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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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27 minutes ago, GeneralZero said:

Now that I'm officially a balloon dwarf admiral but also a bad painter with a patience tending to zéro, I'm trying to find a way to speed painting my units: my starting point is quite homogeneous: 3 aether war box + ironclad. so:

- 18 balloon guys

- 2 balloon heros (will resell the third probably)

- 3 gunhaulers

- 1 Ironclad

Any tips/video that can help? (I don't want a particular barak/port paint scheme, so, I don't care about colours) (PS: my thinking: leadbelcher spray as a start? or gold? etc...then adding few details?)

 

I too am a bad painter. Haven’t finished but my plan is simple. 

Ships spray silver then large colour on hull

dudes spray gold

wash

pick out weapons

bright orange and blue dry brush of the “energy” areas pipes, gubbins etc

base 

the dudes look surprisingly good just sprayed gold. 

Edited by Reuben Parker
Damn autocorrect
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1 hour ago, GeneralZero said:

Now that I'm officially a balloon dwarf admiral but also a bad painter with a patience tending to zéro, I'm trying to find a way to speed painting my units: my starting point is quite homogeneous: 3 aether war box + ironclad. so:

- 18 balloon guys

- 2 balloon heros (will resell the third probably)

- 3 gunhaulers

- 1 Ironclad

Any tips/video that can help? (I don't want a particular barak/port paint scheme, so, I don't care about colours) (PS: my thinking: leadbelcher spray as a start? or gold? etc...then adding few details?)

 

For the ships: Tamiya Masking Tape, Spray Cans and sub-assemblies. 

Wrap the bits you don't want to be X colour in masking tape (MUST be a brand of modelling tape or you'll rip the paint off), spray, then repeat using the different coloured cans. Apply dabs of wash to the rivets and recess (don't just splash it on everything or it will streak like crazy).  Slap some Soulstone Blue on the windows. Glue the sub-assembles together.

For the infantry, consider the Contrast paints.

 

Edited by Clan's Cynic
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This book is full of things that need FAQs, and I really wonder about the design choices they made on some things.

Thunderer's mortar is 12" range? Wasn't it 36" before? It seems like this unit is honestly just best taken with rifles and slapped inside a skyvessel.

Thundrik gives re-rolls on hit rolls, instead of wound rolls, despite the ability having the same name and flavour text?

Can you bring an endless spell from another faction?

Can arkanaut company inside an Iron Sky Attack Squadron charge if the frigate ran?

Can garrisoned units shoot after a run?

Can we set up units inside of a skyvessel during deployment?

I also hate that the skyvessels have a 10 and 15 model limit basically. It seems like it's beneficial to take an understrength unit of 14 thunderers (or 9 company) so you can fit a hero in there with them. The penalty is too binary, either you're perfectly fine, or your skyvessel is completely crippled.

The good:

I think the Iron Sky Attack Squadron has a lot of potential. Your frigates can fly high and unload 10 dudes on an objective turn 1. It also solves the problem of arkanaut company having 9" range, since they can disembark within 6" of the skyvessel, so potentially only 3" away from an enemy (and charge 3d6). At a flat 800pts for the minimum, taking this seems great. Then your frigate can just blast stuff while your garbage units screen for it.

I think Ironclads are really good too, I just wish they allowed you to have 16 models instead of 15 without penalty. The price of 510 is definitely on purpose, because those 10pts lock you out of a lot of options I would like to have. The Volley Cannon does the most damage, but only has a 18" range. Works out pretty well with thunderers 18" range. Alternatively, the sky cannon is nice with the option for more range, or less range and more damage. The flat 6 damage looks nice, but at one shot it's not as good as the others. 10 thunderers + admiral + navigator seems like a good garrison for it.

The new hero is really good. Unlocks balloon battleline and does massive damage. Getting a flat 3 heal (or even 4 with trait I think) is pretty nice, especially since it happens in the hero phase and ships don't want to be at 7+ wounds taken.

The bad:

Ather-khemists seem bad. Can't use their ability when garrisoned, or on garrisoned units. It's like anti-synergy with the whole army. They can't keep up with balloon boys, and that's the only real situation where you would want to use it.

There doesn't seem to be many command abilities you want to use outside of the admiral. The endrinmaster ones are garbage, for example.

Lists:

I think there will be 2 primary builds. Ships and Balloons (with ships).

The balloon build will take the new endrinmaster + a ton of balloons (taken in units of 6) + enough ships to let them hitch rides everywhere.

Ship build will use one of the battalions and focus on garrisons inside of a few bigger ships. This one is harder because points don't work out great in this book, IMO.

The actual list I'm thinking about is an Iron Sky Attack Squadron (2 frigates + 2x10 Arkanaut, 800pts), an Ironclad with 5 thunders + admiral + navigator inside (510 + 120 + 140 + 100 = 870pts), the new ballioon hero (220pts), and a unit of 3 balloon boys (leaning towards endrinriggers) for 100pts. Comes out to 1,990pts total. Not sure what sky-port. You could do Barak-Zilfin or take the Endrinmaster as general otherwise.

Edited by Edritch
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These were done with gunmetal army painter primer spray, armour panels just base colour and all metal then given a wash of nuln oil gloss. For those asking about basing in metal. (Still working on the endrinmater)

IMG_20200107_190740.jpg

IMG_20200105_154033.jpg

IMG_20200107_190809.jpg

Edited by Soolong
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I'm leaning on something like this:

Endrinmaster w/ balloon

Navigator

Khemist

20 arkanauts with specials

Ironclad

10 thunderers (1mortar/fume, 2deck/cannon)

Gunhauler w/ 5 man transport

5 thunderers w/ rifles

6 skywardens

3 endrinriggers with guns

3 endrinriggers with guns

If I mathed correctly that should be 2k 

 

It is an 11 drop list, but my group is generally pretty casual and not many people take batallions.

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3 minutes ago, Rachmani said:

What do the new & improved Battalions do? I thought I had them laid out somewhere but I can‘t seem to find it anymore.

Grand Armada lets you use the footnote twice.

Iron Sky Command lets you ignore battleshock when the units from the battalion are wholly with 18" of the ironclad.

Iron Sky Attack Squadron lets the arkanaut company disembark from the Frigates after moving, and they can charge 3d6 that turn.


Grundstok Escort Wing lets you pick one enemy unit for the entire battatlion to re-roll 1s to hit.

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16 minutes ago, Edritch said:

Grand Armada lets you use the footnote twice.

Iron Sky Command lets you ignore battleshock when the units from the battalion are wholly with 18" of the ironclad.

Iron Sky Attack Squadron lets the arkanaut company disembark from the Frigates after moving, and they can charge 3d6 that turn.


Grundstok Escort Wing lets you pick one enemy unit for the entire battatlion to re-roll 1s to hit.

Thanks!

Did any of the requirements change?

I remember that the Escort Wing can now include an Ironclad, but the rest I can‘t remember.

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41 minutes ago, Rachmani said:

Did any of the requirements change?

Grand Armada is 1 admiral or the named one, 1 iron sky command, 1 iron sky attack squadron, and 1 grundstok escort wing

Iron Sky Command is 0-1 admiral or named admiral, 1 ironclad, 3 heroes (chosen from khemist, naviagtor, or either endrinmaster), 1 arkanaut company, and 1-3 endrinriggers. So the only change is the optional admiral.

iron sky attack squadron is 2+ frigates + an arkanaut company per frigate. So slightly different but meaningfully the same.

Grundstok escort wing is 2-3 gunhaulers, 1 frigate or 1 ironclad, 1 thunderer unit, and 0-3 units of skywardens. So you need less stuff, can't bring as many thunderers, and can include an ironclad instead.

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KO are detailed and complicated models to paint, I’d recommend using subassembly to reach under all the different parts but that will keep you off the table top for a bit. I paint the environmental suits first with a base color and then do the metal. Leadbelcher spray might speed things up since metallic paints are always difficult

E04D39E9-FA44-45EE-BA4A-251CE90314A4.jpeg

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1K tournament in my local store in two weeks. I'm thinking of running Barak Zon. Here's what I'm leaning towards:

  • Flying Endrinmaster
  • Gunhauler
  • 6 Skywardens w/ 1 Skyhook
  • 6 Skywardens no special weapons

That puts me at 770. What to you guys think might be a good use of those remaining 230 points? I was thinking of adding 10 Arkanauts to sit on an objective & 3 shooting focused Endrinriggers. Could also take 5 thunderers to drop in the Gunhauler.

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5 minutes ago, Fisdantilus said:

Correct me if I am mistaken but the scrolls for both Thundrik and the Profiteers have the marine keyword so even the balloon guy can be garrisoned?

That's correct. Drakkskewer can't hitch so has to stow his balloon in the hold.

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KO models are super intimidating to paint at the start, but once you get into the groove it's not bad at all. Every KO infantry model can basically be boiled down to overalls, boots, leather straps/gloves, armor, and facemask/helmet. When you've worked out the color for those basic areas you can paint any model they have. All of the city color schemes just rotate those areas, too.

A small blessing with Arcos being diminished in value is that they are actually, IMO, weirdly the hardest infantry model to paint. Thunderers and Balloon Boys are a breeze by comparison, because it's basically the same thing but on a bigger scale and with less random bling hanging on them.

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