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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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16 minutes ago, jake3991 said:

Max out aether gold and that way theres 3 blocks of thunderers and you only have to commit 10 at a time to a target!

 

 

But you can only burn one share per phase. If you drop in and want to blast the ****** out of something, only half your thunderers get rerolls that turn. 

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8 hours ago, zilberfrid said:

So, if I compare Frigates vs Ironclads on a per point basis:

2 Frigates

Transport more marines.

Can handle more damage when save not buffed by aether gold.

Deal more bomb damage.

Are faster.

Are more resistant to single target debuffs.

Give more flexibility.

Can transport more Edrinriggers.

10 pts cheaper

 

1 Ironclad

Deals more gun damage.

Tanks more damage when buffed by aether gold.

Takes single target buffs better.

Gives lower drops (both for itself and the marines, moot with batallions).

Cheaper in €.

 

Is this a fair comparison?

When you say lower drops, do you mean because its one boat vs 2?

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Holy Heck. I know I am a bit (a lot) late to the party, but I just noticed the new battle tome and that got me started thinking (along with an infusion of funds) maybe I should start collecting again. Is there anything particularly special about it other than the shoot form ships and the  new battleline options (and GOLD)?

EDIT: Haha funny joke they raised their prices when I wasn't looking.

Edited by Sttufe
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38 minutes ago, Sttufe said:

Holy Heck. I know I am a bit (a lot) late to the party, but I just noticed the new battle tome and that got me started thinking (along with an infusion of funds) maybe I should start collecting again. Is there anything particularly special about it other than the shoot form ships and the  new battleline options (and GOLD)?

EDIT: Haha funny joke they raised their prices when I wasn't looking.

If you can still get an aether war (or 3) I’d buy them up. The start collecting boxes are money, our three best units and good character.  I need a few now that gunhaulers are dope.

 

We are a very elite, very squishy, glass cannon army that has very swingy damage and are super mobile. 

 

I dont see how you wouldnt want to end up with an ironclad and a couple frigates. 

I’d  say the ironclad a few gunhaulers (3) are a lot more must have than the frigates but depends on if you’re a boots on the ground guy or a guns guns guns person. 

The endrinmaster with dirigible suit is a must for listbuilding and he’s just really really good for us. Aetherwar exclusive model but ppl have been converting some up out of the thundriks profiteers box if you can’t get ahold of any. 

 

They “fixed” the army by making it playable. Jury is still out on power level but I think it’s generally agreed we arnt top tier. 

 

Fun but challenging army. 

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20 minutes ago, Cauthon said:

If you can still get an aether war (or 3) I’d buy them up. The start collecting boxes are money, our three best units and good character.  I need a few now that gunhaulers are dope.

 

We are a very elite, very squishy, glass cannon army that has very swingy damage and are super mobile. 

 

I dont see how you wouldnt want to end up with an ironclad and a couple frigates. 

I’d  say the ironclad a few gunhaulers (3) are a lot more must have than the frigates but depends on if you’re a boots on the ground guy or a guns guns guns person. 

The endrinmaster with dirigible suit is a must for listbuilding and he’s just really really good for us. Aetherwar exclusive model but ppl have been converting some up out of the thundriks profiteers box if you can’t get ahold of any. 

 

They “fixed” the army by making it playable. Jury is still out on power level but I think it’s generally agreed we arnt top tier. 

 

Fun but challenging army. 

Just a tip. Best option is still some SC + gunships with Brokk as endrinmaster with suit conversion/proxy. 20 euros and you dont have to buy Aether War box

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1 hour ago, Cauthon said:

If you can still get an aether war (or 3) I’d buy them up. The start collecting boxes are money, our three best units and good character.  I need a few now that gunhaulers are dope.

 

We are a very elite, very squishy, glass cannon army that has very swingy damage and are super mobile. 

 

I dont see how you wouldnt want to end up with an ironclad and a couple frigates. 

I’d  say the ironclad a few gunhaulers (3) are a lot more must have than the frigates but depends on if you’re a boots on the ground guy or a guns guns guns person. 

The endrinmaster with dirigible suit is a must for listbuilding and he’s just really really good for us. Aetherwar exclusive model but ppl have been converting some up out of the thundriks profiteers box if you can’t get ahold of any. 

 

They “fixed” the army by making it playable. Jury is still out on power level but I think it’s generally agreed we arnt top tier. 

 

Fun but challenging army. 

My financial plan right now 😅 thanks for the advice. I am looking at probably a hard and fast, high damage army build right now (6 riggers and 3 wardens, 2 gunhaulers, an arkanaut company, thunderers, and cool endrinmaster dude. (hopefully within the next few months, probably more :() Any good ideas to flesh out that build?My Financial Plan Right Now

45 minutes ago, AlvaroVGamer said:

Just a tip. Best option is still some SC + gunships with Brokk as endrinmaster with suit conversion/proxy. 20 euros and you dont have to buy Aether War box

In the end I am gonna have to go with the Aether War set because my friend would love some Tzeetch guys. (also I suck at conversions)

Edited by Sttufe
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10 hours ago, Ser_namron said:

I think 12 is the sweet spot for list building. 2 units of 6 to hitch around. Anything more than that seems like a novelty list with a specific purpose in mind ( not that that cant be viable ) 

I don’t know about novelty I think they’re our best unit. 3 units is where the full flexibility is.  

 

Zilfin Loonblock

Loondrinmaster - tough as boots, staff

 

endrinriggers x 6, drill cannons

endrinriggers x 6, drill cannons

endrinrigger x 12, 2 drills, hook, grapnel

 

frigate- cannon,  omniscope

frigate- cannon, maelific skymines

 

Thunderers x 10, rifles, cannons

Thunderers x 10 rifles, cannons  

 

block of riggers uses share first shooting phase to try and snipe a hero

 

Edited by Cauthon
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20 hours ago, Kramer said:

I filled it out om in the drucchi combat calculator and versus 4+  
Calculate for the full unit by the way because the mortar on its own had a 80+ percent chance of doing zero damage  

but do the calculation  and I’ll fill out the druchii calculator later today and we’ll see  maybe I just missed something. 

both one fumigator  and sergeant. both against a 4+ everything in range.  
but regardless imo the range is the clincher  

I counted avg. damage for individual weapons. That way anyone can mix and match, in second column with bonus to hit where applicable. So only mortar is worse than rifle (if in range obv.). Like you noticed other mortar problem is high chance of doing nothing (over 80%, while rifle fail rate is around 60%). However other weapons are 50% better in output than rifles, or 100% better with +1 to hit, and fumigator is always twice as good.

aetherrifle

0,44

0,44

fumigator

0,89

0,89

decksweeper

0,67

0,89

mortar

0,33

0,44

aethercannon

0,69

0,93

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10 minutes ago, Boar said:

I counted avg. damage for individual weapons. That way anyone can mix and match, in second column with bonus to hit where applicable. So only mortar is worse than rifle (if in range obv.). Like you noticed other mortar problem is high chance of doing nothing (over 80%, while rifle fail rate is around 60%). However other weapons are 50% better in output than rifles, or 100% better with +1 to hit, and fumigator is always twice as good.

aetherrifle

 

0,44

 

0,44

 

fumigator

 

0,89

 

0,89

 

decksweeper

 

0,67

 

0,89

 

mortar

 

0,33

 

0,44

 

aethercannon

 

0,69

 

0,93

 

This means that, if you're interested in putting the Thunderers in a ship, special weapons other than the mortar are a good idea, because the ship's guns (not cannon) also go out to 12". If you plan boots on the ground, the mortar, even if it never hits, gives the others enough to compensate the loss in damage (though at a shorter range). If you're making the group larger, bringing a mortar and multiplying all the other special weapons seems the best option, except, of course, if you want more range (because you don't have the mobility of the ship).

If there are +/- to hit and/or wound things on the field, it drastically changes, of course. Also, if there are enemies nearby, it changes, because +1 attack has the most effect on the mortar and cannon (+100%), and the least on the decksweeper and double barrelled aether gun (+25%).

I really like Thunderers now. So many considerations to be made.

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If you didn't know, there's a lexicon on a wiki for dwarf words: https://warhammerfantasy.fandom.com/wiki/Khazalid

I now know the name of my skyport: Barak Valdahaz

My City (Greifszahn) overlooks fertile fields near the centre of Aqshi, where the vulcanic soil makes for fertile ground. The Kharadron have been noticing the hops grown here have a good bite to them, to the point of even being spicy, and the produced rye, wheat and grain make for good malts. Combine this with a roasting and heating process involving heat of the volcano, and there always was a good trade to be made for unique beers.

The skyport anchors in the top reaches of the spire that houses the city (and keeps the humans safe from lava and mud flows).

Between city and skyport, there is a pub named after the most renowned brewer of the old world, and a auditorium that houses concerts sometimes, and philosophical debates at other times. The Kharadron like that the mages of the city treat magic as just something that can be analysed, dissected and put to work. Magic, sufficiently analysed, is indistinguishable from technology. That doesn't mean they really trust mages, just that, if magic needs to exist, putting it in chains is the best thing for it.

Sometimes the Barak will reinforce armies of the City, and sometimes it's the other way around. The city even started producing flying vessels, powered by endless spells they have rigorously bound and chained to power and lift the hulls. 

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44 minutes ago, zilberfrid said:

This means that, if you're interested in putting the Thunderers in a ship, special weapons other than the mortar are a good idea, because the ship's guns (not cannon) also go out to 12". If you plan boots on the ground, the mortar, even if it never hits, gives the others enough to compensate the loss in damage (though at a shorter range). If you're making the group larger, bringing a mortar and multiplying all the other special weapons seems the best option, except, of course, if you want more range (because you don't have the mobility of the ship).

If there are +/- to hit and/or wound things on the field, it drastically changes, of course. Also, if there are enemies nearby, it changes, because +1 attack has the most effect on the mortar and cannon (+100%), and the least on the decksweeper and double barrelled aether gun (+25%).

I really like Thunderers now. So many considerations to be made.

Khemist is now reroll 1’s to wound, not plus 1 attack. 

When you drop in a boat, you have to be more than 9” away, so your fumigators will never be in range when you drop in. 

If you are looking at bonuses to hit, thundriks proffiteers is where it’s at. Or the flare pistol for navigator. 

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1 minute ago, Cauthon said:

Khemist is now reroll 1’s to wound, not plus 1 attack. 

When you drop in a boat, you have to be more than 9” away, so your fumigators will never be in range when you drop in. 

If you are looking at bonuses to hit, thundriks proffiteers is where it’s at. Or the flare pistol for navigator. 

I meant the "Drive them back" feature. This also gives +1 to attacks. If you're banking on your thunderers being charged, however, maximizing fumigators is a good idea to give -1 to hit.

I must say I forgot the fumigators, and meant decksweepers and cannons with my "special weapons" comment.

The + to hit in my mind is the Hurricanum, though it's not in KO. - to hit is more common, and would cripple the mortar/cannon/decksweeper quite quickly if garrissoned. This could be from Pha's Protection, look out sir or other effects.

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1 hour ago, zilberfrid said:

I meant the "Drive them back" feature. This also gives +1 to attacks. If you're banking on your thunderers being charged, however, maximizing fumigators is a good idea to give -1 to hit.

I must say I forgot the fumigators, and meant decksweepers and cannons with my "special weapons" comment.

The + to hit in my mind is the Hurricanum, though it's not in KO. - to hit is more common, and would cripple the mortar/cannon/decksweeper quite quickly if garrissoned. This could be from Pha's Protection, look out sir or other effects.

Good call on the drive them back, sorry thought you were referring to the khemist. 

 

Honestly ive been viewing all the thunderer special abilities that require you to be on the ground as consolation prizes. If you’ve been blown out of your boat they’re prolly not long for this realm. 

 

If you are a huricanum fan you should check check out some of the tempest eye combos. Admiral in a ironclad in a CoS tempest eye army can have some interesting command traits. +2 to hit on the ironclad is pretty easy to achieve. 

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Man, this place picked up while I was gone. ;) I'm already coming up with new army list ideas that I'll share once they're fleshed out. One thing I do want to try is an all balloon army. Endrinmaster on balloon, Skywardens, Riggers and boats. It'll have to be a 2 k list though I think. I also need to find a useful endless spell for spell in a bottle shenanigans.

In the meantime though, I haven't played many games. Mental health preventing me from getting a game locally. But I'm getting hyped with these new rules. Once I get my new 1k army set up, I'll try for a game again.

Also...somebody's been starting to mess with shaders and highlighting...IMG_20200130_073248915_HDR.jpg.b6ffa9396fb4e839cba8e3cebaf3c72a.jpg

IMG_20200130_073314274_HDR.jpg

IMG_20200130_073301481_HDR.jpg

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10 hours ago, Cauthon said:

I don’t know about novelty I think they’re our best unit. 3 units is where the full flexibility is.  

I like them as a unit, i think they have some real variety in how you wanna play them which is cool and valuable. Im not sure if i'd call them the best unit in our book though. I like your idea of running a 12 blob with an aethergold for hero sniping, 4 shots of deadly profiles could certainly do that. But with look out sir and other -1 hit  debuffs thats gonna be real risky.  I have been using drill cannons on gunhaulers for hero sniping to great effect, but im gonna give a 12 blob a try and see how i like it. 

I think their just a bit too squishy for me to want to invest in a max unit that cant fly away. I think the utility of hitching is the best use for them to quick grab objectives or flank an army. 

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1 hour ago, Cauthon said:

Good call on the drive them back, sorry thought you were referring to the khemist. 

Honestly ive been viewing all the thunderer special abilities that require you to be on the ground as consolation prizes. If you’ve been blown out of your boat they’re prolly not long for this realm. 

If you are a huricanum fan you should check check out some of the tempest eye combos. Admiral in a ironclad in a CoS tempest eye army can have some interesting command traits. +2 to hit on the ironclad is pretty easy to achieve. 

They can give -1 to hit, have save 4, two wounds, and have extra shooting attacks if something does get close to them. They prefer not to be in melee, but I don't think it's a disaster if something small catches up with them, though they will not be cost effective against the largest things.

Putting the boots on the ground is neccessary to get objectives, and there are other ways of disembarking than crashing the ship.

I was thinking about TE as well, Luminarch and Hurricanum are both really interesting for the concentration of force that is possible with garrissonned Kharadron. They can easily be within the bubbles, and getting +1 to hit, 6+ save after save and -1 to be hit is quite nifty.

It just fits, Ironclad, Admiral (general, hawk eyed, patriciers helm), 10 thunderers, 3 groups of guards, 2 scourgerunner chariots, 2 handgunners (or pistoleers, if these, make them honoured retinue), luminarch with wizard, hurricanum with wizard.

Edited by zilberfrid
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What do you guys suggest for the ArkCo loadout? Has anyone found value and made use of their skypike?

Also, can someone enlighten me on the importance of the Admiral? My friends are loving his Repel for the buff on YOUR combat phase on a garrisoned unit, but KO melee is kinda Meh in general -- for units that can be garrisoned anyway. I love balloons just fine.

Edited by itzrenren
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Been toying with this list a bit:

Barak-Zon - [101 wounds, 3 drops, 1 CP]

Endrinmaster w/ Dirigible suit (220) [General, Zon relic/trait]
Navigator (100) [Flare pistol]
10 Thunderers (240) [4 Rifle, 1 Fumigator, 2 Decksweeper, 2 Cannon, 1 Mortar]
6 Skywarden (200) [all spear/pistol]
6 Skywarden (200) [all spear/pistol]
6 Skywarden (200) [all spear/pistol]
Gunhauler (150) [Drill Cannon, Collapsible Compartments]
Gunhauler (150) [Drill Cannon]
Gunhauler (150) [Drill Cannon]
Frigate (250) [Sky Cannon, Skymines]
Escort Wing (140)

 

Edited by Tittliewinks22
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19 minutes ago, Tittliewinks22 said:

Been toying with this list a bit:

Barak-Zon - [101 wounds, 3 drops, 1 CP]

Endrinmaster w/ Dirigible suit (220) [General, Zon relic/trait]
Navigator (100) [Flare pistol]
10 Thunderers (240) [4 Rifle, 1 Fumigator, 2 Decksweeper, 2 Cannon, 1 Mortar]
6 Skywarden (200) [all spear/pistol]
6 Skywarden (200) [all spear/pistol]
6 Skywarden (200) [all spear/pistol]
Gunhauler (150) [Drill Cannon, Collapsible Compartments]
Gunhauler (150) [Drill Cannon]
Gunhauler (150) [Drill Cannon]
Frigate (250) [Sky Cannon, Skymines]
Escort Wing (140)

 

Do the thunderers and navigator go in the frigate because that will overload it. Nice list otherwise. 

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