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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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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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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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