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Behold the Kharadron Overlords!


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There's nothing wrong with Shooting. The problem arises with ranged shooting. If These Duardin have to get up close and personal, which by looking at some of the weapons I think they will need too, then it should be balanced.

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Its not a static gunline though. As models these appear to be moving a flyiers distance of 16" and shooting a cannon of 30"+. Then add the potential for harpoons to reduce movement similar to gob netters or fyreslayer fire rocks shooting. And the flyers are high in the air so an all melee list might not be able to each the airship to hurt it. These rules are going to have to account for all of this otherwise this army would break the game. 

Anyways way to much hysterical speculation on my behalf, ill bottle it deep inside and wait for rules. :D

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Just now, Bowlzee said:


My guess is Khorne at the beginning of April, Duardin end of.

HOW DARE YOU SIR!!! lol, I have been waiting since September when I first read that there was going to be some kind of steampunky duardin, I can wait till the end of April:)  Your pessimism is not welcome here though rofl.

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This week is neither aos nor 40k.

Instead we get the bloodbowl orc team from the box, a plastic troll and team Titan play cards.

Surely the kharadron will be the following week. Hopefully we will have confirmed release dates at Adepticon. 49 hours to go!!!! (not that I am counting)

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I'm guessing rules will start to leak at latest this weekend....... hopefully GW does a really cool preview at Adepticon..... would be awesome! 

 

These sons of Aerher-Gold are going to be wicked! Can anyone else say allies with Fyreslayers! 

 

Mind is boggling with ideas! 

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11 minutes ago, Jalvik said:

I'm guessing rules will start to leak at latest this weekend....... hopefully GW does a really cool preview at Adepticon..... would be awesome! 

 

These sons of Aerher-Gold are going to be wicked! Can anyone else say allies with Fyreslayers! 

 

Mind is boggling with ideas! 

Yeah hopefully they get some battalions that let you ally with them, like the sylvaneth wargroves!

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2 hours ago, Shorewood said:

oh I doubt this army will have a lot in terms of mortal wound shenannigans other than the occasional weapon that does a mortal wound on 6's to wound or something to that effect.  What I guess this army will have is strong rend but very little staying power on the ground.  As you said none of their models look like cc specialists (save one or two of the characters) which means when it comes time to grab an objective and hold it for points.... well.... they are in a bit of a bind.  

This is going to be an army with very few models in it, that has very limited mobility outside their ships.  blow one of them up and the survivors won't be able to go toe to toe with your infantry due to mainly lack of numbers.  How many bodies do you think this army will bring to the table once you are done paying for those fancy airships?

oh and if I recall correctly don't the beast claw raiders get a monster that just belches 6 mortal wounds on a 2+ at 18"?  

****** the ships.  A couple of battleline scouts and the rest in devastator squads.  :P

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Part of me wonders if KO and Fyreslayers will actually recognize any kinship from a background perspective.  Culturally they seem to be on opposite sides of the spectrum.  

KO vs. Fyreslayers 

Tech:  Most advanced ever vs. no advancement (or even devolution from Dispossessed)

Gold Motivation: Wealth for riches vs. as part of their god/Ancestor worship and reverance 

Armor: 100% covered vs. near naked

Combat:  Strong ranged emphasis vs. strong melee emphasis

Hair:  No hair !?!? vs. HUGE hair

Homes: Sky-dwellers vs. Valcano-dwellers

 

I'm sure that there are probably some other differences.  Would seem logical to me that the two longtime estranged groups might perceive that they have little in common anymore.  Obviously this doesn't impact the tabletop much but I will be a bit disappointed if there isn't tension between the Duardin factions.

 

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2 minutes ago, OlDirtyCosta said:

I believe the ironbark(?) Wargrove lets you take 2 duardin units.  So to you sir I hope they have that keyword!

I don't think they will unfortunately, I imagine they will keep our beloved overlords separate with their own keyword in order to help seperate it from the dwarves of the old world.  

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2 hours ago, Rollcage said:

Its not a static gunline though. As models these appear to be moving a flyiers distance of 16" and shooting a cannon of 30"+. Then add the potential for harpoons to reduce movement similar to gob netters or fyreslayer fire rocks shooting. And the flyers are high in the air so an all melee list might not be able to each the airship to hurt it. These rules are going to have to account for all of this otherwise this army would break the game. 

Anyways way to much hysterical speculation on my behalf, ill bottle it deep inside and wait for rules. :D

I agree that they will not be a static gunline. The skyships look fast (in a stoic resolute way rather than some elf ******-ing about on a horse kind of way), the skyriggers are at the least flying so manoeuvrable even if not on the fastest models in the game, and there is a good chance that all the infantry will be able to be transported. Which means the army may shoot, but it is far from the 8th edition gunline approach, and in game play perhaps more akin to a super heavy version of the old Dark Elf type lists?

I don't think this inherently overpowered or unbalanced - the question becomes in a Matched Play game how is it pointed? Given the value of shooting, and of movement, and how good they are combined I would expect them to be expensive. In game it would be a bit like playing against an Eldar 40K army - they hit hard and fast but don't have the numbers to control the whole board or absorb too much of a counter punch.

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Not so bad on rerevision. The Arkunaut Company (appears battle line looking) has a few different weapon loadouts. 

With weapon names like:
Aetherflare pistol 

Light Skyhook 

These don't sound very combat orientated. Kinda reminds me more Batman the dark knight with Skyhook for the reboarding of a plane in midflight. 

The other two weapons sounded more like combat upgrades with the aethergun (minigun) and the harpoon (melee special weapon)

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I'm thinking fairly short ranged shooting, middling melee (4+/4+ or maybe 5+/4+), but able to withstand quite a bit of punishment due to armour.  As said previously, I think it unlikely Kharadron will have numbers on their side.  Airships will probably each form a different roll in addition to a mobile gunship, so possibly extend the range, increase to hit for ranged attack, etc.  Basically forming an essential buff/support roll rather than simply being a monster or extra firepower.  I'm also expecting the Balloon guys to be able to perform an "insertion deployment", possibly linking into some other unit for more accurate placing.

Not sure if there will be some inherent mortal wound counter?

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11 hours ago, Shorewood said:

oh I doubt this army will have a lot in terms of mortal wound shenannigans other than the occasional weapon that does a mortal wound on 6's to wound or something to that effect.  What I guess this army will have is strong rend but very little staying power on the ground.  As you said none of their models look like cc specialists (save one or two of the characters) which means when it comes time to grab an objective and hold it for points.... well.... they are in a bit of a bind.  

This is going to be an army with very few models in it, that has very limited mobility outside their ships.  blow one of them up and the survivors won't be able to go toe to toe with your infantry due to mainly lack of numbers.  How many bodies do you think this army will bring to the table once you are done paying for those fancy airships?

oh and if I recall correctly don't the beast claw raiders get a monster that just belches 6 mortal wounds on a 2+ at 18"?  

You are correct sir! And i agree with you there, I see them having a unique playstyle but nothing uber OP

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