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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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5 hours ago, Nightgaunt said:

How many fumigators are you putting in the Thunderers? I'm not sure how many it takes to cover a 15 man squad with their aura but I like the theme.

It would probably be 3, spaced evenly around, with the khemist in the middle of this horde to maybe provide his -1 to hit, and if I have room use Thundrik to get the amount of attacks down on whatever is near, hopefully near the other khemist. Obviously 3 of every special because they are in melee and that +1 to hit would be great there, less swingy with the easier chances of hitting. Also they would screen the ironclad, and the wardens are just the cherry on top.

Edit: Or, even better, have the 3 fumigators at the front, and everything else in a column behind them. Then have Thundrik and the khemist on either side, with a thunderer or 2 (the standard bearers) in front of them to protect them. then line both sides with riggers and wardens, and have the ironclad in the back laying down supporting fire.

Edited by Sttufe
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A quick question.

I might end up playing my first battle with KO tomorrow but am having trouble settling on a list.

If I run a Barak Zilfin list with a frigate loaded up with 10 arkonauts and 2 characters with the Magnificent Omniscope can I in my herophase then move 8+6(run), then in my movementphase disembark the arkonauts and characters and then fly high with the (now) empty frigate? Or could I fly high with a Gunhauler with Thundrik´s Profiteers and a Khemist in the herophase, throw out an endless spell from bottle and then use fly high in the movementphase to get some distance from the enemy?

 

/Cheers Rangeltoft

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27 minutes ago, Rangeltoft said:

A quick question.

I might end up playing my first battle with KO tomorrow but am having trouble settling on a list.

If I run a Barak Zilfin list with a frigate loaded up with 10 arkonauts and 2 characters with the Magnificent Omniscope can I in my herophase then move 8+6(run), then in my movementphase disembark the arkonauts and characters and then fly high with the (now) empty frigate? Or could I fly high with a Gunhauler with Thundrik´s Profiteers and a Khemist in the herophase, throw out an endless spell from bottle and then use fly high in the movementphase to get some distance from the enemy?

 

/Cheers Rangeltoft


I would say yes to both questions

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23 hours ago, Sttufe said:

ok so i have come up with a list centered around the most dakka in a space as possible:

Barak Zon:

- Brokk Grungsson, General, Aethersped Hammer, Bearer of the Ironstar - 240 - 240

- Khemist - 90 - 310

- Thundrik and Co. - 260 - 570

- 15 Thunderers - 360 - 930

- 1 Ironclad - 510 - 1440

- 6 Skywardens - 200 - 1640

- 6 Endrinriggers - 200 - 1840

- 1 Gunhauler, Compartments - 150 - 1990

 

Idea is that you pack Thundrik into the gunhauler, have 6 riggers and Brokk sit outside the ironclad, have the other 6 wardens sit on the gunhauler. Finally pack in 15 thunderers into the ironclad with the khemist, once you deploy just drop them at 9.1" away with the show your steel, move 4", charge the rest, and hopefully combined with the khemist and all your thunderers having specials, you should get +2 to wound, +1 attack, +2 to hit, and then -1 on enemy hit rolls (maybe -2 if your lucky). This includes the buffs from the khemist and Thundrik, plus the charging zon buff, plus the 3" thunderer buff and the thunderer special buff. Then you have the sky wardens charge and the ironclad unleash it's shrapnel and you have quite a bit of shots going through the air. Technically your entire army would be in one spot, but hopefully anything with 24" of that spot should theoretically be dead.

Your list is illegal. Brokk is a named, unique character and can't have a command trait or an artefact of power.

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Any decent competative 1000 point Kharadron list?  Planning on going to an AOS doubles in June (assuming its all good by then)

A few ideas (I play Zilfin)


Dirigible Suit - Grudgebearer - Staff
2 x 6 Endrin Riggers
10 Company 
Gunhauler - Torpedo
Frigate - Skymines 

Dirigible Suit - Grudgebearer - Staff
2 x 3 Endrinriggers
Gyrocopter
Ironclad

Khemist - Collector - Staff
Khemist - Spell in a Bottle 

10 Company 
Frigate
6 Endrinriggers
Gunhauler
Warplighting Vortex

Any ideas would be great. It's for a doubles teaming up with Serephon. 

 


 

Edited by Matt Large
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On 3/16/2020 at 8:32 PM, Sttufe said:

ok so i have come up with a list centered around the most dakka in a space as possible:

Barak Zon:

- Brokk Grungsson- 240 - 240

- Khemist, General, Aethersped Hammer, Bearer of the Ironstar - 90 - 310

- Thundrik and Co. - 260 - 570

- 15 Thunderers - 360 - 930

- 1 Ironclad - 510 - 1440

- 6 Skywardens - 200 - 1640

- 6 Endrinriggers - 200 - 1840

- 1 Gunhauler, Compartments - 150 - 1990

 

Idea is that you pack Thundrik into the gunhauler, have 6 riggers and Brokk sit outside the ironclad, have the other 6 wardens sit on the gunhauler. Finally pack in 15 thunderers into the ironclad with the khemist, once you deploy just drop them at 9.1" away with the show your steel, move 4", charge the rest, and hopefully combined with the khemist and all your thunderers having specials, you should get +2 to wound, +1 attack, +2 to hit, and then -1 on enemy hit rolls (maybe -2 if your lucky). This includes the buffs from the khemist and Thundrik, plus the charging zon buff, plus the 3" thunderer buff and the thunderer special buff. Then you have the sky wardens charge and the ironclad unleash it's shrapnel and you have quite a bit of shots going through the air. Technically your entire army would be in one spot, but hopefully anything with 24" of that spot should theoretically be dead.

Edit: The khemist gets the artefacts but he should not be in melee, at least he will survive longer.

Am I missing something or there is no battllines? Maybe take  baloonmaster instead of brokk, then you can make him a general and unlock wardens for a battle line , and use artefact on him. There will still be a lot of dakka

 

if I may, I will sugest something like this:

Allegiance: Kharadron Overlords
- Sky Port: Barak Zon

Leaders
Endrinmaster with Dirigible Suit (220)
- General
- Command Trait: Bearer of the Ironstar  
- Artefact: Aethersped Hammer  
Aether-Khemist (90)
- Artefact: Caustic Anatomiser  

Battleline
6 x Skywardens (200)
- 1x Skyhooks
- 1x Grapnel Launchers
6 x Skywardens (200)
- 1x Skyhooks
- 1x Grapnel Launchers
3 x Skywardens (100)
- 1x Skyhooks

Units
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon
- Great Endrinworks: Zonbarcorp 'Debtsettler' Spar Torpedo
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon
10 x Grundstok Thunderers (240)
- 2x Aetheric Fumigators

Behemoths
Arkanaut Ironclad (510)
- Main Gun: Aethermatic Volley Cannon
- Great Endrinworks: The Last Word

Battalions
Grundstok Escort Wing (140)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 89
 

You have less drops, battalion allows you to focus fire, so you actually might score even more shots. Bad thing is that you have less thuderers and debuff aura, but who needs it when enemy is dead? Special weapons on wardens give you some long shooting, make charges easier  (and you want to make them) and disable enemy from retreat. It is worth pointing out that skywardens thanks to battalion rerolls 1 on hit both in shooting and combat phase, what can make them pretty scary on charge.  I think this is pretty agressive list.

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11 minutes ago, Borsuk said:

 

Am I missing something or there is no battllines? Maybe take  baloonmaster instead of brokk, then you can make him a general and unlock wardens for a battle line , and use artefact on him. There will still be a lot of dakka

 

if I may, I will sugest something like this:

Allegiance: Kharadron Overlords
- Sky Port: Barak Zon

Leaders
Endrinmaster with Dirigible Suit (220)
- General
- Command Trait: Bearer of the Ironstar  
- Artefact: Aethersped Hammer  
Aether-Khemist (90)
- Artefact: Caustic Anatomiser  

Battleline
6 x Skywardens (200)
- 1x Skyhooks
- 1x Grapnel Launchers
6 x Skywardens (200)
- 1x Skyhooks
- 1x Grapnel Launchers
3 x Skywardens (100)
- 1x Skyhooks

Units
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon
- Great Endrinworks: Zonbarcorp 'Debtsettler' Spar Torpedo
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon
10 x Grundstok Thunderers (240)
- 2x Aetheric Fumigators

Behemoths
Arkanaut Ironclad (510)
- Main Gun: Aethermatic Volley Cannon
- Great Endrinworks: The Last Word

Battalions
Grundstok Escort Wing (140)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 89
 

You have less drops, battalion allows you to focus fire, so you actually might score even more shots. Bad thing is that you have less thuderers and debuff aura, but who needs it when enemy is dead? Special weapons on wardens give you some long shooting, make charges easier  (and you want to make them) and disable enemy from retreat. It is worth pointing out that skywardens thanks to battalion rerolls 1 on hit both in shooting and combat phase, what can make them pretty scary on charge.  I think this is pretty agressive list.

Sorry when I initially wrote this list it was with Barak Nar and and an Endrinmaster in Dirigible Suit. I guess I forgot to fix it, I am probably just gonna convert it back to original. Also I may actually use this as my main list because this seems pretty solid and a lot less one filed of overwhelming firepower. (And what I currently have would fit well into that list).

Edited by Sttufe
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36 minutes ago, Rangeltoft said:

Another question: How does spell in a bottle work with the new Bound Endless Spells from the Seraphon book?

I would say the same as any other Endless Spell. You can take whatever you want and put in the bottle, just remember that the bound ones can still only be moved by Seraphon armies.

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1 hour ago, Beliman said:

I would say the same as any other Endless Spell. You can take whatever you want and put in the bottle, just remember that the bound ones can still only be moved by Seraphon armies.

Thats the thing im wondering about, the "all restrictions are ignored" wouldnt that mean that you can still move it, or is it just for the "casting" part?

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15 minutes ago, Rangeltoft said:

Thats the thing im wondering about, the "all restrictions are ignored" wouldnt that mean that you can still move it, or is it just for the "casting" part?

From the Spell in a bottle rule: "Pick 1 endless spell. Any endless spell can be chosen (all restrictions are ignored) but you must pay any points required for the model. Once per battle, the bearer can automatically cast that endless spell (do not roll 2D6) and it cannotbe unbound."

Imo, the "all restrictions are ignored" is linked to "Any endless spell can be chosen". It's a way to say that you can put any Endless Spell in our bottle.

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3 hours ago, Beliman said:

From the Spell in a bottle rule: "Pick 1 endless spell. Any endless spell can be chosen (all restrictions are ignored) but you must pay any points required for the model. Once per battle, the bearer can automatically cast that endless spell (do not roll 2D6) and it cannotbe unbound."

Imo, the "all restrictions are ignored" is linked to "Any endless spell can be chosen". It's a way to say that you can put any Endless Spell in our bottle.

I'd tend to agree with Beliman. I would think the ignoring restriction part only applies to what spells you can choose from. I then got excited by the idea of NOBODY (except Seraphon)  moving the spell but upon close inspection, most of those spells only do their effect when they move. Good idea though @Rangeltoft!

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16 hours ago, ShaneHobbes said:

Correct me if I'm wrong but I thought the bound rule for Seraphon only works for endless spells that Seraphon players bring themselves. 

Why would it matter for Spell in a Bottle then?

The Bound Endless Spells are just warscrolls (with their point tables) in the Seraphon Book. When you take the Spell in the Bottle, it just states to chose any Endless Spell and ignore any restriction (so doens't matter if they are only for Seraphons orSCE).

Imho, that should be enough to select the bound ones.

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20 minutes ago, nine7six said:

How can you fly high in the hero phase with zilfin? It says normal move only for zilfin (run retreat, disengage) and the fly high rules says “instead of a normal move” which to me means you can’t use the special ability for fly high?

yea I agree to put it the other way would seem to be a bit cheaty, it is just says normal move, so technically it would be dropping the vortex in your hero phase by moving super fast with various endrinworks and the zilfin move in the hero phase ( just not flying high), and then use the jump-tastic powers of fly high to get the heck outta there with your kkhemist because he is a fairly good hero especially for only 90 points.

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14 minutes ago, Sttufe said:

yea I agree to put it the other way would seem to be a bit cheaty, it is just says normal move, so technically it would be dropping the vortex in your hero phase by moving super fast with various endrinworks and the zilfin move in the hero phase ( just not flying high), and then use the jump-tastic powers of fly high to get the heck outta there with your kkhemist because he is a fairly good hero especially for only 90 points.

Honestly I read about it on another forum, perhaps that's what they were doing and I misunderstood? It seemed popular, I think they called it the 'Rat Trap.' I'm still quite new and haven't been able to play any games due to the current crisis, entirely possible I misread it all.

::Edit:: Looking at it again I think that's what they meant. Stick Khemist in Gunhauler with compartments, use 'Always a Breeze' combined with auto 6 run, use the bottle. Sorry, still learning all the rules.

Edited by Nightgaunt
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Thinking of getting into KO but with some thoughts and questions. 

From a competitive view, I'd love some help building a very strong competitive list.

1- ironclads seem strong, but every list I build with them seems too all in. They are indeed hard to kill but if they ever do.

2-frigate. Also cool, don't seem nearly so hard to kill with only a 4+ and only 1 can get a reroll. Are they any good?

3- most competitve Battleline and why? All seem differently useful. Thunderers seem kinda overpriced but Arconauts give cheap bodies and endriggers hit harder and shorter

4- characters. None seem overwhelmingly strong but all are useful. Which are most competitive? Which are weakest? Seems like just a minimum number with the very useful artifacts to get more boys or ships 

5- any examples of competitive lists?

 

 

 

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12 minutes ago, Frowny said:

Thinking of getting into KO but with some thoughts and questions. 

From a competitive view, I'd love some help building a very strong competitive list.

1- ironclads seem strong, but every list I build with them seems too all in. They are indeed hard to kill but if they ever do.

2-frigate. Also cool, don't seem nearly so hard to kill with only a 4+ and only 1 can get a reroll. Are they any good?

3- most competitve Battleline and why? All seem differently useful. Thunderers seem kinda overpriced but Arconauts give cheap bodies and endriggers hit harder and shorter

4- characters. None seem overwhelmingly strong but all are useful. Which are most competitive? Which are weakest? Seems like just a minimum number with the very useful artifacts to get more boys or ships 

5- any examples of competitive lists?

 

 

 

Not much advice for you except for the first 2 I am afraid. The first is that basically if you have an ironclad don't let it die because that's 510 points. For the frigates it's not normally too useful unless you take the Iron Sky Attack Squadron, which can make some seriously scary arkanaut paired with the Zon charging rules, making them useful. On top of that taking 2 frigates instead of an ironclad allows for a smaller combat effectiveness degradation when one dies, essentially your only losing 250 points to the ironclads 510. For battleline it's varied on what your trying to do, same for characters, although the navigator is a solid choice as unless your going Nar you do need those unbinds. khemist is also a good choice, the admiral is a bit underwhelming, and the Dirigible endrinmaster is 10/10 general for those extra battle line that you are already going to take (riggers and wardens). For lists, search around on this thread and you should find a few, I don't know any right now, as I am not the most competetive.

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8 hours ago, nine7six said:

How can you fly high in the hero phase with zilfin? It says normal move only for zilfin (run retreat, disengage) and the fly high rules says “instead of a normal move” which to me means you can’t use the special ability for fly high?

Are we 100% sure that the we can't High Fly with the Zilfin Footnote?

The footnote give you the oportunity to make a "normal move" in the Hero Phase, and the warscrolls have an ability that instead of making a "normal move", you can just High Fly. 

It seems a good interaction.

 

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