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AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

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4 minutes ago, Reuben Parker said:

Double post but I was at a tournament over the weekend chatting with another KO player and it got me thinking. 

Please excuse this long post as I have been exploring a few things in my mind that I wanted to get down.

There has been a lot of talk about how KO are bad but not really anything on the good so I wanted to deconstruct that first (the bad we know). Also as always these are just opinions from me so feel free to disagree.

Good

Low drop army (quite easy for one drop if wanted)

Best ranged firepower in the game

Best army wide rend in the game with a lot of access to -2

Good speed and ability for board control

Flexibility (the army isn't really tied to one unit or build)

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Best units by role

Skirmish screen - 5 man carbine thunderer unit (very underrated unit, average 4 -1 saves  per volley, do mortal wounds against chargers and can potentially flee before even swung at. Also can charge them forward in your turn then activate and retreat and run to get onto objectives deep on your opponents side.)

Fire base - 30/40 man arkanaut unit with skyhooks, boosted by Khemist. Size is by taste 40 obviously gives more shots but is more of a eggs in one basket type unit, most people seem to feel 30 is a good balance.

Melee - 12 man Endrinriggers boosted by Khemist. Between shooting and melee with boosted saws with average over 30 wounds past a 4+ save.

Airship - Ironclad. Best carry capacity, save, weapons and rules.

Hero - Khemist. Weapon boost is just too good to pass up. Now an admiral can be good for objective holding as you can give him Doughty champion and a defensive artifact if wanted when your playing a hero or wizard / artifact scoring mission (which is a KO weakness).

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Personally when building for a tournament in AoS2 irrespective of the army I feel the need for at least two artifacts / wizards. This is due to TO's loving to insert those missions and nearly every tournament I go to has a round playing one of them. This means the list either has to have a battalion, be Barak-Urbaz or ally in a Incantor for SCE. 

On the subject of battalions I don't feel any of them are that good. The best being Iron Sky Squadron mainly to allow a one drop force. This means the two best styles I perceive are either Barak-Urbaz playing zero battalion. Or Barak-Mhornar Squadron for the first turn run and re roll bubble.

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Putting it together I came up with the following builds.

Barak-Urbaz

Khemist - General Doughty Champion, Earburster

Khemist - Thermalrider Cloak

Khemist

30/10/10 Arkanauts

12 Endrinriggers

Ironclad - Breath of Morgrim

1980

Barak-Mhornar

Khemsit - General Opportunistic Privateers, Ignax Scales

Khemist - Earburster

30/10/10 Arkanauts

9 Endrinriggers

5 Thunderers

Frigate - The last word

Frigate - Malefic skymines

1990 

Personally I prefer the look of the Barak-Urbaz as can boost 6 weapons with Khemist and has the Ironclad and able to squeeze in the 12 man Endrinriggers squad.  Something I also feel is overlooked is just boosting normal pistols and cutters especially on large arkanaut squads. With both boosted each model averages 1.5 wounds and can really help vs ethereal type units.

Great review, a breath of fresh air to see some positivity! 

I personally think Mhornar trumps Urbaz because of the alpha strike potential being able to take out some key targets first turn, but there is a solid argument for the shenanigans of urbaz, especially in a longer drawn out game and in certain missions. 

Also seeing a lot more big units of arkanauts which makes me think I need to get some more haha! Just going to wait to see what January errata will bring for us before I go investing in any more haha would love to see thunderers as KO battleline

Outside of KO artefacts have we seen any other great combos of realm artefacts? I've explored them for other factions like Ironjawz and Slayers, but i'm yet to dabble into the KO interactions

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1 minute ago, sloane_paints_stuff said:

Great review, a breath of fresh air to see some positivity! 

I personally think Mhornar trumps Urbaz because of the alpha strike potential being able to take out some key targets first turn, but there is a solid argument for the shenanigans of urbaz, especially in a longer drawn out game and in certain missions. 

Also seeing a lot more big units of arkanauts which makes me think I need to get some more haha! Just going to wait to see what January errata will bring for us before I go investing in any more haha would love to see thunderers as KO battleline

Outside of KO artefacts have we seen any other great combos of realm artefacts? I've explored them for other factions like Ironjawz and Slayers, but i'm yet to dabble into the KO interactions

In terms of Artefacts I've sworn by the Gryph-Feather Charm since as soon as people see the damage multiplier a Khemist can pull off, they tend to gun for him.  Plus he's good to mess with a heavy melee unit with the -1 to attacks ontop of things.

 

In terms of Skyports I have to agree with Mhornar.  I love Urbaz and I love the extra artefacts and khemist boosts, but for how I enjoy playing, nothing beats that first round run/shoot combo with rerolls to hit.  I think this army does excellently at dislodging some of the top tier lists by taking out that key lynchpin unit that makes their armies work.   I'd take a KO list against a Nagash-centric Death list any day of the week since so much focus it given to Nagash.  Anything that requires one key unit to work can get dropped hard by KO. 

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Artifacts I would never go past earburster first as it helps against a big weakness in the army hordes of low value wounds.

Then I think as per the gryph feather suggestion by Cannonball its got to be either defensive or something to increase speed as both help with hero scoring missions.

I want to see Thunderers as battleline as I love the idea of 4*5 in an Ironclad for screening and firepower whilst endrinriggers do their work.

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2 hours ago, sloane_paints_stuff said:

What are we thinking of skypikes on arkanauts? I have lots left over from all the arkanauts and riggers and seems a shame to not use them. Going to be making a blob of 30 arkanauts and with 2" range, khemist, mhornar run and shoot, brok run and charge, alongside some riggers it'd be a very dangerous assault

Sounds interesting especially as the unit has some ablative wounds so more chance to survive a counter attack and get to use Mhornar once per game hero phase pile in. 9 boosted pikes hitting on a swing back, then swinging in the next hero phase will be a lot of wounds.

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1 minute ago, Reuben Parker said:

Sounds interesting especially as the unit has some ablative wounds so more chance to survive a counter attack and get to use Mhornar once per game hero phase pile in. 9 boosted pikes hitting on a swing back, then swinging in the next hero phase will be a lot of wounds.

I also think it would surprise a lot of people to have the arkanauts come to them in combat. It could also make use of the admirals CA if you went that way and from memory there a lot of untapped melee boosts from the other skyports that might even be better than mhornar in this scenario..?

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12 hours ago, sloane_paints_stuff said:

What are we thinking of skypikes on arkanauts? I have lots left over from all the arkanauts and riggers and seems a shame to not use them. Going to be making a blob of 30 arkanauts and with 2" range, khemist, mhornar run and shoot, brok run and charge, alongside some riggers it'd be a very dangerous assault

Ive used a unit of 10 with them in before. They are quite good but situational, which is what makes the other options better. 

Their best performances come from screening against light units where they do not get wiped out on a charge.  As we know Arkanauts dont last, so you rely on losing some and keeping the special weapons.  So they can be used well as outlier unit, forcing the enemy to send something after them, which needs to be powerful enough to wipe in one shot or get wiped back by pokey sky spears.  Or you could use them as sacrificial advance units, rush 2 units forward to stall the enemy as they have to fight them, and hope you get to attack with the spears of one before they both get wiped out.

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10 hours ago, stato said:

Ive used a unit of 10 with them in before. They are quite good but situational, which is what makes the other options better. 

Their best performances come from screening against light units where they do not get wiped out on a charge.  As we know Arkanauts dont last, so you rely on losing some and keeping the special weapons.  So they can be used well as outlier unit, forcing the enemy to send something after them, which needs to be powerful enough to wipe in one shot or get wiped back by pokey sky spears.  Or you could use them as sacrificial advance units, rush 2 units forward to stall the enemy as they have to fight them, and hope you get to attack with the spears of one before they both get wiped out.

I don't doubt skyhooks are the superior weapon choice, even the volleygun is probably better if buffed to hit. But i think there's a solid argument for a melee unit of arkanauts in the meta of things screaming across the table at you in lightning speed. Being able to hold your own or ward off a charge at your boat would be a handy trick up your sleeve. Being charged before you have the chance to use your skyhooks is a real possibility.

So like you say, can screen with the melee unit and keep the ranged units behind is you need to be defensive. Or buff them with a khemist and just ruin a unit of your choice

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Just now, Stevinacan said:

ironclad

Yes, it is an old thick brass coat hanger. I sprayed the exterior of the exhaust bubble with insta set and filled it with glue. When that cured I drilled a hole through to the top, so the hanger has about an inch of insertion. It crisscrosses beneath the rocks and snow effect, heavy glued down. I tempered it to hold shape. Probably the stronger part of the model actually. I intend to cover up the rest of the wire with smog effects eventually. 

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Hi all,

 

I am currently looking into starting a second army, as I am currently playing Idoneth, which is challenging my local meta a bit. 

 

Kharadron Overlords has fascinated me since I started playing AOS, and I am therefore looking for some help, in order to verify if I not just put my feet into the water, but jump in fully.

 

My question goes to how one creates a one drop army:

- What city/port must you hail to

- What is the name of the battalion (if any)

 

Thank you in advance.

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33 minutes ago, Luzgurbel said:

Afaik, the 1 drop comes with the Iron Sky Squadron, plenty of Companies, Endrinriggers and/or Thunderers + Khemists.

 

And the cities I see that are been playing are Mhornar and Thryng, more the first.

Alternatively, if you want ships, Barak Zilfin will allow you to set up one ship in reserve and deep strike it, filled with passengers and hangars on. I run a double ironclad list at 2k without battalions, one drops on the table the other is in reserve. This will fit your arkanauts,  battleline at least, and characters, a unit of thunderers if you want them, and as many balloons as you like. It’s a very mobile army, even if not as good at the alpha strike as it once was.

 

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5 hours ago, Harken said:

What city/port must you hail to

I use diferent skyports.

For unkown players (people that I never played before), I usually use Barak-Mhornar or Urbaz ("buffed first turn" vs "more dice in all turns until my khemist dies"). I'm not looking for a win, just to have a nice match.

For players that I already know and play melee armies (or "shock" armies), I go with Thryng  (with Brokk). Sometimes, I use Zilfin  (not using the clown car), and I normally go with Iron Sky Squadron battalion to make the game more interesting (on ship flanking, the other going for objectives, etc...).

6 hours ago, Harken said:

What is the name of the battalion (if any)

Iron Sky Squadron is interesting enough, and eazy to build.

Grundstock Escort Wing when I finish paiting the Gunhaulers... (never played with them).

Never played with the other battalions.

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I dunno how I feel about my KO anymore. I don't like being pressured not to play ships or to triple up on Arkanaut Company with Skyhooks. I don't think that was the original design concept for what KO was supposed to be. When I see things like the Skaven 160pts Plagueclaw being able to hit and wound on 3+ with a -2 rend, and Barrage of Disease, I look at my Ironclad and think why was GW so gunshy about giving KO something similar for a 420pts model.  It's bothered me a lot recently as I get more games in against newer players or returning WHFB players playing their lists and I can't seem to edge out. I roll ******, yes but the law of averages doesn't seem to ever be in my favor.

 

 

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14 hours ago, Beliman said:

Grundstock Escort Wing when I finish paiting the Gunhaulers... (never played with them).

 

With the Escort Wing you can't fit in all you battleline in the ships as it only contains one frigate right? Or am I missing something? 

Also @Harken

 

Edited by Kramer
Missing parts of a sentence :/
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Hey all,

I'm a death/chaos player looking to pick up KO down the line. The main reason I haven't yet is because of how expensive they are (no battleline in start collecting and expensive frigates/ironclad) But I do want to try building up an army over time for them. Any recommendations on where to start and what order to get things in? 

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If you can find an old battleforce force, it could be a good way to start: battleline, character and an Ironclad.

 

Otherwise... The start collecting is not a bad option at all: you will use both Thunderers and Endrinriggers/Skywardens, whereas you can do some kit bash on the Endrinmaster in order to convert him in a Khemist. And the Gunhauler is a ship, nothing bad to say about!

 

Anyways, the bad point is that, the most useful units (battleline, Khemist, Frigate) are not selling in any box (except the old battleforce). 

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