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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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15 hours ago, Enoby said:

Afaik, he has at least one copy of every model. He tends to run:

-3 units of the regular battleline (each unit has 3 of a unique weapon - one with skypikes, one with sky hooks, one with the rapid fire guns)

-1 units of 3 skywardens

-1 unit of 3 endrinriggers 

-Brokk (the named character)

-1 ironclad

-1 frigate 

-2 gun haulers

-1 chemist 

-1 endrinmaster 

Though he switches units around, and sometimes uses thunderers and a navigator. 

I bet it looks nice on the table but id echo what others have said, too spread out in terms of options to be 'competative' against lists that are not also a spread. I know it sucks but how many armies does he face where the opponent is running 1 of each unit at min size?  He should consider choosing his preferred tactic/style and get a little more focused.

With Brokk that would be a good place to start, he is great in combat and leads you to adding more combat troops. He could start by adding another 6 riggers to make a unit of 9 (mostly with saws), then either another unit of 6/9 riggers or add to the wardens.  Other way to go would be more shooting focus and id suggest another 20 arkanuats to make one unit of 30 with 9 skyhooks, you could instead add a large group of thunderers but i dont find them as good.  Either option would keep some boats and allow him to mix up his lists for different games.  An alternative would be to add allies but i would suggest bulking up his Kharadrons at least a little bit before going that route or your core army is still going to struggle a little.

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13 hours ago, Nick907 said:

Looks like a good list to me! If you have two gunhaulers within 3 inches of the Ironclad, can you roll 'escort vessel' for both of them?
I can see that making the Ironclad almost unstoppable! 

Sadly that rule states you can only try the ability once per wound taken.

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35 minutes ago, Kramer said:

Yow, floaty peepz! Super concrete question! Building six Endrinriggers! How do YOU arm them? And why?

Their role: Flanking force of on their own in 1K to 1,5K force while I'm still building my collection up to 2K. 

Me, my first 6 i built 5 with saws and 1 grapnel. When i went to 9 the split was 7 saws and 2 grapnel, when i went to 12 riggers they were 9 saws and 3 grapnel.

Why grapnels? because i want my unit to have mobility and the grapnel gives that (even with their rule changes).  People run more grapnels but i like to play with luck, I dont like to play the predictable plans, no fun in it for me.

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4 minutes ago, stato said:

Me, my first 6 i built 5 with saws and 1 grapnel. When i went to 9 the split was 7 saws and 2 grapnel, when i went to 12 riggers they were 9 saws and 3 grapnel.

Why grapnels? because i want my unit to have mobility and the grapnel gives that (even with their rule changes).  People run more grapnels but i like to play with luck, I dont like to play the predictable plans, no fun in it for me.

That's basically my doubt as well. Saws is pretty much a give (although I'm very open to be convinced otherwise) and as they will be without a support ship to carry them forwards the grapnel is a very good call. But one or two... 

Thanks for the advice!

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Can someone explain the negative consensus on Skywardens a little more for me? I have been taking a unit of 12 for a good bit now, and they shred everything they touch . On the charge I typically get all 12 in range due to the 2” reach and when buffed with a Khemist they have 3 Attacks each  for a total of 37 attacks on 4+/3+  with -1 rend and D3 damage.  Compared to the 13 attacks I would get from a buffed unit of Endrinriggers. Maybe it’s just me but I would rather have the extra 1” range and 24 extra attacks than +1/+1 hit/wound and -1 extra rend.

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Without the khemist buff, sky wardens will slightly (statistically, on average) outdamage the riggers, but with a -1 rend rather than -2, so really only against targets with no save or 6+. With the khemist buff, the +1 to hit/ wound make a bigger difference, so the riggers have it even before rend is applied. Plus, they can repair ships. It’s not that skywardens are bad; with buff, an ordinary skywarden is still dishing out 2 wounds at -1 rend. But a rigger is dishing out 2 and 2/9, at -2 rend (on average, of course). Their command models do even better, and the rigger more so than the warden. 

Not to mention that the riggers’ pistols are noticeably better.

So in small units where you can get everyone into the fight, riggers will give a bit more bang for your buck. But you make a fair point about range - clearly, 12 wardens able to strike will do a lot more damage than 6 riggers able to fight.

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8 hours ago, Lord Veshnakar said:

Can someone explain the negative consensus on Skywardens a little more for me? I have been taking a unit of 12 for a good bit now, and they shred everything they touch . On the charge I typically get all 12 in range due to the 2” reach and when buffed with a Khemist they have 3 Attacks each  for a total of 37 attacks on 4+/3+  with -1 rend and D3 damage.  Compared to the 13 attacks I would get from a buffed unit of Endrinriggers. Maybe it’s just me but I would rather have the extra 1” range and 24 extra attacks than +1/+1 hit/wound and -1 extra rend.

Its a volume thing with 3 shots on each Rigger at -1 Rend. Also, -2 Rend and wounding on 2s for the Endrinriggers makes them KOs premier melee combatants especially against armies with higher Saves. The D3 damage is a gamble most people are willing to take.

 

I would agree that with the prevalence of Nighthaunts these days where Rend is a non-factor, Skywardens do feel better against Nighthaunts.  

On a modelling note, I don't feel comfortable with the Skymine attachment parts as they seem very easy to snap.

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Gearing up for a local tourny next month. Crucible Orlando. I'm trying to put together the most potent list with what I've got. Here's what I'm thinking...would love your critiques.

Mhornar allegiance abilities

Aether Khemist x2

Brokk Grungsson

Arkanauts x20 - skyhooks

Arkanauts x10 - volley guns

Arkanauts x10 - skypikes

Ironclad - sky cannon

Riggers x12 - 10 saws, 2 grapnels

Khemist as the general. 2 drops. Brokk, 2 khemists, riggers, 2 units of arkanauts on the ironclad for 1 drop . Other Arkanaut close by for 2nd drop. 2000 pts.

Riggers and Brokk jump out and alpha strike main target. Run, shoot and charge first turn with Brokk. Single arkanauts deploy from ironclad to take objectives. Khemist general drops near 20 arkanauts to buff skyhooks and buff for rerolls. Turn 2, riggers pile in during hero phase for an extra fight if they are still alive ?.

Wondering if no unbinding is gonna hurt. If I inflict lots of damage quickly, opponent may have trouble keeping afloat and magic won't matter.

Have 2 frigates, 10 Thunderers, admiral, navigator, and 10 more arkanauts on the bench.

Edited by Nicholunch
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6 hours ago, Nicholunch said:

Gearing up for a local tourny next month. Crucible Orlando. I'm trying to put together the most potent list with what I've got. Here's what I'm thinking...would love your critiques.

Mhornar allegiance abilities

Aether Khemist x2

Brokk Grungsson

Arkanauts x20 - skyhooks

Arkanauts x10 - volley guns

Arkanauts x10 - skypikes

Ironclad - sky cannon

Riggers x12 - 10 saws, 2 grapnels

Khemist as the general. 2 drops. Brokk, 2 khemists, riggers, 2 units of arkanauts on the ironclad for 1 drop . Other Arkanaut close by for 2nd drop. 2000 pts.

Riggers and Brokk jump out and alpha strike main target. Run, shoot and charge first turn with Brokk. Single arkanauts deploy from ironclad to take objectives. Khemist general drops near 20 arkanauts to buff skyhooks and buff for rerolls. Turn 2, riggers pile in during hero phase for an extra fight if they are still alive ?.

Wondering if no unbinding is gonna hurt. If I inflict lots of damage quickly, opponent may have trouble keeping afloat and magic won't matter.

Have 2 frigates, 10 Thunderers, admiral, navigator, and 10 more arkanauts on the bench.

I like it something a bit diffract magic like you say might be a issue but also like you say you hit hard so it might not be a issue 

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7 hours ago, Barkanaut said:

Who said we're getting a new battletomb? 

My optimist side.  Btw, has any army recieved a new wave of miniatures without a new battletome? I only remember some random characters (Gavriel, shadespire minis, promotional minis...).

Edited by Beliman
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49 minutes ago, Beliman said:

My optimist side.  Btw, has any army recieved a new wave of miniatures without a new battletome? I only remember some random characters (Gavriel, shadespire minis, promotional minis...).

Of course we will get a new book, its when though.  Grots and Darkoath are still waiting and we know they are coming soon.  And Fyreslayers, Khorne and IronJawz all got shadespire warbands and are rumoured to get new books in 2019~ish.  Based on that timeline we might get a new book in 2021 if we are very very VERY lucky, probably with AoS3 ?

Edited by stato
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2 hours ago, stato said:

Of course we will get a new book, its when though.  Grots and Darkoath are still waiting and we know they are coming soon.  And Fyreslayers, Khorne and IronJawz all got shadespire warbands and are rumoured to get new books in 2019~ish.  Based on that timeline we might get a new book in 2021 if we are very very VERY lucky, probably with AoS3 ?

I got a feeling we’ll get our update in 2020. It helps we sell better than most factions. 

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