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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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7 hours ago, SPlatte said:

Is there a consensus about what is considered the best weapon option for the Ironclad? Volley Cannon or Sky Cannon?

The volleygun does more damage but cannot shoot as far. It is basically impossible to keep the ships out of combat so you really can't kite with them. If you want to tank, volleygun is best.

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10 hours 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 think it’s depended on your playfstyl. I sacrifice my gunhauler every game. As a screen, a diversion on a flank or just close to my frigate to get save it a couple of wounds before moving on. 

So for me the 18” isn’t that much of an issue. And let’s be fair if you try to stay out of 18” of your opponent they are going to push you further and further back. To far back for most objective games 

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7 minutes ago, Kramer said:

I think it’s depended on your playfstyl. I sacrifice my gunhauler every game. As a screen, a diversion on a flank or just close to my frigate to get save it a couple of wounds before moving on. 

So for me the 18” isn’t that much of an issue. And let’s be fair if you try to stay out of 18” of your opponent they are going to push you further and further back. To far back for most objective games 

I like hearing how people play differently since I haven't had a game with my kharadron yet. Personally I think Gunhaulers exist to be a big distraction boat. Either they get in the enemy's way and soak wounds so your other units can get shots in, or they're ignored and pew pew key targets. 

I'm really interested in running a Escort Host, either in Thryng with 2 Frigates or in Mhornar. Skywardens seem really underutilized as gun platforms. Volleyguns at 24" hitting on 4+!

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The bad face is that you can equip only one volleygun on the Skywardens. However, I plan to play units of 3 with 1 volley and let the other with Skypikes as a menace (kinda of) with their nice (kinda of) cc attacks. On the other hand, I even considered to equip one volleygun and one drill to threaten as a mobile (and fast) shooting unit.

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 I fully agree. I bought a lot of my KO secondhand and the previous owner build 3 skywardens with both special guns. I agonised over adding three more skywardens or converting them to endrinriggers. 

My issue is that if you go for 6 skywardens you have two 9” guns, and 4 24” range guns. So how do you use them? Long range? Mid range? As flankers? 

Flankers might work but as far as shooting goes for the same amount of points you get 6 24” skyhooks and a lot of redundancy wounds. Also leads to a more efficient buff 

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5 hours ago, Kramer said:

My issue is that if you go for 6 skywardens you have two 9” guns, and 4 24” range guns. So how do you use them? Long range? Mid range? As flankers? 

Similar problem for Endrinriggers and the 'missenmaster'.  I think of the 'missenmaster' as the first 2 wounds the unit will lose. 

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32 minutes ago, Nick907 said:

Similar problem for Endrinriggers and the 'missenmaster'.  I think of the 'missenmaster' as the first 2 wounds the unit will lose. 

I’m with @RaritanAnon. Loading endrinriggers  out all with saws means you have a speedy glass cannon unit! And because of all the same weapon very efficient khemist buff. 

Missenmaster is the endrinmaster? I haven’t tried it but I think I’m going to try him as a cheap combat hero. Thinking he will outperform the admiral in that role

edit: just realised he’s the champ. If you load them out for Close combat he does just what he needs to :) 

Edited by Kramer
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1 hour ago, Kramer said:

I’m with @RaritanAnon. Loading endrinriggers  out all with saws means you have a speedy glass cannon unit! And because of all the same weapon very efficient khemist buff. 

Missenmaster is the endrinmaster? I haven’t tried it but I think I’m going to try him as a cheap combat hero. Thinking he will outperform the admiral in that role

edit: just realised he’s the champ. If you load them out for Close combat he does just what he needs to :) 

The way I see it, you either take a minimum endrinrigger squad  with saws to hitch on a frigate or ironclad for free repairs and as a counter charge so the boats can retreat, or you take 12 of them as a massive lance of rend and damage first or second turn. Barak Mhornar or Barak Zon seem best for a big melee focused army. 

Skywardens are more suited to being ranged/flanking duty. Yeah, you end up with some sorta useless spears, but at least you know who to kill first. Urbaz is really good for buffing these guys' attacks, and Thryng can help with Rerolls. 

I don't think a lot of times you're going to end up taking both Wardens and Riggers though. If that's the case, you probably won't be taking many boats. 

Edit: Sort of took the idea and ran with it. Even managed a Battalion in the list. What do you guys think? Admiral rides with the pikenauts in one frigate. Riggers and Endrinmaster ride in the other frigate and act as a mobile hammer. Pop the endrinmaster out, overcharge him, and hit em with a damage 6 hammer. Then use the wardens and other Arkanauts for objectives and flanking. 

Allegiance: Kharadron Overlords
Mortal Realm: Aqshy

Skyport: Barak-Mhornar
- Additional Footnote: These are Just Guidelines
Arkanaut Admiral (120)
Aether-Khemist (160)
- Artefact: Staff of Ocular Optimisation 
Endrinmaster (120)
- General
- Trait: Opportunistic Privateers 
- Artefact: Hammer of Aethermatic Might 
10 x Arkanaut Company (120)
- 3x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Skypikes
9 x Endrinriggers (360)
6 x Skywardens (240)
- 2x Aethermatic Volley Guns
- 2x Drill Cannons
Arkanaut Frigate (240)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Incredible Self-healing Hull
Arkanaut Frigate (240)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: Ebullient Buoyancy Aid
Iron Sky Squadron (130)

Total: 1970 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 105
 

I have no idea what port is best for these guys though. Thryng for Grudgebearer? Mhornar for Opportunistic? 

 

Edited by RaritanAnon
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1 hour ago, Kramer said:

I’m with @RaritanAnon. Loading endrinriggers  out all with saws means you have a speedy glass cannon unit! And because of all the same weapon very efficient khemist buff. 

 

 

2 hours ago, RaritanAnon said:

Why? The saws are stupidly good in melee. 

Yeah the saws are great for melee but I use the Volley gun and Drillcannon loadouts because I hide my Riggers behind the Ironclad. This way they can repair the ship and contribute ranged attacks. As long as my Ironclad is in combat the Missenmaster can shoot with his rivitgun, but at longer range he really is just their for show. If the unit takes damage he is first to die. I know the saws are a great way to deal damage when they are augmented, but I replaced my khemist with a Gunhauler to make the Ironclad tougher (it also hides behind the ship).

Blondebeard Overlords
Endrinmaster (Captain Blondebeard, general, autotinkerer), Ironclad(ISHH), Gunhauler(), Company (10), Company (10), Company (10), Thunderers (5), Riggers (3), Riggers (3), Riggers (3), Riggers (3), Riggers (3), Riggers (3), Riggers (3)= 2000 points

Edited by Nick907
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12 minutes ago, Nick907 said:

 

Yeah the saws are great for melee but I use the Volley gun and Drillcannon loadouts because I hide my Riggers behind the Ironclad. This way they can repair the ship and contribute ranged attacks. As long as my Ironclad is in combat the Missenmaster can shoot with his rivitgun, but at longer range he really is just their for show. If the unit takes damage he is first to die. I know the saws are a great way to deal damage when they are augmented, but I replaced my khemist with a Gunhauler to make the Ironclad tougher (it also hides behind the ship).

Blondebeard Overlords
Endrinmaster (Captain Blondebeard, general, autotinkerer), Ironclad(ISHH), Gunhauler(), Company (10), Company (10), Company (10), Thunderers (5), Riggers (3), Riggers (3), Riggers (3), Riggers (3), Riggers (3), Riggers (3), Riggers (3)= 2000 points

You run 7 units of 3 riggers? I guess for max heals? That seems silly but effective. 

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42 minutes ago, Luzgurbel said:

The points for the KO units are a real pain in the neck... Maybe due to the cost of 130 of the Escort Wing, but all my lists end at 2010, which is really awful!

Most lists end and begin with hero selection. To be honest, we have four useful ones and they all cost too much. 1-2 is probably all we can manage per list. Plus, nearly everything costs the same amount of points. 

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8 hours ago, Arkanaut Admiral said:

Oh, don't get me started on our point costs.  The ships are way too expensive, even after that the reductions in GH2018. :D

As their rules currently stand, I'd shave 60pts off the price of the ships.  Hell, even with adjustments to their rules, I would still shave 60pts off. 

Oh, then please don’t ;) Have you tried playing without ships? 

8 hours ago, RaritanAnon said:

Most lists end and begin with hero selection. To be honest, we have four useful ones and they all cost too much. 1-2 is probably all we can manage per list. Plus, nearly everything costs the same amount of points. 

Haha, the table of 120 is now forever embedded in my mind. 

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One thing I've felt with KO is that we lack defense. I've thought about getting some longbeards a couple of times as a soak but they don't quite fit the style or speed.  

While I agree the ships could improve their durability a notch, I think itd be more interesting if we had some other defense options than just better saves. I can't see much incentive to take skypikes as they are over other options (either guns on arkanauts or riggers). What I feel could work well is if models with skypikes had a special rule like the Aethersped Hammer (attack first) but only a turn they charge or receive a charge. Skywardens could then do picket duty pretty well as a prickly detterent to charges, and if need be make assaults on other units with similar attacks first abilities. It's not really increasing their offensive power so I'd imagine Endrinriggers would still have a place as the main attackers, but it'd give the skywardens a niche so they don't need to directly compete. And on Arkanauts I could still see it making skypikes an option I'd at least consider. 

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1 hour ago, Rahxephon said:

One thing I've felt with KO is that we lack defense. 

Kind of the point of the army right? While I agree that we also don’t do exactly what the playstyle should be, mobile strike teams. But making them more defensible would just feel wrong to me personally. 

 

3 hours ago, Luzgurbel said:

The problem is that cost of 130 for the Wing, that unables a round number for my lists. I always obtain 1910 or 2010, which is really disgusting haha

1910 plus an navigator? Haha. Are their more options ? do you use allies? 

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No, I don't use allies because almost all allies costs 100+ points, and those who costs less give me nothing.

 

My struggle comes with the list I want to start collecting and playing:

 

Thryng Escort Wing:

 

-2 Frigates.

-3 Gunhauler.

-Khemist.

-10 Thunderers.

-3 Skywardens.

-3x10 Company.

 

That are 1930, and I can't play another character, except if I change the Khemist for any other (I want him for his amazing buff to the Thunderers). If I drop a Frigate, I have this:

 

Thryng Escort Wing:

 

- Frigate.

-3 Gunhauler.

-Khemist.

-Navigator.

-5 Thunderers

-10 Thunderers.

-2x3 Skywardens.

-3x10 Company.

 

More or less, it can be changed the second unit of wardens for a unit of Riggers or even more Thunderers. 1970 points.

 

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29 minutes ago, Luzgurbel said:

No, I don't use allies because almost all allies costs 100+ points, and those who costs less give me nothing.

 

My struggle comes with the list I want to start collecting and playing:

 

Thryng Escort Wing:

 

-2 Frigates.

-3 Gunhauler.

-Khemist.

-10 Thunderers.

-3 Skywardens.

-3x10 Company.

 

That are 1930, and I can't play another character, except if I change the Khemist for any other (I want him for his amazing buff to the Thunderers). If I drop a Frigate, I have this:

 

Thryng Escort Wing:

 

- Frigate.

-3 Gunhauler.

-Khemist.

-Navigator.

-5 Thunderers

-10 Thunderers.

-2x3 Skywardens.

-3x10 Company.

 

More or less, it can be changed the second unit of wardens for a unit of Riggers or even more Thunderers. 1970 points.

 

I think I would drop the second frigate. It doesn’t get the +1 from the battalion so with those 310 points you could add 15 more thunderers that do get the bonus or 5 thunderers and another khemist and a command point (for what it’s worth) 

Both khemist  with 10 thunderers all armed with rifles means you have a fire base of 32 shots at 18” range. 2 of the company with skyhooks in front of them as screen. Move a frigate with a company with pikes move forward to claim forward adjectives. Skywardens as flankers to delay or opportunisticly claim objectives. 3 gunhaulers to block moment and/or act like a mobile cannons. Sounds pretty complete to me. Add with Mornar for run an shoot you can get you flyers forward enough to block a bit. And the command trait on a khemist means you might just get could value on that extra command point. 

Or urbaz so your khemist can buff both the company and thunderers with them. Could be fun as well. 

Edit: can’t math. Dropping frigate opens up 240 plus the 30. Not 310. Still enough for a khemist + 5 thunderers. 

Edited by Kramer
Can’t math
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Also looking at Barack thryng now. Can you use the ‘Honour the gods’ ability for the ‘Log of grudges’ ability? 

Honour the gods: once per battle in any phase you can re-roll one of your dice rolls. 

Log of Grudges: when picking an enemy unit for the settle the grudges artycle, pick D3 units instead. 

Setle the grudges: once both armies are set up, pick an enemy unit. Your army bears a grudge against that unit. You can Re-roll hit and wound rolls of 1 against that unit for all your units. 

Combined with the escort wing you could have 4 pretty reliable cannons on the table.  

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12 minutes ago, Kramer said:

Also looking at Barack thryng now. Can you use the ‘Honour the gods’ ability for the ‘Log of grudges’ ability? 

Honour the gods: once per battle in any phase you can re-roll one of your dice rolls. 

Log of Grudges: when picking an enemy unit for the settle the grudges artycle, pick D3 units instead. 

Setle the grudges: once both armies are set up, pick an enemy unit. Your army bears a grudge against that unit. You can Re-roll hit and wound rolls of 1 against that unit for all your units. 

Combined with the escort wing you could have 4 pretty reliable cannons on the table.  

The problem I have with Thryng is most units im scared of Fly, and if they fly then Ziflin gives that bonus plus it gives a mortal wound save (6+) to vessels, which given you have 4 suddenly becomes worthwhile. Ziflin also gives you reliable run rolls for the boats, an artefact to deepstirke, and a free move with a boat.  Combine all that with the general Fleetmaster ability means you can probably out-deploy or out-maneuver your opponent in the first turns.

Edited by stato
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11 minutes ago, stato said:

The problem I have with Thryng is most units im scared of Fly, and if they fly then Ziflin gives that bonus plus it gives a mortal wound save (6+) to vessels, which given you have 4 suddenly becomes worthwhile. Ziflin also gives you reliable run rolls for the boats, an artefact to deepstirke, and a free move with a boat.  Combine all that with the general Fleetmaster ability means you can probably out-deploy or out-maneuver your opponent in the first turns.

Yeah fair enough. Ziflin is tried and true. 

But still wondering if you can do the re-roll on the D3 grudges ? Think it could be fun. Would definitely try to play it a couple of times just to see. 

 

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1. Thryng's battalion grants you another Frigate to the Escort, so you can have 2 Frigates with the props of the Escort.

2. I don't think you can use that reroll to achieve he maximum grudge. The reroll says "any phase", but the grudge are setted before the battle begins, so no phase has been played.

3.  I agree with the rest. I just need to buy a Frigate (or 2) and start playing.

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