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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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Quick question: Say i'm running Thryng and i use the ability that sees unmodified 6's to hit count as two hits on a unit of Endrinriggers with Drill launchers. The Drill launcher lands a 6 to hit. Does the bonus hit count as an unmodified 6 also, or just a normal hit?

The ability says make a wound and save roll for each hit, the the Drill Launcher causes 3 mortals on an unmodified 6.

Edited by ArmyOfGrodd
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2 hours ago, ArmyOfGrodd said:

Quick question: Say i'm running Thryng and i use the ability that sees unmodified 6's to hit count as two hits on a unit of Endrinriggers with Drill launchers. The Drill launcher lands a 6 to hit. Does the bonus hit count as an unmodified 6 also, or just a normal hit?

The ability says make a wound and save roll for each hit, the the Drill Launcher causes 3 mortals on an unmodified 6.

You would just get an additional wound roll from it.  You wouldnt get 2 x 3 MW's as the additional hit doesnt have a value its simply a hit.

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13 hours ago, Phasteon said:

I finally came up with a Barak-Nar list I‘d like to use: 

snip

When running City of the first Sunrise I like to make a footslogger hero the General then plant him amist blocks of Thindersers and/or Arkanauts.  Working from one defended objective and hopefully pushing them (if possible) towards a more important table-center objective.  It’s a lot of points so getting the most utility is a thing

About the only time I’d consider moving away from that...

13 hours ago, Phasteon said:

+ 3 Drops

Whelp looks like you have it all in hand.  Carry on.

When I get enough ballon boys ready I’ll try the floating Endrinmaster as a general and go for a low drop Barack-Zar list.

 

To be perfectly honest I’m playing my KO more like they are Squats resurrected.

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9 hours ago, Thostos said:

  I know this is a real stretch,,but since GW Added the Bonesplitter and Ironjawz Keyword to the Rogue Idol..would it be out of the realm of possibility for Gotrek to be given the Marine keyword?

  How would that help out KO`s?

 

Probably not, it does say specifically on the warscroll that you can't "use any spells or abilities on this model that would allow you to set it up again after the battle has begun". Now this might not include as technically it's not set up, it's inside the ship, but still, I don't see it happening. On the how would that help? He would be the ultimate gunhauler deepstrike, supported by a frigate or two, and he would simply wreak havoc on enemy lines. Honestly, you don't even have to buff him, just drop him and use him as a distraction carnifex or just let him maul the lines, it doesn't matter which, he would just be a great alpha strike. (Oh god the havoc of an endrinmaster and an admiral and gotrek all hitting at the time.)

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1 hour ago, Sttufe said:

Probably not, it does say specifically on the warscroll that you can't "use any spells or abilities on this model that would allow you to set it up again after the battle has begun". Now this might not include as technically it's not set up, it's inside the ship, but still, I don't see it happening. On the how would that help? He would be the ultimate gunhauler deepstrike, supported by a frigate or two, and he would simply wreak havoc on enemy lines. Honestly, you don't even have to buff him, just drop him and use him as a distraction carnifex or just let him maul the lines, it doesn't matter which, he would just be a great alpha strike. (Oh god the havoc of an endrinmaster and an admiral and gotrek all hitting at the time.)

Yeah I would assume that if he was onboard a boat(having the marine keyword of course) that boat would not be able to flyhigh.I  personally would love to have him in an Ironclad..float around the board and delete units as ya go lol.

 

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6 hours ago, Thostos said:

Yeah I would assume that if he was onboard a boat(having the marine keyword of course) that boat would not be able to flyhigh.I  personally would love to have him in an Ironclad..float around the board and delete units as ya go lol.

Ironclad with ramming work and grapplehook, Gotrek and Admiral inside. It would be glorious and should never happen.

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I've got my Blood Bowl team in, should make for some expressive Kharadron dudes. The footballs themselves are going to work quite well as bombs, and the rugby jerseys with straps, painted up right, look quite a bit like an Arkanaut body. Maybe even Thunderer for the heaviest dudes.

I also want to take the braids of the spare heads, and use them on female Kharadron. Thinking of using Sisters of Battle bodies for it (replacing the legs with much shorter ones), but they are a bit heavily armoured, and might fit disposessed better. Which would fit a Valaya theme better. Still, a few will fit an airship

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1 hour ago, 5kaven5lave said:

Anyone taking Thunderers in units of 5? Do they do anything? Worth putting in an otherwise empty ship?

I've heard people wanting to use the compartment with Thunderers, and I don't see why not, if that's the amount of points you have. They can unboard and grab an objective, or make the ship a lot killier.

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4 hours ago, 5kaven5lave said:

Anyone taking Thunderers in units of 5? Do they do anything? Worth putting in an otherwise empty ship?

Only did so in a 1K game. But it was fine. It’s 10 wounds on a 4+ that can contribute 18” around them while standing on an objective. For 120 points. 

so yeah you’ll always find a use for them but the army is pretty point hungry so... yeah and no? 
it’s not an oh my gawd I broke the game solution. 

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1 hour ago, Dew said:

Looking for critiques on this baby starter list for KO as I'm brand new

Figured I could add some gunhaulers and escort wing with minor tweaks after this to get 1500? Advice?

Looks like a solid start. You might want to put the endrinriggers into one unit of 6, as you only have one boat, and that will still allow all of them to hitch, with space for your endrinmaster. 

I was going to say same for your thunderers, but at the points level you might want the flexibility of 2 units.

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Hey all, thinking about dipping my toe into the KO pool. I’ve always loved the idea of Barak Thryng but I’m not sure the best way to use the dispossessed. One idea I had was a block of hammerers and a soulscream bridge in a bottle to help them get where they’re going. Has anyone else played with something similar? It seems a little silly to bring the bridge in an army with fly high haha

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2 hours ago, FlatTooth said:

Hey all, thinking about dipping my toe into the KO pool. I’ve always loved the idea of Barak Thryng but I’m not sure the best way to use the dispossessed. One idea I had was a block of hammerers and a soulscream bridge in a bottle to help them get where they’re going. Has anyone else played with something similar? It seems a little silly to bring the bridge in an army with fly high haha

If you want to bridge something then it's probably Irondrakes. They're still far better shooting than anything KO have. If you want aggressive melee then Fyreslayers will probably be more efficient, they can even deep strike with the Runesmiter.

 

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So I think my games so far have taught me that just one ship isn’t enough as you lack a lot of movement otherwise but I was having trouble fitting everything in as well as a Batallion. So my response to that is below, a list I’ve called ‘Mommy Boat and Baby Boat’.

12 drops but I don’t think it matters as it can alpha but also screen off turn 1. After the ArCo the list is basically in 2 sections: a) Ironclad chilling with 10 Thunderers and 6 Riggers (+ heroes) and b) Gunhauler with 5 Thunderers and 3 Riggers. They can team up or split up and drop stuff off on objectives as needed. Extra Zilfin move will help for that too and the auto-run 6 will help surviving ArCo screens move around the board to sit on objectives etc. Just wanted to share really but if anyone has suggestions they’re more than welcome!!

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin
Aether-Khemist (90)
- General
- Command Trait: Collector  
- Artefact: Staff of Ocular Optimisation  
Aetheric Navigator (100)
- Artefact: Svaregg-Stein Illuminator Flarepistol  
Endrinmaster with Dirigible Suit (220)
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
10 x Arkanaut Company (90)
- 1x Skypikes
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns
10 x Grundstok Thunderers (240)
5 x Grundstok Thunderers (120)
6 x Endrinriggers (200)
- 2x Aethermatic Volley Guns
- 2x Drill Launcher
3 x Endrinriggers (100)
- 1x Aethermatic Volley Guns
- 1x Drill Launcher
1 x Grundstok Gunhauler (150)
- Main Gun: Drill Cannon
- Great Endrinworks: Coalbeard's Collapsible Compartments
Arkanaut Ironclad (510)
- Main Gun: Great Sky Cannon
- Great Endrinworks: The Last Word

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 107

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Rate my list!

Homebrew Skyport:

Settle The Grudges, Always Take What You Are Owed, Without Our Ships We Are Nought

Iron Sky Command Battalion: Endrinmaster with Dirigible Suit (Grudgebearer, Phosphorite Bomblets), Khemist (Spell In a Bottle/Warplightning Vortex), 3x3 Endrinriggers (Rivet Guns/Saws), Ironclad (Great Volleycannon, Ebullient Buoyancy Aids)

Other Units: 

Gunhauler

20 Thunderers (Rifles)

Its three drops; which could be four if I was convinced the extra share of Aethergold was worth it and split the Thunderers into 2x10 but I like 1x20 Thunderers for the better chance to choose whether to alpha strike or take the opportunity for the first double turn as well as being able to give them re-roll 1s to wound with the Khemist as a larger group. 

I like being able to choose my artifacts hence the homebrew port. The biggest list change I’m considering is dumping the Khemist. I’m not sure I’m skilled enough to position the Vortex properly, we’ll see. Would potentially replace him with 2x10 Arkanauts or 1x10 and 3 more riggers, but that increases drops so I’m sticking with him for now. 

The firepower and mobility is just devastating. I LOVE this book.

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1 hour ago, Serpico said:

Rate my list!

Homebrew Skyport:

Settle The Grudges, Always Take What You Are Owed, Without Our Ships We Are Nought

Iron Sky Command Battalion: Endrinmaster with Dirigible Suit (Grudgebearer, Phosphorite Bomblets), Khemist (Spell In a Bottle/Warplightning Vortex), 3x3 Endrinriggers (Rivet Guns/Saws), Ironclad (Great Volleycannon, Ebullient Buoyancy Aids)

Other Units: 

Gunhauler

20 Thunderers (Rifles)

Its three drops; which could be four if I was convinced the extra share of Aethergold was worth it and split the Thunderers into 2x10 but I like 1x20 Thunderers for the better chance to choose whether to alpha strike or take the opportunity for the first double turn as well as being able to give them re-roll 1s to wound with the Khemist as a larger group. 

I like being able to choose my artifacts hence the homebrew port. The biggest list change I’m considering is dumping the Khemist. I’m not sure I’m skilled enough to position the Vortex properly, we’ll see. Would potentially replace him with 2x10 Arkanauts or 1x10 and 3 more riggers, but that increases drops so I’m sticking with him for now. 

The firepower and mobility is just devastating. I LOVE this book.

I think you’ve missed the ArkCo from the battalion unfortunately mate if my quick maths is right.

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4 hours ago, 5kaven5lave said:

 

If have played double frigates in every game so far and I think mobility is our key to victory. We may not have the highest damage output, or the best defense but being able to focus down key units in one turn, and grabbing objectives in the next is our biggest strenght. 

I experimented with leaving a few units behind, but they felt like deadweight for most of the game... 

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21 minutes ago, Gecktron said:

If have played double frigates in every game so far and I think mobility is our key to victory. We may not have the highest damage output, or the best defense but being able to focus down key units in one turn, and grabbing objectives in the next is our biggest strenght. 

I experimented with leaving a few units behind, but they felt like deadweight for most of the game... 

Yeah, there’s a lot of MSU and a lot of movement shenanigans in my meta so having units to drop off is vital otherwise all the objectives are taken. Conversely, that means that 10 ArCo / Thunderers are often enough with a shoot then charge to take one. Yet to see really how we fare vs. smaller numbers of big hordes as it’s all Stormcast / Idoneth / Bloodthirsters around my way. 

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1 hour ago, ArmyOfGrodd said:

I think you’ve missed the ArkCo from the battalion unfortunately mate if my quick maths is right.

Ugh; not only that I’m short a hero. Going to have to drop the Gunhauler to pick up a navigator or Endrinmaster and then I won’t have the points for Vortex. Maybe Purple Sun instead, or Malevolent Maelstrom for an altogether different goal. Back to the drawing board.

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14 minutes ago, Serpico said:

Ugh; not only that I’m short a hero. Going to have to drop the Gunhauler to pick up a navigator or Endrinmaster and then I won’t have the points for Vortex. Back to the drawing board.

You’re fine for heroes in Iron Sky Command mate, both the balloon master and Khemist count, it’s 2-3 heroes any combination if I remember correct.

The WLV move is usually used in conjunction with the Zilfin hero phase move so the Khemist can cast it straight away and then use the regular movement phase to reposition to safety or where necessary.

Something to consider.

 

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Maybe i can add my 5 cents, this is my home brew iron sky command. This is only one drop, and this is real Death Star formation. Everything is in the ship, two endrinmasters are there to keep boat alive, first endrinriggers squad hang out with ironclad and is melee oriented. Other two squads need to catch up, but are free to support from distance and grab objectives. Admiral can give commands and ironclad full of arkanauts and heroes can be not bad brawler. I don’t know if this list is competitive, but it looks fun on paper.

Kharadron Code
- Artycle: Honour Is Everything
- Amendment: Always Take What You Are Owed
- Footnote: There's No Trading With Some People

Leaders
Endrinmaster with Dirigible Suit (220)
- General
- Command Trait: Great Tinkerer  
- Artefact: Phosphorite Bomblets  
Aetheric Navigator (100)
- Artefact: Svaregg-Stein Illuminator Flarepistol  
Arkanaut Admiral (140)
Endrinmaster with Endrinharness (100)

Battleline
20 x Arkanaut Company (180)
- 2x Skypikes
- 2x Light Skyhooks
- 2x Aethermatic Volley Guns
6 x Endrinriggers (200)
- 1x Skyhooks
6 x Endrinriggers (200)
- 2x Aethermatic Volley Guns
- 1x Skyhooks
- 1x Grapnel Launchers
6 x Endrinriggers (200)
- 2x Aethermatic Volley Guns
- 1x Skyhooks
- 1x Grapnel Launchers

Behemoths
Arkanaut Ironclad (510)
- Main Gun: Aethermatic Volley Cannon
- Great Endrinworks: Ebullient Buoyancy Aid

Battalions
Iron Sky Command (130)

Total: 1980 / 2000
Extra Command Points: 1
Wounds: 97
 

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