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Chris Tomlin

AoS 2 - Kharadron Overlords Discussion

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12 minutes ago, Frowny said:

Thinking of getting into KO but with some thoughts and questions. 

From a competitive view, I'd love some help building a very strong competitive list.

1- ironclads seem strong, but every list I build with them seems too all in. They are indeed hard to kill but if they ever do.

2-frigate. Also cool, don't seem nearly so hard to kill with only a 4+ and only 1 can get a reroll. Are they any good?

3- most competitve Battleline and why? All seem differently useful. Thunderers seem kinda overpriced but Arconauts give cheap bodies and endriggers hit harder and shorter

4- characters. None seem overwhelmingly strong but all are useful. Which are most competitive? Which are weakest? Seems like just a minimum number with the very useful artifacts to get more boys or ships 

5- any examples of competitive lists?

 

 

 

Not much advice for you except for the first 2 I am afraid. The first is that basically if you have an ironclad don't let it die because that's 510 points. For the frigates it's not normally too useful unless you take the Iron Sky Attack Squadron, which can make some seriously scary arkanaut paired with the Zon charging rules, making them useful. On top of that taking 2 frigates instead of an ironclad allows for a smaller combat effectiveness degradation when one dies, essentially your only losing 250 points to the ironclads 510. For battleline it's varied on what your trying to do, same for characters, although the navigator is a solid choice as unless your going Nar you do need those unbinds. khemist is also a good choice, the admiral is a bit underwhelming, and the Dirigible endrinmaster is 10/10 general for those extra battle line that you are already going to take (riggers and wardens). For lists, search around on this thread and you should find a few, I don't know any right now, as I am not the most competetive.

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8 hours ago, nine7six said:

How can you fly high in the hero phase with zilfin? It says normal move only for zilfin (run retreat, disengage) and the fly high rules says “instead of a normal move” which to me means you can’t use the special ability for fly high?

Are we 100% sure that the we can't High Fly with the Zilfin Footnote?

The footnote give you the oportunity to make a "normal move" in the Hero Phase, and the warscrolls have an ability that instead of making a "normal move", you can just High Fly. 

It seems a good interaction.

 

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On 3/17/2020 at 3:39 PM, Matt Large said:

Any decent competative 1000 point Kharadron list?  Planning on going to an AOS doubles in June (assuming its all good by then)

A few ideas (I play Zilfin)


Dirigible Suit - Grudgebearer - Staff
2 x 6 Endrin Riggers
10 Company 
Gunhauler - Torpedo
Frigate - Skymines 

Dirigible Suit - Grudgebearer - Staff
2 x 3 Endrinriggers
Gyrocopter
Ironclad

Khemist - Collector - Staff
Khemist - Spell in a Bottle 

10 Company 
Frigate
6 Endrinriggers
Gunhauler
Warplighting Vortex

Any ideas would be great. It's for a doubles teaming up with Serephon. 

 


 

I don't think anyone's responded to this yet (probably just got lost in the other posts) so I'll take a crack at it. Keep in mind I don't have a huge amount of experience playing personally but I think I know enough to point you in the right direction at least.

List 1: This could be workable. Stick the Arks in the frigate with the Endrinmaster and one of the Riggers squads to fly with it, and the other Rigger squad with the Gunhauler. Though I'd replace the Skymines with something else, like the Omniscope, unless you're expecting a lot of flyers. Otherwise the Skymines are useless.

List 2: I find it hard to like this list because you'd have so few models on the table. You've only got 12 wounds worth of Battleline there, and they're not that sturdy either. You need more bodies in a 1k list I think.

List 3: This is pretty similar to a list I wanted to try actually. This one's got potential but I think having 2 Khemists in this list is too much. I don't see what they'd each be buffing. Might want to give one Khemist both Collector and the Bottle then bring either a Navigator or normal Endrinmaster instead.

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Posted (edited)

So this is the list I think I'm going to run but still a little unsure. Here's my thinking:

1. Urbaz because Aether gold is awesome. Every single unit receives one (except the riggers) plus D3.

2. Thunderers in the Ironclad for mass shooting. Riggers for the healing (not sure if to kit them out for shooting or melee).

3. Dirigible Endrinmaster with Phosphorite bomblets  can deal out insane damage on key target.

4. Arkanaut company in the Frigate for mobile objective camping.

5. Gunhaulers can zip around and provide flexible support where needed. Can also take charges/wounds for the Ironclad.

6. Khemist with Spell in a Bottle. Honestly, not sure what spell to give him. Maybe Geminids?

Anyway, all critique is welcome. Help me learn!

Spoiler

Sky Port: Barak Urbaz

Endrinmaster with Dirigible Suit (220) - General - Command Trait : Grudgebearer - Artefact : Phosphorite Bomblets

Aether-Khemist (90) - Artefact : Spell in a Bottle

 Grundstok Gunhauler (150) - Main Gun : Sky Cannon - Great Endrinworks : Breath of Morgrim

Grundstok Gunhauler (150) - Main Gun : Sky Cannon

10 x Arkanaut Company (90) - 1 x Skypikes - 1 x Light Skyhooks - 1 x Aethermatic Volley Guns

10 x Grundstok Thunderers (240)

3 x Endrinriggers (100) - 1 x Aethermatic Volley Guns - 1 x Drill Launcher

Arkanaut Ironclad (510) - Main Gun : Great Sky Cannon - Great Endrinworks : The Last Word

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

Grundstok Escort Wing (140)

Purple Sun of Shyish (50)

TOTAL: 1990/2000

KOUrbaz1.pdf

Edited by CrabSlap
formatting

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2 hours ago, CrabSlap said:

So this is the list I think I'm going to run but still a little unsure. Here's my thinking:

1. Urbaz because Aether gold is awesome. Every single unit receives one (except the riggers) plus D3.

2. Thunderers in the Ironclad for mass shooting. Riggers for the healing (not sure if to kit them out for shooting or melee).

3. Dirigible Endrinmaster with Phosphorite bomblets  can deal out insane damage on key target.

4. Arkanaut company in the Frigate for mobile objective camping.

5. Gunhaulers can zip around and provide flexible support where needed. Can also take charges/wounds for the Ironclad.

6. Khemist with Spell in a Bottle. Honestly, not sure what spell to give him. Maybe Geminids?

Anyway, all critique is welcome. Help me learn!

  Hide contents

Sky Port: Barak Urbaz

Endrinmaster with Dirigible Suit (220) - General - Command Trait : Grudgebearer - Artefact : Phosphorite Bomblets

Aether-Khemist (90) - Artefact : Spell in a Bottle

 Grundstok Gunhauler (150) - Main Gun : Sky Cannon - Great Endrinworks : Breath of Morgrim

Grundstok Gunhauler (150) - Main Gun : Sky Cannon

10 x Arkanaut Company (90) - 1 x Skypikes - 1 x Light Skyhooks - 1 x Aethermatic Volley Guns

10 x Grundstok Thunderers (240)

3 x Endrinriggers (100) - 1 x Aethermatic Volley Guns - 1 x Drill Launcher

Arkanaut Ironclad (510) - Main Gun : Great Sky Cannon - Great Endrinworks : The Last Word Arkanaut

Frigate (250) - Main Gun : Heavy Sky Cannon  

Grundstok Escort Wing (140)

Purple Sun of Shyish (50)

TOTAL: 1990/2000

KOUrbaz1.pdf 5.73 MB · 1 download

So this looks like a good list, but you aren't going to have too many bodies on the table. If you can kill enough of your opponents units with your ships you should be fine, especially with the purple sun of shyish applying some extra damage. I will give you that the thunderers will bash in the faces of anyone they come across, especially if you screen them with those arkanauts, that's essentially all your infantry except for 3 riggers. Could work, but your gonna have to kill some o the enemies units before you can contest more than one objective at once.

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16 hours ago, CrabSlap said:

So this is the list I think I'm going to run but still a little unsure. Here's my thinking:

1. Urbaz because Aether gold is awesome. Every single unit receives one (except the riggers) plus D3.

2. Thunderers in the Ironclad for mass shooting. Riggers for the healing (not sure if to kit them out for shooting or melee).

3. Dirigible Endrinmaster with Phosphorite bomblets  can deal out insane damage on key target.

4. Arkanaut company in the Frigate for mobile objective camping.

5. Gunhaulers can zip around and provide flexible support where needed. Can also take charges/wounds for the Ironclad.

6. Khemist with Spell in a Bottle. Honestly, not sure what spell to give him. Maybe Geminids?

Anyway, all critique is welcome. Help me learn!

  Reveal hidden contents

Sky Port: Barak Urbaz

Endrinmaster with Dirigible Suit (220) - General - Command Trait : Grudgebearer - Artefact : Phosphorite Bomblets

Aether-Khemist (90) - Artefact : Spell in a Bottle

 Grundstok Gunhauler (150) - Main Gun : Sky Cannon - Great Endrinworks : Breath of Morgrim

Grundstok Gunhauler (150) - Main Gun : Sky Cannon

10 x Arkanaut Company (90) - 1 x Skypikes - 1 x Light Skyhooks - 1 x Aethermatic Volley Guns

10 x Grundstok Thunderers (240)

3 x Endrinriggers (100) - 1 x Aethermatic Volley Guns - 1 x Drill Launcher

Arkanaut Ironclad (510) - Main Gun : Great Sky Cannon - Great Endrinworks : The Last Word

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

Grundstok Escort Wing (140)

Purple Sun of Shyish (50)

TOTAL: 1990/2000

KOUrbaz1.pdf 5.73 MB · 2 downloads

I used bomblets 4 times and each time they failed me 😛

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On 3/19/2020 at 6:56 PM, nine7six said:

How can you fly high in the hero phase with zilfin? It says normal move only for zilfin (run retreat, disengage) and the fly high rules says “instead of a normal move” which to me means you can’t use the special ability for fly high?

On 3/19/2020 at 7:19 PM, Sttufe said:

yea I agree to put it the other way would seem to be a bit cheaty, it is just says normal move, so technically it would be dropping the vortex in your hero phase by moving super fast with various endrinworks and the zilfin move in the hero phase ( just not flying high), and then use the jump-tastic powers of fly high to get the heck outta there with your kkhemist because he is a fairly good hero especially for only 90 points.

On 3/19/2020 at 7:30 PM, Nightgaunt said:

Honestly I read about it on another forum, perhaps that's what they were doing and I misunderstood? It seemed popular, I think they called it the 'Rat Trap.' I'm still quite new and haven't been able to play any games due to the current crisis, entirely possible I misread it all.

::Edit:: Looking at it again I think that's what they meant. Stick Khemist in Gunhauler with compartments, use 'Always a Breeze' combined with auto 6 run, use the bottle. Sorry, still learning all the rules.

On 3/20/2020 at 3:24 AM, Beliman said:

Are we 100% sure that the we can't High Fly with the Zilfin Footnote?

The footnote give you the oportunity to make a "normal move" in the Hero Phase, and the warscrolls have an ability that instead of making a "normal move", you can just High Fly. 

It seems a good interaction.

 

This has been brought up quite a bit, and it seems that yes, you can use "Fly High" for Zilfin's Footnote. First off, even though it was brought up, it was never addressed in the FAQ/errata. Secondly, Warhammer TV posted a video where this occurs. It occurs late in the game IIRC - the link is posed below. Finally, there's been anecdotal evidence of players using the Fly High + Footnote at official Warhammer Heats.

Given all of that, I'd think that Zilfin using their ability to Fly High during the hero phase and drop an Endless Spell is a legitimate strategy.

https://www.twitch.tv/videos/540071772?filter=all&sort=time

 

 

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1 hour ago, dmorley21 said:

This has been brought up quite a bit, and it seems that yes, you can use "Fly High" for Zilfin's Footnote. First off, even though it was brought up, it was never addressed in the FAQ/errata. Secondly, Warhammer TV posted a video where this occurs. It occurs late in the game IIRC - the link is posed below. Finally, there's been anecdotal evidence of players using the Fly High + Footnote at official Warhammer Heats.

Given all of that, I'd think that Zilfin using their ability to Fly High during the hero phase and drop an Endless Spell is a legitimate strategy.

https://www.twitch.tv/videos/540071772?filter=all&sort=time

 

 

Thank you for the clarification :)

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Some pics of my 2k points list 🙂 

I still can‘t believe how small our model count on that points level is, but on the other hand I completely tabled a Hermdar list recently without losing much. 

(I lost a gunhauler, 10 Arkanauts and 1-2 Thunderers, he lost about 160 wounds of Fyreslayers)

I hope Nurgles grip loosens soon so I can start making profit again! 

Anyway, stay safe and healthy out there fellow Skyfarers 🍻 

AFC90EE5-0E65-485F-B69E-47F81E8D3200.jpeg

64340D26-0275-448A-8B4D-5D8561E35607.jpeg

7DCAFBC2-5604-4CA9-B6CC-BBBF58156DF1.jpeg

CAFD00CA-1626-4E25-9C76-2CFA51E4B7ED.jpeg

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Posted (edited)

Quick question: Can characters/units embarked on a flying ship shoot over citadel woods or overgrown terrain?

My intuition says they should be able to, but they dont gain the FLYING keyword, so RAW mean they dont have line of sight.

Edited by Garamond
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53 minutes ago, Garamond said:

Quick question: Can characters/units embarked on a flying ship shoot over citadel woods or overgrown terrain?

My intuition says they should be able to, but they dont gain the FLTING keyword, so RAW mean they dont have line of sight.

FAQ says range and visibility for units garrisoning a sky vessel is determined to and from the vessel.

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On 3/20/2020 at 5:03 PM, Sttufe said:

So this looks like a good list, but you aren't going to have too many bodies on the table. If you can kill enough of your opponents units with your ships you should be fine, especially with the purple sun of shyish applying some extra damage. I will give you that the thunderers will bash in the faces of anyone they come across, especially if you screen them with those arkanauts, that's essentially all your infantry except for 3 riggers. Could work, but your gonna have to kill some o the enemies units before you can contest more than one objective at once.

Do you think it's worth dropping the frigate to run more foot slogging Arkanauts?

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1 hour ago, CrabSlap said:

Do you think it's worth dropping the frigate to run more foot slogging Arkanauts?

I dunno, i like the fact that they are right now all in ships, and dropping the frigate will make 20 arks be footslogging. Competitively you should probably drop the frigate and take the huge blob, but that's never as fun as a massive sky fleet.

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On 3/19/2020 at 6:56 PM, nine7six said:

How can you fly high in the hero phase with zilfin? It says normal move only for zilfin (run retreat, disengage) and the fly high rules says “instead of a normal move” which to me means you can’t use the special ability for fly high?

You can fly high instead of making a normal move. Zilfin allows you to make a normal move in the hero phase. You can use zilfin to fly high in the hero phase. 
 

had the zilfin rule said move in the hero phase or “move as if it were the movement phase” then you’d be right. RAI and RAW you can fly high with “always a breeze if you look for it.”

This was also played like that on GW official stream, confirmed on air by rules writers in the room. 

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On 3/17/2020 at 4:31 PM, 5kaven5lave said:

Does anyone have the Magnet Baron magnet kit for the Ironclad? How did you attach the magnet to the bottom of the ironclad itself? There’s no adaptor and don’t want to stick to the wrong place. Ta!!

I just removed the socket where the ball joint would go in, flattened out the bottom of that “ball” exhaust a bit, filled the “ball exhaust” with green stuff and attached the magnet there. 

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So, assuming a lot of us have had a bit more time on our hands in recent days / weeks, what’s everyone been painting?

Managed to churn out 10 ArCo, 6 Endrinriggers and an Aether-Khemist in the last month, still got 1600 points to go of my list though so hope my primer doesn’t run out!

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3 minutes ago, 5kaven5lave said:

So, assuming a lot of us have had a bit more time on our hands in recent days / weeks, what’s everyone been painting?

Managed to churn out 10 ArCo, 6 Endrinriggers and an Aether-Khemist in the last month, still got 1600 points to go of my list though so hope my primer doesn’t run out!

I've been working on basing, mostly. I want that to be dialled on just right before I go much further.

It has to tie in to TE as well.

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11 hours ago, 5kaven5lave said:

So, assuming a lot of us have had a bit more time on our hands in recent days / weeks, what’s everyone been painting?

Managed to churn out 10 ArCo, 6 Endrinriggers and an Aether-Khemist in the last month, still got 1600 points to go of my list though so hope my primer doesn’t run out!

I have had a productive month, finished painting a company, 6 wardens, a dirigible endrinmaster, and almost completed a gunahuler. Assembled the start collecting, so I have to paint another gunhauler, 5 thunderers, a normie endrinmaster, and finally 3 riggers. And then I have Thundriks profiteers on it's way so I will be getting that assembled and painted.

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On 3/12/2020 at 11:09 PM, Celadoor said:

Sorry for resurrecting this older post, but I've been reading through this thread and liked the idea of this list. I was just confused why you don't make thundrik the general and put him with the profiteers, for the buff he gives them. Leaving the generic khemist in the main body? (I assume alchemist is the aether khemist?)

Is it a restriction I'm not aware of (very new to aos and kharadron)

Cheers!

It was done because of mission composition. Thundrick + profiteers together is better in most situations.

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Posted (edited)

I find the kharadron overlords a very good faction. Although, I had some difficulties with playing against stormcast Eternal ballistas. They shoot from further 36 inch and do some big damage if they get their hit roll. When you're playing against one it's fine but when there's two or three your ships kind of get ripped apart. I was thinking about a new unit maybe, a kind of kharadron overlord mortar, same characteristics as the balista just you'll have to place it somewhere and it won't be able to move .

No move 

6 Wounds

4 plus save

7 bravery but it a single unit 

First attack 36 inch, 1 attack, 3 plus hit, 3 plus wound, -2 rend, 4 damage 

Second attack 22 inch, 3 attacks, 5 plus hit, 3 plus wound, -2 rend, 2 damage 

The mortar would have 3 firing holes, one larger than the two others to fire the first attack. And the two small and large firing holes woul all fire the second attack hence why 3 attack characteristics. They would have two abilities maybe more starting with 

Bastions of death and Versatile weapon, you need to choose which missile you want to put in the mortar. 

Missile 1 would be attack 1 

Missile 2 would be attack 2 

Of course you can't do the two attacks in the same turn, you choose one missile and therefore one of the two attacks. 

 

 

Edited by Mikoo

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4 hours ago, Mikoo said:

I find the kharadron overlords a very good faction. Although, I had some difficulties with playing against stormcast Eternal ballistas. They shoot from further 36 inch and do some big damage if they get their hit roll. When you're playing against one it's fine but when there's two or three your ships kind of get ripped apart. I was thinking about a new unit maybe, a kind of kharadron overlord mortar, same characteristics as the balista just you'll have to place it somewhere and it won't be able to move .

No move 

6 Wounds

4 plus save

7 bravery but it a single unit 

First attack 36 inch, 1 attack, 3 plus hit, 3 plus wound, -2 rend, 4 damage 

Second attack 22 inch, 3 attacks, 5 plus hit, 3 plus wound, -2 rend, 2 damage 

The mortar would have 3 firing holes, one larger than the two others to fire the first attack. And the two small and large firing holes woul all fire the second attack hence why 3 attack characteristics. They would have two abilities maybe more starting with 

Bastions of death and Versatile weapon, you need to choose which missile you want to put in the mortar. 

Missile 1 would be attack 1 

Missile 2 would be attack 2 

Of course you can't do the two attacks in the same turn, you choose one missile and therefore one of the two attacks. 

 

 

It sounds cool, however no move could be a problem, especially if you can't load it on you ships. if it isn't the main focus of your army, your gonna have to tie down too much of them screening them from anything that can fly/teleport. Basically you have on army build with them and no others, unless you don't care if they live.

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Posted (edited)

Holy ******, someone please explain to me why the Dread Saurian from FW is the same point price as our ironclad? It has 3 6 damage attacks, has almost twice the wounds, 35, with a small difference in save (4+), but don't worry about that, because it can just not spells, on a 6+ normal and 4+ with a Slann. Then we get into the fact that it has a slightly subpar ram BUILT IN, and the same move. Sure it isn't ranged, but if you take it with the teleportation magician subfaction, then that isn't gonna matter, and if you take it with the other one then it's nigh invincible! And all for just 510 points! What even, our ironclad is great but that thing seems really cheap, and the only reason people don't use it is because of it's cost. Real expensive model, but still. 

Edit: It is 30 dollars more than the ironclad. I don't even. It has a base size that is absolutely ridculous, because it is absolutely ridiculous in size, but our ironclad doesn't even compare. However now I am confused as to why more people don't use it, because the ironclad is an great unit for us, why is no one taking that thing.

Edited by Sttufe

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Because Forgeworld is poorly advertised by GW at times. I think Gloomspite Gitz is the only AoS army to get a big advertising show of the FW models. 

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12 hours ago, Sttufe said:

Holy ******, someone please explain to me why the Dread Saurian from FW is the same point price as our ironclad? It has 3 6 damage attacks, has almost twice the wounds, 35, with a small difference in save (4+), but don't worry about that, because it can just not spells, on a 6+ normal and 4+ with a Slann. Then we get into the fact that it has a slightly subpar ram BUILT IN, and the same move. Sure it isn't ranged, but if you take it with the teleportation magician subfaction, then that isn't gonna matter, and if you take it with the other one then it's nigh invincible! And all for just 510 points! What even, our ironclad is great but that thing seems really cheap, and the only reason people don't use it is because of it's cost. Real expensive model, but still. 

Edit: It is 30 dollars more than the ironclad. I don't even. It has a base size that is absolutely ridculous, because it is absolutely ridiculous in size, but our ironclad doesn't even compare. However now I am confused as to why more people don't use it, because the ironclad is an great unit for us, why is no one taking that thing.

The Ironclad has some additional utility over the big stompy dino but if you’re looking for conservative points costing and rules writing in the Seraphon book you’re going to come away disappointed. It’s a brilliant book. Probably too brilliant. But I don’t think many will object to being stomped by magical dinosaurs. 

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