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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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Here is my anti magic list I will keep on hand for bad matchups. Might be a cheesy list tailor but hey, pirate. 

 

Barak-nar 

Iron sky command 

 

Admirial- champion of progress, aethercharged run

Navigator-voidstone orb

Endrinmaster

Endrinmaster

 

Thunderers x10 rifles, cannons, sweepers

Thunderers x 10 rifles, cannons, sweepers,

Arkos x 10 sky hook and pike

 

Ironclad- ebullient buoyancy, cannon

frigate- malefic skymine, skyhook

 

endrinriggers x 3 volley gun drill launcher

 

At least we can dispel while being garrisoned. 

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So im gonna try this list out. Theirs a definite lack of bodies, so my plan is to stay back and try and win in the later rounds once they've been diminished. I also just really love haulers and riggers lol. 

Barak-Urbaz
Endrinmaster on dirigible
-tough as old boots
-phosphorite bomblets
Endrinmaster on foot
Navigator
- Voidstone orb

Battleline- Gunhaulers x3 Drill cannons on each. 
-breath of morgrim
-Debtsettler torpedo

Frigate- Main weapon skycannon

Escort wing- 

10 thunderers
-Double barrel rifle
-Aethershots x9 

Riggers x 6 
Mizzenmaster
volley gunx2
Drill cannon x2
saw x2 

Riggers x 6 
Mizzenmaster
volley gunx2
Drill cannon x2
saw x2 

Riggers x 3 
Mizzenmaster
volley gunx1
Drill cannon x1
saw x1

I kitted my riggers out to be able to hold back and shoot with the ships at max range. 

obvious issues- body count is atrocious. Only 1 unbind in army ( dwarf problems). No gold for my baloons :( 

Suggestions? 

Edited by Ser_namron
Bad spelling
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On 1/16/2020 at 1:00 PM, Kramer said:

So most people understand they are exaggerating things, but apparently feel they won’t get a response with a nuanced statement. 🤷‍♀️

Totally agree, that's really common in our internet communities these days. But to be fair to WW, and Vince especially, they temper their emotional reactions with disclaimers, nuanced points and examples. So even if the impression/opinion is strongly worded and emotional, I think it's 100% fair and worth hearing out.

In the case of our book, I think they really were spot on about calling out the flaws, but possibly could have spent a bit MORE time talking about where the book allows for cool/fun/flavorful stuff. They didn't skip that stuff, they just sorta said "yeah it's there, BUT" and they aren't wrong about any of that imo. 

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28 minutes ago, Tidings said:

Totally agree, that's really common in our internet communities these days. But to be fair to WW, and Vince especially, they temper their emotional reactions with disclaimers, nuanced points and examples. So even if the impression/opinion is strongly worded and emotional, I think it's 100% fair and worth hearing out.

In the case of our book, I think they really were spot on about calling out the flaws, but possibly could have spent a bit MORE time talking about where the book allows for cool/fun/flavorful stuff. They didn't skip that stuff, they just sorta said "yeah it's there, BUT" and they aren't wrong about any of that imo. 

Oh just to reiterate. My comment was a general observation. Not specific to WW as I didn’t (and wont) watch it. 

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Here's the 2k list I'm taking to a small tournament tomorrow.  I've played 2 games with it against FEC gristlegore and Slaanesh (2 keepers). Won both games.

 

Allegiance: Barak Zilfin

 

Admiral - General                                140pt   

Command Trait: Master Commander

 

Khemist                                    90pt

Artifact: Occular Optimisation

 

Navigator                                    100pt

Artifact: Sven's Flare Rifle

 

Ironclad (The Tyfoon)                            510pt

Weapon: Great Cannon

Endrinworks: Last Word

 

Frigate (Hailstørm) - battleline                        250pt

Weapon: cannon

Endrinworks: Malefic Skymines

 

Frigate (Blizzård) - battleline                            250pt

Weapon: cannon

 

Gunhauler                                    150pt

Weapon: cannon

Endrinworks: Spar Torpedo

 

Hailstørm Aknanaut Co                            90pt

 

Blizzård Arkanaut Co.                            90pt

 

5x Grunstok Thunderers                            120pt

 

6x Endrin Riggers                                200pt

w/ Sky Hook & Volley Gun

 

________________________________________________________________

                                Total:         2000pt



 

Edited by Garamond
Added victory results!
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Greetings Overlords!

After the new Battletome, I've been looking at starting KO as my secondary army. I really like the skyships and have gone pretty deep on them with this hypothetical list. So far I've chosen models based more on looks than their efficiency (so no Riggers or Wardens in the current iteration), but since it'll be a while until I really start my purchases (still painting my Ogors) I thought I'd post my current thoughts on a list for some review.

2000pts

Port: Barak-Zilfin

Leaders:

Brokk Grungsson

Aetheric Navigator

Behemoth:

Arkanaut Ironclad

- Great Skycannon

- Battle Ram

Battleline:

2x10 Arkanauts

Arkanaut Frigate

-Chutes

-Heavy Sky Cannon

Arkanaut Frigate

-Heavy Sky Cannon

Other:

2x Gunhaulers

- Sky Cannon

5x Thunderers

+1 Command Point

 

I don't have that much experience with the larger point value games yet as I only play fully painted. I went with mostly Sky Cannons on the ships as I like the utility of being able to choose a statline depending on the target, but all-in-all I'd really love some feedback on the weapon options etc. I really don't like the idea of losing Brokk as it's the #1 model that got me interested in the faction, I just don't like the smaller balloon rigs of the Riggers/Wardens... But I'm open for hints and looking for any glaring flaws in the list for a good casual game.

<< edit: this list seems to be fairly similar to Garamond's list that they posted while I was typing this, but it's good to see that skyship lists can have some traction :)

Edited by Priha
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11 minutes ago, Priha said:

Greetings Overlords!

After the new Battletome, I've been looking at starting KO as my secondary army. I really like the skyships and have gone pretty deep on them with this hypothetical list. So far I've chosen models based more on looks than their efficiency (so no Riggers or Wardens in the current iteration), but since it'll be a while until I really start my purchases (still painting my Ogors) I thought I'd post my current thoughts on a list for some review.

2000pts

Port: Barak-Zilfin

Leaders:

Brokk Grungsson

Aetheric Navigator

Behemoth:

Arkanaut Ironclad

- Great Skycannon

- Battle Ram

Battleline:

2x10 Arkanauts

Arkanaut Frigate

-Chutes

-Heavy Sky Cannon

Arkanaut Frigate

-Heavy Sky Cannon

Other:

2x Gunhaulers

- Sky Cannon

5x Thunderers

+1 Command Point

<< edit: this list seems to be fairly similar to Garamond's list that they posted while I was typing this, but it's good to see that skyship lists can have some traction :)

This seems like a decent list. You'll be challenged on scenarios that require heroes to capture objectives. Brokk is amazing in combat, but he will need to be supported...so make sure to get the ironclad in there with the ram.  (As a side note, I've been thinking the skyhook and ram would make a good combo, with the +2 to charge,  automatically giving you 2 more dice for MWs, but I'm not sure how much that takes away from the ship's firepower)

 

Also, forgo the chutes on the frigate for the spar torpedo on a gunhauler. It will give you a mortal wound bomb in addition to Brokk's charge, and that way he has his own escort. I'm not a huge fan of prudency chutes unless you are carting around precious heroes...

I think this list would play similar to mine. You strike a flanks, redeploy onto objectives, shoot them down as they come to you, with the ironclad garrisoned by thunderers taking the initial charge. Use the gunhauler to ensure the boats accepting charges don't get fully surrounded, and the hero phase move can get you out of tough combats for another round of shooting.

I know you said it'll be a while before you get to balloon boys, but I feel like wardens would fit well into the playstyle of charging, then retreating for MWs.

Anyway, have fun with it. It's super thematic having so many boats on the table!

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2 hours ago, Nick907 said:

I think warhammer Weekly is the best show on YouTube but they did an overtly negative review of the book.  It was uncharacteristically pessimistic of them.  Vince said he’ll do better when they get around to the ‘Kharadron Revisited’ episode. 

I was actually more high on KO till their review and they make a lot of good points that I naturally discovered but didn't view as negative as them. They are correct that skyports and battalions lead to very cookie cutter builds. Their main point that I entirely agree with though is so many abilities are counter intuitive to other abilities. one ability will be meant for range, but then another will be melee only, one ability will buff shooting, but not if garrisoned etc. I hope some of these could be faxed, like adding a plus 1 too garrison before over capacity so we can fit one hero in.

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38 minutes ago, PUFNSTUF said:

I was actually more high on KO till their review and they make a lot of good points that I naturally discovered but didn't view as negative as them. They are correct that skyports and battalions lead to very cookie cutter builds. Their main point that I entirely agree with though is so many abilities are counter intuitive to other abilities. one ability will be meant for range, but then another will be melee only, one ability will buff shooting, but not if garrisoned etc. I hope some of these could be faxed, like adding a plus 1 too garrison before over capacity so we can fit one hero in.

I think the rules writers really stressed the need to avoid certain power combos that would ruin the gaming experience. Even so, KO have many powerful abilities that aren’t easily quantified, such as movement and shooting ranges, that require careful planning to prevent abuse.  I don’t think we can just do a basic wound count/damage output/point cost type of comparison with this army because of the aforementioned abilities. 

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Toying around with an Barak-Thryng list and this is what i came up with as a first draft.

Allegiance: Kharadron Overlords
- Sky Port: Barak Thryng

Leaders
Endrinmaster with Dirigible Suit (220)
- General
- Trait: Supremely Stubborn
Aether-Khemist (90)
- Artefact: Spell in a Bottle
Runelord (90)
- Allies
Runelord (90)
- Allies
Warden King (110)

Battleline
10 x Arkanaut Company (90)
- 1x Skypikes
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)
- 1x Skypikes
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns
3 x Endrinriggers (100)

Units
30 x Hammerers (360)

Behemoths
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon

Battalions
Iron Sky Attack Squadron (120)

Endless Spells / Terrain / CPs
Soulscream Bridge (80)
Extra Command Point (50)

Total: 1990 / 2000
Extra Command Points: 2
Allies: 180 / 400
Wounds: 110
 
Couldn´t add in the Thryng specifik artifact in warscroll builder and havent really thought about endrinworks for the frigates yet.
 
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On 1/16/2020 at 7:25 AM, DeathBringer said:

Allegiance: Order

Leaders
Endrinmaster with Dirigible Suit (220)
- General
Brokk Grungsson Lord-Magnate of Barak-Nar (240)

Battleline

Units
3 x Endrinriggers (100)
- 1x Aethermatic Volley Guns
- 1x Drill Launcher
3 x Endrinriggers (100)
- 1x Aethermatic Volley Guns
- 1x Drill Launcher
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon

Total: 960 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 46

how does this look?  First shot at a build using what I will have once my aether wars box comes in.  It would run with Barak Zilfin and I'm not sure what artefacts/ endrinworks etc it would use.  Any thoughts?

 

There is no reason for you to take Brokk Grungsson Lord-Magnate of Barak-Nar. His command ability only works on Barak-Nar units. Rather take another Endrinmaster with Dirigible Suit. It’s 20 points less and you will get a lot more from him.

Edited by NuclearChaos
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16 minutes ago, NuclearChaos said:

There is no reason for you to take Brokk Grungsson Lord-Magnate of Barak-Nar. His command ability only works on Barak-Nar units. Rather take another Endrinmaster with Dirigible Suit. It’s 20 points less and you will get a lot more from him.

A lot of people take him because his a cool model and want to use him. But I agree with you, It's best just to call the model  an endrinmaster with dirigible suit and use him as the one you use as the general (if taking two)

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So my 25 Thunderers list wasn’t working out. Too much Stormcast around my way and there weren’t the screens to survive giving away turn 1 which left me chasing the game too much. 

Had a rejig then, added some ArCo for screens and Gunhauler is now a taxi for the Navvy. The battalion is mostly useless apart from the extra artefact so now once I’ve weathered the turn one storm I can deep strike everything into their deployment and reroll all hits again their big piece / unit and hope for a double. Only being able to fill frigate #2 with ArCo is a shame but hopefully it’ll pay off. Any thoughts?

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin
Endrinmaster with Dirigible Suit (220)
- General
- Trait: Endrinprofessor  
- Artefact: Staff of Ocular Optimisation  
Aetheric Navigator (100)
- Artefact: Svaregg-Stein Illuminator Flarepistol  
6 x Endrinriggers (200)
- 2x Aethermatic Volley Guns
- 2x Drill Launcher
6 x Endrinriggers (200)
- 2x Aethermatic Volley Guns
- 2x Drill Launcher
10 x Arkanaut Company (90)
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Magnificent Omniscope
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Malefic Skymines
10 x Grundstok Thunderers (240)
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon
- Great Endrinworks: Coalbeard's Collapsible Compartments
Iron Sky Attack Squadron (120)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 113
 

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34 minutes ago, 5kaven5lave said:

So my 25 Thunderers list wasn’t working out. Too much Stormcast around my way and there weren’t the screens to survive giving away turn 1 which left me chasing the game too much. 

Had a rejig then, added some ArCo for screens and Gunhauler is now a taxi for the Navvy. The battalion is mostly useless apart from the extra artefact so now once I’ve weathered the turn one storm I can deep strike everything into their deployment and reroll all hits again their big piece / unit and hope for a double. Only being able to fill frigate #2 with ArCo is a shame but hopefully it’ll pay off. Any thoughts?

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin
Endrinmaster with Dirigible Suit (220)
- General
- Trait: Endrinprofessor  
- Artefact: Staff of Ocular Optimisation  
Aetheric Navigator (100)
- Artefact: Svaregg-Stein Illuminator Flarepistol  
6 x Endrinriggers (200)
- 2x Aethermatic Volley Guns
- 2x Drill Launcher
6 x Endrinriggers (200)
- 2x Aethermatic Volley Guns
- 2x Drill Launcher
10 x Arkanaut Company (90)
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Magnificent Omniscope
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Malefic Skymines
10 x Grundstok Thunderers (240)
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon
- Great Endrinworks: Coalbeard's Collapsible Compartments
Iron Sky Attack Squadron (120)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 113
 

Quick question. Is the stormcast alphastrik Gavriel close combat or more shootcast?

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41 minutes ago, Kramer said:

Quick question. Is the stormcast alphastrik Gavriel close combat or more shootcast?

Shootcast basically. Lots of shooting with some stuff to charge in too. Lots of drops so lots of units to bring in turn one and my Endrinriggers are melting away as screens so I’m losing too much shooting efficiency by the time I get a turn 1. Any tips?

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1 minute ago, 5kaven5lave said:

Shootcast basically. Lots of shooting with some stuff to charge in too. Lots of drops so lots of units to bring in turn one and my Endrinriggers are melting away as screens so I’m losing too much shooting efficiency by the time I get a turn 1. Any tips?

Basically redundancy is key. But I was just wondering. Because If you set up in a corner you could easily screen your list with 2x 10 arkanauts. So was just wondering about the 3rd unit

I haven't played a true shootcast list ever. So i'm not really qualified to advice. But first things that spring to mind is, outdrop him. Stormcast have 1/2 on the table so that gives you the choice to take out that half, set up on objectives and then just try to weather the storm. Or go second if you can't do enough damage or positioned yourself very well, so you have the potential of the double turn. Which I personally wouldn't play for. 

If you play the length of the table you could limit his shooting with a front line of arkanauts and ships all the way in the back. 

It's an interesting match up though. But in general I feel the damage output isn't that great. So with a command point for re-roll ones to save and of course an aethergold, they will struggle to take out more than one ship. 

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@Kramer Thanks for the advice fella. The other issue I was having was the Navigator having to sit outside a boat else he was stopping the Fly High so he was just prey unless I instantly unloaded the 5 Thunderers with him for example. But then they’re just sat in the corner where I deployed them doing nothing all game.

The 3rd ArCo unit is to go into the 2nd Frigate. They can’t shoot from the ship but I was thinking with the Batallion they could get out after a Fly High and still be in range for their 9”  pistols (and also potentially contest an objective), then the survivors could be picked up next turn and moved on. 

Have been guilty of playing for the double tbh, I will consider taking first turn more often and hopefully the Flare Pistol in the new list will help me focus down his key units ASAP. 

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2 hours ago, Cauthon said:

Not unless he has the marine keyword

Even with the Marine Keyword, he has an ability that just stops him from using any spells or abilities  that "Set-up" him again after deployment (and he can only be set-up on the battlefield).

 

Edited by Beliman
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For the honor! Finally we are great again and fortunately none of our leaders is of orange color!

I plan to run Barak Ziflin: Ironclad with 20 thunderers and chemist - with skyport ability they should be position turn one for table control, chemist and thunderers debuff should give enough survavility.

Balon hero with 6 endrinriggers to assist ironclad in CC and repair beast

Frigate and 10 arkanauts - with fly high to take over any objective left unguarded.

10 arkanauts to sit on home objective.

What do you think about idea? My concern is that we lack mortal wound protection and because build i 5 drops being charged turn one so not sure if I should include battalion to reduce drops.

 

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