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Chris Tomlin

AoS 2 - Kharadron Overlords Discussion

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51 minutes ago, Rachmani said:

As you mention Riggers... . 
Do you guys believe that aether gold shares could be changed from 10+ models to 10+ wounds in the near future?

I have the feeling that the gold could end up on that list of FAQ'd things sooner rather than later.

Wouldn't have been rule breaking if it was in the rules from te start. Would have been a fair addition. 

Sadly I don't think it's going to be changed though. Honestly I think GW isn't going to up our game through a FAQ we seem to be in a nice middle ground. 

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Probably not. And I have to say, that I'm all in all very happy with the new book.

It's just that there are a few small things that could or should get "fixed" or to be both more precise and the lack of a better word "greased".

To me (and I'm not talking blunders like the Admirals melee Command Ability called "Repel boarders" only being usable in our turn), these are two things.

Aethergold on Balloonboys (hence wounds instead of models) & fly high (and almost more importantly full movement) with 10 & 15 models whereas 11 & 16 would make list building & playing in general WAY better. But not as in "more competitively" (that too, I suppose) but giving us more freedom to build cool lists & the like. As of now we can't properly use our heroes on foot & arkanauts (outside of screens and objective holders) without an Ironclad. It's probably what irks me the most about KO right now. 

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Looking to flesh out my KO army to 2000 points with some Heroes and Thunderers but neither are available on the webstore currently.  Heroes arn't even listed.  Anyone have any clue on when they might be restocked? 

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6 minutes ago, King Under the Mountain said:

Looking to flesh out my KO army to 2000 points with some Heroes and Thunderers but neither are available on the webstore currently.  Heroes arn't even listed.  Anyone have any clue on when they might be restocked? 

I had the same problem, but I found them with the search bar. Most of the units are on available to order now and is probably why they arent popping up through the filters

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Ok, so Frigates. What’s the best loadout for one? And by that, I mean what units to put in / around it?

My default ‘best’ setup would be 10 Thunderers (or 10 ArCo in a pinch) inside and 6 Endrinriggers hitching, maybe even the balloon hero if possible. Does that sound about right? The Frigates guns on their own really don’t do a huge amount in my experience.

Any thoughts?

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Everyone please block me if my lists are irritating you all but having so much fun here. Enjoying the Aether-Khemist at the moment as a key piece in mainly ground-based armies.

Urbaz for Aether-Gold madness. Khemist gives the 12 Riggers reroll 1s to wound so once they’ve moved 12” and shot rerolling 1s to wound they can they charge in to reroll all hits (Gold) and 1s to wound (they wound on 2 anyway). That’s going to delete anything. Hero makes them immune to battleshock. No loss of Bravery. Khemist with the command trait can also buff the block of 20 Thunderers on their shots for 22” threat turn 1, could also use Gold. Both units screened by ArCo turn 1. Boat also screened then dropping off 10 Thunderers somewhere. Hoping it’ll do better at holding objectives that more ship-heavy lists.

Allegiance: Kharadron Overlords
- Sky Port: Barak Urbaz

Leaders
Endrinmaster with Dirigible Suit (220)
- Artefact: Phosphorite Bomblets  
Aether-Khemist (90)
- General
- Trait: Khemist Supreme  

Battleline
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

Units
12 x Endrinriggers (400)
20 x Grundstok Thunderers (480)
10 x Grundstok Thunderers (240)

Behemoths
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Breath of Morgrim (Barak-Urbaz)

Endless Spells / Terrain / CPs
Extra Command Point (50)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 109
 

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I've yet to play a game with the new Overlords, but I'm very keen to.  How have you guys been finding them so far?  Any glaring issues or must use builds?

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2 hours ago, 5kaven5lave said:

Everyone please block me if my lists are irritating you all but having so much fun here. Enj

I just wonder how you’ll ever find the time to play them all 😂

no dude enjoy yourself! 

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6 hours ago, King Under the Mountain said:

Looking to flesh out my KO army to 2000 points with some Heroes and Thunderers but neither are available on the webstore currently.  Heroes arn't even listed.  Anyone have any clue on when they might be restocked? 

Can't buy from an online independent stockist? Be saving yourself some pennies in the process.

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6 hours ago, ryanan said:

I had the same problem, but I found them with the search bar. Most of the units are on available to order now and is probably why they arent popping up through the filters

It's weird, the gunhauler is also not listed, but linked as a suggestion under the start collecting.

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6 hours ago, 5kaven5lave said:

Ok, so Frigates. What’s the best loadout for one? And by that, I mean what units to put in / around it?

My default ‘best’ setup would be 10 Thunderers (or 10 ArCo in a pinch) inside and 6 Endrinriggers hitching, maybe even the balloon hero if possible. Does that sound about right? The Frigates guns on their own really don’t do a huge amount in my experience.

Any thoughts?

I’m sort of seeing the frigate as a boat of all trades, and flagship of none. You want a solid gunship loaded with thunderers? Take an ironclad. You want a cheap harrying unit with the occasional impressive shot? Take a gunhauler.  Want to deliver a multifaceted self-healing big alpha strike with heroes, thunderers, and riggers? Back to your ironclad. Need a nippy delivery system for your surprisingly potent grudgebearing admiral assassin? Try the latest in gunhauler accessories, the collapsing compartment! 

You get the point. Honestly, I think the main role for frigates is in delivering 10 arkanauts onto an objective, anywhere on the board, providing a screen, and possibly moving them onto a different one later on if needed.

Edited by Baron Wastelands
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Frigate looks competitively priced..might defend its purpose.

Not buying one myself though, gonna run 2-3 haulers and a clad.

Edited by marke

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6 hours ago, Arkanaut Admiral said:

I've yet to play a game with the new Overlords, but I'm very keen to.  How have you guys been finding them so far?  Any glaring issues or must use builds?

Glaring issues:

Bodies on objectives.  There are a lot of cool, boat heavy builds available.  But if you don't have bodies on objectives, you are going to lose.  Shooting is good.  Mobility is good.  But every list is tempting you to take an ironclad, or take a frigate or two, or take a few gunhaulers.  Capitalize on that mobility.  But AoS is an objective game, and it is really easy to lose on objectives because you don't have enough bodies.

This is not to say that you can't put bodies on objectives.  But it is like eating your veggies - everyone wants to skip that part so they can have all the tasty stuff.  But to have a balanced diet, you need to eat your veggies.  Like veggies, you need to bring your arkanaughts so you can put bodies on objectives, and not just pig out on all the cool ships, the cool balloons, and the other fun units.  

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6 hours ago, Clan's Cynic said:

Can't buy from an online independent stockist? Be saving yourself some pennies in the process.

I live on Guam so my choices are extremely limited.  Lots of places really up the shipping.

Edited by King Under the Mountain
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Ahoy pirate council. 

 

Ive written a list that I think maximizes our two strengths, long range shooting and mobility. 

It’s something silly like an 11 drop list. I believe that because you are selling out for long range shooting you can still deploy far enough back to not get charged top of t1 and still be in effective shooting range. 

Obviously (I think)  you want to go second as much as possible because we (I believe) live and die on the doubleturn, even more than most. 

So just curious from the more competitive ppl if this is a tournament quality list. Does the high drop count kill you or does this list have the flexibility/ answers to survive going first and maybe survive getting double turn’d on. 

 

Thanks!

 

Zilfin 

loondrinmaster-tough boots, staff

loondrinmaster

loondrinmaster

 

arkosx10

Endrinriggers x 6 shooty 

endrinriggers x 6 shooty

endrinriggers x 6 shooty

endrinriggers x 6 shooty

gunhauler

gunhauler

gunhauler

 

Drill cannons on gunhaulers aim for charecters, hitting on 4’s still after LoS and fishing for 5’s. Lots and lots of 4+ to hit single shot random damage so the swings on our shooting from game to game is going to be massive.

 

Doesnt have a ton of bodies but if you choose not to take volley guns on the riggers they can still wipe small units off objectives. You do have 3 semi tough semi killy hero’s which doesn’t happen a ton for us. 

 

There isn’t an ironclad loaded to the gills that you have to worry about getting alpha struck. Kind of an MSU style list, not sure how badly you could get hurt on t1. You would probably have to kite around and play whack a mole for a cpl turns before you could truly go after objectives but I don’t know how you could make a list better at objective games without sacrificing a lot of shooting. 

 

Im not a fan of a frigate dropping off a unit of arkos and expecting them to hold an objective if the enemy also wants that objective. 

 

Open to criticism as this is a potential tournament army I’m looking to build towards (converting up some loondrinmasters)

 

Thanks!

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Im magnetizing the whole army because i cant figure out which options i wanna go with on riggers and thunderers >.< 

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9 minutes ago, Ser_namron said:

Im magnetizing the whole army because i cant figure out which options i wanna go with on riggers and thunderers >.< 

The thunderes are hard to magnetize because the backpacks and weapons pair up. 

 

If you are planning on boating it up with the thunderers I havnt seen any reason to take anything but rifles and maybe cannons. If you imagine dropping tunderers off on objective or want to make a foot sloggers list then you probably want max fumigators, cannons and 1 mortar and 1 decksweeper. 

 

Inpretty much just like rifles and cannons. 

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24 minutes ago, Cauthon said:

The thunderes are hard to magnetize because the backpacks and weapons pair up. 

 

If you are planning on boating it up with the thunderers I havnt seen any reason to take anything but rifles and maybe cannons. If you imagine dropping tunderers off on objective or want to make a foot sloggers list then you probably want max fumigators, cannons and 1 mortar and 1 decksweeper. 

 

Inpretty much just like rifles and cannons. 

So ive played about 6 games with KO and ive been putting 10 in a frigate with 2 fumigators and 8 rifles usually. I like having the -1 to hit because i feel like they NEED to be on the ground with our lack of bodies for objectives. 

But ya i havent gotten to the thunderers yet for magnetzing, so that does sound painful. Maybe ill just build 10 rifles, 2 fumigators, and 1 of each type beside the mortar.  because the mortar seems doodii outside the +1 to hit build lol. 

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59 minutes ago, Ser_namron said:

Im magnetizing the whole army because i cant figure out which options i wanna go with on riggers and thunderers >.< 

If it helps, I just did the math for 10 man thunderer unit vs 4+ save (but my dumbass closed the window before saving the results 😅)

Only if you get the +1 to hit for being on the ground and are within 12" range. Then and only then do the special weapons beat rifles. Set up as most suggested here: 1 decksweeper, 2 cannons, 1 mortar, 1 fumigator 1 gunnery sargeant,  rest rifles vs. 1 sarge, 1 fumigator, rest rifles.

 

I use this tool for the damage potentials: http://tools.druchii.net/AoS-Combat-Calculator.php

Edited by Kramer

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3 hours ago, Kramer said:

If it helps, I just did the math for 10 man thunderer unit vs 4+ save (but my dumbass closed the window before saving the results 😅)

Only if you get the +1 to hit for being on the ground and are within 12" range. Then and only then do the special weapons beat rifles. Set up as most suggested here: 1 decksweeper, 2 cannons, 1 mortar, 1 fumigator 1 gunnery sargeant,  rest rifles vs. 1 sarge, 1 fumigator, rest rifles.

Just curious, are you giving the bonus to ALL the special weapons or just one of them? I just reread the rule and it looks like it’s just a single special weapon that gets a bonus. Hopefully I’m wrong. 

F958DD11-C743-468F-8C30-E42E11FFAB37.jpeg

Edited by Tidings

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Why would it be just one? You attack with each weapon separately so you're only ever attacking with a single weapon at a time, but you'll eventually attack with every weapon.

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Greetings, pirates of the skies. I just bought my battletome because shooty sky pirates are way too cool to pass up. I'm also brand new to the game and will be making my KO purchases soon. I would like to know what allied unit you folks would choose for a tanky melee unit to hold objectives if you were flying the flag of Barak-Thryoing (1 in 4 units can be Duardin with Take Your Help Where You Can Get It) or if you were adding something from the list of allies (Dispossessed , Fyreslayers, Ironweld Arsenal, Stormcast Eternal) for the same reason and why that unit? So far my list is going to be built around a Grundstock Escort Wing battalion with Ironclad & Gunhaulers if that makes any difference.

Edited by Bone Shrapnel

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Hi All

New KO player, just a question.

On a unit of 6 x Endrinriggers I can have 2 volley guns and then any 2 of the other special weapons like 2 drill launchers or 1 skyhook and 1 drill launcher.

So in a unit of 6, you can have 4 other weapons

Am I correct in this

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14 minutes ago, snaga said:

Hi All

New KO player, just a question.

On a unit of 6 x Endrinriggers I can have 2 volley guns and then any 2 of the other special weapons like 2 drill launchers or 1 skyhook and 1 drill launcher.

So in a unit of 6, you can have 4 other weapons

Am I correct in this

You are correct.

It turns into a question of do you want the volley guns for range or would you rather have the chain cutlasses.

If you have volley guns the grapnel and skyhook lose a little shine imo.

Are you wanting to be in combat or do you not want to be in combat? 

 

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2 hours ago, Bone Shrapnel said:

Greetings, pirates of the skies. I just bought my battletome because shooty sky pirates are way too cool to pass up. I'm also brand new to the game and will be making my KO purchases soon. I would like to know what allied unit you folks would choose for a tanky melee unit to hold objectives if you were flying the flag of Barak-Thryoing (1 in 4 units can be Duardin with Take Your Help Where You Can Get It) or if you were adding something from the list of allies (Dispossessed , Fyreslayers, Ironweld Arsenal, Stormcast Eternal) for the same reason and why that unit? So far my list is going to be built around a Grundstock Escort Wing battalion with Ironclad & Gunhaulers if that makes any difference.

Welcome!

I think Arkanauts still are good objective holders, but Longbeards would be good from Disposessed, Gyrocopters worth a look from Ironweld (not as holders, but as grabbers), and if you also bring a hero, heartguard berserkers outperform everyone vs high rend and mortals.

Edited by zilberfrid
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