat some in the combat phase when they get charged too,  and just hope you can whittle them down before they overrun you. I don’t think ships are much good to you, and you want to avoid melee as much as you can.

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I played a couple of games last week. All three were loses, all three were against Chaos.

 

Long story short:

Your screwed either way. If you play to objectives and points, you are setting your stuff up to get slaughtered by Khorne Mortal wound shenaningans or spells and what not. If you wait the turn and try to gunline Khorne or Slaneesh, its almost pointless as you will lose the attrition game in the long run with summoning and the conditions of summoning so easily achieved. To make matters worst, both Khorne and Slaneesh have insane movement abilities and while Slaneesh doesn't hit as hard as Khorne, the debuffs make the already average profile of KO to near pointless levels.

You'll hear the "hurr-durr...shooting is pretty good" chuckle from your opponents as you do your damndest to kill all their chaff which keeps you from playing objectives while they accumulate Blood or Depravity or whatnot keeping their heroes far away from the only decent threat in the entire army (the stupid Skyhooks) and summoning things to eventually just win on both scenario and attrition.  You'll kill stuff sure. But you'll lose pretty much everything to do it while your opponent has a second wind just ready to spring up on you. 

I've not won a game with KO since starting this army and thus, I've not won a single game of AoS since this is my first army. I have to admit, my initial optimism that the game would get more balanced and I'd have a chance to lean into a play style that could notch me up a win or 2. I hate being lectured to ally Stormcasts into my army just to win. Its left me more than just a little salty to say the least.

 

 

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4 hours ago, DavionStar said:

It begins!

IMG_20190217_225205715.jpg

I have to say the purple and blue really go nicely together on that! I'd suggest putting an agrax earthshade wash over that to add some quick shading and really bring it together. But it's definitely a nice, and very different, colour scheme! Hope you enjoy the army :)

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Greetings fellow privateers!

I'm starting Kharadon overlords and I haven't had the chance to try them yet on the tabletop.  However, I'm furiously hammering at listcrafting and I'm wondering if anyone here has tried these strategies

-the "no magic for u" list with boat loads of Baraknar characters backed by knight-incantors ally.  Getting +1 to dispel seems really strong, especially in the current meta

-the "slow down so we can catch up list" using -1 attacks from khemist and thunderers, and eventually the geminids of ur-gulish from allied spell casting.  Thought about using our boats to funnel attacks into the bubble but I feel that's too expensive a speed-bump.  Maybe the prismatic palissade?

-the "these boots weren't made for walking" :  navigator aetherstorm, plus ally in knight incantor spell, soulsnare chains and maybe vanguard hurricane crossbows. any other debuff to movment you an think of?

the "you can't sink my ships" with 4 endrinmasters, barak zilfin and a gunboat in the middle to soak a little extra. 

Your input is much appreciated, thanks!

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9 hours ago, Badlander86 said:

I played a couple of games last week. All three were loses, all three were against Chaos.

 

Long story short:

Your screwed either way. If you play to objectives and points, you are setting your stuff up to get slaughtered by Khorne Mortal wound shenaningans or spells and what not. If you wait the turn and try to gunline Khorne or Slaneesh, its almost pointless as you will lose the attrition game in the long run with summoning and the conditions of summoning so easily achieved. To make matters worst, both Khorne and Slaneesh have insane movement abilities and while Slaneesh doesn't hit as hard as Khorne, the debuffs make the already average profile of KO to near pointless levels.

You'll hear the "hurr-durr...shooting is pretty good" chuckle from your opponents as you do your damndest to kill all their chaff which keeps you from playing objectives while they accumulate Blood or Depravity or whatnot keeping their heroes far away from the only decent threat in the entire army (the stupid Skyhooks) and summoning things to eventually just win on both scenario and attrition.  You'll kill stuff sure. But you'll lose pretty much everything to do it while your opponent has a second wind just ready to spring up on you. 

I've not won a game with KO since starting this army and thus, I've not won a single game of AoS since this is my first army. I have to admit, my initial optimism that the game would get more balanced and I'd have a chance to lean into a play style that could notch me up a win or 2. I hate being lectured to ally Stormcasts into my army just to win. Its left me more than just a little salty to say the least.

 

 

Kharadrons are in a funny place in the meta right now if you play it right and get a double turn you can literally vapourise enemy armies, however this isn’t t really the way to go about making a strategy. 

Also they are a finesse army so if you are new to the game your double hamstringing yourself with a finesse army and one that is match up/ luck dependent.  By finesse I mean you need to be on point with your movement and target priority etc....

Dont lose heart though at best you should be aiming for a 50/50 win rate with them but while you get used to playing and the interaction of the rules your likely gonna lose more than you win anyway. 

Loads of good tips all over tga keep plugging away and the victories when they come will feel all the sweeter. 

Lastly if your playing more experienced guys they may be using more optimised lists as well so do some research in all sections of the forums to get a handle on the tactics and list combos of others ( and then find a way to counter it)

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I think an unfortunate reality for us right now is we need allies to help us out a lot. I think Fyreslayers are in a similar boat from what I'm reading.

Well, 'need' may be a bit strong but they REALLY help right now. Hopefully we get some changes and new units where we won't need it in the future.

Until then, well, kitbashing is always an option. I've seen a few cool Duardin Stormcast bashes out there. At least they won't have to be tall humies that way. Or just like, give a Navigator a staff and boom. Wizard hero. (As long as the base is the same size.)

At any rate, we're a brand new army. We have room to grow.

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My usual opponent plays Tzeentch. He has almost everything, daemons, mortals and arcanites. We have played competitive lists and funny lists. And I have never won him playing neither Ironjawz nor Beastclaw. And I'm guessing it will happen the same when I will start playing my beloved KOs. Why? Well, his MWs spells spam is quite insane; the Enlightened are quite insane (I look at them, then at the Brutes and I want to cry), and so on.

 

I really HOPE a coming soon update for my 3 armies, because I have won 0 games with them. Only playing against Tzeentch, yes, but 0 games won...

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On 2/17/2019 at 3:30 PM, Ruchnar said:

Hello guys! Fellow stalker here. 

Ive got a game next week against DoK but I don't have any clue about what can KO do against those crazy witches. What would you play against them? 

Maybe some of your ideas could help me win that match, thank you! 

The best tip I can give you is to set up different gun stations. So ziflin in a ironclad with 20 arkanauts with skyhooks and a khemist or like the cancon game* an frigate and 14 thunderers and a Khemist.  

That way your opponent will have a harder time to keep a character with minuses to hit as the closest model, and you might be able to overstretch his lines. You might even be able to double down on this strategy by flying a unit of skywardens up on the other flank. 

In any case a big unit of arkanauts with long range skyhooks in you main line will be invaluable for this tactic.

its a bit tailoring but might work! (Also maybe a navigator to slow down his flying eels if he focussed on an elite list?)

*the game is good fun to watch on YouTube. 

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Hi everyone, I'm a new AoS player and new KO player. I was wondering if you can give some feedback on this list.

The idea behind it is to make the ships much more likely to hit while keeping them alive as long as possible. 4+ on a cannon is just not reliable enough. Barak-Thryng gives a +1 to hit for up to 3 units, the ironclad can buff the other ships to reroll ones to hit. The rest of the army is there to keep the ships alive and Brokk is there to apply some more hurt. Brokk could be swapped for 2 Endrinmasters, 1 master and 1 unit of riggers, a frigate or a gunhauler and unit of thunderers for a different kind of firepower.

  • Allegiance: Kharadron Overlords
  • Skyport: Barak-Thryng
  • Additional Footnote: Without Our Ships, We Are Naught 

LEADERS

  • Endrinmaster (120) - General - Command Trait : Doughty Champion - Artefact : Autotinkerer
  • Brokk Grungsson (260)

UNITS

  • 10 x Arkanaut Company (120) - 3 x Light Skyhooks
  • 10 x Arkanaut Company (120) - 3 x Light Skyhooks
  • 10 x Arkanaut Company (120) - 3 x Aethermatic Volley Guns
  • 3 x Endrinriggers (120)
  • 3 x Endrinriggers (120)
  • 3 x Endrinriggers (120)

WAR MACHINES

  • Arkanaut Ironclad (420) - Main Gun : Great Sky Cannon - Great Endrinworks : Incredible Self-healing Hull
  • Arkanaut Frigate (240) - Main Gun : Heavy Sky Cannon
  • Arkanaut Frigate (240) - Main Gun : Heavy Sky Cannon
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2 hours ago, Kramer said:

The best tip I can give you is to set up different gun stations. So ziflin in a ironclad with 20 arkanauts with skyhooks and a khemist or like the cancon game* an frigate and 14 thunderers and a Khemist.  

That way your opponent will have a harder time to keep a character with minuses to hit as the closest model, and you might be able to overstretch his lines. You might even be able to double down on this strategy by flying a unit of skywardens up on the other flank. 

In any case a big unit of arkanauts with long range skyhooks in you main line will be invaluable for this tactic.

its a bit tailoring but might work! (Also maybe a navigator to slow down his flying eels if he focussed on an elite list?)

*the game is good fun to watch on YouTube. 

Thanks! I did saw that video and it was so fun to see, also the khorne one. But I feel that taking two ships in a 1750 points game (its a weird league) its going to cost me too much fire power. I think I'm going to take something like that: (inspired in what you suggested)


Allegiance: Kharadron Overlords

Skyport: Barak-Zilfin
- Additional Footnote: There's No Trading With Some People


Leaders
Aether-Khemist (160)
- General
Aether-Khemist (160)


Battleline
20 x Arkanaut Company (240)
10 x Arkanaut Company (120)
10 x Arkanaut Company (120)

Units
15 x Grundstok Thunderers (300)
9 x Endrinriggers (360)

War Machines
Arkanaut Frigate (240)

Total: 1700 / 1750
Extra Command Points: 1
Wounds: 97
 

Maybe I could swap 6x endrin for 20x Arkanauts more, leaving the other 3 endrinriggers as a supporting fast unit (helping to control objectives)

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26 minutes ago, Ruchnar said:

Thanks! I did saw that video and it was so fun to see, also the khorne one. But I feel that taking two ships in a 1750 points game (its a weird league) its going to cost me too much fire power. I think I'm going to take something like that: (inspired in what you suggested)


Allegiance: Kharadron Overlords

Skyport: Barak-Zilfin
- Additional Footnote: There's No Trading With Some People


Leaders
Aether-Khemist (160)
- General
Aether-Khemist (160)


Battleline
20 x Arkanaut Company (240)
10 x Arkanaut Company (120)
10 x Arkanaut Company (120)

Units
15 x Grundstok Thunderers (300)
9 x Endrinriggers (360)

War Machines
Arkanaut Frigate (240)

Total: 1700 / 1750
Extra Command Points: 1
Wounds: 97
 

Maybe I could swap 6x endrin for 20x Arkanauts more, leaving the other 3 endrinriggers as a supporting fast unit (helping to control objectives)

Oh yeah, then 2 ships is probably a too big an investment. 

Are you going to try the tactic of dropping on thunderer so you can overload the frigate to include one Khemist? 

You could also drop 3 endrinriggers upping the one squad to 30 and leaving your counter charge at 6 endrinriggers. But that is a though call on what will help you more. 

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1 hour ago, Kramer said:

Oh yeah, then 2 ships is probably a too big an investment. 

Are you going to try the tactic of dropping on thunderer so you can overload the frigate to include one Khemist? 

You could also drop 3 endrinriggers upping the one squad to 30 and leaving your counter charge at 6 endrinriggers. But that is a though call on what will help you more. 

Yup, one khemist + 14 thunderers on the frigate (maybe also the endrinriggers depending of his list/deploy)
And yes, probably a blob of 30 + 6 endrin is better than 40 + 3 

Thank you! 

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31 minutes ago, Ruchnar said:

Yup, one khemist + 14 thunderers on the frigate (maybe also the endrinriggers depending of his list/deploy)
And yes, probably a blob of 30 + 6 endrin is better than 40 + 3 

Thank you! 

No worries, it’s an interesting choice. 3 endrinriggers are just not going to do much more than be a very mobile screen. While buffed with six they can dish it out. On the other hand 6 more skyhook shots... I just don’t know what will net you more in an objectives game like AoS. 

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Hello fellows!

 

I'm close to finish my KO army in which I'm working, based on rules of Thryng (despite the fact that I'm painting in another scheme) and the Grundstok battlalion.

 

I have some doubts I want the grumbling dawis could answer me. First of all, the Grundstok base + general + battleline are at least 1690 points, which are composed of the following:

 

-Khemist.

-3x10 Companies, with 3x Skyhook.

-10 Thunderers.

-3 Gunhaulers.

-1 Frigate.

-3 Skywardens.

 

My headache is in what I can spend those 310 remaining points. Another Frigate and a 70 points allied character (so bad the Navigator costs 80...)? Another Khemist and another Company/other stuff for 150? An Endrinmaster (to have some cc punch) and another stuff for 190? Brokk? I really like the Admiral model, but his rules are rather useless, and his damage output it's a shame.

What other options could you give me? Don't be afraid of suggestions, I have all the models for KO.

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10 hours ago, konijnebijter said:

Hi everyone, I'm a new AoS player and new KO player. I was wondering if you can give some feedback on this list.

The idea behind it is to make the ships much more likely to hit while keeping them alive as long as possible. 4+ on a cannon is just not reliable enough. Barak-Thryng gives a +1 to hit for up to 3 units, the ironclad can buff the other ships to reroll ones to hit. The rest of the army is there to keep the ships alive and Brokk is there to apply some more hurt. Brokk could be swapped for 2 Endrinmasters, 1 master and 1 unit of riggers, a frigate or a gunhauler and unit of thunderers for a different kind of firepower.

  • Allegiance: Kharadron Overlords
  • Skyport: Barak-Thryng
  • Additional Footnote: Without Our Ships, We Are Naught 

LEADERS

  • Endrinmaster (120) - General - Command Trait : Doughty Champion - Artefact : Autotinkerer
  • Brokk Grungsson (260)

UNITS

  • 10 x Arkanaut Company (120) - 3 x Light Skyhooks
  • 10 x Arkanaut Company (120) - 3 x Light Skyhooks
  • 10 x Arkanaut Company (120) - 3 x Aethermatic Volley Guns
  • 3 x Endrinriggers (120)
  • 3 x Endrinriggers (120)
  • 3 x Endrinriggers (120)

WAR MACHINES

  • Arkanaut Ironclad (420) - Main Gun : Great Sky Cannon - Great Endrinworks : Incredible Self-healing Hull
  • Arkanaut Frigate (240) - Main Gun : Heavy Sky Cannon
  • Arkanaut Frigate (240) - Main Gun : Heavy Sky Cannon

If you have all this already, then try it out by all means, but if you don’t I wouldn’t build towards this as your first list. The ships just aren’t very offensive - even buffed to hit, you just don’t throw out enough firepower to rely on them. In my opinion, ships are a transport option - to get key units into melee (units of riggers, and in more than 3s) or into firing position (e.g thunderers), or onto objectives early (any). Khemists are also really useful (borderline mandatory for KO) to buff either type of unit, but remember Khemists only support one weapon type each, so a unit with multiple weapons doesn’t benefit as much. In any event, I think 1 ironclad and 2 frigates in a 2k list is too many ships that won’t make their points back, and leave you with too little else to really have an impact.

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22 hours ago, konijnebijter said:

Hi everyone, I'm a new AoS player and new KO player. I was wondering if you can give some feedback on this list.

The idea behind it is to make the ships much more likely to hit while keeping them alive as long as possible. 4+ on a cannon is just not reliable enough. Barak-Thryng gives a +1 to hit for up to 3 units, the ironclad can buff the other ships to reroll ones to hit. The rest of the army is there to keep the ships alive and Brokk is there to apply some more hurt. Brokk could be swapped for 2 Endrinmasters, 1 master and 1 unit of riggers, a frigate or a gunhauler and unit of thunderers for a different kind of firepower.

  • Allegiance: Kharadron Overlords
  • Skyport: Barak-Thryng
  • Additional Footnote: Without Our Ships, We Are Naught 

LEADERS

  • Endrinmaster (120) - General - Command Trait : Doughty Champion - Artefact : Autotinkerer
  • Brokk Grungsson (260)

UNITS

  • 10 x Arkanaut Company (120) - 3 x Light Skyhooks
  • 10 x Arkanaut Company (120) - 3 x Light Skyhooks
  • 10 x Arkanaut Company (120) - 3 x Aethermatic Volley Guns
  • 3 x Endrinriggers (120)
  • 3 x Endrinriggers (120)
  • 3 x Endrinriggers (120)

WAR MACHINES

  • Arkanaut Ironclad (420) - Main Gun : Great Sky Cannon - Great Endrinworks : Incredible Self-healing Hull
  • Arkanaut Frigate (240) - Main Gun : Heavy Sky Cannon
  • Arkanaut Frigate (240) - Main Gun : Heavy Sky Cannon

Barak Thryng sadly doesn’t give you +1 to hit, but you get to reroll 1s to hit and wound against d3 units. If you want to get +1 to hit for the boats you should build towards an escortwing instead. I would also consider teaming your riggers into a single unit. Gives them a bit more punch. 

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Hey guys, been a while since I posted anything but noob question is go!

So I generally play pretty casually with a few buddies and I'd just like to know what's the general tactic for Kharadron when it comes to Nighthaunt? Now I don't get completely destroyed but I never find I do particularly great against them either. I guess I'm just curious to know where our attention should be put given we're an army of rend against an army that ignores it. 

Also mandatory picture! The Emerald Navy Flies for Profit and Plunder!

EmeraldNavy.jpg

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Against nighthaunt, I would actually consider using skywardens, as the skymines might actually do something against them. To counter the lack of rend go for mass of shots. Having volleyguns on the arkanauts and the volleycannon on the ironclad could be worth contemplating. Using large blocks of thunderers with rifles could also be something to consider (khemist buffed). Since the army is flying, go zilfin.

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On 2/11/2019 at 1:41 PM, Benkei said:

Not all armies need to be able to summon, and it doesn't really fit KO, not even as reinforcements, as that excuse could be used for every army. 

Every army since 2.0 dropped has summoning. And it is a ridiculously unbalanced mechanic if you have some armies with and some without

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*Cries in Stormcast*

*Cries in Gloomspite*

*Cries in Skaven*

So it's more like "half the battletomes released since 2.0 dropped (incidentally also Death and Chaos tomes, factions that traditionally have been able to summon) have had summoning" 

And please don't call Gloomspite's terrain recursion or the pitiful Hammers of Sigmar gambling thing summoning. 

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18 hours ago, Benkei said:

*Cries in Stormcast*

*Cries in Gloomspite*

*Cries in Skaven*

So it's more like "half the battletomes released since 2.0 dropped (incidentally also Death and Chaos tomes, factions that traditionally have been able to summon) have had summoning" 

And please don't call Gloomspite's terrain recursion or the pitiful Hammers of Sigmar gambling thing summoning. 

It's really weird in the case of Skaven, because they're the most populous race and you'd think there'd be reinforcements coming out of the ground.

I'm fairly optimistic about the future of the KO. Ever since GW announced 2.0 Battletomes, I just knew they'd have to get around to the punching bags that are the Overlords. They have so much negative buzz, it's hard to imagine them being ignored, especially since the Thunderer warscroll has been erroneous for a long time.

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