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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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Once upon a time I played orks and 100 guys didnt seem daunting but for arkanauts it does haha. 

Might just be a way of thinking. When i compare them to similar costed units they do look better. Maybe they just miss the characters and support abilities that some of those other units have to make them better.

Perhaps just maxing out on gold as that can make them pretty decent. So urbaz + rune of mark and maybe iron sky to hold them all together. Pos admiral with War wound for CP farm as well. Feels like it could work but Ive only got 40 haha. 

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I like the idea of the Diviner command trait or artefact (can’t remember which) that makes all your units within X of an objective or terrain piece immune to battleshock. That was they’re safe and you can use the gold for a reroll hits or something. There’s the non-skyport article or something trick that lets you retreat and shoot, you could get them engaged then pull out and unload (so to speak). 40 of them will do some serious damage. As you’d be mainly ground based a Khemist might actually do something too. 

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There's no trading with some people is pretty decent. One issue i feel with diviner is that the opponent can steer you away from the place you make battleshock immune. And its just one place at 12". Thinking back to my ork blob days, large squads were pretty unwieldy to move around the battlefield, and these move 4" not 6"... I think diviner works better with large balloon squads as of better mobility and still low model count. Plus loosing them to battle shock sucks a bit more than arkanauts.

I'm thinking this could be nice:

Barak Urbaz
Admiral War Wound, Rune of Mark 140
Navigator Cyclonic Aethometer100
Khemist 90
Khemist 90
40 Arkanauts Full kit 360
Ironclad - Great Skycannon, Breath of Morgrim 510
Iron Sky Command 130 total 1420

2 options for the other 580, #1:
30 Arkanauts Full kit 270
10 Arkanauts Full kit 90
10 Arkanauts Full kit 90
5 Thunderers Fumigator 120 total 1990

Or #2
12 Endrinriggers 400
2*10 Arkanauts Full kit 180 total 2000

#1 would have one blob sticking around the ironclad, and the other with the Admiral for battleshock, both with Khemist.

Although #1 was more the original intent of dropping heaps of Arkanauts, I'm quite liking #2. Fighting clean the large arkanaut squads can put out some hurt, but realistically you'll never get all 40 into melee at once, and often wont have all 40 in pistol range either I expect. In addition with base 4+/4+ any negative hit or wound mods or save bonus make a big impact. So the endrinriggers squad is good to counter those, while the Arkanauts can clash with their regular goons. Also #2 could be 2 drops if combining the small Arkanaut squads, but I'd like to keep one to screen the blob and another in the ship for play options, so probably 3. Im only 20 arkanauts short to try this, maybe will pick some up. 

Edited by Rahxephon
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Well, just put the finishing touches to my KO list which I’ve been working towards since Aether War dropped. Had a mare getting my Ironclad on the stand but hopefully it’s sorted now. Apologies in advance for the long-ish post. List attached here somewhere, went full-geek-ahead on naming and lore so here we go. 

Photos first (hope you all like Nurgle photobombs). I believe I’ve pioneered a painting style I like to call ‘s**t speed paint’ with this one:

https://imgur.com/gallery/M1O6zsj

Also, I hope you all like lore (in which I make excuses for poor painting and using Barak Zilfin rules for my custom Skyport):

Barak Zinti (Tinkerers, Tinsmiths) are often referred to by fellow Duardin as the ‘Zintrommal’ (Tin Beards) due to their almost exclusive use of the commonplace, low grade metal in their smithing.

It is a minor skyport with no seats on the Geldraad and no significant deeds of note. The real wealth of Barak Zinti, however, lies in the production of an alloy of tin and Aethergold known as ‘Aetherzint’. The method of production of Aetherzint is, of course, a closely-guarded secret, but while this alloy is no stronger than any of the other metals commonly used among the Kharadron, it is both highly resistant to corrosion and substantially lighter. As the consequence of these properties, the skyships of Barak Zinti have been known to keep pace with those of the illustrious Barak Zilfin on a good day with a fair wind.

Furthermore, it is for these reasons that the skyships of Barak Zinti often have a drab and poorly maintained exterior, since no amount of chipped paint or sky-barnacles can slow them to the pace of most other Skyports.

Barak Zinti are a Barak of miners and Whaleen hunters, needing a steady supply of both metal and oil to keep the forges alight and skyships in the air.

Phew!! All done. Feedback welcome if anyone has any. 

5AA0C6DE-EE40-450F-8D29-0BD0906FBC54.jpeg

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On 5/26/2020 at 9:31 AM, Beliman said:

Didn't read the Bjorgen warscroll!! It seems that he can target units that are in ships? Maybe we can build some shenanigans around that?

Nope, restriction is just differently worded

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Just wnt to know what you all think. Fun 1250 list

Zilfin
LEADERS
Aether-Khemist (90)
- General
Endrinmaster with Endrinharness (100)
UNITS
10 x Arkanaut Company (90)
- 1 x Skypikes
- 1 x Aethermatic Volley Guns
6 x Endrinriggers (200)
1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
10 x Grundstok Thunderers (240)
BEHEMOTHS
Arkanaut Frigate (250)
- Main Gun : Heavy Sky Cannon
- Kharadron Overlords Battleline (Sky Port: Barak Zilfin)
ENDLESS SPELLS / TERRAIN / COMMAND POINTS
Warp Lightning Vortex (100)
 

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14 hours ago, snaga said:

Just wnt to know what you all think. Fun 1250 list

Zilfin
LEADERS
Aether-Khemist (90)
- General
Endrinmaster with Endrinharness (100)
UNITS
10 x Arkanaut Company (90)
- 1 x Skypikes
- 1 x Aethermatic Volley Guns
6 x Endrinriggers (200)
1 x Grundstok Gunhauler (150)
- Main Gun : Sky Cannon
10 x Grundstok Thunderers (240)
BEHEMOTHS
Arkanaut Frigate (250)
- Main Gun : Heavy Sky Cannon
- Kharadron Overlords Battleline (Sky Port: Barak Zilfin)
ENDLESS SPELLS / TERRAIN / COMMAND POINTS
Warp Lightning Vortex (100)
 

It sounds really fun. Big spell for a 1250 game btw! It will be a nightmare for some oponents!

15 hours ago, Boar said:

Nope, restriction is just differently worded

Thx!! It seems that only the Grundstock Wing, Aether-gold and Command Abilities can buff the Special-Weapon Squad (I need to find a name for that unit, so fun to play with them!!)  if I want to use them as an alpha-strike.

Some Command Abilities can still work at least.

Edited by Beliman
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14 hours ago, Beliman said:

It sounds really fun. Big spell for a 1250 game btw! It will be a nightmare for some oponents!

Thx!! It seems that only the Grundstock Wing, Aether-gold and Command Abilities can buff the Special-Weapon Squad (I need to find a name for that unit, so fun to play with them!!)  if I want to use them as an alpha-strike.

Maybe someone can think about something some rerolls? Some CP can still work, but I usually I'm really hungry for that.

Haha yes we don't have a lot of endless spells in my meta. So something different. 

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On 5/29/2020 at 1:56 AM, 5kaven5lave said:

Well, just put the finishing touches to my KO list which I’ve been working towards since Aether War dropped.

They look pretty good, always cool seeing custom schemes.

Bit of a funny relation between hull materials and maintenance regimes haha. Would suggest something about the character of their people, but then would also beget other things like if they dont maintain their ships, what about their gear, their city, or their homes etc?

An alternative suggestion if you like is that for whatever reason, dyes, paints and pigments usually used extensively in other skyports to decorate and create the fleet colours are incredibly scarce/uncommon in Barak Zinti (like the name btw). Could be due to lack of availability, or a lack of desire to from the skyport inhabitants predisposition to flamboyance. So instead nearly all things in the skyport are the base colours of the materials that comprise them. Hence their greenish brown cloth colour and bare metals used everywhere. And the paint on the ships could just be due to the mixture of a tin paint used to coat them. To keep the image of them not being repaired, could be that the corrosion inhibiting properties in the paint leech into the metal hulls so even if scratched off its not an issue. Hence they only repair serious damage and leave the rest as is.

You could look at getting a warp lightning vortex and spin it in with the ports khemist experiments with tin conductivity to make new bombs of a sort.

Edit/

Thinking on it a bit more, you could spin it that they source tin from a mine below where the skyport stays. Their produce from that is the main source of money for the port, but its also the main cause of problems from gases and toxic air coming up off it. This causes things to tarnish and colours to stain so for the most part they dont bother to as everything just gets dirty and damaged.

Edited by Rahxephon
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First turnament after "plague" incomming, this time i want to try more ships.

Allegiance: Kharadron Overlords
- Sky Port: Barak Zilfin
Aether-Khemist (90)
- General
- Command Trait: Collector
- Artefact: Spell in a Bottle
Aetheric Navigator (100)
- Artefact: Staff of Ocular Optimisation
Endrinmaster with Dirigible Suit (220)
- Artefact: Phosphorite Bomblets
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
Arkanaut Frigate (250)
- Main Gun: Heavy Sky Cannon
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon
- Great Endrinworks: Coalbeard's Collapsible Compartments
1 x Grundstok Gunhauler (150)
- Main Gun: Sky Cannon
- Great Endrinworks: Zonbarcorp 'Debtsettler' Spar Torpedo
3 x Endrinriggers (100)
- 1x Aethermatic Volley Guns
- 1x Skyhooks
Arkanaut Ironclad (510)
- Main Gun: Aethermatic Volley Cannon
- Great Endrinworks: The Last Word
Grundstok Escort Wing (140)
Warp lighting vortex(100)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 100 / 400
Wounds: 94
 

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what are peoples thoughts on drill cannon, vs grapnel vs light skyhook on endrinriggers/wardens? I'm doing 2 min units of endrinriggers in my list for objective tagging and long range shooting but not sure which gun to use, the rend -3 D3 dmg or rend -2 and straight 3 dmg.

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2 hours ago, nine7six said:

what are peoples thoughts on drill cannon, vs grapnel vs light skyhook on endrinriggers/wardens? I'm doing 2 min units of endrinriggers in my list for objective tagging and long range shooting but not sure which gun to use, the rend -3 D3 dmg or rend -2 and straight 3 dmg.

They are similar in output, with drill being slightly better on average vs 4+ or better armor and slightly worse against lightly armored targets. But any minus to hit or facing coalesced seraphon and it`s small advantage for drill in all circumstances - due to it ability to deal MW.

So if I had to choose I would say drill  by thin margin (unless utility abilities from grapnel/skyhook are interesting to you).

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2 minutes ago, Boar said:

They are similar in output, with drill being slightly better on average vs 4+ or better armor and slightly worse against lightly armored targets. But any minus to hit or facing coalesced seraphon and it`s small advantage for drill in all circumstances - due to it ability to deal MW.

So if I had to choose I would say drill  by thin margin (unless utility abilities from grapnel/skyhook are interesting to you).

Most wardens if you want to exercise them in a traditional fashion, with glorious charges into enemy lines, generally use a single skyhook for the +1 to charge.

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Just now, Sttufe said:

Most wardens if you want to exercise them in a traditional fashion, with glorious charges into enemy lines, generally use a single skyhook for the +1 to charge.

Don`t make me sad😔 Poor skywardens.

I kinda wanted do writeup about skyriggers of all kinds but can`t motivate myself

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I see a lot of lists, but except someone, none has a good body count and wound count on the battlefield. For me is really important to have wounds on the battlefield, also ours arkanaut are pretty strong in defending when using the reroll, but cannot resist to mortal wounds and some smashing units in the game. So for how I see the game, playing with less then 100 wounds, or simply with less then 50/60 company is unfeasible in this meta at high level, taking objective becomes a nightmare 

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1 minute ago, C.A.O.S said:

I see a lot of lists, but except someone, none has a good body count and wound count on the battlefield. For me is really important to have wounds on the battlefield, also ours arkanaut are pretty strong in defending when using the reroll, but cannot resist to mortal wounds and some smashing units in the game. So for how I see the game, playing with less then 100 wounds, or simply with less then 50/60 company is unfeasible in this meta at high level, taking objective becomes a nightmare 

About mortal wounds, they are 9 points per wound infantry, which is not the worst. Better than 12 points per wound which was previously the cheapest.

I have no idea about the current meta, but if Arkanaut spam is the only way, that is a bit sad.

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I find that our gameplay wants to be with low model count (btw, 90-100 wounds). It's hard for some battleplans, but I had more success with lower count than 40+10+10 blob arkanauts (I had them because AoS 1.0... nothing personal).

With TTS, I'm switching a bit between some build, and I just use 2-3 units of arkanauts, 10 thunderes and the usual ships (and maybe balloon-boyz) and I don't find that we are that behind other armies (Seraphon doesn't count...).

My first issue is the pression that we need to achieve the first two turns because there are battleplans that can end at turn 3 or usually we fall behind in points to fast. That's something that we need to play around. Imho, I find  Zilfin awesome just for that, it gives us a lot of flexibility between running 6", and the footnote to re-deploy that juicy 10man thunderes that can give  that last VP to win the match. I switched to Barak-Zon yesterdar and still looking to how they play (one game btw, but I'm a bit behind the learning curve with them,  it seems that 6 Endrinriggers with Fly High, shooting  and making the charge do the more dmg than skywardens just charging after flying high, maybe using them as 12 death squad?).

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