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Chris Tomlin

AoS 2 - Kharadron Overlords Discussion

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3 hours ago, Badlander86 said:

I heard most lists run a blob of 30 Witch Aelves. Could a solid round of shooting with Focus Fire delete them or should I also Hero Snipe?

From what I understand it`s buffs from Heroes that makes Witch Aelves so dangerous, so that is probably your answer.

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1 hour ago, Entombet said:

How nice, at last i dont be sole kharadron around.

With how things are going (slowly) maybe in a year time, hopefully. It`s in Warsaw itself or somewhere around?

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Just now, Boar said:

With how things are going (slowly) maybe in a year time, hopefully. It`s in Warsaw itself or somewhere around?

In Warsaw

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1 minute ago, Entombet said:

In Warsaw

Thanks. Is there chance for some after action report later?

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3 minutes ago, Boar said:

Thanks. Is there chance for some after action report later?

Ill try to document my poor playings ;)

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On 1/5/2020 at 11:41 AM, cofaxest said:

I hope that in the next ghb gw will change our pointcosts:

Gunhawlers - 120

Frigate - 220

Ironclade - 480

New Endrinmaster -180

Brokk - 200-220

Alchemist, endrinmaster - 80

Plus I still not convinced that arcanauts are viable choice for 90 pts. With 9 inch pistols and only 1w I doubt that they can hold any objectives more then one combat phase. But at the same time 30 arcanauts for 270 pts in 4+ looks much better... But they have only 4 inch move... I think 80 pts for unit of 10 will be more balanced. So we will have 30 arcanauts for 240 pts and almost the same dmg output as 20 old arcanauts under alchemist in 9 inch bubble. And at the same time 10-20 arcanauts inside the ships will be more defensive but less deadly.

Well guys, im starting with kharadron and i usually read all posts from new codex release till now. I just looked at this post and this guy practically nailed the points changes of ghb 2020 seven months earlier and he got blamed and called things like bad player, i dont usually do this kind of things but i though it was a nice idea to show him some respect, i would like to add that im not looking to make any trouble of discussion, im just recognizing a good eye that was treated badly so at least for me ill say GOOD JOB SIR!

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Im determined to make barak mhornar work. The benefits to the sub faction as I see them are:

1. the pre game move allows to to put a skyvessel in terrain, where as fly high you couldnt before. 
2. Galeforce stave is one of the best artefacts in the game

3. Pre game move means you can drop skyvessel on top of an objective and block it. 

4. The pre game redeploy means you can get around the limit for transport capacity and fly high (pack 20 thunderers in an ironclad, pregame move, and second turn the can get out and you can fly high)

5. Galeforce stave is seriously an insanely good artefact.

6. run and shoot with a max unit of endrinriggers is great

7. High drops are fine. You can re-deploy an ironclad deathstar. Now your opponent must choose between getting blasted turn one, or potentially taking a KO double turn. AND you have the protection of the galeforce stave. Dont "need" iron sky command the way zilfin does. 

Weaknesses:

1. once per game always strike first in combat........ with a shooting based army is completely worthless.  

2. Bravery debuff is worthless. 

3. You cant have battleline riggers AND use the main ability of the army (redeploy) which sucks. Not being able to use the signature unit of the second incarnation of the army is real bummer.

4. Zilfin does the "redeploy" better then the sub-faction that has a redeploy mechanic. 

5. run and shoot is great.. until you roll that 1 for the run roll and its pointless. . compared to zilfin which gets to essentially use a command ability for every unit in the army, without spending a single command point... just as a basic rule. 

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Posted (edited)

I'm with @sal4m4nd3r.

Really interested to know how people play Mhornar (I love that Skyport) and I think that It is a hidden gem shadowed a bit by Zilfin, because it's easy to play and has a lot of flexibility with movement, footnote and traits.

Edited by Beliman

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On 8/22/2020 at 3:13 AM, Beliman said:

I'm with @sal4m4nd3r.

Really interested to know how people play Mhornar (I love that Skyport) and I think that It is a hidden gem shadowed a bit by Zilfin, because it's easy to play and has a lot of flexibility with movement, footnote and traits.

This is my attempt at a competitive Mhornar list. Trying to take advantage of the fact that you "have to have" 3x arkanauts with an Iron Sky Attack. Also looks really fun to play. Redeploy the ironclad, you can either spread out with the frigates and Arks or put the arks in front of ironclad and just go all in on one flank. 

Allegiance: Kharadron Overlords
- Sky Port: Barak Mhornar

Leaders
Aether-Khemist (90)
- Artefact: Spell in a Bottle
Aetheric Navigator (100)
- General
- Command Trait: Opportunistic Privateer
- Artefact: Galeforce Stave

Battleline
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

Units
12 x Endrinriggers (400)
- 4x Aethermatic Volley Guns
- 3x Skyhooks
- 1x Grapnel Launchers

Behemoths
Arkanaut Ironclad (480)
- Main Gun: Great Sky Cannon
- Great Endrinworks: The Last Word
Arkanaut Frigate (220)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Magnificent Omniscope
Arkanaut Frigate (220)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Magnificent Omniscope

Battalions
Iron Sky Attack Squadron (100)

Endless Spells / Terrain / CPs
Warp Lightning Vortex (80)

Total: 1960 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 110
 

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Here is a good more "death star" type build with 15 thunderers, and the three heroes inside the ship. No need to buoyancy aid as you redeploy. The thunderers hop out with the khemist preferably on an objective and are -2 to hit. Then can fly high as necessary with navi and endrinmaster. Arks Stay back, run for obs, screen, zone out. 4 drops isnt bad. Not ideal. Cant null deploy, cant reliably out drop. 4-7 is the worst drop count to be. 

Allegiance: Kharadron Overlords
- Sky Port: Barak Mhornar

Leaders
Aether-Khemist (90)
- Artefact: Spell in a Bottle
Aetheric Navigator (100)
- General
- Command Trait: Opportunistic Privateer
- Artefact: Galeforce Stave
Endrinmaster with Endrinharness (100)

Battleline
10 x Arkanaut Company (90)
10 x Arkanaut Company (90)
10 x Arkanaut Company (90)

Units
15 x Grundstok Thunderers (360)
- 1x Aetheric Fumigators
12 x Endrinriggers (400)
- 4x Aethermatic Volley Guns
- 3x Skyhooks
- 1x Grapnel Launchers

Behemoths
Arkanaut Ironclad (480)
- Main Gun: Great Sky Cannon
- Great Endrinworks: The Last Word

Battalions
Iron Sky Command (110)

Endless Spells / Terrain / CPs
Warp Lightning Vortex (80)

Total: 1990 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 118
 

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5 hours ago, velveetagamerfuel said:

Thinking about getting into KO and i was wondering what non-flying dwarves would be good to bring in a Barak-Thryng list?

From Cities:

  • Runelords for anti-magic work and buffing Cities dispossessed
  • Warden king for buffing Cities dispossessed. Kind of mediocre but not terrible
  • Irondrakes are probably the best pound for pound dedicated shooting option in the game. They lose a lot when they move or get in melee (which isn't a problem for KO) but if you can let them stand still and protect them they're much more dangerous than KO shooting
  • Hammerers, Ironbreakers and Longbeards don't have too much of a leg up over Arkanauts but with the point drops you could find reasons to take them
  • The gyrobombers and copters compete with your airships but they have some good bonuses to make them worth it

From Fyreslayers it's really just the Runesmiter (for the deep strike) and the vulkite berzerkers as the toughest thing you can get for the points. Everything else works but either relies on fyreslayer synergies a bit too much or doesn't do interesting things for KO.

Once you move to the unaligned duardin the most interesting one is the Runelord on a Anvil. He can't move but he's much better than a regular runelord sitting where he is.

 

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1 hour ago, novembermike said:

From Cities:

  • Runelords for anti-magic work and buffing Cities dispossessed
  • Warden king for buffing Cities dispossessed. Kind of mediocre but not terrible
  • Irondrakes are probably the best pound for pound dedicated shooting option in the game. They lose a lot when they move or get in melee (which isn't a problem for KO) but if you can let them stand still and protect them they're much more dangerous than KO shooting
  • Hammerers, Ironbreakers and Longbeards don't have too much of a leg up over Arkanauts but with the point drops you could find reasons to take them
  • The gyrobombers and copters compete with your airships but they have some good bonuses to make them worth it

From Fyreslayers it's really just the Runesmiter (for the deep strike) and the vulkite berzerkers as the toughest thing you can get for the points. Everything else works but either relies on fyreslayer synergies a bit too much or doesn't do interesting things for KO.

Once you move to the unaligned duardin the most interesting one is the Runelord on a Anvil. He can't move but he's much better than a regular runelord sitting where he is.

 

Hearthguard berserkers. Vulkites are garbage. 

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1 hour ago, sal4m4nd3r said:

Hearthguard berserkers. Vulkites are garbage. 

HGB are great in fyreslayers but they're pretty mediocre here since you can't reliably keep the characters alive to keep them tough. You also don't have the same tricks to get them into combat. Vulkites haven't been garbage either since they got the extra wound. They're fine now, they're realistically tougher than anything else you can take against most enemies and they have decent melee output. 

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So what should my actual Kharadron shell look like depending on what other short boys im bringing.  Like do certain battalions work better with cities or fyreslayers added in?

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14 hours ago, novembermike said:

HGB are great in fyreslayers but they're pretty mediocre here since you can't reliably keep the characters alive to keep them tough. You also don't have the same tricks to get them into combat. Vulkites haven't been garbage either since they got the extra wound. They're fine now, they're realistically tougher than anything else you can take against most enemies and they have decent melee output. 

You can keep the characters alive in KO as easily as you can against FS. Two wounds doesnt mean jack with a 5+ save. And they have VERy littel damage output. HGB are the way to go. Vulkites are trash. 

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Two wounds is pretty meaningful even with a 5+ (4+ in melee). It's 4 wounds for every 3 that arkanauts get and you're less vulnerable to high quality attacks with rend. Fyreslayers also aren't better at protecting heroes but you're more likely to see 4+ Fyreslayer heroes in a list and some of them might be on Magmadroths so it's a lot easier to fulfill the condition where at least one hero is alive and within 10".

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21 hours ago, velveetagamerfuel said:

So what should my actual Kharadron shell look like depending on what other short boys im bringing.  Like do certain battalions work better with cities or fyreslayers added in?

Thryng allows you to bring tougher blobs of Duardin than arkanauts, so you can largely avoid those. However you still need battleline, so I would build around riggers (or wardens at a push) and a dirigible general. If you’re looking for a battalion to complement, then an Escort wing is probably your best bet, with an ironclad loaded with thunderers (you can also take battleline wardens in this battalion, though sadly not riggers). The more guns you can bring to support non-skyfarer infantry, the better, but melee ballooners can always benefit from the Incredibly stubborn rule.

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2 minutes ago, Baron Wastelands said:

Thryng allows you to bring tougher blobs of Duardin than arkanauts, so you can largely avoid those. However you still need battleline, so I would build around riggers (or wardens at a push) and a dirigible general. If you’re looking for a battalion to complement, then an Escort wing is probably your best bet, with an ironclad loaded with thunderers (you can also take battleline wardens in this battalion, though sadly not riggers). The more guns you can bring to support non-skyfarer infantry, the better, but melee ballooners can always benefit from the Incredibly stubborn rule.

I see.  Skywardens seems like a good idea at least for me.  the other direction i was thinking for my KO was Barak Zon which seems good for them

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Possibly a stupid question, but in Barak ziflins hero phase move, can endrinriggers hitch on the vessel? The rule just says they can't move again in that (hero) phase, so if they can I assume they can move in the first round movement phase. Am I missing something ?

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2 hours ago, The Cranky Dwarf said:

Possibly a stupid question, but in Barak ziflins hero phase move, can endrinriggers hitch on the vessel? The rule just says they can't move again in that (hero) phase, so if they can I assume they can move in the first round movement phase. Am I missing something ?

Yes, they can. It was confirmed in the KO designers commentary.

https://www.warhammer-community.com/wp-content/uploads/2018/06/3agNbxKLGLQrAC29.pdf

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Could Chronomatic Cogs be picked as a spell in a bottle?

Ok, I know it could be picked, but could any of the KO characters actually manipulate it?

Seems impossible RAW.

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5 hours ago, GrimDork said:

Could Chronomatic Cogs be picked as a spell in a bottle?

Ok, I know it could be picked, but could any of the KO characters actually manipulate it?

Seems impossible RAW.

They aren't wizards. So, no

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