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Chris Tomlin

AoS 2 - Kharadron Overlords Discussion

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33 minutes ago, Luzgurbel said:

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.

1. Good call. Then the frigate because more worth it in my mind. But then why not add the 5 and 10 thunderers together for the khemist buff? Or will you be moving them forward? Just curious to hear the general gameplan :) 

2. Yeah, my thought too. Hoping for someone with magical faq to help ;) 

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9 hours ago, Kramer said:

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

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

I have.  Last four games or so I’ve ditched them for the most part.  Getting much better results too.  Even won a game.

It shouldn’t be that way though.  The ships should be the main draw of the force, not an ineffective points sink.

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9 minutes ago, Arkanaut Admiral said:

I have.  Last four games or so I’ve ditched them for the most part.  Getting much better results too.  Even won a game.

It shouldn’t be that way though.  The ships should be the main draw of the force, not an ineffective points sink.

Again fully agree on the last part. I think @Luzgurbel Thryng Escort wing sounds interesting. Combined with thunderers with all rifles those are next things to try out. 

Just paint two more start collecting to be wysiwyg 😂

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General battleplan? I'm like the Heath's Joker: I'm like a dog chasing cars, I won't know what to do if I catch one haha

Edited by Luzgurbel
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So I've played a few 1k games and I fail to see the appeal of boats, in game. Very unreliable and very squishy. Whereas even the arkanauts have very good damage output with their pistols. So I'm considering a no-boat list. Here's my thoughts so far. 

Khemist is a must have. 

Brokk can shine, but will likely be targeted first. 

Admiral can be useful for his 12" battleshock immunity bubble. 

Navigator and Endrinmaster are useless. 

Arkanauts are great. Take big numbers of them, maybe? Skypikes and Skyhooks both shine. 

Endrinriggers are still really good, but without a boat to hitch to, they're very fragile, and lose out on their repair boats ability. 

Thunderers with rifles (and maybe a fumigator) are really nice, especially buffed. Cheap, too. 

Skywardens seem the oddball. They have better to-hit and range with the Volley Guns. They can also take Drill Cannons, which is access to mortal wounds that we otherwise lack. Their Skypikes also are arguably more reliable than Rigger saws, since you get more attacks. 

For Skyports, I think Mhornar, or Urbaz are the best two. There's interest in perhaps doing a single Ironclad, since it's the most damaging and reliable boat, with more than a single shot. But that's a lot of points, too. 

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I think the Endrinmaster is the best hero in the army. He repairs d3 wounds on sky vessels. The khemist is only better if you really want to augment specialty weapons like Skyhooks or saws, but this makes the Khemist an easy priority target. Meanwhile the Endrinmaster is safely embarked on  a skyvessel. If you want your ships to do work then the Endrinmaster is legit. 

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KO ships need a big power boost. And new ships - I want a sky sub! Look at how making Orks more mobile is reinvigorating that army.

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6 hours ago, Luzgurbel said:

Navigator and Master useless? Why? Navigator for dispelling and Master for cc damage outputting.

The way I see it, both heroes are okay in a single use, but in a NoBoat list they aren't as useful. One dispel might as well be none and there's no boats to repair. 

5 hours ago, Nick907 said:

I think the Endrinmaster is the best hero in the army. He repairs d3 wounds on sky vessels. The khemist is only better if you really want to augment specialty weapons like Skyhooks or saws, but this makes the Khemist an easy priority target. Meanwhile the Endrinmaster is safely embarked on  a skyvessel. If you want your ships to do work then the Endrinmaster is legit. 

You say safely like boats aren't the first thing targeted in any game. Especially once the enemy finds out they flat out die, no saves, on a 1.

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1 hour ago, RaritanAnon said:

You say safely like boats aren't the first thing targeted in any game. Especially once the enemy finds out they flat out die, no saves, on a 1.

Well the Khemist cannot augment while embarked, but the Endrinmaster can still repair. So yeah, it's safer inside a boat then outside. 

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Had 2 fun games with my Kharadrons this weekend.

List was...

Brokk Grungsson (260)
Aether-Khemist (160)
- General
- Trait: Opportunistic Privateers 
30 x Arkanaut Company (360)
10 x Arkanaut Company (120)
10 x Arkanaut Company (120)
6 x Endrinriggers (240)
6 x Endrinriggers (240)
3 x Skywardens (120)

3 x Skywardens (120)
Arkanaut Frigate (240)
Total: 1980 / 2000

1st Game against Skaven,  Relocation Orb - hate this one.

I had first turn, pushed forward hard, shot off 2 Warp lightening cannons, bunch of clanrats and half a unit of stormfiends. In return he charged me with clanrats and put the Stormfiends into my Frigate, which survived the turn, but was outnumbered on the Orb so he took 3 points.

Turn 2, orb moves away from me into range of his 40 clanrats. He took the double turn (our mistake, we both rolled a one and thought it meant he went first not me, we were both quite drunk at this points).  Clanrats swarm the objective and tie up all my shooting elsewhere (they can retreat and charge so tied up all my units with chaff), frigate dies to stormfiends.  In return i killed some heros which meant no auto-pass for morale but even so only managed to take off 20 clanrats from his 40 so didnt steal the Orb.

Turn 3, orb moves towards me but ive got no numbers near it to take it off him.  I take the turn, kill some stuff, but not enough, he will regain the Orb and have unassailable lead so I call the game.  I think if I had got 2nd turn (like I should) then it would have been different. First time using Brokk, need to work out how to integrate him into my tactics.

 

2nd Game against Aleven Dragonlords. Blood and Glory.

He had 4x5 Dragonblade Knights, 3 dragons, 2 battallions, a Stormcast ballista.

1st turn. I went first and moved everything towards a Dragon and 10 Knights.  The 6 Skywardens, boat, and Brokk killed Dragon, 5 knights and 2 from 2nd unit. Didnt even get to shoot my big unit of Arkanuats or charge with riggers, by far my best shooting with Wardens and Boat in a game ever! I also grapnelled in 6 riggers to the centre of his deployment and killed his ballista with a charge.  In return he wiped out my entire right flank (which was the other 2x10 arkanauts) but had to leave a Dragon back to kill the riggers in his deployment zone. Charged the frigate with 3 remaining knights, not much damage as I did kill one with grudge bombs (another first for my frigate!)

2nd turn. I went first, took off his second dragon and a bunch of knights. I forgot about the Mhornar ability to fight once in my hero phase, which would have killed some knights tying up Brokk letting him move away and charge elsewhere. Failed a grapnel leaving riggers exposed. In return his dragon came in and killed Brokk, frigate and most of my 30 Arkanauts and the riggers got charged and slaughtered by his last 5 knights.

3rd turn. He got priority. Took out my khemist and 2 remaining Arkanauts to take the objective, his knights charged the remaining Skywardens and took off a few and i took out a few knights in response (i was having good luck with Skypikes this game too).  But with that he had won a major and so the game ended.

I think I missed some points out, but thats most of the key actions. We both had good and bad luck but it was an epic game, swinging wildly in both directions. I forgot a few things which would have helped but had some good luck in others. There was a good amount of LoS blocking scenery which stopped me maximising my 30 unit of skyhooks but it also meant his dragons and knights had to position carefully to either get cover or be in range to actually position there base to complete charges. Smaller units of riggers are good i think, they can be used tactically to take out key heros or units (ballista) and leave a threat the enemy has to go after, this can leave them out of position. This is also why i run Wardens in units of 3, they will never by buffed by a Khemist so having them scatter and present multiple targets to be dealt with is quite good.

If anyone has any good tips for Brokk id love to hear them.

 

 

Edited by stato
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