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Behold the Kharadron Overlords!


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Aaaaand the bundle is out of stock (EU-NO). Seems like they ran out of admirals.

Edit: You guys think the bundle come back in stock or do I have to grab stuff individually asap before they are gone too? I got no experience with preorders from GW. Thanks

Edit 2: Grabbed the Frigate, Company and the book. Will keep me occupied until things are hitting the shelves anyways.

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Ordered the book, the Arkanaut company and a frigate.. looking forward to the Endrinmaster and Skyriggers getting released, I love everything but those are my favourites. Not wild on the admiral - think he needs some tweaking/conversion work but the Endrinmaster looks ace.

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What does everyone think of the rules so far? My first impressions are the army seems really weak. I haven't seen any way for them to do Mortal Wounds at range (please correct me if I have missed something), and it means they are going to get wrecked by Fulminators (especially), and anything with high armour like Treelords with Oaken Armour.

The ships all remind me of floating Steamtanks. They are tough but the damage output relies on a one shot cannon that is going to miss completely in 50% of your turns. I have ran a Steamtank in my army for over a year (because I love the model) and know how unreliable it is.

Saying that, they have some good units for mixed Order armies. A unit of 20'Grundstok Thunderers all with Mortars placed next to a Hurricanum and a Khemist is going to be unreal.

Interested to hear other thoughts :) 

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7 hours ago, Thomas Lyons said:

Well, running the numbers, there guys basically can't have a single drop army in a game less than 3000 points since their only mega-battalion requires 3k+ minimum in units.  The only battalion that includes heroes in a less than 2k game is the Iron Sky and it doesn't seem to have enough battleline (without Endrinriggers becoming battleline somehow); even it they could, no hero with a command ability can be included in that single drop.  We don't know what the SCE hybrid battalion has to offer but I'm less than excited about having to field SCE to be competitive.  

 

 

Do you have a copy of the book yet? The way you are writing your posts makes it sound like you do.  

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12 minutes ago, bottle said:

What does everyone think of the rules so far? My first impressions are the army seems really weak. I haven't seen any way for them to do Mortal Wounds at range (please correct me if I have missed something), and it means they are going to get wrecked by Fulminators (especially), and anything with high armour like Treelords with Oaken Armour.

The ships all remind me of floating Steamtanks. They are tough but the damage output relies on a one shot cannon that is going to miss completely in 50% of your turns. I have ran a Steamtank in my army for over a year (because I love the model) and know how unreliable it is.

Saying that, they have some good units for mixed Order armies. A unit of 20'Grundstok Thunderers all with Mortars placed next to a Hurricanum and a Khemist is going to be unreal.

Interested to hear other thoughts :) 

 

They have a lot of rend 2 or rend 3 which will help with high armour targets. The lack of accuracy is going to be an issue but if a Khemist doubles the number of shots maybe you can afford for half of them to miss :)

If I am honest I am glad to see a new faction not just spamming even more ranged mortal wounds than the one which went before.

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28 minutes ago, bottle said:

What does everyone think of the rules so far? My first impressions are the army seems really weak. I haven't seen any way for them to do Mortal Wounds at range (please correct me if I have missed something), and it means they are going to get wrecked by Fulminators (especially), and anything with high armour like Treelords with Oaken Armour.

The ships all remind me of floating Steamtanks. They are tough but the damage output relies on a one shot cannon that is going to miss completely in 50% of your turns. I have ran a Steamtank in my army for over a year (because I love the model) and know how unreliable it is.

Saying that, they have some good units for mixed Order armies. A unit of 20'Grundstok Thunderers all with Mortars placed next to a Hurricanum and a Khemist is going to be unreal.

Interested to hear other thoughts :) 

Yeah, the one shot hit or miss cannons aren't great. But I'm hoping there will be battalions and code abilities that will give you +1 to hit or double shots etc.

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17 minutes ago, bottle said:

What does everyone think of the rules so far? My first impressions are the army seems really weak. I haven't seen any way for them to do Mortal Wounds at range (please correct me if I have missed something), and it means they are going to get wrecked by Fulminators (especially), and anything with high armour like Treelords with Oaken Armour.

The ships all remind me of floating Steamtanks. They are tough but the damage output relies on a one shot cannon that is going to miss completely in 50% of your turns. I have ran a Steamtank in my army for over a year (because I love the model) and know how unreliable it is.

Saying that, they have some good units for mixed Order armies. A unit of 20'Grundstok Thunderers all with Mortars placed next to a Hurricanum and a Khemist is going to be unreal.

Interested to hear other thoughts :) 

Forgive me if I appear noobish regarding this.

 

First of all the Ironclad, and to a lesser extent the Frigate. It's a lot of eggs to have in one basket. The Ironclad has torpedoes, main gun, carbines, and bombs, unit transportation, and flag ship rules.

 

It's big and so going to draw every bit of fire, possibly that's the point and it's survivability takes at least some of this into account. 

If you play 1000-2000 points taking it just seems a massive tax. I'm not saying I won't get one.

 

It just probably won't get fielded so can honestly wait unless I'm going 2000 points (I only play 1000 usually) 

Company seem kinda a mixed bag for Core / basic troops,  three specials per ten is interesting.. however I'll only be using 2 pikes / 1 Rotor.  The rest ill be trading for the other specials

The admiral - I want to like him I really do, he has a very small buff and is barely viable against any truly beastly mounted characters.

Guncorps - The baseline weapons of these guys shine out for me. the mortars while having superior range will just become primary targets if deployed first ( which they should as they have the best range ) running two squads with 3/2 primary to decksweepers, using a frigate, flanked by gunhaulers to charge then deploying with wardens feels too good an opportunity to pass up. 

Gunhauler - 2-3 mandatory per ship regardless of what else i'll take. Though ill try with just 2 to begin. They can absorb hits so not having at least 2 seems pointless.

 Riggers / skywardens- Drillcannon, basic weapons.  maybe, maybe one with grapnel  if you don't take the drill and act as melee protection for corps, camp Riggers next to your ship with the Endrinmister.

Chemist-  good buffs, for the Corps and wardens. It will be my secondary choice for heroes. (Auto include)

Endrinmiester - primary choice for hero, his ability to repair and his damage output simply outshine the Admiral.

Navigator- he's situational, while the movement buff is good he's primarily our Anti magic guy. I'd only take him against strong magic armies.

 

 

 

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1 hour ago, OlDirtyCosta said:

Do you have a copy of the book yet? The way you are writing your posts makes it sound like you do.  

No.  War of Sigmar has posted most of the scrolls and the points.  See here.

Here are the points:
fgExT09.jpg.afd488fcf7d02b1362b927d5a6444a4e.jpg


Given the compositions leaked, you have these minimum point values:

Grand Armada [3060 + all four Battalion costs]

·      Admiral [140]

·      Iron Sky Command [min 980 +battalion]

·      Iron Sky Squadron [min 800 +battalion]

·      Gundstock Escort Wing [min 1140 +battalion]

 

Iron Sky Command [980 + Battalion cost]

·      Ironclad [440]

·      3 Heroes (from Khemist, Navigator, Endrinmaster) [min 300]

·      Ark. Company [min 120]

·      1-3 Endrinriggers [min 120]

 

Iron Sky Squadron [800 +Battalion cost]

·      2-10 Frigates [min 560]

·      2-10 Ark. Company [min 240]

 

Grundstock Escort Wing [1140 +Battalion cost]

·      3 Grundstock Gunhaulers [660]

·      Frigate [280]

·      1-3 Thunderers [min 100]

·      1-3 Skywardens [min 100]

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25 minutes ago, DynamicCalories said:

So what do we think the preorder waves will be? This is all the Arkanauts in one bag, next week the Grundstokk stuff, the week after the last heroes, Ironclad and Balloon Boys?

I think Grun guys may be last with next week being the flying dudes, Brokk, and maybe other heroes? 

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26 minutes ago, DynamicCalories said:

So what do we think the preorder waves will be? This is all the Arkanauts in one bag, next week the Grundstokk stuff, the week after the last heroes, Ironclad and Balloon Boys?

I asked my local store manager & was advised the rest of the units will be up for pre-order next week. So a two/three week cycle all up, including pre-orders this week.

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3 minutes ago, Trebuchenanigans said:

I asked my local store manager & was advised the rest of the units will be up for pre-order next week. So a two/three week cycle all up, including pre-orders this week.

There's 7 things left if I count correctly. There was only 5 this week (including book & cards)

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Cool. I am kinda glad that they are quite expensive points wise as it means I can hit 1k quite reasonably. Thinking

Admiral - 140

Endrinmaster -140

2x 10 Arkanauts - 240

5x Thunderer - 100

3x Skywarderns - 100

Arkanaut Frigate - 280

To start me off, that's both a reasonable core force with lots of different things to play with, and a nice little painting project. Synergies be damned, I just want them on the table for yucks!

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2 hours ago, bottle said:

What does everyone think of the rules so far? My first impressions are the army seems really weak.

Good! Keep saying that, then people will underestimate KO armies and be impressed by my superior generalship with this inferior force...

That said, I can see a lot of solid damage output. I think we're all used to looking at something and dismissing it if it can't put out a lot of mortal wounds, but Rend -2 and -3 get the job done almost as well and there's a lot of that in the list.

The weapons shouldn't be viewed in vacuum, in isolation they do seem hit and miss. But then you start layering buffs and suddenly that single-shot 4+ to hit cannon is firing 3 times with a 2+/2+ re-rolling 1s.

The other thing to remember is the other side needs to have a chance. It's all well and good for KO armies to be given the ability to shoot the enemy off the board by turn 2, but who's having fun with that? Gunline armies were dreaded and derided in old Fantasy for a reason - they were boring to play and boring to play against.

What I see with the KO is a development of the gunline concept - the reason gunlines were reviled was because they didn't do anything except shoot and didn't require a whole lot of thought. KO's avoid these flaws in two ways:
1. The army is highly mobile, being able to move 8" (at minimum, plus run-and-shoot), so no static gunline boredom.
2. The army relies on synergy to increase its DPS to mighty levels, so it isn't just point-and-click and the enemy has a chance to remove the source.

If you read the battle report against the FEC you could see that when they were played right, KO's can shoot entire units off the board, but you've got to think about it. The KO player lost because he didn't focus-fire the Ghoul King (even though killing it was his victory condition...) and because the FEC kept getting new units onto the board. If the FEC didn't have a constant stream of reinforcements the KOs would've won handily. Given that this is the only battle any of us have ever seen with the KOs, I think it can be a fair indication of what they can do.

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Very fragile army, which is unusual for dwarves. 

Grundstok gunhauler is 10 wounds at 5+ save. At 220pts, thats an extremely fragile statline. Enemy shooting could down these gun boats fast and the shooting back couldnt kill a gunhauler in return. They are as tanky as 10 dryads... for nearly double cost.

I learned in my years of warhammer that points per wound does matter alot and i think this army is going to be easy to lose with because your units will evaporate fast and they can be expensive. I think several boxes of core troop will be required to bring the wounds value of the army up to absorb enemy shooting and magic. 

I think this will be a really difficult army to win with competitively, but im happy to be proved wrong lol. 

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25 minutes ago, Chunk said:

Good! Keep saying that, then people will underestimate KO armies and be impressed by my superior generalship with this inferior force...

That said, I can see a lot of solid damage output. I think we're all used to looking at something and dismissing it if it can't put out a lot of mortal wounds, but Rend -2 and -3 get the job done almost as well and there's a lot of that in the list.

The weapons shouldn't be viewed in vacuum, in isolation they do seem hit and miss. But then you start layering buffs and suddenly that single-shot 4+ to hit cannon is firing 3 times with a 2+/2+ re-rolling 1s.

I make the comments based on my own experience, and I wouldn't say rend -2 or -3 comes close at all to a Mortal Wound. I will use Fulminators as the example as they probably have the best save in the game. In the shooting phase it is a 2+ rerolling 1s, and often you'll see that combo'd with the Castellant making them 1+ rerolling 1s (healing on 5s).

At rend -2 (what the cannons have) those become 3+ rerolling 1s which is still an incredible save and making that save neuters all damage from getting through. I've played against that combo a few times now, and in the last game I shot them 4 turns straight with 2 Duardin Cannons (so 16 cannon shots total) being baby sat by Grimm Burloksson and didn't make a single scratch on them. Now's there's some bad luck in there on my part of course, but it basically stamped my brain that I should never again waste cannon shots on Fulminators. Luckily I have a Hurricanum and wizards so I can shoot out enough Mortal Wounds instead to deal with them. If I was a KO player I reckon a big unit of Fulminators would rampage through your army unchecked.

Even with rend -3 a unit like that is going to save over 50% of the wounds you make on it.

I'm not a great tactician in general, and these are just my opening thoughts after reading the warscrolls. I play with lots of cannons in my army already and don't find them to be good at all against high armour targets.

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6 minutes ago, Rollcage said:

Very fragile army, which is unusual for dwarves. 

Grundstok gunhauler is 10 wounds at 5+ save. At 220pts, thats an extremely fragile statline. Enemy shooting could down these gun boats fast and the shooting back couldnt kill a gunhauler in return. They are as tanky as 10 dryads... for nearly double cost.

I learned in my years of warhammer that points per wound does matter alot and i think this army is going to be easy to lose with because your units will evaporate fast and they can be expensive. I think several boxes of core troop will be required to bring the wounds value of the army up to absorb enemy shooting and magic. 

I think this will be a really difficult army to win with competitively, but im happy to be proved wrong lol. 

Skywardens do look like a better way to put those drill cannon on the table. For 200 points you get two cannons, two volley guns and 12 wounds with 4+ save. Or if you love the ships you can pay the points premium for Riggers and be healing your ships.

I would love the ships to be viable because I think they will look epic on the table. The various sources of healing seems to be the key to that - and the gunhauler ability to allocate wounds to avoid high value ships going down to one turn of focus-fire. Whether that works out on the table is yet to be seen.

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14 minutes ago, bottle said:

I make the comments based on my own experience, and I wouldn't say rend -2 or -3 comes close at all to a Mortal Wound. I will use Fulminators as the example as they probably have the best save in the game. In the shooting phase it is a 2+ rerolling 1s, and often you'll see that combo'd with the Castellant making them 1+ rerolling 1s (healing on 5s).

 

Fulminators are going to be a hard target for most shooting armies, that is pretty much the point of them.

Even so the Drill Cannon at Rend -3 will do pretty well against un-buffed fulminators as they will have a 5+ save re-rolling 1's.  The Lord Castellant has to stay within 12" to keep using his power on the Fulminators, they in turn want to be right up in your grill to dish out damage; that puts the LC firmly within range of maybe getting shot off the table by a couple of drill cannon hits. Clearly this is still a powerful combo from one of the best armies in the game, I would not expect to beat it easily but I do feel that Rend -3 gives the KO the tools to at least be in the fight with a chance.

As I mentioned earlier, I am rather happy that GW did not just carry on handing out ranged Mortal Wounds like candy with this release.

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I kinda love that a successful Grapnel shot from a unit of 3-12 Enrinriggers can send them flying 24" at any model with a wound characteristic* of 10.  Given those -2 rend/D3 damage saws they're wielding, these guys could chop up bigger monsters quick sharp.

It really seems like they're geared towards mobility and taking out key synergy heroes in the enemy force, which is a nice difference for me from my slow plod of Nurgle warriors. 

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 Yeah, mortal wounds should be a bonus to an army. The fact that today the lack of mortal wounds its a drawback show a problems that need to be stoped here. 

I think the Kharadron Overlords are like the dark eldar of AoS. Glass canons, reeling in transports and very hard to use. A veru different kind of dwarf

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I am going to say I disagree because Mortal Wounds are the counter for the crazy saves many units can get. And when an army doesn't even get access to Arcane Bolt I think it should have something in its toolbox as an equivalent at least.

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people really need to wait for the book to be played a bit before we can comment truly about whether or not it is a weak book.

Mortal wound abilities should be a small bonus rather than a staple, most likely they may have some weapons we don't know about yet that cause mortal wounds.

I do see them being a more advance fraction to use that requires thinking and planning about what army to use. i am especially glad that they have transports and a way to get around the battle field, so we do not have a static gun line army.

*Most units with crazy saves come from characters, so the ability of movement means that they can easily kill the characters providing the buffs, then they are back to less crazy saves.

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