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Chris Tomlin

AoS 2 - Kharadron Overlords Discussion

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5 hours ago, Unter said:

hey, I'm the author of this list and took it to 3rd place at our last pre-lockdown tournament! Happy to answer any questions.

As to the playstyle, the ships generally deploy all in one corner/out of range of enemy alpha, screening with 1 ark-co and a hauler if necessary. 

Smart opponents would then give you first turn as you open yourself up to a double if you go in close. If they do give you first, play conservatively and land your ships in a blob (mission depending) and play from 18"/24" shooting. However, many people can't resist taking first turn if they have the opportunity to do so, and a KO double is absolutely devastating. 

That said, as a rule you should look to give away priority as long as it won't be game-breaking/you aren't passing up the opportunity to deliver a really crippling blow, as it gives you more control to score later. 

KO really shine late game as we can zip around and score, and with the frigates and ark co you can do a classic 'circle of wagons' to defend your ironclad by putting the haulers up front and if facing teleporting dropping the ark co to screen behind. 

The amount of ships in the list can be really nasty when it comes to mortal wounds, especially with Malefic Skymines and the ram on the Ironclad/Debt settler on the hauler. That's a big kicker people don't expect and really helps chew through ethereal bad guys or characters. 

Furthermore, don't be afraid to charge a frigate or hauler into combat to slow people down for a turn or two, those guys are really tanky with triumphs.

Happy sailing!

 

Wow!  Thank you so much for jumping in.  You are exactly the person that I wanted to hear from!  I love this community.  Your explanation definitely helps a ton, as it gives me more insight into the choices for the Endrinworks, as I did not understand some of the choices, and also AoSShorts had one of the Endrinworks as wrong on their webpage.  It makes a ton more sense with the Ram on the Ironclad, as I see you are using it in a more protective role.  Would you want the Skyhook on this beast since you now have the Ram?  I can see how the Ironclad would be packing a really mean melee punch with all of this.  

I am very happy to say that I do not have Beasts or Seraphon in  my meta.  I am playing against a guy who has death (including the Ossiarch...ugh!) a guy who has a ton of Stormcast, Khorne, Slaanesh, and some StD, and another guy who has Sylvanneth and Skaven.  That is my entire meta, so I feel pretty good about the speed element (minus deepstriking stormcast, nighthaunt, and the odd unit).  Fly high seems like so much fun, it will likely cause all of them to completely rethink their deployments.   

I think you have solidified my decision, the ships just seem like so much fun.  Thank you for sharing your thoughts, I really appreciate it.  

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20 hours ago, Forehead said:

Another thing to note about expecting to be given first turn as I also play beasts of chaos. With bodies and speed (and summoning even) it's actually easier than you think to screen off large chunks of the board so you end up not being able to fly high and will spend a couple of turns fighting your way out of the corner. Seraphon were also capable of screening massive amounts of space using skinks (this was before the new book, not sure about since as I haven't played them or anyone in the last couple of months).

Yes I agree, this is a danger to be aware of. But what people often forget is our base movement is still relatively high, and we can often move to within a fairly decent shooting range.

I think facing a board control army you could afford to deploy more aggressively and 'dare' your opponent to give you first.

I by far prefer to go second but even in a tournament environment people are often scared enough of your first shooting phase to grab first.



 

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18 hours ago, Lorax said:

Wow!  Thank you so much for jumping in.  You are exactly the person that I wanted to hear from!  I love this community.  Your explanation definitely helps a ton, as it gives me more insight into the choices for the Endrinworks, as I did not understand some of the choices, and also AoSShorts had one of the Endrinworks as wrong on their webpage.  It makes a ton more sense with the Ram on the Ironclad, as I see you are using it in a more protective role.  Would you want the Skyhook on this beast since you now have the Ram?  I can see how the Ironclad would be packing a really mean melee punch with all of this.  

I am very happy to say that I do not have Beasts or Seraphon in  my meta.  I am playing against a guy who has death (including the Ossiarch...ugh!) a guy who has a ton of Stormcast, Khorne, Slaanesh, and some StD, and another guy who has Sylvanneth and Skaven.  That is my entire meta, so I feel pretty good about the speed element (minus deepstriking stormcast, nighthaunt, and the odd unit).  Fly high seems like so much fun, it will likely cause all of them to completely rethink their deployments.   

I think you have solidified my decision, the ships just seem like so much fun.  Thank you for sharing your thoughts, I really appreciate it.  

No worries, and yes I tried the Skyhook with the same list at a one day tournament and although it helped a charge or two the main issue was you could fluff your shooting phase with the clad a lot easier, which cost me the only game I lost (I think an opponent saved the skyhook shot on a 6), as I was robbed of the clad's main gun damage.

Ossiarch have nasty output but it's definitely a good matchup for us. Try and fly high to one side of the map and focus everything at the closest unit, then they should have to spend their turn walking towards you at which point you can fly to the opposite side of the board - again, battleplan dependent. 

Problem with Ossiarch is the matchup can spike based on Crawler shots. They shouldn't be able to hurt your clad too much with it, but all it takes is one bad roll and they can down your clad in a turn or two, but that's just the game :D

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4 hours ago, Unter said:

No worries, and yes I tried the Skyhook with the same list at a one day tournament and although it helped a charge or two the main issue was you could fluff your shooting phase with the clad a lot easier, which cost me the only game I lost (I think an opponent saved the skyhook shot on a 6), as I was robbed of the clad's main gun damage.

Ossiarch have nasty output but it's definitely a good matchup for us. Try and fly high to one side of the map and focus everything at the closest unit, then they should have to spend their turn walking towards you at which point you can fly to the opposite side of the board - again, battleplan dependent. 

Problem with Ossiarch is the matchup can spike based on Crawler shots. They shouldn't be able to hurt your clad too much with it, but all it takes is one bad roll and they can down your clad in a turn or two, but that's just the game :D

Good to know about the Skyhook.  Do you find that the Shrapnel attack does more damage on average than the Shell?  

My Ossiarch friend definitely likes the crawler, he has a pretty nasty list where he teams it up with the Soulstealer Carrion endless spell.  That is not too much fun when all of it goes off.  Luckily, with this army I will just fly away.  Given the opportunity would try to commit to taking the Crawler off the field, or simply trying to weather the storm until late game?  I am really excited about Kharadron; now just to pair back my Tzeentch army so I can fund so many ships!  😆

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17 hours ago, Lorax said:

Good to know about the Skyhook.  Do you find that the Shrapnel attack does more damage on average than the Shell?  

My Ossiarch friend definitely likes the crawler, he has a pretty nasty list where he teams it up with the Soulstealer Carrion endless spell.  That is not too much fun when all of it goes off.  Luckily, with this army I will just fly away.  Given the opportunity would try to commit to taking the Crawler off the field, or simply trying to weather the storm until late game?  I am really excited about Kharadron; now just to pair back my Tzeentch army so I can fund so many ships!  😆

Yea it just spikes less, there'll be times when the shell is better though. 

Honestly I just ignore the Crawler, it is still really tanky and most battleplans you will need to be shooting Mortek Guard to stop them scoring.

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On 3/24/2020 at 1:57 AM, 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!

This is what I have accomplished so far during 'ronatine.

20200509_095806.jpg

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Hey up, does anyone use a lord-ordinator in their list? Don't see many about in kharadron lists and can't understand why when they give +1 to hit to skyvessels ...is it because they lack the movement required?

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9 hours ago, Matt Sandi said:

Hey up, does anyone use a lord-ordinator in their list? Don't see many about in kharadron lists and can't understand why when they give +1 to hit to skyvessels ...is it because they lack the movement required?

That's a big part of it. The Ordinator is a great buff piece if you plan to just park the ships in his aura. However, that's the opposite of how most KO armies want to work; ships are a big mobility tool, and since you can't bring the Ordinator with you, it's hard to get the bang for your buck from him.

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10 hours ago, Matt Sandi said:

Hey up, does anyone use a lord-ordinator in their list? Don't see many about in kharadron lists and can't understand why when they give +1 to hit to skyvessels ...is it because they lack the movement required?

I would be far more happy to run an Ordinator in a Tempest Eye army that has a few boats in it, as that army will still have a less mobile center force that you can use to screen out your boats.  On the other hand, they also get the hurricanum, so it is kind of questionable as to whether you should take both (since you probably want to bring the hurricanum anyways). 

For KO itself... I don't really want to be tied to a 5" move to get my + hit. However, I could see moving a squad of gunhaulers (3-5 of them) with drill cannons (because with a 36" range, you really don't have to move much to touch the whole table anyways) to kind of sit around and snipe out hero's and support pieces.  Most of the time though I would rather have the bigger boats that are more willing to move closer so that way they can get off their carbine shots as well.

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On 4/28/2020 at 6:00 PM, Sttufe said:

I think that there was an argument a while back and the answer was a yes. Probably should wait for someone else to confirm though, I can't remember the outcome exactly.

I think you cannot, since hitchers is done instead of your normal move, when the unit is eligible to  move, so not in the hero phase 

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Out of curiosity how do people build their Endrinriggers? I'm thinking of using a squad of 6 for most of my lists and I can't decide if I want to give them the special weapons for extra range while keeping with the airships or keep them basic as I also like the idea of having them as a threat in melee with those saws. 

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On 5/10/2020 at 5:54 PM, Matt Sandi said:

Hey up, does anyone use a lord-ordinator in their list? Don't see many about in kharadron lists and can't understand why when they give +1 to hit to skyvessels ...is it because they lack the movement required?

Not mobile, only buffs the ships in range, KO is pretty point hungry. 
mid you want a fitting buff ally get the knight azyros. 
Mobile, buffs everything not using their gold, bonus d3/d6 mortal wounds ability. 

seem like the better fit to me if you are looking for an ally. 
 

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20 hours ago, C.A.O.S said:

I think you cannot, since hitchers is done instead of your normal move, when the unit is eligible to  move, so not in the hero phase 

It doesn’t require you to be eligible to move though. It isn’t tied to a phase. At least that’s my interpretation  

Raw it meets all the requirements. You are within range, you haven’t moved, the ships used the Fly High ability. No limitations on which phase it happens  

Rai there is  also the argument that it is supposed to represent them being master sailers and to me the intention then seems to add mobility. Not limit it. 

but yes it Unclear and should be in the designers commentary. The closest to relevant ruling in there is that a fly high doesn’t count as a retreat. Nor does hitching on to a fly high ship. So there is precedent of the Hitchens rule ignoring the normal move restrictions as long as there is a fly high move within range. 

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Finally got my custom Endrinmaster in Dirigible Suit painted up. Combined an Endrinmaster with the riggers kit and a few other bits.

IMG_2572.jpg.168221b3c38f49bd1f4770d61a4a4014.jpg

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Just starting my Ironclad today for the last points the 2k list of my KO I’ve been building and painting since Aetherwar. Pretty hyped!!

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Same here, just need 10 more thunderers and the Ironclad and I‘m done building everything 🥳

Make sure you post pictures of your fully assembled skyfleet, would really like to hear how you handled the flight stand Issue 🙈

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What's up sky dwarfs? How's the Volleygun working out for all you Ironclad users?  I see a lot of talk about the cannons but no love for the Volleygun. 

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1 hour ago, Nick907 said:

What's up sky dwarfs? How's the Volleygun working out for all you Ironclad users?  I see a lot of talk about the cannons but no love for the Volleygun. 

Gonna be important if Lizardmen become a big deal in your meta - reducing all damage 2 to damage 1

Volley Cannon will be our main answer if the Clad is gonna stay relevant

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On 5/4/2020 at 1:53 PM, Lorax said:

Hey everyone.  I have begun looking into starting a Kharadron army; the ships are just too cool.  On that note, I am at a loss.  It seems like the debate generally boils down to, if you take too many ships you struggle with objectives; and without enough ships you cant get to the objectives.  That said, I have been drawn to having more ships, but the question is how badly am I going to hamstring myself.  Currently looking at a list like this:

 

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin
 

LEADERS
Endrinmaster with Endrinharness (100)
- General
- Command Trait : Grudgebearer
- Artefact : Seismic Shock-gauntlets

Endrinmaster with Endrinharness (100)
- Artefact : Staff of Ocular Optimisation

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

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

1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
- Great Endrinworks : Zonbarcorp 'Debtsettler' Spar Torpedo

1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
- Great Endrinworks : Zonbarcorp 'Debtsettler' Spar Torpedo

1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
 

BEHEMOTHS
Arkanaut Frigate (250)
- Main Gun : Heavy Sky Cannon
- Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

Arkanaut Frigate (250)
- Main Gun : Heavy Sky Cannon
- Kharadron Overlords Battleline (Sky Port: Barak Zilfin)

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

 

BATTALIONS
Iron Sky Attack Squadron (120)

 

I am not going to lie, I basically lifted this from AoSShorts because it had a higher number of airships.  Would the play style be using the ArkCo in the Frigates, getting them to objectives and sitting there; while the remaining fleet tries to shoot and scoot as best it can?  How does this hold up in most of your experience?  

Thanks in advance, I know a lot of new players ask for list feedback, but I am trying to build a ship-centric list and do some additional thinking before taking the plunge financially.  

Cheers!
 

you have  "Great Endrinworks : Zonbarcorp 'Debtsettler' Spar Torpedo" twice, is that allowed in KO?

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5 hours ago, Nick907 said:

What's up sky dwarfs? How's the Volleygun working out for all you Ironclad users?  I see a lot of talk about the cannons but no love for the Volleygun. 

I think I am going to build out my ironclad with a volleygun, it seems like a decent option and I just kinda want to see how it does.

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29 minutes ago, Chumphammer said:

you have  "Great Endrinworks : Zonbarcorp 'Debtsettler' Spar Torpedo" twice, is that allowed in KO?

It is not.  The list I was working from (AosShorts) which had an error on it, and I simply did not know what the right load out was.  Thankfully Unter set me straight on the need for Malefic Mines and the deal breaker battleram.  So it should basically be 1 torepedo, 1 malefic mine, and 1 deal breaker ram.  

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1 minute ago, Lorax said:

It is not.  The list I was working from (AosShorts) which had an error on it, and I simply did not know what the right load out was.  Thankfully Unter set me straight on the need for Malefic Mines and the deal breaker battleram.  So it should basically be 1 torepedo, 1 malefic mine, and 1 deal breaker ram.  

Ah np, Wasnt sure as I am looking at KO for my second army and still learning, and i want a heavy ship list also 

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54 minutes ago, Chumphammer said:

Ah np, Wasnt sure as I am looking at KO for my second army and still learning, and i want a heavy ship list also 

No problem.  This is actually exactly what I am doing!  Very much leaning toward that ship heavy list above.  Good luck!

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Any thoughts on this list? Viable at all?

Allegiance: Kharadron Overlords
- Sky Port: None

Kharadron Code
- Artycle: Settle The Grudges
- Amendment: Always Take What You Are Owed
- Footnote: Without Our Ships We Are Naught

Leaders
Endrinadmiral Buller Halsek (220)
Endrinmaster with Dirigible Suit
- General
- Command Trait: Grudgebearer
- Artefact: Phosphorite Bomblets
Navigator Master Twaid (100)
Aetheric Navigator
- Artefact: Svaregg-Stein Illuminator Flarepistol

Battleline
Marines 1 (90)
10 x Arkanaut Company
- 1x Skypikes
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns
Marines 2 (90)
10 x Arkanaut Company
- 1x Skypikes
- 1x Light Skyhooks
- 1x Aethermatic Volley Guns
Fighting Repair 1 (200)
6 x Endrinriggers
- 1x Aethermatic Volley Guns
- 1x Skyhooks
Fighting Repair 2 (200)
6 x Endrinriggers
- 1x Aethermatic Volley Guns
- 1x Skyhooks

Units
BKS Risk (DD-1) (150)
1 x Grundstok Gunhauler
- Main Gun: Drill Cannon
BKS Reward (DD-2) (150)
1 x Grundstok Gunhauler
- Main Gun: Sky Cannon
BKS Juhnstun (DD-5) (150)
1 x Grundstok Gunhauler
- Main Gun: Sky Cannon
- Great Endrinworks: Coalbeard's Collapsible Compartments

Behemoths
BKS Endeavor (CA-1) (250)
Arkanaut Frigate
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Prudency Chutes
BKS Venture (CA-2) (250)
Arkanaut Frigate
- Main Gun: Heavy Sky Cannon

Battalions
Iron Sky Attack Squadron (120)

Total: 1970 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 113
 

I figure there would be 2 battlegroups of frigate/gunhauler/endrineers, and the navigator would roll in the 3rd gunhauler hitting their choicest target with the flare pistol then rolling to where needed.

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