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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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*Warning this post contains large quantities of information feel free to skip to summary.

**In no way am I saying this is the most competitive way to play KO (normally need a fire power blob and endrinrigger blob for that) but it was a fun mixup and actually is pretty decent.

I managed to get in two games with Escort Wing today (we played too slowly to rotate in the 3rd game), random realms and missions.

List was Escort Wing battalion full MSU

Barak-Mhornar - Theres no trading with some people

Admiral - Earburster
Navigator - Thermalrider Cloak
3*10 Arkanaut
Escort Wing
3 Gunhauler - Last Word and Malefic Skymines
Frigate
2*5 Thunderer - rifles
3*3 Skywarden - Volleygun and Drill Cannon

Game 1 vs Slaanesh on dagger to the heart
A match-up I thought going in would be a complete walk over with KO having no chance. They all move 12+ and have the best summoning mechanic of all the chaos gods. As it turned out I corner camped my side (mission helped with this). He bum rushed over and I focused turn one just shooting helstriders and fiends, I wanted to deny him summoning points until I could blitz all his heroes. Turn two he could only charge my screens. I then got bottom of two top of three double turn and killed nearly his entire army (1 hero and 13 cav models left totaling 27 wounds). However I could only kill 5 out of his 6 heroes as his chariot herald lived on 1 wound! He then got to summon another army basically with 64 depravity points (if I killed that last hero on 1 wound he wouldn't be able to summon anything). In the end I was still winning on the table but he managed to retreat and run a unit of striders 20 odd inches and win due to controlling both objectives. Had I seen the play I could of had more models placed near the objective and won a minor victory on points killed. 

So even with a loss I was actually very pleased as apart from my model miss placement and objective misplay I would have won a match up that I thought would be terrible. Live and learn on the insane speed of slaanesh and just as people are in combat doesn't meant they arent going to get your objective.

Game 2 vs Nurgle on Better part of valour
This was a good matchup as his list was big things Archaon and Glottkin with a habringer to support them then a blob of marauders then some smaller units of blight kings and plague monks. All I had to do was focus fire down his big guys after killing the harbinger first to turn off the wound shrug bubble. The MSU on this mission helped as I kept a couple of warden units wide threatening his side objectives forcing him to keep units back. KO with focus fire are good at killing big heroes and once the big two were gone his list didnt really have anything threatening.

Changes after playtesting
If sticking with Barak-Mhornar I would drop some of the MSU units to upgrade to a Khemist and have a 30 man skyhook blob. The re roll hits bubble is so small it was hard for me to get a lot of benefit from it with all my units being minimum sized.

If wanting to keep the full MSU style I would play it either as Barak-Thryng and just pick the D3 most threatening units for re rolls kill them and then play board control. Or play Barak-Zilfin for re rolls against all flyers and late game auto running gun crawlers 6" which gives a nice objective grabbing threat. Also the deep strike endrinwork is probably the best in the book and can cause your opponent some deployment issues.

TLDR / Summary
MSU Escort wing is a lot of fun and a very different style whilst being pretty good on the table. Barak-Mhornar needs more firebase to get its full benefit with less MSU though so if keeping MSU go with one of the universal re roll skyports.

 

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7 hours ago, ledha said:

Even with that, you forget that :

1) the skyhook have a better range

2) the arkanauts are more resilient and drop efficacity slower than the thunderers. Kill half of a thunderer unit, the unit loose half of its firepower. Kill half of the arkanauts, the skyhooks will still wreck you

No I didn’t forget, you just decided not to quote that 😂 

7 hours ago, ledha said:

How 14,5 wound rolls against a 6+ save (4+ going to 6+ because of the rend -2) making something like 12D3 dmg only make 14,10 damage ? You need to roll extremely bad to do 14 damages with 12D3. If you roll a 2dmg on average, it does something like this :

graph.php?q=r:336:24:2:m110&s=

 

But you’re right I forgot to take rend into account. Thanks 👍 

that does make a big difference, 

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@Reuben Parker just to clarify. Slaanesh armies only get depractiy points for normal wounds dealt and received by heroes that don’t kill anything. 

64 seems like crazy much. Also the earlier reference of shooting the fiends to deny points makes it sound like you’re opponent made a mistake in his rules. 

Otherwise very fun to read someone trying a different playstyle. 

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3 hours ago, Kramer said:

@Reuben Parker just to clarify. Slaanesh armies only get depractiy points for normal wounds dealt and received by heroes that don’t kill anything. 

64 seems like crazy much. Also the earlier reference of shooting the fiends to deny points makes it sound like you’re opponent made a mistake in his rules. 

Otherwise very fun to read someone trying a different playstyle. 

No we know how the rules work that’s why turn 1 I’m not shooting his heroes as don’t want to give him points before I can try to engineer a situation to kill all heroes in one go (or zone out their summoning bubble)

He had an exalted greater daemon, 2 chariot characters, manticore sorcerer, masque and a herald on steed. So I gave him all the points his 6 heroes could get by being hurt (as 1 left on 1 wound). Then I think he gained somehimself 9 for a dead gunhauler killed by characters and 3 from a warden squad and a couple somewhere else. 

As I said Slaanesh summoning is insane. Especially once you summon harp ladies (cost 6 points but they get 4 just by being killed).  Still I was actually in a position to win I just didn’t calculate the retreat run speed and got sloppy on model placement. 

Edited by Reuben Parker
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19 hours ago, Reuben Parker said:

*Warning this post contains large quantities of information feel free to skip to summary.

**In no way am I saying this is the most competitive way to play KO (normally need a fire power blob and endrinrigger blob for that) but it was a fun mixup and actually is pretty decent.

I managed to get in two games with Escort Wing today (we played too slowly to rotate in the 3rd game), random realms and missions.

List was Escort Wing battalion full MSU

Barak-Mhornar - Theres no trading with some people

Admiral - Earburster
Navigator - Thermalrider Cloak
3*10 Arkanaut
Escort Wing
3 Gunhauler - Last Word and Malefic Skymines
Frigate
2*5 Thunderer - rifles
3*3 Skywarden - Volleygun and Drill Cannon

Game 1 vs Slaanesh on dagger to the heart
A match-up I thought going in would be a complete walk over with KO having no chance. They all move 12+ and have the best summoning mechanic of all the chaos gods. As it turned out I corner camped my side (mission helped with this). He bum rushed over and I focused turn one just shooting helstriders and fiends, I wanted to deny him summoning points until I could blitz all his heroes. Turn two he could only charge my screens. I then got bottom of two top of three double turn and killed nearly his entire army (1 hero and 13 cav models left totaling 27 wounds). However I could only kill 5 out of his 6 heroes as his chariot herald lived on 1 wound! He then got to summon another army basically with 64 depravity points (if I killed that last hero on 1 wound he wouldn't be able to summon anything). In the end I was still winning on the table but he managed to retreat and run a unit of striders 20 odd inches and win due to controlling both objectives. Had I seen the play I could of had more models placed near the objective and won a minor victory on points killed. 

So even with a loss I was actually very pleased as apart from my model miss placement and objective misplay I would have won a match up that I thought would be terrible. Live and learn on the insane speed of slaanesh and just as people are in combat doesn't meant they arent going to get your objective.

Game 2 vs Nurgle on Better part of valour
This was a good matchup as his list was big things Archaon and Glottkin with a habringer to support them then a blob of marauders then some smaller units of blight kings and plague monks. All I had to do was focus fire down his big guys after killing the harbinger first to turn off the wound shrug bubble. The MSU on this mission helped as I kept a couple of warden units wide threatening his side objectives forcing him to keep units back. KO with focus fire are good at killing big heroes and once the big two were gone his list didnt really have anything threatening.

Changes after playtesting
If sticking with Barak-Mhornar I would drop some of the MSU units to upgrade to a Khemist and have a 30 man skyhook blob. The re roll hits bubble is so small it was hard for me to get a lot of benefit from it with all my units being minimum sized.

If wanting to keep the full MSU style I would play it either as Barak-Thryng and just pick the D3 most threatening units for re rolls kill them and then play board control. Or play Barak-Zilfin for re rolls against all flyers and late game auto running gun crawlers 6" which gives a nice objective grabbing threat. Also the deep strike endrinwork is probably the best in the book and can cause your opponent some deployment issues.

TLDR / Summary
MSU Escort wing is a lot of fun and a very different style whilst being pretty good on the table. Barak-Mhornar needs more firebase to get its full benefit with less MSU though so if keeping MSU go with one of the universal re roll skyports.

 

I have won a lot with my escort wing as well. I run mine as thryng with 2 frigates, and a unit of 6 wardens. I use a navigator and admiral for heroes. Have you tried using drills over cannons? 

Edited by Funstock Funhauler
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I like the Escort, also. The only problem it has is you can't include the 40-man blob alongside the required Battleline. If I'm not counting bad, the basic Escort costs 1070 points, only with the required untis. Is you put the Battleline (2x10 man, unit of 30 man) and a Khemist (and +5 thunderers), you only left 70 points which is a pain in the neck because you have NOTHING to spend in those remaining points. Not only KO but also any allies, except, oh wait, 2 mini griffins.

 

However, I think is the only way the skyhook blob and the Escort can work together. Specially that the Escort asks for a Frigate and you can give the endrinwork from Zilfin. This, in fact, is the list I'm playing:

 

Allegiance: Kharadron Overlords

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

Leaders
Aether-Khemist (160)
- General
- Trait: Stickler for the Code:These are Just Guidelines 
- Artefact: Aethersight Loupe 

Battleline
30 x Arkanaut Company (360)
- 9x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns

Units
3 x Skywardens (120)
10 x Grundstok Thunderers (200)

War Machines
Arkanaut Frigate (240)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Aetherspheric Endrinds (Barak-Zilfin Skyvessel)
Grundstok Gunhauler (160)
- Main Gun: Sky Cannon
- Great Endrinworks: The Last Word
Grundstok Gunhauler (160)
- Main Gun: Sky Cannon
Grundstok Gunhauler (160)
- Main Gun: Sky Cannon

Battalions
Grundstok Escort Wing (130)

Total: 1930 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 115
 

The list has its strengths, but also their so obvious weaknesses: only 1 character is the main and obvious flaw.

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All these seem like good armies, but I read something about KO getting better the fewer points you play with, what are your guys' thoughts? Do they get better or worse? Just wanted to ask as having a mega fleet would look super cool.

Edited by Sttufe
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I have not tried drill cannons over sky cannons as on a paper apart from the errata to 24” range they just look worse.

Yes I wouldn’t run any list with only one character as makes certain missions nearly an auto loss also your losing your bonus artifact. 

In some ways I think KO are better at higher points as you can screen off the opponent and keep a narrow frontage whilst having the fire power to delete key units one by one. At lower points (1k under) none of that really comes into play.

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Hey everyone. I took my KO to a local 3 game tournament last weekend, and thought I would post my way to long reports here. 

Spoiler

 

Tournament points were achieved through the VP gap of your game (between 0 & 5 depending on how much you won or lost the scenario by) and secondary objectives (1 point each, pick 3 per game, no using any twice over the tournament).

My List: Barak-Zilfin

Additional Footnotes: There’s no trading with some people & These are just guidelines

·       2x Khemists (general with Stickler for the Code and the Gryph-Feather Charm)

·       3x10 Arkanaut Company

·       12 Endrinriggers w 3 Grapnels

·       9 Skywardens

·       2 Frigates (one with the deepstrike artifact)

 

Game 1 (Arcane Power)

Spoiler

 

Opponent’s List: Sacrosanct Chamber Stormcast – Surehart, 2x10 Evocators, 2x5 Sequitors, 1x20 Sequitors, Lord Arcanum on Gryph Charger (General), & a Lord-Castellant

Deployment: I put one unit of Arkanauts across from the left objective, one frigate with Arkanauts across from the middle, and everything else in the sky. He put one unit of 5 Sequitors across from each of the side objectives, and his general and Castellant wrapped in the big Sequitor unit across from the middle. Everything else in the sky.

Summary: We did random rolls for scenarios, so I wrote my list just sort of hoping this one wouldn’t come up. Since I had only the one hero that could score while he had two big units of Evocators and two heroes, I decided to mostly focus on getting my 3 secondaries (kill his general, move 2 units off his board edge, no enemy units in my deployment zone at game end) and taking out his scoring units instead of trying to score myself.

I gave him the turn and he slightly moved up most of his stuff, while trying to limit the area I could drop into. He brought down one unit of Evocators on the right objective to start scoring. I decided I couldn’t wait, so I dropped my boat behind his lines, but only had room to unload my Endrinriggers and one Khemist. They shot off the Castellant, grappeled, and tried to charge his general (need a 9 I think), but failed. He won priority, dropped Surehart and the last evocator unit 9 away from my Endrinriggers, and charged me. The Endrinriggers and Evocators wiped each other out, while the Sequitors took the frigate to about half wounds. His general ran away onto the middle objective. On my turn, I fled combat with the frigate, hoping to win the double turn so I could unload my guys, and shot off his General with some Arkanuats and the other frigate. Unfortunately, he won the turn 3 roll, and surrounded and killed my boat, also taking out the Skywardens, arkanuats, and general Khemist that were still embarked. On my turn, I fled my 2nd boat off the board to score that objective.

Think we played one more turn but not much happened. 11-0 score for the scenario (the surviving unit of evocators scored 10 of his points), gave him max points, and we both scored all our secondaries. 8-3 to him in tournament points.

What I could have done better:

·       This scenario was always going to be tough, so I think I did OK to get the secondaries and put myself in a spot where if I won turn 3 priority I could have kept it close. It probably would have been 5-5 for TPs if I had won that roll. The main lesson is if you go to a tournament where you know this will be one of the scenarios, you really need to get at least one more scoring unit in the list.

·       When my Endrinriggers failed the turn 8 charge into his general, I should have just charged the big Sequitors unit. It would probably have prevented him from surrounding my boat on turn 2, and because they were so strung out, I don’t think they would have killed more than a few back.

 

Game 2 (Battle for the Pass)

Spoiler

 

Opponent’s List: Flesh Eater Courts – 3 Vampires on Terrorgiests (General had an ability which let him go first in every combat phase), 2 Infernal Courtiers, 3x10 Ghouls, 2 command points starting.

Deployment: Unit of Arkanauts on my back objective, Frigate with Endrinriggers, 10 Arkanauts, one Khemist, and Endrinriggers in the sky, other frigate with everything else on the board, slightly to my left. He put his Courtiers towards the back by the new FEC throne, monsters spread across the front of his deployment, and ghouls spread out in his backfield blocking out my drop opportunities.

Summary: I gave him turn 1. He moved up his monsters, keeping the one opposite my only ship on the board a little further back. Ghouls shuffled around to block out my deepstrike from getting behind him. Then everything summoned, and he brought on 5 new units all in my backfield! On my turn, I dropped the boat from the sky near the right objective. There was enough LOS blocking terrain that I couldn’t get the most out of my shooting phase, but I did wounds to the 2 nearest Terrorgiests. The Endrinriggers charged the one on the right objective and took it out. I sent the Skywardens backwards to take out 20 summoned ghouls.

He won turn 2, and his general charged and ate all my Endrinriggers. The summoned units swarmed towards my back objective, but only one made the charge, so I held it. On my turn, the Skywardens turned around back towards the main fight, I shot off some of the summoned units, and one frigate moved up to capture the left objective. He won turn 3, which basically sealed it. Terrorgiests ate and screamed at a bunch of Arkanauts and one frigate. On my turn the Skywardens took out his 2nd non-general Terrorgiest, but got killed by summoned Crypt Horrors in return. Turn 4 was just him sitting on some objectives to get the max scenario score, and me shooting off his general. Scenario when to him 21-9, he got all his secondary objectives, and I got 2 of my 3, so the Tournament score was 8-2 him.

What I could have done better:

·       I didn’t realize his summoning could happen on any table edge. I should have deployed to better react/block that.

·       When I deepstruck my boat, I should have picked a spot where I could disembark, and shoot everything at one Terrorgiest, and send the Endrinriggers into the other instead of splitting my fire. Decent chance I could get two in one turn that way.

·       Sometimes I just let my opponent go first on turn 1 by default, since a double turn can be so devastating with KO, but here it probably made sense to go first, deep strike with as much as I can, and try to take out 2 of his monsters. That would have made him pick between dealing with my units in his table half or pushing forward towards objectives. Also, it would reduce the amount of summons he could make. That’s a lesson for next time when going against the FEC.

 

 

 

Game 3 (Relocation Orb)

Spoiler

 

Opponent’s List: Gitmob Trolls – Dankhold Troggboss, Troll Hag, Goblin Shaman, 20 Goblin Shootas, 2x3 Fellwater Troggoths, 3 Dankhold Troggoths, and some endless spells

Deployment: He basically put everything bunched together as near as possible to the objective start point. I put one boat with Arkanauts, a Khemist and the Skywardens on my side near board center, and one unit of Arkanauts on board middle, to my right. Everything else went on the frigate in the sky.

Summary: I gave him turn 1, and he pushed forward, getting the Hag on the objective, scoring 1. On my turn, I piled out of my frigate that was already on the board, and shot off the Hag. The buffed Skywardens charged one of his Dankhold Trolls, but flubbed their rolls and got beat up in return. I got onto the objective and scored 3, though. The orb bounced one to my right, towards my Arkanauts on that side. He was able to teleport a unit of goblins into objective range with a spell, so he scored his point, but everything else was pretty far away from the objective now. He also finished off my Skywardens. I dropped my ship, and shot off most of his goblins, but still needed to make a charge with something, since the Endrinriggers failed their grapple accuracy. Fortunately, the Arkanauts made it in, giving me the objective.

The orb then did a double bounce, moving to a favorable spot for me. He forced me to take the turn, so I strung my stuff out to block him from getting where he heeded, and took 1 point. However, on his turn he teleported his goblin shaman (counts as 20 models for claiming objectives), and got the 9” charge into my frigate, cutting my lead to 7-5. He won the turn 4 roll, and made me go first again. I killed his shaman, and reinforced my barrier. He was only able to get one unit of river trolls into objective range, by getting a long charge on my Endrinriggers. They killed 7 riggers, but got killed in return. Everything else charged my Arkanaut and Frigate wall. They took out one unit of Arkanauts, and heavily damaged the Frigate. Now 8-5 me. The orb took a small bounce, and he won priority, making me go first. I shuffled my stuff around and scored a point. He maneuvered his general (who had an artifact) a spot where a 12” charge would get on the objective, but failed. 9-5 final, we both scored 2 of our 3 secondaries, tournament score of 5-4 to me.

What I could have done better:

·       I should have anticipated his goblin teleport on turn 3. I could have forced him to charge the Endrinriggers instead of the frigate, and they could have taken out the shaman easily.

·       Probably no need to charge my Skywardens into his Dankhold on turn 1. Even if they killed him, they would have been taken down in turn 2, and their mobility isn’t worth that trade in this scenario.

 

 

 

Final thoughts:

Spoiler

 

·       1 win and 2 losses. I ended up finish 5th out of 6. I only won 1 of 10 priority rolls over the 3 games, so a little bit of bad luck there. If I had won either the turn 2 or 3 rolls in the FEC game, I’m pretty confident I could have at least held that game to a draw, and also could have made the first game pretty close.

·       I think the list needs a 3rd hard hitting unit. If I had the models I would drop one Frigate, and add another 6 Endrinriggers. The other option would be to bump one of the Arkanaut units up to 30 with Skyhooks, but at that point you have sacrificed a good bit of mobility.

·       The unit of 12 Endrinriggers is overkill in a lot of situations. Reducing to 9 would be another way to find points.

 

 

Edited by WatcherintheWater
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Nice report. I agree going second is nearly always better but there are times you need to go first (and zone out those FEC boys). 

You could change to Urbaz giving you 4 khemist buffs and 2 artifacts. This without changing models may solve some issues but you would lose the deep strike. 

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Some progress! The Frigate is built, though the balloons and crew aren't glued yet. I want to paint that stuff separately. Got my Khemist assembled, and found a good head for my Rigger squad sergeant. Depending on how things go this week with the weather I might try to prime more of the models, or build up my last Arkanaut Company.

IMG_20190303_213840461.jpg

IMG_20190304_230210190.jpg

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On 3/5/2019 at 8:00 AM, Durant said:

I have a question regarding arkanuts 

Do the they get 3 skyhooks od 3 guns 

Or i can mix it ? I.e 1 skyhook nas one of other guns ?

currently 1 unit of 10 arkanaughts can take 3 light skyhooks, however I expect this to be FAQ'd or updated when a new tome comes out that you can only take 1 of each type of weapon.

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I doubt arkanaughts will be limited to one of each. 1: it'll weaken the backbone of an army that's already struggling, and 2: they're battleline so you're expected to buy 3 boxes giving you 3 units of 10 with 3 of each special weapon (one with all Spears, one with all vollyguns, one with all hooks).

The nerf to thunderers sucked but it made sense because 5 mortar thunderers with 36” range was broken and required a lot of kitbashing or 4 extra boxes and 20 unused models.

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20 hours ago, Nick907 said:

Thunderers with 36" mortars were super broken haha. As long as I don't lose my bad ass volleygun squads I'll be happy with new changes for KO!

 

Ah, yes. When all KO weapons hit and wound on 6+ and deal 1 damage. With 1 shot per three battle rounds. Oh, and don't forget that every model's health is divided by 10. Oh man, I am most certainly looking forward to AoS 3.0.

Edited by Sttufe
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17 hours ago, Arkanaut Admiral said:

I think they will limit arkanaut special weapons to 1 of each type per 10 models.  It’s a trend I’ve been seeing across ranges.  However, this can be balanced out by fixes; making the weapons more powerful and/or making khemist buffs better too.

Honestly I don't agree.  Since it's a battle line unit (meaning the player has to buy multiple boxes) and there's only three possible weapon options, there's not much incentive to impose the one weapon limitation.

The other consideration is that Arkanauts (and KO in general) haven't exactly been lighting the world on fire with their awesomeness

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32 minutes ago, mikethefish said:

Honestly I don't agree.  Since it's a battle line unit (meaning the player has to buy multiple boxes) and there's only three possible weapon options, there's not much incentive to impose the one weapon limitation.

The other consideration is that Arkanauts (and KO in general) haven't exactly been lighting the world on fire with their awesomeness

I agree with your second point; KO are on their knees and need a boost.  Which is why I said that the individual weapons could be improved, and the Khemist buff could be changed to a flat +1 attack bonus (that would really help out mixed weapon thunderers too). 

As to the first point, I think it’s just a trend GW is moving towards; having unit options match what comes straight out of the box.  Look at stormfiends for example; they recently changed their weapon options to match the kit options more closely.

I could be wrong though.  

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5 minutes ago, Arkanaut Admiral said:

I agree with your second point; KO are on their knees and need a boost.  Which is why I said that the individual weapons could be improved, and the Khemist buff could be changed to a flat +1 attack bonus (that would really help out mixed weapon thunderers too). 

As to the first point, I think it’s just a trend GW is moving towards; having unit options match what comes straight out of the box.  Look at stormfiends for example; they recently changed their weapon options to match the kit options more closely.

I could be wrong though.  

I mean the counter point would be Sequitors.  In the Warscroll a unit of ten can have 5 great maces.  The box only comes with four.

I know the trend has been exactly what you have described (and personally I called the Warp Fiend errata months ago), but I really feel that Arkanauts are the exception - especially considering their solo Battle Line status

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Looking to put together a fun  but not competitive (win half, lose half) 1000 point Kharadron Overlord army.  So far, I have:

1 x Arkanaut Admiral
1 x Endrinmaster
2 x Arkanaut Company
1 x Arkanaut Ironclad

Pre AoS2, the above was 1000 points on the dot.  Now, with I'm guessing some point reductions, it's 900 points.  Would just adding some Grundstok Thunderers (100 poinst which would make it an even 1000 points) be a good addition to this army?

Thanks in advance!

SG

Edited by ServiceGames
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50 minutes ago, ServiceGames said:

Looking to put together a fun  but not competitive (win half, lose half) 1000 point Kharadron Overlord army.  So far, I have:

1 x Arkanaut Admiral
1 x Endrinmaster
2 x Arkanaut Company
1 x Arkanaut Ironclad

Pre AoS2, the above was 1000 points on the dot.  Now, with I'm guessing some point reductions, it's 900 points.  Would just adding some Grundstok Thunderers (100 poinst which would make it an even 1000 points) be a good addition to this army?

Thanks in advance!

SG

I like your list, maybe drop the Admiral if you need more points.

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2 hours ago, ServiceGames said:

Looking to put together a fun  but not competitive (win half, lose half) 1000 point Kharadron Overlord army.  So far, I have:

1 x Arkanaut Admiral
1 x Endrinmaster
2 x Arkanaut Company
1 x Arkanaut Ironclad

Pre AoS2, the above was 1000 points on the dot.  Now, with I'm guessing some point reductions, it's 900 points.  Would just adding some Grundstok Thunderers (100 poinst which would make it an even 1000 points) be a good addition to this army?

Thanks in advance!

SG

I certainly wouldn’t take an admiral and an Endrinmaster at 1k - if you drop one or the other, you can fit a unit of endrinriggers and a unit of thunderers in. The problem is you aren’t taking a khemist, but he will muck up your points: a khemist, ironclad and 2x10 arkanauts will leave you 180 points, which is not ideal. The ironclad takes a lot of points out of 1k.

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