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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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I wouldn‘t call the KO an „extreme gunline“. Our shooting distance is not that great. & we‘re pretty mobile. Alas I think we‘re lacking 1 or 2 types of troops to get a little bit of variation in our playstyle.

With that being said, I don‘t think it‘ll take a lot to make the KO a much better army. A unit of reasonable objective holders, maybe another battleline etc. and I think we‘ll do very well - without going from meh to omg, they‘re so good.

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7 hours ago, Rachmani said:

With that being said, I don‘t think it‘ll take a lot to make the KO a much better army. A unit of reasonable objective holders, maybe another battleline etc. and I think we‘ll do very well - without going from meh to omg, they‘re so good.

 This would go a long, LONG way to helping KO.

Current meta favours horde units, resilient characters, and summoning - in this respect KO are majorly behind  the times.

The traditional Clown Car does not cut it anymore sadly, mainly because even if you kill off a decent portion of  your opponents unit in early game - it's irrelevant if they have the bodies left to hold objectives. Or, produce new bodies to do the same. KO (as well as quite a few Destruction factions) are just going to struggle now, because their ability to hold objectives is as a huge disadvantage compared  to other factions that can either summon (Seraphon, Chaos, Death etc), are hyper mobile (SCE, Idoneth, Sylvaneth), or are hyper resilient (Nurgle, Fyreslayers etc).

 

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I'll be bringing the boys to NOVA for both the GT and the doubles tournament.  We'll see how we end up.

And to add more Dwarven fun to the mix, my partner for the doubles tournament is a Fireslayer.  We'll see what happens!

I have my 2k list ready for the most part, just working on the 1k list.   I'm slightly more nervous on the 1k simply because of the realm rules being used in the doubles tournament severely hurts KO in terms of range.  I think 1 round is 18" range max on all weapons and magic, and another round is 12" max because of Ulgu's realmscape rules.  My plan is to go heavy bubble boy for that one.

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39 minutes ago, Fungrim said:

 This would go a long, LONG way to helping KO.

Current meta favours horde units, resilient characters, and summoning - in this respect KO are majorly behind  the times.

The traditional Clown Car does not cut it anymore sadly, mainly because even if you kill off a decent portion of  your opponents unit in early game - it's irrelevant if they have the bodies left to hold objectives. Or, produce new bodies to do the same. KO (as well as quite a few Destruction factions) are just going to struggle now, because their ability to hold objectives is as a huge disadvantage compared  to other factions that can either summon (Seraphon, Chaos, Death etc), are hyper mobile (SCE, Idoneth, Sylvaneth), or are hyper resilient (Nurgle, Fyreslayers etc).

 

  Just wanted to mention one quick thing.  In terms of grabbing objectives, you now hold the objective so long as the enemy doesn't take it.  So you can grab a quick objective left out alone and not have to be stuck there holding it.  You can get away and still hold it unless an enemy comes by to nab it again.

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These are stock Thunderers (or should i say „stok“ Thunderers, huehuehue), no special weapons, equipped, right? I „guess“ for Khemist reasons. 

I‘m really torn on these. I kinda of want to give them some sort of special weapon, taking all of them totally ruins the Khemist buff, while taking only some of them feels wrong, too. Have you experimented with something like 2 Aethercannons in 10 Thunderers, but nothing else?

It feels so wrong not to give them something, yet, gut feeling & naive fallacy point me towards 10 without any special weapons.

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49 minutes ago, Rachmani said:

These are stock Thunderers (or should i say „stok“ Thunderers, huehuehue), no special weapons, equipped, right? I „guess“ for Khemist reasons. 

I‘m really torn on these. I kinda of want to give them some sort of special weapon, taking all of them totally ruins the Khemist buff, while taking only some of them feels wrong, too. Have you experimented with something like 2 Aethercannons in 10 Thunderers, but nothing else?

It feels so wrong not to give them something, yet, gut feeling & naive fallacy point me towards 10 without any special weapons.

So I know it doesn't follow a lot of the mainstream tactics of KO, but I almost always run a 10 man Thunderer unit with Rifles and Mhornar.  Hop out 3", move, run, Khemist Buff, gives me an effective threat range of 31" firing 32 shots, rerollilng misses against the planned target with a -1 Rend.    In the last tournament I went to between that unit and some skyooks I was able to take out Nagash first turn.

 

I understand the want to upgrade the aether saws on the Endrinriggers, but I absolutely hate the d3 rather than flat damage.

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3 hours ago, BWG Cannonball said:

So I know it doesn't follow a lot of the mainstream tactics of KO, but I almost always run a 10 man Thunderer unit with Rifles and Mhornar.  Hop out 3", move, run, Khemist Buff, gives me an effective threat range of 31" firing 32 shots, rerollilng misses against the planned target with a -1 Rend.    In the last tournament I went to between that unit and some skyooks I was able to take out Nagash first turn.

Good to hear! Currently my plan to build up to 2K is two more start collecting for the Escort wing and was thinking the same thing for the thunderers. In potential the whole cascading weapon effects is super cool. but just seems so hit or miss, whereas Rifles is more reliable I feel. But that's not backed by any gameplay from my side... well maybe i'll add two cannon's. Cause... well cannons ;) 

I'm looking forward to here of your successes :) 

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4 hours ago, BWG Cannonball said:

So I know it doesn't follow a lot of the mainstream tactics of KO, but I almost always run a 10 man Thunderer unit with Rifles and Mhornar.  Hop out 3", move, run, Khemist Buff, gives me an effective threat range of 31" firing 32 shots, rerollilng misses against the planned target with a -1 Rend.    In the last tournament I went to between that unit and some skyooks I was able to take out Nagash first turn.

 

I understand the want to upgrade the aether saws on the Endrinriggers, but I absolutely hate the d3 rather than flat damage.

That is in deed pretty potent. Works on a great variety of enemies, too. Basically everything but Hordes. But even then it‘s not so bad. ?

Nice. I‘ll look into that. 

Besides. I don‘t think there is much of a relevant KO mainstream. We have to try out stuff. And I for one like the reasoning behind your Thunderers a lot!

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I'm going to do this for a friendly game tomorrow (hmmm not sure how the "spoiler" feature will work for this...):

 

Spoiler

 

Allegiance: Kharadron Overlords

Mortal Realm: Chamon

Skyport: Barak-Nar

·         Additional Footnote: There's No Reward Without Risk

Aether-Khemist (160)

·         General

·         Trait: Stickler for the Code:There's No Trading With Some People

·         Artefact: Aethershock Earbuster

Aetheric Navigator (80)

·         Artefact: Aethersight Loupe

Knight-Heraldor (100)

·         Allies

Knight-Incantor (140)

·         Allies

·         Dais Arcanum (40)

10 x Arkanaut Company (120)

·         3x Light Skyhooks

10 x Arkanaut Company (120)

·         3x Light Skyhooks

10 x Arkanaut Company (120)

·         3x Light Skyhooks

Aetherstrike Force (180)

Knight-Venator (120)

3 x Endrinriggers (120)

3 x Skywardens (120)

3 x Skywardens (120)

3 x Prosecutors (100)

o   1x Stormsurge Tridents

3 x Prosecutors (100)

o   1x Stormsurge Tridents

3 x Prosecutors (100)

o   1x Stormsurge Tridents

Grundstok Gunhauler (160)

o   Main Gun: Drill Cannon

o   Great Endrinworks: The Last Word

Total: 2000 / 2000

Extra Command Points: 1

Allies: 240 / 400

Wounds: 101

 

Probably not super good, but I like it.  It will be fun.

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Had a friendly game last night...

 

Barak Thryng sky port

2 Khemists

Navigator w/ unbind artefact and fleet master

Brokk

--

20 Arkanaut w/ skyhooks

10 Arkanaut w/ spears

10 Arkanaut w/ volley gun

--

Ironclad w/ sky cannon

--

9 Endrinriggers

Total: 1920

3 drops (could be 2 if necessary)

I played against Daughters of Khaine. It was a fun match. I wanted to play Brokk because he seemed fun. He's a magnet for mortal wound attacks... But fun nonetheless. We called it after turn 2. I killed about half, or more of his army and he killed about a quarter of mine. I sent the riggers out on a killing spree (sisters and warlocks) and then focused all my other firepower on the core of their army: witches and cauldron.

My tactic usually is make the opponent scared from the first 2 turns. Go for it right out of the gate. I feel we're almost forced to focus on infantry first with look out sir. But I think that's ok. Without infantry, I think the enemy is crippled...except Death probably.

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Hi all 

I know ko aren't really top tier anymore but I don't want to give up on them as they are still great looking models on the table top and fun to paint . I'm trying to come up with a list based round two ironclads that will not get rolled in tornament games.do any of you guys run such a list or would I be better of trying some other ship based list? 

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15 hours ago, Oldmanlee said:

Hi all 

I know ko aren't really top tier anymore but I don't want to give up on them as they are still great looking models on the table top and fun to paint . I'm trying to come up with a list based round two ironclads that will not get rolled in tornament games.do any of you guys run such a list or would I be better of trying some other ship based list? 

I think 2 ironclads can still be tough to fight. That's lots of protection and intimidating. Since the ironclad can buff the other vessels, how about running 3 gunhaulers instead of another ironclad as an alternative? 

I feel like you don't get the added torpedos and transport, but you get multiple cannon shots, more wounds, more units for adjusting to the flow of the match, etc.

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On 8/3/2018 at 3:33 PM, amysrevenge said:

I'm going to do this for a friendly game tomorrow (hmmm not sure how the "spoiler" feature will work for this...):

 

  Hide contents

 

Allegiance: Kharadron Overlords

 

Mortal Realm: Chamon

 

Skyport: Barak-Nar

 

·         Additional Footnote: There's No Reward Without Risk

 

Aether-Khemist (160)

 

·         General

 

·         Trait: Stickler for the Code:There's No Trading With Some People

 

·         Artefact: Aethershock Earbuster

 

Aetheric Navigator (80)

 

·         Artefact: Aethersight Loupe

 

Knight-Heraldor (100)

 

·         Allies

 

Knight-Incantor (140)

 

·         Allies

 

·         Dais Arcanum (40)

 

10 x Arkanaut Company (120)

 

·         3x Light Skyhooks

 

10 x Arkanaut Company (120)

 

·         3x Light Skyhooks

 

10 x Arkanaut Company (120)

 

·         3x Light Skyhooks

 

Aetherstrike Force (180)

 

Knight-Venator (120)

 

3 x Endrinriggers (120)

 

3 x Skywardens (120)

 

3 x Skywardens (120)

 

3 x Prosecutors (100)

 

o   1x Stormsurge Tridents

 

3 x Prosecutors (100)

 

o   1x Stormsurge Tridents

 

3 x Prosecutors (100)

 

o   1x Stormsurge Tridents

 

Grundstok Gunhauler (160)

 

o   Main Gun: Drill Cannon

 

o   Great Endrinworks: The Last Word

 

Total: 2000 / 2000

 

Extra Command Points: 1

 

Allies: 240 / 400

 

Wounds: 101

 

 

Probably not super good, but I like it.  It will be fun.

What the heck is a " Dais Arcanum"

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Im still not clear what to bring, atm im stuck on this list. have a upcoming tournament in sept. thinking of Barak-Urbaz as my skyport.

this any good, u guys think?

 

LEADERS :

Aether-Khemist (160) - General

Knight-Incantor (140)

UNITS :

10 x Arkanaut Company (120) -3 x Skypikes

10 x Arkanaut Company (120) - 3 x Light Skyhooks

10 x Arkanaut Company (120) - 3 x Aethermatic Volley Guns

12 x Endrinriggers (480)  

15 x Grundstok Thunderers (300)

WAR MACHINES:

Arkanaut Ironclad (420)

ENDLESS SPELLS

Everblaze Comet (100)

Dais Arcanum (40)

TOTAL: 2000/2000

Kitn.pdf

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Hi all, first time poster and very recent reader of the forum. I've just decided to get into AoS after last buying models about 15 years ago. I've never actually played the game before but come from a D&D background so used to dice games. I decided to get into KO as I love steampunk and their very original themes. I bought the battletome and the battleforce this week so will be building that up soon.

I have a few friends who have also just started AoS and the aim is to eventually join our local gaming club. Now... I am a super competitive person and although I know at the moment KO are a pretty subpar army I'd like to try and at least be as competitive as possible. So really then my question is what are the most optimal 1k lists I can field? I'm reading through the battletome and it's a little information overload at the minute but I think the battleforce is a good base. 

Thanks for any answers I receive.

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8 hours ago, Lossen said:

Im still not clear what to bring, atm im stuck on this list. have a upcoming tournament in sept. thinking of Barak-Urbaz as my skyport.

this any good, u guys think?

 

LEADERS :

Aether-Khemist (160) - General

Knight-Incantor (140)

UNITS :

10 x Arkanaut Company (120) -3 x Skypikes

10 x Arkanaut Company (120) - 3 x Light Skyhooks

10 x Arkanaut Company (120) - 3 x Aethermatic Volley Guns

12 x Endrinriggers (480)  

15 x Grundstok Thunderers (300)

WAR MACHINES:

Arkanaut Ironclad (420)

ENDLESS SPELLS

Everblaze Comet (100)

Dais Arcanum (40)

TOTAL: 2000/2000

Kitn.pdf

 

New enough to Sigmar, but does bringing the Storm cast Wizard mess up your allegiance abilities?

And are many bringing them now? In light of Endless spells, it almost seems as if they are needed

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10 hours ago, Lossen said:

Im still not clear what to bring, atm im stuck on this list. have a upcoming tournament in sept. thinking of Barak-Urbaz as my skyport.

this any good, u guys think?

 

Looks fun. My advice would be to hold off on throwing that big unit of endrinriggers into the enemy army until you see something that you are willing to trade them for or if you have a chance for a double turn.

Also, since the incantor is the only wizard, you have a lot of points wrapped up in the endless spells. She only gets one cast per turn, and if your opponent takes her out it basically wipes out 280 points of your army.

Edited by WatcherintheWater
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