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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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So, Dawnbringers V have Siege rules. Nothing big, but there is something interesting:

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Powerful siege engines redirects to the Cities of Sigmar cannon. Maybe, siege engines, artillery and/or war machines are going to have a bonus or the ability to destory fortifications.

Let's see if something like that will be ported to 4.0...

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  • 2 weeks later...

 Test model and arme list

- Army Faction: Kharadron

LEADERS

Arkanaut Admiral (150)

  - General

  - Command Traits: Ex-Grundstok

Aetheric Navigator (110)

Aether-Khemist (110)

BATTLELINE

Arkanaut Company (90)

Arkanaut Company (90)

Grundstok Thunderers (340)

Grundstok Gunhauler (180)

BEHEMOTH

Arkanaut Frigate (310)

Arkanaut Frigate (310)

OTHER

Endrinriggers (260)

TOTAL POINTS: 1950/2000

 

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On 3/16/2024 at 2:13 PM, Fellman said:

Test model and arme list

- Army Faction: Kharadron

LEADERS

Arkanaut Admiral (150)

  - General

  - Command Traits: Ex-Grundstok

Aetheric Navigator (110)

Aether-Khemist (110)

BATTLELINE

Arkanaut Company (90)

Arkanaut Company (90)

Grundstok Thunderers (340)

Grundstok Gunhauler (180)

BEHEMOTH

Arkanaut Frigate (310)

Arkanaut Frigate (310)

OTHER

Endrinriggers (260)

TOTAL POINTS: 1950/2000

Nice and thematic, I love it!
You can go Zilfin, Nar or even Urbaz and use Stormcaller instead of Ex-Grundstock to have diferent play styles. What about the artifacts and The Code? Pretty sure that there is a lot of potential there  to make the list a bit more spicy.

Btw, love your paint scheme! It remind me about Barak-Zon (Mario!)

Edited by Beliman
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On 3/18/2024 at 12:52 PM, Beliman said:

Nice and thematic, I love it!
You can go Zilfin, Nar or even Urbaz and use Stormcaller instead of Ex-Grundstock to have diferent play styles. What about the artifacts and The Code? Pretty sure that there is a lot of potential there  to make the list a bit more spicy.

Btw, love your paint scheme! It remind me about Barak-Zon (Mario!)

i was thinking of trying something like this
- Army Faction: Kharadron Overlords - Subfaction: Barak-Urbaz
- Stick To The Code
(Amendments): Trust To Your Guns - Stick To The Code
(Artycles): Honour is Everything - Stick To The Code
(Footnotes): There’s No Reward Without Risk, Without Our Ships, We Are Naught
LEADERS
Aether-Khemist (110)
Aetheric Navigator (110)
Arkanaut Admiral (150) - General - Command Traits: A Scholar and an Arkanaut - Artefacts of Power: Celestium Burst-grenade
BATTLELINE
Arkanaut Company (90)
Arkanaut Company (90)
Grundstok Gunhauler (180)
BEHEMOTH
Arkanaut Frigate (310)
Arkanaut Frigate (310)
OTHER
Endrinriggers (260)
Grundstok Thunderers (340)
TOTAL POINTS: 1950/2000

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On 3/23/2024 at 9:22 AM, Fellman said:

i was thinking of trying something like this
- Army Faction: Kharadron Overlords - Subfaction: Barak-Urbaz
- Stick To The Code
(Amendments): Trust To Your Guns - Stick To The Code
(Artycles): Honour is Everything - Stick To The Code
(Footnotes): There’s No Reward Without Risk, Without Our Ships, We Are Naught
LEADERS
Aether-Khemist (110)
Aetheric Navigator (110)
Arkanaut Admiral (150) - General - Command Traits: A Scholar and an Arkanaut - Artefacts of Power: Celestium Burst-grenade
BATTLELINE
Arkanaut Company (90)
Arkanaut Company (90)
Grundstok Gunhauler (180)
BEHEMOTH
Arkanaut Frigate (310)
Arkanaut Frigate (310)
OTHER
Endrinriggers (260)
Grundstok Thunderers (340)
TOTAL POINTS: 1950/2000

Fantastic list!

Remember that your army comes from Barak-Urbaz, take another Article!
I'm not used to play with a double footnote, but I think it has a lot of potential with a double-frigate. 

I'm not a fan of Trust to Your Guns, it seems good on paper but I love to sweep around the battlefield with a 2D6" run. Even our foot soldiers can move fast with this amendment.

Good luck with your games!

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First match with Kharadrons vs Kruleboys.
Built a wall of Arcanaouts. but the krulboys used "Supersneaky" to move forward and CHarge with 30 Gutripas and a hero on vulture. The ship survived with one woond and teleported over to kill the crossbow and orcs. witch failde and they sank the boat but my Thunderers and Admiral repel the Orcs and on the left flank my other frigate charga his crosbows and heroes.
Vin to the kharadrons

 

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Loss vs Stormcasts
We both bubble wrap and he gawe me first turn moved the screens up and shot a litle he faild his spels and batel tactick and i felt good.
turn two i move upp and blast a chariot and take the Puls
He casts the comet and kills my adirel and ether cemist kills
It went downhill from ther...
tryd to play the objektivs but cant kill his drakolines and is puched awey.
Fun game tho

 

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  • 3 weeks later...

2 game
game one
 

loss vs deapstrik stormcast with
celestial prime
2x3 hammer annialetors
3 sheild annialetors
lord imperant
tried to screens his deapstrik whit arcanots and pick of his units but from turn 2 and forward they killed one of my boats every turn
lost on points a tight fun game
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game 2
loss vs gild of sumouners 
lost admiral first turn to gatway+spellportal gravetid did som damge trid to pick of cultist and pinn him in but his hero face damge was to mutch. kiled 2 lords of chenge witch wos fun but lost the game
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two grat fun games vs to fun players
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  • 2 weeks later...

Same list vis sylvaneth

his list
warsong revenent doing the tree nuke
spirit of durthur kiling my shisp in one go
trelord ainchent
2 trelords
2+ dryad units
5 tree revennts
geomantic puls
turn 1 took one corner andd screend the nuke and durthur lost on unit of arkanots kild one unit of dryads
turn 2 he start nuking my ship and kills my navigater gunholer and one frigat.
i shott a trelord to bits and hurt one
turn 3 he trys to kills my second frigat but i survivs whit one woond my admiral dys to the nuke
My thunderers ar stranded and kan do nuthing for the rest of the batle my seckond frigat kills the revenents
turn 4 he kills my last ship and whit that my grand stratetgy
i retrret whit my balooons but cant do batel tactic
turn 5 dubbel turn i kill som dryads whit my baloons and tack a batel tactick
He gets 5 points and its over
loss bur a gret thigt game hard to play vs teleporting trees
 

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On 5/6/2024 at 9:19 AM, Beliman said:

Red frigattes are so sexy

Yes it is, that's how you do to recruit new sailors. And the red color makes it easy to paint over the blood from the previous crew ;)

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Match one of three
A ruff start
Boxed in a corner, comet in the face, dragons concusers and anialetors in the face.
Stormcast feels like a tough match.
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Match two of three loss vs nurgel
this time vs nurgel whit glottkin Bloab herald sorcerer 20 pluegbers and some beaasts and 2 plueg claw catapults
turn 1 he cast a spell for beteltactick and moves farvard
turn 1 i kill a beast on right flank for bateltactick
turn 2 he chargs arkanaouts on right flank an kills dem with glottkin and bolab
turn 2 i go right kiling his pleugberer and charg his herald whit boat and endring rigers kiling it. stoping his grand.
turn 3 he charge the boat with Blobe and beasts not kiling it
turn 3 kils Blobe and a beast
turn 4 he sumouns beast and charge boat witch survives
turn 4 kils beasts
turn 5 dubbel for me i score batel tactics but ar tu fare behind on main objektivs
Fun thigt game
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Match tree vs slavs of darkness
turn 1 he chargs my line vit 10 chosen kiling may arckanouts and cast spel for batel tactik
turn 1 i kill his chosen
turn 2 he charg frigat whit endrinrigers with 5 knights and demonprins. frigat survives
turn 2 i kill the demonprins and knights on the wond
turn 3 he moves upp the rest of his arme for bateltactik
turn 3 i kill his lukus and and grand strategi but fail to kill his knights
turn 4 batel tactics and holding objektivs
turn 4 i kill his waraltar to secure grand
turn 5 batel tactics and holding objektivs
turn 5 kills som stuff try to tacke objekvivs
loss on obektivs and he vins 24-25
great fun game
 
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Posted (edited)

It's weird because most people think that SCE are one of the worst armies, and their BT and Strategies are not that competitive, but their stats and some units (mainly dragons and mw-spam) seems to be good and can throw a lot of mw on the right side of the table.

Nurgle corruption's points rack up so fast, and we can't mitigate any of their mw, and S2D have awesome hammers if buffed correctly. And all 3 armies are hard to crack with no mw or low rend.

Btw,  24-25 seems an awesome scrore, both players fighting till the end. Good job!

 

Edit: So, 4.0 is around the corner, what do you think GW will change? Imho, I think that some USR would be good for our special weapons.

I can see some Anti-infantry (-1 rend) for our multiple volley guns. Skyhooks with Anti-Monsters seems to be a must, and I think that cannons need a bit of punch or e more clear role. What would you like to see?

Edited by Beliman
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On 5/13/2024 at 9:00 AM, Beliman said:

and I think that cannons need a bit of punch or e more clear role

Even more? They got +1 atk at loss of 1 to hit in 3e, and folk already are not happy with KO shooting prowess.

Why would it need more defined role? It is general purpose weapon, and it's characterstics (especially range) already created sort of role for stand off shooting used in more cagey/careful KO plays.

Volley Guns right now are underpowered on Skyriggers, so that's concern, however on Arkanauts they profile can be resolved together with pistols wich is good thing from flow of game/ergonomics.

Not mean to be dismissive toward your points, just digging for more arguments/justification.

I like anti-monster skyhook thing from lore/versimilitude perspective, it just need to be good enough so you would use this. Right now actually I think it can have some play (shiphooks specifically with both scoring max damage AND potentially stoping rampage) even if ultimately it is rarely played. Can they repeat that with USR I wonder?

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Posted (edited)
3 hours ago, Boar said:

Why would it need more defined role? It is general purpose weapon, and it's characterstics (especially range) already created sort of role for stand off shooting used in more cagey/careful KO plays.

My point was made from the persepective of all "cannons" (or better said, artillery pieces), a clear role for all of them. If the basic profile of all cannons has a bonus (e.g: high range, better rend than most weapons, can destroy terrain sets, etc...) that would be enough to make it clear what they are made for. USR can improve that feeling, at least, it is what I think.

3 hours ago, Boar said:

Volley Guns right now are underpowered on Skyriggers, so that's concern, however on Arkanauts they profile can be resolved together with pistols wich is good thing from flow of game/ergonomics.

I prefer that they give a role to Volley guns too. If volleyguns are dedicatted to killing low-armour infantry, just do it. Arkanauts and Skyriggers can be so different (movement, hit, etc...) that I don't have any problem with Anti-Infantry (Auto-wound) or whatever.

3 hours ago, Boar said:

I like anti-monster skyhook thing from lore/versimilitude perspective, it just need to be good enough so you would use this. Right now actually I think it can have some play (shiphooks specifically with both scoring max damage AND potentially stoping rampage) even if ultimately it is rarely played. Can they repeat that with USR I wonder?

Time will tell, but I hope so!

Edited by Beliman
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Posted (edited)

My predictions/wishlist for KO 4 ed.

Battle traits

1 Fly high - one time per turn ability

2 Combat landing command ability

3 Stick to the code (before the battle pick one bonus)

4 Flagship (general can't be targeted while on board, general can use CA without spending sp ones per turn)

New Brock dualkit ship with named and non-named variant

Old Brock became generic Magnate model(admiral with baloon)

Frigate, Ironclad and Grundstock split on 2 warscrolls

Frigate transport ship (skyhook, can transport 12-14 models)

Frigate battle ship (canon, can transport 6-7 models, bonus crew shooting - 10 shots 9" 4+/4+/-/1)

Ironclad transport ship (skyhook, can transport 21-22 models)

Ironclad battle ship (cannon/volley gun, can transport 12-14 models, bonus crew shooting - 16 shots 9" 4+/4+/-/1)

Grundstock sharpshooters (long range full rifle grundstocks, 18" 2 shots each 3+/3+/-1/1 with mw on 6+, if not moved or setup can target character OR deal mw on 5+, leader have drill bill, for drill bill ones per turn at the begining of any phase you can choose enemy unit within 12" on 4+ it can't use CA, 1 icon for each 5 models, each model with Icon have control 3)

Grundstock thunderers (short range full SW grundstocks, 12" 2 shots each 3+/3+/-2/2 can shoot in combat, if unit have at least 1 type of each SW and all shooting goes into 1 unit - that unit suffers -1 tohit debuff, leader have drill bill, for drill bill ones per turn at the begining of any phase you can choose enemy unit within 12" on 4+ it can't use CA, 1 icon for each 5 models, each model with Icon have control 3)

So in total without big wave of new releases we can get 6 new warscrolls to play with. 

Edited by cofaxest
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I like most of the points, but I'm not sure that I want Brokk to be a Generic Lord-Magnate (but perfectly fine with a other Skyvessel kit).

Doubling wardcrolls would solve a lot of KO issues, having more specialist units means diferent types of gameplay and more opportunities for lists.

This Grundstock Thunderers is something that I'm asking for in each edition. I still want Black Marines as 2d warscrolls for Grundstock Thunderers, focused on killing ethereal and magic beings.

Looking at Gloomspite Gits, I think that we are not going to be redesigned, so, the Code and Flight High/Combat Landing are going to be there in some form. Maybe GW will throw some USR to some Specialist Weapons (Anti-Monster for our skyhooks?) but the core of the army will continue to be the same, appart from the point cost (15% more).

I hope to see a second wave for KOs, that's my first wish for this edition, fingers crossed.

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Posted (edited)
On 5/24/2024 at 12:27 PM, Beliman said:

I like most of the points, but I'm not sure that I want Brokk to be a Generic Lord-Magnate (but perfectly fine with a other Skyvessel kit).

Doubling wardcrolls would solve a lot of KO issues, having more specialist units means diferent types of gameplay and more opportunities for lists.

This Grundstock Thunderers is something that I'm asking for in each edition. I still want Black Marines as 2d warscrolls for Grundstock Thunderers, focused on killing ethereal and magic beings.

Looking at Gloomspite Gits, I think that we are not going to be redesigned, so, the Code and Flight High/Combat Landing are going to be there in some form. Maybe GW will throw some USR to some Specialist Weapons (Anti-Monster for our skyhooks?) but the core of the army will continue to be the same, appart from the point cost (15% more).

I hope to see a second wave for KOs, that's my first wish for this edition, fingers crossed.

It feels like new warcry warband is our best bet for 4th edition. If we combine it with warsroll split it could give us 7 new warsrolls to play around. More then I could dream of for sure. IMO if we speak about new waves for duardins I think fyreslayers needs it more then we are, It would fit better if our new wave will be connected to Chaos duardins instead of Skaven, In general I see duardin line-up for next 3 editions (4-6) like this: New FS wave 2-Gholemkind-KO wave 2-Valaya duardins-Gholemkind wave 2-FS and KO refresh-Valaya duardin wave 2-... More like the wishlist but that would make me one of the happiest duardin) 

Edited by cofaxest
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3 minutes ago, HCMistborn said:

Ah, and it begins, the wonderful sight of new edition frustration. Nothing like seeing every faction change, but thinking yours got it worst. It feels very Dwarf.

Hard disagree, personally. Of the factions previewed so far, I play Stormcast, Cities, Nighthaunt, and Gitz.

This is the first of the previews that had me hugely disappointed.

 

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I've talked with other KO players, and it seems that we are not that diferent from before. I mean, we probably can play with 3rd edition exactly as we would play in 4th (just replace Fly High and move units and disembark like we already do with the Grundstock Expedition Force), everything else will be close to be the same with a subtle changes here and there.

  • Instead of a Footnote for 3D6 charge after Fly High for our boarding assault, we will use Run+Charge as a once-per-game ability from Brokk (and probably Admirals). Not the same but it's close to what we do, and a bit more interactive and without spending any CP.
  • Instead of 15 Thunderes, we are going to use 10 thunderes, and probably do the same thing as before: instead of High Fly and Disembark (CP), we are going to use an Skyvessel move (12"), run if needed (1D6"), setup our Thunderers (6") and then shoot (18"). Note: no unit can move after a setup that was made outside of Deployment Phase. Not exactly the same but you get the point.
  • The main diference is going to be that we can't shoot in melee (read below to see how avoid that).

Yes, we lost a lot, but our gameplay will be close to the same. We are going to interact with terrain and body-block units, and we will need to plan ahead because we are still soft. 

But our gameplay will be based on Transport Skyfarer, it's a Reaction that triggers after a MOVE that is not a CHARGE is made by our skyvessel. That means:

  • We can remove units that are in combat without retreating (no mw and we can still shoot later) if they are wholly within 6" an Skyvessel. That's the main condition appart from the number of units/models. Yep, that's how our units are going to shoot every turn, appart from the ones that already do that (Shoot in Combat, probably most of the pistols in our arsenal).
  • All abilities that trigger this Reaction are:
    • Normal Move (Bomb Racks allowed)
    • Run (Bomb Racks allowed)
    • Retreat (Bomb Racks Allowed on a 4+ roll for Retreat)
    • Redeploy (lol, NPE maybe?)
    • Power Through (lol)

I still need to do some maths, but there are a lot of movement shenanigans there. I can't wait to play and see what can we do.

Edited by Beliman
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