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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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I'm going to start collecting this army, and I have decided to go with this list, a starting point to collect and paint:

 

-Port: Barak Thryng.

-Endrinmaster.

-Aether Khemist.

-Aetheric Navigator.

-3x Arknaut Company with 3x Light Skyhook.

-Battalion: Escort Wing.

-3x Gunhauler with 3x Cannon.

-Frigate with Last Sword and Cannon.

-10 Thunderers.

-5 Thunderers.

-3 Skywardens.

 

This is my idea. Taking all what I got from the Start Collecting and adding units beyond that. I have another (future) idea with Zilfin and the Sky Squadron, deploying a Frigate, 10 Company/Thunderers (and 5 Thunderers more) and 6 Endrinriggers in the back of my rival.

However, I really like the rules of both Thryng and the Escort Wing, because I see we have an army that hits really bad (mostly 4+), and those rerollings and +1 to hit is really nice.

 

Edited by Luzgurbel
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13 hours ago, Luzgurbel said:

I'm going to start collecting this army...

 

Hi Luzgurbel, I've only played a bit, but Thyrng and Escort wing was how I liked to run them as well. 

It works well if the opponent has big targets, either large horde units or monsters. If they run alot of similar things where there isn't as much target priority its more difficult.

I run 3*5 thunderers in the frigate. Gives flexibility when disembarking and usually I don't think they need a Khemist buff that much. Also I often give the frigate either buouancy aid or parachutes. Last word is pretty good on the ironclads volley cannon but on the frigate it's a harder sell for me. 

I'd want a larger arkanauts unit for good Khemist use. Probably could afford to loose a character to get another 10 at least. Not sure your intents with the endrinmaster and navigator. Depending on what artifacts you give them you can make the navigator a reasonably useful dispeller or the endrinmaster reasonably offensive. So could drop whichever you prefer. 

With the thunderers, warscroll bonus ships and Khemist skyhooks you have a few different units that can send out a bit of hurt. It's easy with Thyrng and Escort wing to put all your eggs into one basket I feel, and just over kill one selected unit and have some difficulty with the rest.

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4 minutes ago, Rahxephon said:

Hi Luzgurbel, I've only played a bit, but Thyrng and Escort wing was how I liked to run them as well. 

It works well if the opponent has big targets, either large horde units or monsters. If they run alot of similar things where there isn't as much target priority its more difficult.

I run 3*5 thunderers in the frigate. Gives flexibility when disembarking and usually I don't think they need a Khemist buff that much. Also I often give the frigate either buouancy aid or parachutes. Last word is pretty good on the ironclads volley cannon but on the frigate it's a harder sell for me. 

I'd want a larger arkanauts unit for good Khemist use. Probably could afford to loose a character to get another 10 at least. Not sure your intents with the endrinmaster and navigator. Depending on what artifacts you give them you can make the navigator a reasonably useful dispeller or the endrinmaster reasonably offensive. So could drop whichever you prefer. 

With the thunderers, warscroll bonus ships and Khemist skyhooks you have a few different units that can send out a bit of hurt. It's easy with Thyrng and Escort wing to put all your eggs into one basket I feel, and just over kill one selected unit and have some difficulty with the rest.

I'm also sort of liking the idea of Thryng or Mhornar Escort Wing. I'm not entirely sold on battalions at all for KO though. Alpha Strikes are tough, and given the option, I'll probably take second and hope for a double turn over going first. But here's the Grundstok list I came up with the other day and I...dunno. Seems more balanced than a lot of lists. Use wardens as a harassment device and run them with the Admiral, to take advantage of Opportunistic. Sit the Pikes, Thunderers, and the Riggers in the Frigate and get them into position asap. Pew pew from a distance with the Grundstoks and sit the Navigator  behind so he can buff multiple boats. It's also a 4 drop, which isn't bad. 

Allegiance: Kharadron Overlords

Mortal Realm: Aqshy

Skyport: Barak-Mhornar

- Additional Footnote: These are Just Guidelines

Arkanaut Admiral (120)

- General

- Trait: Opportunistic Privateers 

- Artefact: Thermalrider Cloak 

Aetheric Navigator (80)

- Artefact: Autotinkerer 

10 x Arkanaut Company (120)

- 3x Light Skyhooks

10 x Arkanaut Company (120)

- 3x Light Skyhooks

10 x Arkanaut Company (120)

- 3x Skypikes

6 x Skywardens (240)

- 2x Aethermatic Volley Guns

- 2x Drill Cannons

5 x Grundstok Thunderers (100)

- 5x Aethershot Rifles

6 x Endrinriggers (240)

- 1x Grapnel Launchers

Arkanaut Frigate (240)

- Main Gun: Heavy Sky Cannon

- Great Endrinworks: Ebullient Buoyancy Aid

Grundstok Gunhauler (160)

- Main Gun: Drill Cannon

Grundstok Gunhauler (160)

- Main Gun: Drill Cannon

Grundstok Gunhauler (160)

- Main Gun: Drill Cannon

Grundstok Escort Wing (130)

 

Total: 1990 / 2000

Extra Command Points: 1

Allies: 0 / 400

Wounds: 114

 

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2 hours ago, RaritanAnon said:

I'm also sort of liking the idea of Thryng or Mhornar Escort Wing...

Thermal rider cloak on Mhornar general is a pretty cool idea. Moveability of a slow general with a strong ability had always been an issue. I'd tried Mhornar escort wing a couple times as the command trait is very powerful and you can get near guaranteed hits off your ships with the two. But I had a pretty bad run in with beastclaws smashing the castle. Although Thyrngs grudges isn't as powerful, there's no incentive to castle (given it is a small castle at 3"). So I've liked that I feel freer to spread out. I also quite like Thyrngs one time reroll. Sometimes feels a bit like Murphy's law though haha as once you spend it you're bound to get something else that needs it even more.

Any reason for drill cannons on the Gunhaulers? I feel like unless you have some method for wound roll manipulation it's not worth it. 

 

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11 minutes ago, Rahxephon said:

Thermal rider cloak on Mhornar general is a pretty cool idea. Moveability of a slow general with a strong ability had always been an issue. I'd tried Mhornar escort wing a couple times as the command trait is very powerful and you can get near guaranteed hits off your ships with the two. But I had a pretty bad run in with beastclaws smashing the castle. Although Thyrngs grudges isn't as powerful, there's no incentive to castle (given it is a small castle at 3"). So I've liked that I feel freer to spread out. I also quite like Thyrngs one time reroll. Sometimes feels a bit like Murphy's law though haha as once you spend it you're bound to get something else that needs it even more.

Any reason for drill cannons on the Gunhaulers? I feel like unless you have some method for wound roll manipulation it's not worth it. 

 

For the longer range. Though with the multitude of bonus to-hit buffs, a cannon could do just as well. And yeah, I like Thryng but I think Mhornar is just stronger. Running and shooting in the first turn, with bonuses from the battalion, and if you're lucky, bonuses from Opportunistic as well. It's a bit on luck, though. 

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12 hours ago, Rahxephon said:

Hi Luzgurbel, I've only played a bit, but Thyrng and Escort wing was how I liked to run them as well. 

 

Thanks for the advices. I chose my characters in order to support my troops properly: the Endrinmaster will be the general with a trait and an item to increase his attacks, so he can dish out some nice damage in close combat; the Navigator to have, at least, a chance to dispell (and I have the intention to give him the Aethersight Loupe); and finally, the Khemist, who I can consider needs no explication at all.

 

Is it bad to play a large unit of Thunderers in order to grant them the augmentation? They can score nice hits, even more with the Escort Wing though their to wound roll is horrible, but at least they have rend.

 

I know that grudges work well with large units and/or capital monsters/characters (Nagash, Morathi, large unit of Eels). You can have a maximum of 3, is it right? The problem is that the other cities don't call my attention with their abilities; we NEED to filter our horribles to hit/to wound rolls.

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2 minutes ago, Luzgurbel said:

we NEED to filter our horribles to hit/to wound rolls.

Amen.

I can tolerate the average 'Ballistic Skill'.  It's the weakness of our weapons that gets me.  Also yeah, a big unit of rifle Thunderers is pretty good.  Especially when augmented.  But they aren't spectacular.  

Also, can I post my suggestions for Overlord changes here?  If I was limited to only three per unit, it would be:

Navigator: You know the Isharann Soulscryer, and his Finder Of The Ways ability?  Our navigator should have a version of his.  As in, if one begins the game embarked upon a skyvessel, said skyvessal can Outflank.  Instantly useful.  Also, since they're the closest thing we have to Wizards, they should have a small table of weather manipulating abilities to choose from, for a bit of variety. 

Khemist: His Aetheric Augmentation ability should affect all weapons in a unit, not just one type.  This would really help out Skywardens and Thunderer units with special weapons.  Shooting and melee.  It should also be usable on Skyvessels.  All of our characters should be able to boost the ships.  This sounds brutal, but when I see what other armies are throwing out, I say hard cheese. :D

Arkanauts: -1 Rend on the pistols.  They're firearms, and in AoS, firearms have rend.  Also, change the Damage of Skypikes to 2  (same for Skywardens).  Make them more reliable, because I never get beyond damage 1 with them.  Oh, now the bad news.  With the new -1 rend, and the boosted Khemist, they need a rebalance to avoid going up in points.  So with that in mind...limit the special weapons to 1 of each type per 10 arkanauts (e.g, 1 skypike per 10, 1 skyhook per 10 etc.).  This is controversial, but I think it's justified.  Plus, it fits in more with what other armies do.  And it matches Thunderers too.  I just want Arkanauts to be more than a skyhook delivery system.

I've got more but I need to go out so, I'll post them latter.

 

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I run the Thryng escort wing as well. I've had some successes with it, and it is actually really fun to play. I have started using drill cannons on my gun haulers instead of the normal cannons. I found the greater range of the drills to be more beneficial than the dmg output of the sky cannons. Easier to keep the enemy at bay that way. My current iteration of the escort wing list is this:

Thryng: Extra footnote:

- There's no trading with some people.

General:

Admiral

- Grudgebearer

- Grudgehammer

(Because Thryng!)

Navigator:

- Aethersight loupe

 

Battleline:

10  Arkanauts with skyhooks

10 Arkanauts with skyhooks

10 Arkanauts with volley guns

 

Elite units:

5 Thunderers with rifles

3 wardens with 1 volleygun and 1 drill cannon

3 wardens with 1 vollegun and 1 drill cannon

 

Artillery:

Gunhauler with drill cannon

Gunhauler with drill cannon

Gunhauler with drill cannon

 

Behemoths:

Frigate with heavy sky cannon

- Last word

Frigate with heavy sky cannon

 

Battallion:

Grundstock Escort Wing.

 

I´ve had moderate success with 6 skywardens with pikes and grapnel, but they usually survive longer when they are split up and only shooting. I'm also thinking of using the the magnificent omniscope on a frigate for d6 extra movement. My play style with this list is very similar to how I play 40k drukhari; always staying mobile, gunning for objectives, and sacrificing key units.

 

 

 

Edited by Funstock Funhauler
mistakes...
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3 hours ago, sloane_paints_stuff said:

Just finished my first Ironclad! OMG they're so much fun!!! I have another one, and I think it's silly to run 2 in 2,000pts, but just try and stop me!!

Help me make a list with with 2 ironclads that won't suck hahahaha hope you like it btw!

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DrT7R97UcAAWDFe.jpg

Amazing work. 

Glad to hear it was fun to paint. The frigat has me all worn out so I’m kind of dreading painting the ironclad. Might just heavily convert it to make it fun ;) 

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1 minute ago, Kramer said:

Amazing work. 

Glad to hear it was fun to paint. The frigat has me all worn out so I’m kind of dreading painting the ironclad. Might just heavily convert it to make it fun ;) 

Oh its definitely a big project! My tip (if it's up your alley) is abuse some weathering. I found it kept it fun and took the pressure off such a big thing. I also did the crew seperate, the balloons too, and just tried to do as much in smaller instalments as possible. All the best mate! Its worth the effort!

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32 minutes ago, sloane_paints_stuff said:

Oh its definitely a big project! My tip (if it's up your alley) is abuse some weathering. I found it kept it fun and took the pressure off such a big thing. I also did the crew seperate, the balloons too, and just tried to do as much in smaller instalments as possible. All the best mate! Its worth the effort!

Haha I already did all of that ?Did the first layer of the hull first, then finished crew, then the balloons, now stuck on the second layer on the hull to get it smooth and all them details, haha.
Except what do you mean by abusing weathering?

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Just now, Kramer said:

Haha I already did all of that ?Did the first layer of the hull first, then finished crew, then the balloons, now stuck on the second layer on the hull to get it smooth and all them details, haha.
Except what do you mean by abusing weathering?

Ah awesome! that's most of the hard yards all done! Well on mine i used a lot of rust and verdigris on my hull and in and around all the metal bits and bobs as well as scratches and dents. It helped me to get through and finish it while still enjoying it :) 

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17 minutes ago, sloane_paints_stuff said:

Ah awesome! that's most of the hard yards all done! Well on mine i used a lot of rust and verdigris on my hull and in and around all the metal bits and bobs as well as scratches and dents. It helped me to get through and finish it while still enjoying it :) 

Yeah, thought so. I tend to try to get it nice and smooth before weathering it. Might save a lot of effort and time to change that tactic. 

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1 minute ago, Luzgurbel said:

And what about the weapon of the Grundstok? Drill cannon and that 24" range or the raw power of the sky cannon? I'm afraid that nowadays 18" is not a safe range with armies like Blades, Ironjawz or daughters who can easily engage at such distance.

I'm of the mind that no distance is a safe distance anymore so getting 1-2 shots with your cannon before it's locked in combat is good enough. The gunhauler should be your screen for other units anyway in my opinion. Use it to block people charging your frigate or squishier arkanauts etc because it has the mines

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17 minutes ago, Arkanaut Admiral said:

I’ve all but abandoned ships altogether, and I just spam skyhook Arkanauts and endrinriggers.  Getting much better results, but it’s a little sad because it’s depriving them of their most fluffy aspect.

It's really sad, i agree, that the most viable way to play them is to do just this, khemist + riggers/skyhooks. Let's be real, most of us came for the ships and then to discover the ironclad is really a tinclad and the frigate and gunhaulers are fancy flying coffins. Really wish they got a slight buff in some way. It's like thats how they wanted KO to be played but didnt let the scrolls represent that goal

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