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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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35 minutes ago, Malakithe said:

Im liking Mhornar the more I reread it. Reroll hits against a unit then getting +1 to hit from Escort Wing could wipe enemy units of choice quickly. How about this? The 50 extra points is akward but can be used for another CP I guess.


Skyport: Barak-Mhornar
- Additional Footnote: Today's Foes Are Tomorrow's Customers
Aether-Khemist (140)
- General
- Trait: Opportunistic Privateers 
- Artefact: Gryph-feather Charm 
Aether-Khemist (140)
10 x Arkanaut Company (120)
10 x Arkanaut Company (120)
10 x Arkanaut Company (120)
3 x Skywardens (100)
10 x Grundstok Thunderers (180)
10 x Grundstok Thunderers (180)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Arkanaut Frigate (200)
Grundstok Escort Wing (130)

Total: 1950 / 2000
Extra Command Points: 1
Wounds: 120
 

Ooo interesting. 4 haulers starts to get nasty.  Think id rather have more wardens, 3 units of 3, instead of the second unit of thunderers. Lose the bonus CP though. Would put a lot of units spread across the board, could be hard to deal with.

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2 hours ago, stato said:

Ooo interesting. 4 haulers starts to get nasty.  Think id rather have more wardens, 3 units of 3, instead of the second unit of thunderers. Lose the bonus CP though. Would put a lot of units spread across the board, could be hard to deal with.

How would your version of this look?

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3 hours ago, Malakithe said:

Im liking Mhornar the more I reread it. Reroll hits against a unit then getting +1 to hit from Escort Wing could wipe enemy units of choice quickly. How about this? The 50 extra points is akward but can be used for another CP I guess.


Skyport: Barak-Mhornar
- Additional Footnote: Today's Foes Are Tomorrow's Customers
Aether-Khemist (140)
- General
- Trait: Opportunistic Privateers 
- Artefact: Gryph-feather Charm 
Aether-Khemist (140)
10 x Arkanaut Company (120)
10 x Arkanaut Company (120)
10 x Arkanaut Company (120)
3 x Skywardens (100)
10 x Grundstok Thunderers (180)
10 x Grundstok Thunderers (180)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Arkanaut Frigate (200)
Grundstok Escort Wing (130)

Total: 1950 / 2000
Extra Command Points: 1
Wounds: 120
 

Oh missed the extra gunhauler morhnar offers. 

Can I ask why you split the thunderers? Is there a game plan behind it?

it could give some flexibility and the command point  some use. The CP could be spend on the new command ability ‘Volley Fire’. Re-rolling 1’s is the same as re-rolling misses because of the command trait. (Debuffs change that of course) That means you could send one squad of 10 thunderers off with a khemist towards an objective or to guard a flank. 

If the game plan is to keep it all together then you might be better of combining the squads. 

 

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I have done theory hammer for a thunderer list but lack the models. I would actually look at Zilfin and Iron Sky Squadron with MSU rifles  whilst still having the ark hook fire base to do the heavy lifting  

Khemist

navigator

30/10/10 arkanaut 

3 frigates 

iron sky 

5x5 thunderers 

deploy characters and thunderers in the ships for a one drop army.

 

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1 hour ago, Grudgebearer said:

How does Morhnar offer an extra gunhauler?

(I think all) skyports offer battalion bonuses. Morhnar happens to allow an extra gunhauler in the escort wing battalion. 

DEF1CAD7-8E14-4E50-A65D-0ADAD5500B91.png.ef9cd4e3bd1e10d30ea8911171b80e37.png

 

12 minutes ago, Reuben Parker said:

I have done theory hammer for a thunderer list but lack the models. I would actually look at Zilfin and Iron Sky Squadron with MSU rifles  whilst still having the ark hook fire base to do the heavy lifting  

Khemist

navigator

30/10/10 arkanaut 

3 frigates 

iron sky 

5x5 thunderers 

deploy characters and thunderers in the ships for a one drop army.

 

It looks like a very ‘bleed them dry’ kind of list. Would be very interested to hear how this plays. 

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13 hours ago, Kramer said:

Oh missed the extra gunhauler morhnar offers. 

Can I ask why you split the thunderers? Is there a game plan behind it?

it could give some flexibility and the command point  some use. The CP could be spend on the new command ability ‘Volley Fire’. Re-rolling 1’s is the same as re-rolling misses because of the command trait. (Debuffs change that of course) That means you could send one squad of 10 thunderers off with a khemist towards an objective or to guard a flank. 

If the game plan is to keep it all together then you might be better of combining the squads. 

 

So what would you recommend? Smash the 2×10 together or drop to 15? 

Also where are these 'new command abilities' coming from? 

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Okay I made some tweaks. unsure about weapon loadouts and items though. 


Skyport: Barak-Mhornar
- Additional Footnote: Today's Foes Are Tomorrow's Customers
Aether-Khemist (140)
- General
- Trait: Opportunistic Privateers 
- Artefact: Gryph-feather Charm 
Aetheric Navigator (80)
10 x Arkanaut Company (120)
10 x Arkanaut Company (120)
10 x Arkanaut Company (120)
15 x Grundstok Thunderers (270)
3 x Skywardens (100)
3 x Skywardens (100)
3 x Skywardens (100)
Arkanaut Frigate (200)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Grundstok Escort Wing (130)

Total: 2000 / 2000
Extra Command Points: 1
Wounds: 127
 

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4 hours ago, Malakithe said:

So what would you recommend? Smash the 2×10 together or drop to 15? 

Also where are these 'new command abilities' coming from? 

The ghb 19 has three new generic command abilities. Page 57 in the digital book. 

1. Re-roll 1’s to hit in combat. 2. Re-roll 1’s to hit in shooting. 3. Re-roll 1’s to save in combat. 

On the subject of putting them together or apart. There is an argument to be for both. So I would advice trying both. But if you push me I would keep them together. Because with morhnar you want the command trait bonus. You don’t need to be wholly within three luckily but it will already be hard to get as many ships in range for the bonus as is. This way you can trail one thunderer within three and open up more space to fit more gunhauler within 3”. 

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2 hours ago, Kramer said:

The ghb 19 has three new generic command abilities. Page 57 in the digital book. 

1. Re-roll 1’s to hit in combat. 2. Re-roll 1’s to hit in shooting. 3. Re-roll 1’s to save in combat. 

On the subject of putting them together or apart. There is an argument to be for both. So I would advice trying both. But if you push me I would keep them together. Because with morhnar you want the command trait bonus. You don’t need to be wholly within three luckily but it will already be hard to get as many ships in range for the bonus as is. This way you can trail one thunderer within three and open up more space to fit more gunhauler within 3”. 

Oh I dont have the physical book. Im waiting for it to show up on the app since I dont use apple products.

So a bigger group like my list above?

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4 hours ago, Malakithe said:

Oh I dont have the physical book. Im waiting for it to show up on the app since I dont use apple products.

So a bigger group like my list above?

What app? It already shows up in my WS AoS if that’s the one you mean. 

Yes I personally would. It makes the unit easier to buff, protect against battleshock and that outweighs the loss of flexibility in my mind. 

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20 hours ago, Kramer said:

What app? It already shows up in my WS AoS if that’s the one you mean. 

Yes I personally would. It makes the unit easier to buff, protect against battleshock and that outweighs the loss of flexibility in my mind. 

I found it. Dont remember when i downloaded it lol

Edited by Malakithe
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On 7/6/2019 at 5:16 AM, Malakithe said:

Okay I made some tweaks. unsure about weapon loadouts and items though. 


Skyport: Barak-Mhornar
- Additional Footnote: Today's Foes Are Tomorrow's Customers
Aether-Khemist (140)
- General
- Trait: Opportunistic Privateers 
- Artefact: Gryph-feather Charm 
Aetheric Navigator (80)
10 x Arkanaut Company (120)
10 x Arkanaut Company (120)
10 x Arkanaut Company (120)
15 x Grundstok Thunderers (270)
3 x Skywardens (100)
3 x Skywardens (100)
3 x Skywardens (100)
Arkanaut Frigate (200)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Grundstok Gunhauler (130)
Grundstok Escort Wing (130)

Total: 2000 / 2000
Extra Command Points: 1
Wounds: 127
 

Short question about Escort wing. 

All units in the battalion must attack the chosen unit to get the +1 hit. What happens if the chosen unit is already dead after only half of your battalion attacked? Are you allowed to shoot into other units with the rest? 

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1 hour ago, Zplash said:

Short question about Escort wing. 

All units in the battalion must attack the chosen unit to get the +1 hit. What happens if the chosen unit is already dead after only half of your battalion attacked? Are you allowed to shoot into other units with the rest? 

Well first thing you have the rules wrong.

The rule is that you nominate a target, and any units in the battalion get +1 to hit if that unit fires all it's guns at the target. 

There is nothing stating that every single unit in the battalion needs to shoot at the nominated target.  The rule basically just restricts individual units from splitting their fire.  

Like for example, a Gunhauler who fires all it's guns against the target would get +1 to hit.  But if that same Gunhauler fired it's cannon at the target, and it's carbines at a different enemy, then the cannon couldn't get the +1 .

Edited by mikethefish
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20 hours ago, nine7six said:

Looking for a tanky unit to hold objectives but can’t decide. Currently looking at ironbreakers or longbeards with runlord. Anyone got suggestions?

Ironbreakers are  better than the long beards at that role and that 6+ from the runelord won’t add that much at small numbers  

So it depends a bit on how many you would be taking? I assume both 30 and the longbeards combined with the runelord? 

My money is on the ironbreakers for The survivability. Basically the question is will the ignore -1 save me more wounds than the 6+ which saves you 5 wounds on 30 wounds. (On average of course). 

But... that runelord is good though. Its unbind is amazing, the option for extra rend is very useful. Longbeards should always be great axe plus shield. So turning them into -2 rend can really help out in some situations. Also saves you 10 points, which occasionally helps fit in something else or might mean a triumph.

So all in all no clear winner in my mind unless you have a good guess what you’ll be playing. 

EDIT:  one more thought. I have actually using 10 hearthguard bezerkers + runesmiter for a while now. The new rules really help and I hope the point updates leaves it in ally range. But they are great at what you’re  looking for. 20 wounds 5+ 4+ save. Far better melee output. Runesmiter lets them deepstrike so that really beats the 8” march by the ironbreakers. (Also gives your opponent something to worry about. Forcing him to react lest you jump up behind him). From their second turn he can also let the bezerkers re-roll wounds. 

Edited by Kramer
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9 hours ago, Zplash said:

Short question about Escort wing. 

All units in the battalion must attack the chosen unit to get the +1 hit. What happens if the chosen unit is already dead after only half of your battalion attacked? Are you allowed to shoot into other units with the rest? 

Overkill I suppose? But with the Mhornar trait I can spread out fire still 

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On 7/7/2019 at 3:54 AM, nine7six said:

Looking for a tanky unit to hold objectives but can’t decide. Currently looking at ironbreakers or longbeards with runlord. Anyone got suggestions?

I had the same question and I did some research to find what could be good and what could be fun (heroes are optional but have some type of support that could be nice):

-Ironbrakers+Runelord
-Longbeards +Runelord
-Dwarf Warriors+Runelord
-Vulkite Berzerks +Battlesmith/Runesmitter
-Hearthguard Berzerks+Battlesmith/Runesmitter
-Liberators+Lord Castellant (gryph-hound)/Lord Relictor/Knight Azyros
-Sequitors

-Merc Company: Greyfyrd Lodge - Take them as allies
-Merc Company: Rampagers
-Merc Company: Sons of the Lichmaster
-Merc Company: Tenebrous Court (Archregent+Ghouls) - CP dependant

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2 hours ago, Beliman said:

I had the same question and I did some research to find what could be good and what could be fun (heroes are optional but have some type of support that could be nice):

-Ironbrakers+Runelord
-Longbeards +Runelord
-Dwarf Warriors+Runelord
-Vulkite Berzerks +Battlesmith/Runesmitter
-Hearthguard Berzerks+Battlesmith/Runesmitter
-Liberators+Lord Castellant (gryph-hound)/Lord Relictor/Knight Azyros
-Sequitors

-Merc Company: Greyfyrd Lodge - Take them as allies
-Merc Company: Rampagers
-Merc Company: Sons of the Lichmaster
-Merc Company: Tenebrous Court (Archregent+Ghouls) - CP dependant

What would be your favourite pick and why?

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47 minutes ago, Kramer said:

What would be your favourite pick and why?

Hard question to answer. I don't like to play competitive so take that in mind:

Liberators+Lord Castellant and gryph-hound: Nice and fluffy. Liberators withs 3+ rerolling 1 save and a gryph hound protecting my backline are some nice tools that I'm not used to play with. 

Ironbrakers+Runelord: Only one match under my belt. It was a competitive game vs Skaventide but it gave me some dispells, some defense , and more dwarfs

Merc Company: Sons of the Lichmaster: Narrative game. They didn't do anything but it was awesome to play in an urban scenario and having a Necro with zombies and a corpse cart. Zombies didn't stop anything (they can't soak damage really), but having a mage with +1 spellcasting was refreshing (I usually play with 1 knight incantor/ runelord to dispell). I didn't like to lose 1cp btw, but I had some luck beccause the terrain/houses didn't give the option to alpha strike.

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6 hours ago, Beliman said:

I had the same question and I did some research to find what could be good and what could be fun (heroes are optional but have some type of support that could be nice):

-Ironbrakers+Runelord
-Longbeards +Runelord
-Dwarf Warriors+Runelord
-Vulkite Berzerks +Battlesmith/Runesmitter
-Hearthguard Berzerks+Battlesmith/Runesmitter
-Liberators+Lord Castellant (gryph-hound)/Lord Relictor/Knight Azyros
-Sequitors

-Merc Company: Greyfyrd Lodge - Take them as allies
-Merc Company: Rampagers
-Merc Company: Sons of the Lichmaster
-Merc Company: Tenebrous Court (Archregent+Ghouls) - CP dependant

some great options to consider! thanks for that.

I think i will start with 10 liberators with a castellant or 15 with relictor and see how that goes, only because I have all that painted and own the models lol

if that doesn't work for me then i'll purchase one of the other options, I just want a unit I can put on centre objectives in certain scenarios and not worry about. Not too fussed about the damage as they are just to distract so I can shoot them.

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Hey Admirals!

I have a tournament coming up this week and I'm stuck between two lists.  I have a heavy hitting 1-drop and a 4-drop with more fire power I'm having difficulty deciding between.  Please please please, let me know which one you think would work out better for me. 

I'm terrible at decisions!!

1-Drop:

Allegiance: Kharadron Overlords
Mortal Realm: Ghyran

Skyport: Barak-Mhornar
- Additional Footnote: There's No Trading With Some People
Aether-Khemist (140)
- General
- Trait: Opportunistic Privateers
- Artefact: Verdant Mantle
Aether-Khemist (140)
- Artefact: Aethersight Loupe
40 x Arkanaut Company (480)
- 12x Light Skyhooks
30 x Arkanaut Company (360)
- 9x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns
6 x Skywardens (200)
- 2x Aethermatic Volley Guns
Arkanaut Frigate (200)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: The Last Word
Arkanaut Frigate (200)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Incredible Self-healing Hull
Iron Sky Squadron (130)

Total: 1970 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 130

 

 

And the 4-Drop:

Allegiance: Kharadron Overlords
Mortal Realm: Ghyran

Skyport: Barak-Mhornar
- Additional Footnote: There's No Trading With Some People
Aether-Khemist (140)
- General
- Trait: Opportunistic Privateers
- Artefact: Verdant Mantle
Aether-Khemist (140)
Aether-Khemist (140)
40 x Arkanaut Company (480)
- 12x Light Skyhooks
30 x Arkanaut Company (360)
- 9x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns
10 x Grundstok Thunderers (180)
- 10x Aethershot Rifles
6 x Endrinriggers (240)
Arkanaut Frigate (200)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: The Last Word

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 131

 
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That's a LOT of Arkanauts!!!

I can't chose a list but I can give you some tips:
-Without anything that can dispell/unbind, care for the Prismatic Pallisade. Your main punch are the big blobs of arkanauts (backed with thunderers or skywardens), so one spell that block LOS and you will lose some firepower. At the same time, there are some magic buffs that will give you some random -1 to hit or wound that can take down your plan.

-Ships are not well pointed and can't soak a lot of damage, so you should have a plan B for them. Barak Zilfin is awesome for that, but If I use Mhornar, I usually use them to take Thunderers/balloon boys to objectives and block bottle necks.

-Care for Alpha Strike/one turn charge. If an enemy can position close enough (3") of your two main arkanauts blocks, look for your other units that are not engaged to remove them. Having both arkanauts at 100% to shoot may be the key to win the game.  

-Use CP to make your arkanauts inmunte to battleshock. Simple but effective (5+ saves with B6 is not something that will stay on the table for so long). Remember that you arkanauts blocks will have better bravery for every 10 more models!!

-Care for horde-killers. One Mork's Mighty Mushroom near your two blocks of arkanauts and you will see a lot of death Arkanauts in no time. Take care of this type of things.

-Most importan: Have fun. 

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Hey guys and gals, we just added your favorite steampunk midgets to AoS Reminders!

Give it a whirl!

 

If you haven't used AoS Reminders yet, it's basically a cheat-sheet for different phases of the game. It originally started when I kept forgetting to do things with my Seraphon army in the hero phase - since then we've added a bunch of armies. Over 5,000 people use it every month - give it a whirl!

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