Jump to content

AoS 2 - Kharadron Overlords Discussion


Chris Tomlin

Recommended Posts

23 minutes ago, Ruchnar said:

I have been thinking about that list I posted the other day and finally I have come to this:

 

Allegiance: Kharadron Overlords
Mortal Realm: Ghur

Skyport: Barak-Mhornar
- Additional Footnote: There's No Trading With Some People

Leaders
Knight-Incantor (140)
- Allies
Aether-Khemist (160)
- General
- Trait: Opportunistic Privateers 
- Artefact: Gryph-feather Charm 
Aether-Khemist (160)

Battleline
10 x Arkanaut Company (120)
- 3x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks
40 x Arkanaut Company (480)
- 12x Light Skyhooks

Units
5 x Evocators (200)
- 5x Grandstaves
- Allies
9 x Endrinriggers (360)
- 3x Aethermatic Volley Guns
- 3x Drill Cannons

Total: 1740 / 1750
Extra Command Points: 0
Allies: 340 / 400
Wounds: 108


This is definetly a totally different list from the other day but I think, that Mhornar will help me way better than Zifilin against DoK. 
Also, now I have:
+ wizzards 
+bigger blob of Arkanauts
+ another hero
+ bigger unit of endrinriggers
- no deepstrike 
- no ships!

And, if I'm not wrong, I can use the "Who strikes first, strikes hardest" ability on the evocators too. 
I still got some time until friday to play with this list but I'm pretty happy about this one so far. 
 

No sadly allegiance abilities are tied to the allegiance keyword. 

Link to comment
Share on other sites

On 2/26/2019 at 4:39 AM, Primes said:

Also, point for point, what is stronger? I´m no Mathhammer genius buy maybe someone has already figured it out:

20 Thunderers with 20 Rifles + Khemist for 560 Pts

or

20 Thunderers with mixed weapons, e.g. 8 Rifles, 4 of each Mortars, Decksweepers and Aethercannons and thus rahter high chances of getting  the boni for each subsequently used weapon for 400 Pts

I feel losing the dependecy on two Khemists could be a viable and futureproof way to go!

 

Here we go, I´ve done the math.

Assuming the Champ always uses a Rifle and more or less average rolls for D3s and D6s (weighted toward better results thanks to potential rerolls) we have the following results:

Mixed Setup:

18 Rifleshots, 16 Sweepershots, 4 Aethercannonshots and 4 Mortarshots

10,1 Damage vs. 3+, 13,1 Damage vs  4+ and 16,0 Damage vs. 5+

Resulting in 2,54 to 3,99 Damage per 100 Points spent

Rifle Setup:

42 Rifleshots

7,4 Damage vs. 3+, 9,9 Damage vs  4+ and 12,2 Damage vs. 5+

Resulting in 1,84 to 3,05 Damage per 100 Points spent

Rilfe Setup + Khemist:

62 Rifleshots

10,4 Damage vs. 3+, 13,9 Damage vs  4+ and 17,2 Damage vs. 5+

plus (although he should be out of range)

10,5 Khemist shots

1,8 Damage vs. 3+, 2,2 Damage vs  4+ and 2,6 Damage vs. 5+

Resulting in 1,85 (2,17 with Khemistshots) to 3,07 (3,54 with Khemistshots) Damage per 100 Points spent

Sooo, point for point the mixed setup does more damage but at a lower range of 12" instead of 18" (which is quite relevant I think). On the other hand the mixed setup won´t lose effectiveness when the Khemist dies or is used to buff another unit, eg. Endrinriggers.

 

I’ve looked at this myself just run 5 man units pure carbines. It’s 12 shots for 4 -1 rend damage per 100 points  plus you get loads of drill bills to mess charges and advantages of MSU. MSU thunderer is one of the better damage output units KO have point for point. Plus has lots of retreat tricks and causing mortal wounds vs chargers for every squad. 

Link to comment
Share on other sites

2 hours ago, Ruchnar said:

I have been thinking about that list I posted the other day and finally I have come to this:

 

Allegiance: Kharadron Overlords
Mortal Realm: Ghur

Skyport: Barak-Mhornar
- Additional Footnote: There's No Trading With Some People

Leaders
Knight-Incantor (140)
- Allies
Aether-Khemist (160)
- General
- Trait: Opportunistic Privateers 
- Artefact: Gryph-feather Charm 
Aether-Khemist (160)

Battleline
10 x Arkanaut Company (120)
- 3x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks
40 x Arkanaut Company (480)
- 12x Light Skyhooks

Units
5 x Evocators (200)
- 5x Grandstaves
- Allies
9 x Endrinriggers (360)
- 3x Aethermatic Volley Guns
- 3x Drill Cannons

Total: 1740 / 1750
Extra Command Points: 0
Allies: 340 / 400
Wounds: 108


This is definetly a totally different list from the other day but I think, that Mhornar will help me way better than Zifilin against DoK. 
Also, now I have:
+ wizzards 
+bigger blob of Arkanauts
+ another hero
+ bigger unit of endrinriggers
- no deepstrike 
- no ships!

And, if I'm not wrong, I can use the "Who strikes first, strikes hardest" ability on the evocators too. 
I still got some time until friday to play with this list but I'm pretty happy about this one so far. 
 

Looks like a good list! The big skyhook unit, the Endrinriggers, and the Evocators should provide a good bit of punch. Personally, I prefer the Endrinriggers as a combat unit, instead of shooting, but think they can work either way. Try to keep them out of charge range as much as you can, since they are really your only mobile unit for scoring objectives.

  • Like 2
Link to comment
Share on other sites

2 hours ago, Ruchnar said:

I have been thinking about that list I posted the other day and finally I have come to this:

 

Allegiance: Kharadron Overlords
Mortal Realm: Ghur

Skyport: Barak-Mhornar
- Additional Footnote: There's No Trading With Some People

Leaders
Knight-Incantor (140)
- Allies
Aether-Khemist (160)
- General
- Trait: Opportunistic Privateers 
- Artefact: Gryph-feather Charm 
Aether-Khemist (160)

Battleline
10 x Arkanaut Company (120)
- 3x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks
40 x Arkanaut Company (480)
- 12x Light Skyhooks

Units
5 x Evocators (200)
- 5x Grandstaves
- Allies
9 x Endrinriggers (360)
- 3x Aethermatic Volley Guns
- 3x Drill Cannons

Total: 1740 / 1750
Extra Command Points: 0
Allies: 340 / 400
Wounds: 108


This is definetly a totally different list from the other day but I think, that Mhornar will help me way better than Zifilin against DoK. 
Also, now I have:
+ wizzards 
+bigger blob of Arkanauts
+ another hero
+ bigger unit of endrinriggers
- no deepstrike 
- no ships!

And, if I'm not wrong, I can use the "Who strikes first, strikes hardest" ability on the evocators too. 
I still got some time until friday to play with this list but I'm pretty happy about this one so far. 
 

 I think the biggest win is the big blob of arkanauts. That will do some work & yes I agree that Mhornar will help you more with this list. 

Where will you use the second Khemist? If you couple it with the EndrinRiggers I would still give them the saws. Buff, 14" move, 7" avarage charge roll. Means a good threat range and with nine models they can suffer a bit of ranged damage and still do work. 

Alternatively if your sending up the riggers as a mobile gun base I would suggest trying them out as  3x3 Skywardens. They will then probably be the ones charged getting a little benefit of the bombs, extra flexibility and they will be out of range of the second Khemist anyway. But if that's their role, then what will the second Khemist buff? 

  • Like 1
Link to comment
Share on other sites

5 hours ago, Kramer said:

10 x Arkanaut Company (120)
- 3x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks
40 x Arkanaut Company (480)
- 12x Light Skyhooks

That is a very great many arkanauts. I am honestly impressed by the army ideas people put up here, they are very creative and not just "clown car, clown car, clown car".

  • Like 3
Link to comment
Share on other sites

'No-ship lists' have been popular since dude almost won at Cancon 2019. It's nice to see but it isn't the only way to play either. People fixated on netlisting always jump onto lists that win at big tournaments, and that seems pretty natural. I wonder how much the KO will change with a new battletome? If stacking Skyhooks becomes too strong I'm sure GW will force Arkanunts to equip all three special weapons. I don't want to lose my 'Volleygunners'!


 

Link to comment
Share on other sites

4 hours ago, Nick907 said:

'No-ship lists' have been popular since dude almost won at Cancon 2019. It's nice to see but it isn't the only way to play either. People fixated on netlisting always jump onto lists that win at big tournaments, and that seems pretty natural. I wonder how much the KO will change with a new battletome? If stacking Skyhooks becomes too strong I'm sure GW will force Arkanunts to equip all three special weapons. I don't want to lose my 'Volleygunners'!


 

I think that’s coming without it being to strong. That’s just GW wanting the boxes to match the rules. It sadly just means specialist squads are  going to be more rare in the game. (As in all stormfiends now needing different set ups, thunderers change) 

  • Like 1
Link to comment
Share on other sites

1 hour ago, Kramer said:

I think that’s coming without it being to strong. That’s just GW wanting the boxes to match the rules. It sadly just means specialist squads are  going to be more rare in the game. (As in all stormfiends now needing different set ups, thunderers change) 

You might be right, things seem to be heading in that direction.  It'll be alright, there are many ways the rules can incorporate the theme of 'sky pirates' into good game mechanics. 

  • Like 2
Link to comment
Share on other sites

13 hours ago, Kramer said:

 I think the biggest win is the big blob of arkanauts. That will do some work & yes I agree that Mhornar will help you more with this list. 

Where will you use the second Khemist? If you couple it with the EndrinRiggers I would still give them the saws. Buff, 14" move, 7" avarage charge roll. Means a good threat range and with nine models they can suffer a bit of ranged damage and still do work. 

Alternatively if your sending up the riggers as a mobile gun base I would suggest trying them out as  3x3 Skywardens. They will then probably be the ones charged getting a little benefit of the bombs, extra flexibility and they will be out of range of the second Khemist anyway. But if that's their role, then what will the second Khemist buff? 

The idea is to keep out of range of the witches as much as I can, while having some melee dmg against them if needed...
I'll think about getting rid of volley guns on the riggers and taking the saws or taking the Skywardens instead, The second Khemist was there for redundancy against possible Snipes. Maybe I could give the feather to the second Khemist instead, so he can "follow" the unit of riggers. 

Thanks for the feedback!

 

7 hours ago, Sttufe said:

That is a very great many arkanauts. I am honestly impressed by the army ideas people put up here, they are very creative and not just "clown car, clown car, clown car".

Yeah, I agree this is not an usual list for KO, but it is a very specific list against a specific army. Kharadron has a lot of potential but for me they are not meant for one trick lists, I find myself measuring and thinking my moves way more with them than with all the other armies I played...

 

1 hour ago, Nick907 said:

You might be right, things seem to be heading in that direction.  It'll be alright, there are many ways the rules can incorporate the theme of 'sky pirates' into good game mechanics. 

That's why I can't wait for a rules updates for our flying dorfs!

  • Thanks 1
Link to comment
Share on other sites

Hey all! 

I love seeing all your armies, so i thought I would post mine! Currently building 3 more endrinriggers to round off my 1000 pts list for a local escalation league. In the 3 games I played in my life I won 2 (at 500 points) and lost 1 (750 pts). I think KO do quite well at lower point games!

20190227_111535.jpg

20190227_110520.jpg

  • Like 4
  • LOVE IT! 5
Link to comment
Share on other sites

47 minutes ago, CaptainOkri said:

Hey all! 

I love seeing all your armies, so i thought I would post mine! Currently building 3 more endrinriggers to round off my 1000 pts list for a local escalation league. In the 3 games I played in my life I won 2 (at 500 points) and lost 1 (750 pts). I think KO do quite well at lower point games!

20190227_111535.jpg

20190227_110520.jpg

Love the sharing and the look of your army. An escalation league sounds great fun! 

And in the same line of thought, I finally ‘finished’ my frigate. Besides a final look for mistakes I forgot the rotors on the side 😅 so I’ll be doing that tonight. It felt like such a chore to clean up and do the details. But it’s done! Now just to finish a second Khemist and then to decide the next step! 

24C3598C-CCF6-43E6-AE41-20D4609F0BFC.jpeg.f0621e2088ce02d02a0400074801ef97.jpeg

  • Like 5
  • LOVE IT! 1
Link to comment
Share on other sites

I feel like doing some more theory crafting. This isn't a "This is my list of ways to save the balloon dorfs", but more of a thing for my own entertainment. So here are some changes, and one new unit. It might not be fully balanced, and it's not my intent to make anything OP. So if anyone wanted to, you could suggest adjustments to make my updates more reasonable.

Brokk Grungsson:
- If this unit is a General, Skywardens become a Battleline Unit
Note: The betophatted dorf is good as is, but I like the idea of him allowing his Balloon buddies to become Battleline.

Arkanaut Admiral:
- If this unit is a General, Arkanaut Marines become a Battleline Unit
Notes: Same as Brokk but the Admiral would get my new unit seen below.

Aetheric Navigator:
- Aetherstorm: If the Navigator uses this ability, the Move of enemy fliers is halved without a roll. In addition, on a roll of 4 or more, any enemy fliers that move  while this ability is in effect take D3 Mortal Wounds.
- Aetherboon: (New Ability) Any friendly Skyfarer units within 12" of the Navigator gets +1" to Move. Skyfarers with Fly get +2" to move.
Notes: The Navigator I think could use a boost. Making Aetherstorm more reliable and also possibly do damage would increase their use. And a general speed up to the army as a whole would be helpful as well.

Aether Khemist:
- Atmospheric Isolation: Increase range to 5"
- Deny the Winds: The Khemist can unbind a spell in the Hero phase.
Note: Just an increase to debuff range to allow them to stay a touch further away and to give another Unbind option.

Endrinmaster:
- If this unit is a General, Endrinriggers become a Battleline Unit
- Change Save to 3+
- My Baby!: (New Ability) The Endrinmaster gets +2" to move if moving towards a SKYVESSEL
Notes: I think the master could be slightly more beefy. And the ability...I just thought it'd be funny, tbh

Arkanaut Company:
- Aim and Fire!: (New Ability) In each of your hero phases, you can use this ability. When using this ability, the Arkanaut Company rerolls 1s on Hit and Wound for Missile attacks, but they lose the ability to Charge or Run.
- Yarr, wazzoks!: (New Ability) In each of your hero phases, you can use this ability.  On a successful Charge, Arkanaut Company models get an extra attack with their Arkanaut Cutters and Skypikes.
Notes: I'd love to see our company units play more on their strengths of having guns and blades both. So this way they can focus for a turn and get a bonus. But you have to pick at the beginning of your hero phase. You can't do both.

Arkanaut Ironclad:
- Change Wounds to 20
- Change Save to 3+
- Add Move reductions to the Wound table
Notes: A general 'beef' upgrade to make the Ironclad take more damage. But if it does, well, it ends up being an almost stationary gun platform.

Arkanaut Frigate:
- Change Save to 4+
- Evasive Maneuvers (New Ability): In each of your hero phases, the Captain of an Arkanaut Frigate can give this order. If they do, after recieving wounds (not mortal wounds) from an enemy unit, the Frigate may move D3" away from the enemy unit. If it does so, it cannot fire this turn. This ability can not be used in the same turn as All Hands to the Guns
Notes: Up the save cause it's a metal boat for Grungni's sake. The new ability increases its survival at the expense of not being able to fire.

Grundstok Gunhauler:
- Do an Aileron Roll! (New Ability): The Gunhauler may re-roll saves against Missile attacks
- Evasive Maneuvers: Same as Frigate
Notes: I figure if the Gunhauler is supposed to be a 'fighter' it should be able to dodge ranged attacks better. But if there are enemies in its face, it's another story.

Grundstok Thunderers:
- Drillbill: Same as before but if the unit is 10 or more, the enemy charging unit takes D2 mortal wounds on a 2+. 20 or more, D3 mortal wounds on a 2+.
Note: Just something to boost the humble attack birb in larger Thunderer units.

Endrinriggers:
- Endrinriggers can choose 2 of the same special weapon per 3 models in the unit.
- Rapid-fire Rivet Gun updated to 3+ to Wound
- Aethermatic Saw is updated to 4+ to Hit and 3+ to Wound
- Aethermatic Volley is updated to 3+ to Wound.
- Endrincraft: if the Endrinrigger unit has 9 or more models, the Skyvessel heal is increased to 2 Wounds healed.
Notes: This is an attempt to make Riggers more of a ranged unit, and in addition make having a large unit be more beneficial to help healing ships.

Skywardens:
- Increase to 3 Wounds each model
- Skywardens can no longer wield Aethermatic Volley Guns or Drill Cannons. They can still carry Skyhooks and Grapnel Launchers.
- Aethermatic Hammer (New Special Weapon): 1" Range, 2 Attacks, 3+ to Hit, 3+ to Wound, -2 Rend, 2 Damage.
- Skymines: Causes mortal wounds on 5+
Notes: This is an attempt to make Wardens more of a melee unit, and boost their anti-charge abilities.

Arkanaut Marines (New Unit):
- 100 cost
- Comes in units of 5 or more
- 2 Wounds, 4" Move, 7 Bravery, 4+ Save
- Arkanaut Battleaxe: 1" Range, 2 Attacks, 4+ to Hit, 4+ to Wound, -1 Rend, 1 Damage
- Security Officer: The leader of this unit is the Security Officer. A Security Officer makes 3 Attacks rather than 2.
- Honor Bearer: Models in this unit can be Honor Bearers. You can re-roll battleshock tests for a unit of Arkanaut Marines that includes any Honor Bearers.
- Aethermatic Buffer: Arkanaut Marines have, as a part of their armor, a device that provides a temporary shield of Aethermatic energy. If this unit has been charged and receives wounds or mortal wounds this turn, roll a die. If the result is 6 or higher, the wound is ignored. If the unit had 10 models at the start of the phase, add 1 to the result.
Notes: A dedicated tanky unit and Battleline if you take an Admiral. Pure melee and gets extra protection if charged.

  • Like 2
  • LOVE IT! 1
Link to comment
Share on other sites

3 hours ago, DavionStar said:

Arkanaut Marines (New Unit):
- 100 cost
- Comes in units of 5 or more
- 2 Wounds, 4" Move, 7 Bravery, 4+ Save
- Arkanaut Battleaxe: 1" Range, 2 Attacks, 4+ to Hit, 4+ to Wound, -1 Rend, 1 Damage
- Security Officer: The leader of this unit is the Security Officer. A Security Officer makes 3 Attacks rather than 2.
- Honor Bearer: Models in this unit can be Honor Bearers. You can re-roll battleshock tests for a unit of Arkanaut Marines that includes any Honor Bearers.
- Aethermatic Buffer: Arkanaut Marines have, as a part of their armor, a device that provides a temporary shield of Aethermatic energy. If this unit has been charged and receives wounds or mortal wounds this turn, roll a die. If the result is 6 or higher, the wound is ignored. If the unit had 10 models at the start of the phase, add 1 to the result.
Notes: A dedicated tanky unit and Battleline if you take an Admiral. Pure melee and gets extra protection if charged.

They seem very good and would work really well with a couple of ideas I have been working out myself (also not "This would fix KO!!" but just things I would like to see). Some other improvements I would like to see would be:

- Every skyhook/sky cannon doesn't have the exact same weapon profile

- Being able to shoot from ships!!!

-I feel the Marines are a little too good for their point cost and I would say 120 and maybe say 100 for the Company 'cause without the Khemist buff it is not as good as it was for it's point cost.

- Better customizing system for the Skyports

3 hours ago, DavionStar said:

Arkanaut Admiral:
- If this unit is a General, Arkanaut Marines become a Battleline Unit
Notes: Same as Brokk but the Admiral would get my new unit seen below.

- Maybe the Admiral also works with the Grundstok Thunderers?

-  And something similar to these three units/models

 

Grundstok Aether Mech

- 260 cost

- Comes in units of 1 or more

- 10 wounds, 4" Move, 7 Bravery, 3+ Save

- Aethermatic Volley Cannon (based off of ironclads volley gun)

- Great Sky Cannon (based off of ironclads sky cannon)

- Shoulder-Mounted Aethershock Torpedo Launchers (2 torpedos a launcher)

- Great Aethermatic Saw: 2" Range, 1 Attack, 3+ to Hit,  2+ to Wound, -2 Rend, 3 Damage

- Skymines: Only changes are 2" range and 4+ to Mortal Wound

-Jump Jets: (New Ability) In each of your hero phases, you can use this ability. When using this ability, you can move up to 18" in a straight line and temporarily gaining flying*. You cannot run or charge after having done this.

- Aethermatic Targeting Systems: (New Ability) In each of your hero phases, you can use this ability once per model. When using this ability, this model then has +1 to hit and wound. After using this, you may not use Jump Jets, run, or charge.

- Aethermatic Buffer (But with two instead of ten models)

- Notes: *Not sure if flying covers this, but it can jump on top of terrain without the vertical movement cost.  You can mount one of each weapon, or can mount two of the same. Meant to be a giant support unit that reinforces battlelines with heavy weapons.

Arkanaut Mortar Squad

- 340 Cost

- Comes in units of 3 or more Mortars and 3 or more Spotters

- Mortars: 2 Wounds, 2" Move, 6 Bravery, 4+ Save

- Spotters: 1 Wound, 8" Move, 7 Bravery, 3+ Save

Mortars

- High Explosive Shell: 1 Attack, 2+ to Hit, 3+ to Wound, -2 Rend, 6 Damage

- Aether Piercing Shell: 1 Attack, 2+ to Hit, 2+ to Wound, -2 Rend, 4 Damage

- Aetheric Fumigator Shell: 1 Attack, 2+ to Hit, 3+ to Wound, -1 Rend, 2 Damage*

- Aether Boon Shell: Administers the Aether Boon effect in an 18" radius which stays there for 3 Battle Rounds

- Steady, Aim, Fire!: In each of your hero phases, you can use this ability. When using this ability, all Mortars in this unit gain +2 to Hit and to Wound. They are unable to use Pack Up after using this.

- Deploy: Allows you to fire the Mortars. You are also unable to move.

- Pack Up: Allows you to move. You are unable to fire the Mortars.

- Notes: This is meant to be a relatively motionless unit which can be fired at any range and is extremely squishy, and is thus supposed to be screened. *cough cough* Arkanaut Marines *cough cough*.  The Aetheric Fumigator Shell deploys a cloud of noxious gas that poisons anything in it. Lingers for 3 Battle Rounds and deals D3 Mortal Wounds to anything within it. Activates in a 10" AoE. Also, look below for why the shells have no range.

Spotters

- Aether Revolver: 6" Range, 3 Attacks, 4+  to Hit, 3+ to Wound, -1 Rend, 1 Damage

- Scouting Knife: 1" Range, 1 Attack, 3+ to Hit, 3+ to Wound, -1 Rend, 3 Damage

- Scouts: This model is exempted from the 1" Unit Rule and instead must remain in sight of another spotter, which has sight of another spotter, and so on until one is in sight of the Mortars. Anything the Spotter has line of sight of the Mortars can target. If one of the Spotters is no longer a part of a chain leading to the mortars and are not within line of sight of them themselves, they are removed from the field.

- Notes: These are meant to be relays so your mortars can actually shoot something. They are NOT meant to fight.

Finally, I am tired and will write about the Battleship later.

15 hours ago, Luzgurbel said:

Where does it say that Light Skyhooks on Companies are 3+/4+? The gw website says 4+/3+

This might not be up to date, but here is the company warscroll:

arkanaut-company_ENG.pdf

 

Last words, feel free to modify these ideas. I am NOT an experienced player and these are just my ideas, so feel free to make your own suggestions, especially if you feel something is too op.

Edited by Sttufe
  • Like 1
Link to comment
Share on other sites

21 hours ago, Kramer said:

Love the sharing and the look of your army. An escalation league sounds great fun! 

And in the same line of thought, I finally ‘finished’ my frigate. Besides a final look for mistakes I forgot the rotors on the side 😅 so I’ll be doing that tonight. It felt like such a chore to clean up and do the details. But it’s done! Now just to finish a second Khemist and then to decide the next step! 

24C3598C-CCF6-43E6-AE41-20D4609F0BFC.jpeg.f0621e2088ce02d02a0400074801ef97.jpeg

Lovely work on the skyboat!  The frigate was the biggest model I ever painted, it was definitely a lot of work... but the good kind 😛 what list are you running?

17 hours ago, DavionStar said:

It's not a very good photo, but here's my first company complete! (There's really no room in my house with good lighting.)

IMG_20190226_223712234.jpg

Love the purple + silver combo!

14 hours ago, Sttufe said:

I love the ships! I only own an arkanaut company😓

 

That's exactly how I started KO (and the hobby again after several years) please post some pictures once you painted some skyfarers! 

  • Thanks 1
Link to comment
Share on other sites

14 minutes ago, Luzgurbel said:

I see many people saying thet Companies light skyhooks hits on 3+ and wounds on 4+. What I see EVERYWHERE is that it hits on 4+ and wounds on 3+. I am really confused :/

Where are you seeing this?  do you have a link or quote?

Ive not seen this in any post on here.  You are correct its 4+ (unless aiming at Hero or monster which get +1) and wound on 3+.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...