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Let's chat Kharadron Overlords


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4 minutes ago, BowserDelta said:

Even if you're 40 points over stick with riggers. The beautiful thing about age of sigmar is the ability to go slightly over and your opponent simply gets a little buff on a table 

Can't go over... If that where the case.. What is the limit of points you can go over..40? 80? 1340?

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2 minutes ago, nine7six said:

I was planning to use my riggers for range and keep boat alive but it seems people just want them in combat, is this a bad option to keep them behind to range support and heal?


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not at all! the coolest thing about these guys is they can do both it seems! pop them out when you need it, or have them jump out to give much more dakka than normal.  hell, you can even design them to be super shooty or close combaty with the different weapons!

 

1 minute ago, BowserDelta said:

Ah, well me and my mates have played it wrong then. Due to "odd" amounts of points, we have always allowed up to 80, never allowing a full extra 100. And whomeever came up short would get the roll. Oh well.

it's basically what you were doing though. Ask your opponent if it's fine if your over X amount of points, then if he agrees let him roll on the table! Or if you want boost the point cap by the amount over so your opponent can bring something extra or something (maybe cap it at 50 points over or something for the table roll)

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1 hour ago, BigMattJones said:

I have a question that hopefully someone can clear up for me.

If you take the aetherstrike force battalion and other units with the Kharadron Overlords key word then you have a Kharadron overlords army.

In the tables for the artifacts of power in the KO book, the headings say "any Kharadron Overlords Hero can be given..." meaning any unit with the hero keyword from a Kharadron overlords allegiance army (the Kharadrons overlords is not in Keyword bold meaning that keyword isn't required?)

So the knight Venator from the aetherstike force can have an artifact from one of the KO tables?

There is probably something that I am missing to say that you cant do this but I really want this to be correct.

If not can he have a plain old order allegiance artifact?

Thanks in advance for your responses.

I'm pretty sure it was cleared up in the FAQ, the stormcast are technically Kharadron Overlord allegiance but they have none of the Overlord keywords, so can't take any of the artefacts (unless specifically mentioned)

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7 hours ago, Nico said:

Fled does not equal slain. 

Does it not?  I mean, slain kinda = removed from the game board never to return.  Transformed into Stormvermin doesn't = Slain either from a certain "language" standpoint, but I suspect most people would accept that models impacted by the dreaded 13th spell count for battleshock purposes. 

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ransformed into Stormvermin doesn't = Slain either from a certain "language" standpoint, but I suspect most people would accept that models impacted by the dreaded 13th spell count for battleshock purposes. 

However, even in that example, the rule says "Each model slain by the spell". The term is used widely. 

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What are peoples opinions on barak-nar? i really like the colour sceme and i was wondering how good they could be.

I'm torn between Nar, Ziflin and Ubrbaz, it's like picking a space marine chapter all over again.

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It's a shame people have such a poor opinion of the ships - they're my favourite part of the army!

I've been fiddling about with the book, trying to decide which skyport to go with. I think I've settled on Thryng, I like the benefits and it allowed me to shoehorn in more boats! 

How's this for a 2000pt list?

(Insert 100pt Hero here)

GRUNDSTOK ESCORT WING

3 x Grundstok Gunhaulers

2 x Frigates

1 x Thunderers (all with mortars)

1 x Skywardens with a Skyhook

3 x Arkanaut Company

I'm thinking a Khemist would be best - giving the mortars an extra shot each would be pretty sweet.

I'll get to add 1 to the hit rolls of the units (aside from the hero) against an enemy unit of my choosing AND I'll get to re-roll 1s against d3 units in the enemy army. That should go a fair way to mitigating those 4s that seem to crop up on our cannons, don't you think?

Any comments? I'm wondering how to equip the arkanaut company, I'm tempted to give each unit 3 of each weapon, so one unit would have 3 volley guns, one unit would have 3 skyhooks, etc. The volley guns and skypikes would go in the frigates and act as close quarters guys, the skyhooks would back up the thunderers and shoot the bejesus out of things.

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It's a shame people have such a poor opinion of the ships - they're my favourite part of the army!

I've been fiddling about with the book, trying to decide which skyport to go with. I think I've settled on Thryng, I like the benefits and it allowed me to shoehorn in more boats! 

How's this for a 2000pt list?

(Insert 100pt Hero here)

GRUNDSTOK ESCORT WING

3 x Grundstok Gunhaulers

2 x Frigates

1 x Thunderers (all with mortars)

1 x Skywardens with a Skyhook

3 x Arkanaut Company

I'm thinking a Khemist would be best - giving the mortars an extra shot each would be pretty sweet.

I'll get to add 1 to the hit rolls of the units (aside from the hero) against an enemy unit of my choosing AND I'll get to re-roll 1s against d3 units in the enemy army. That should go a fair way to mitigating those 4s that seem to crop up on our cannons, don't you think?

Any comments? I'm wondering how to equip the arkanaut company, I'm tempted to give each unit 3 of each weapon, so one unit would have 3 volley guns, one unit would have 3 skyhooks, etc. The volley guns and skypikes would go in the frigates and act as close quarters guys, the skyhooks would back up the thunderers and shoot the bejesus out of things.

If you are going to have a fire base, might as well get a navigator and put him there as well. That will give both frigates a bit more movement.



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What are peoples opinions on barak-nar? i really like the colour sceme and i was wondering how good they could be.
I'm torn between Nar, Ziflin and Ubrbaz, it's like picking a space marine chapter all over again.

Depends on local meta I think. Barak Nar is all about shutting down magic. Would that be useful? Personally going with the deepstriking / alpha striking Batak Zilfin. Deleting a unit to start off a game will be more useful for me.


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Construction Question!
Are people using lots of greenstuff on the Frigate or not? You can clearly see some gaps on the Eavy Metal Model, and I am wondering if that is intentional because of their constructed nature?

I've only used a bit of green stuff on the seam of the face on the bow of the ship. That's because the two halves join straight down the centerline. Otherwise the kit is fantastic with almost no work needed after removal from the sprue.


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1 minute ago, Sactownbri said:


Depends on local meta I think. Barak Nar is all about shutting down magic. Would that be useful? Personally going with the deepstriking / alpha striking Batak Zilfin. Deleting a unit to start off a game will be more useful for me.


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I'm in a small group and my main play partner is tzeentch so it would be useful, but so would deepstriking a load of aethercannons with some khemists and just blowing up the LOC (and it sounds more fun), i'm still fairly new to AoS and i'm not really aware of the spell casting of a lot of factions. 

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I see what you mean, but nothing specifically stated you HAVE to use that skyport if it is painted in their colors. Regardless, most will as you said paint their own theme. Mine is red gold and yellow, with blue lenses eyes. Like iron man. 

Actually on page 76 is specifically states that how you paint the miniatures determines the special rules they get. How about that for a change?


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Actually here's a real stick up your butt kinda question.

When do you disembark. The rule kinda doesnt say when your models can take the disembark option. The way I read the disembark rules the first line just seems like a stipulation that you had to have already been on the boat at the start of your turn?? I can totally see this basicly just being "you must disembark at the start of the turn if your going to."

 

Apart from that it feels like embarking/dismebarking would really reduce your damage potential if you do that through out the course of the game. 

 

Lastly, any decent amount of turn one charging on your slyvessel, if you cant disembark when ever, this could shut your down pretty easy. I did alittle measuring  and with  two units of goregruntas  or a few warp grinders storm vermin can shut down your deployment space 

 

Anyway it was a though I had while i probed the army for if its something i want to play. It's pretty close to beable to be the 3 things i like most in warming: big models, tough units,  and melee.

 

The tough units and melee are alittle questionable, but engineer rigger, an iron clad, backed up by one or two gunhawlers seems to fit the bill.

 

Thanks for anyone's thoughts ^.^

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guyz i want try  roster 

Allegiance: Kharadron Overlords

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

Leaders
Aether-Khemist (100)
- General
- Trait: Opportunistic Privateers 
- Artefact: Aethershock Earbuster 

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

Units
5 x Grundstok Thunderers (100)
- 5x Aethercannons

War Machines
Arkanaut Frigate (280)
- Main Gun: Heavy Sky Cannon
- Great Endrinworks: The Last Word
Arkanaut Frigate (280)
- Main Gun: Heavy Sky Cannon

Total: 1000/1000
 what do u think ?

 

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20 minutes ago, mmimzie said:

Actually here's a real stick up your butt kinda question.

When do you disembark. The rule kinda doesnt say when your models can take the disembark option. The way I read the disembark rules the first line just seems like a stipulation that you had to have already been on the boat at the start of your turn?? I can totally see this basicly just being "you must disembark at the start of the turn if your going to."

 

Apart from that it feels like embarking/dismebarking would really reduce your damage potential if you do that through out the course of the game. 

 

Lastly, any decent amount of turn one charging on your slyvessel, if you cant disembark when ever, this could shut your down pretty easy. I did alittle measuring  and with  two units of goregruntas  or a few warp grinders storm vermin can shut down your deployment space 

 

Anyway it was a though I had while i probed the army for if its something i want to play. It's pretty close to beable to be the 3 things i like most in warming: big models, tough units,  and melee.

 

The tough units and melee are alittle questionable, but engineer rigger, an iron clad, backed up by one or two gunhawlers seems to fit the bill.

 

Thanks for anyone's thoughts ^.^

copied from the warscroll

Disembark: Any unit that begins its hero phase embarked within an Arkanaut Frigate can disembark during the hero phase. When a unit disembarks, set it up so that all its models are within 3" of the vessel and none are within 3" of any enemy models – any disembarking model that cannot be set up in this way is slain. Units that disembark can then act normally, including using abilities that can be used in the hero phase, for the remainder of their turn. Note that a unit cannot both disembark and embark in the same turn

it doesn't say anything about not disembarking in combat, so you could still do it as long as the base is literally not surrounded. even then you could retreat and run, missing at least one turn before you get your guys out.

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20 hours ago, Sactownbri said:


Actually on page 76 is specifically states that how you paint the miniatures determines the special rules they get. How about that for a change?


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Are you talking about how it says you CAN paint your minis to arrange them to one of the 6 major ports? Big word being can? I'll paint mine however I want, and use whichever port I want, and no one... not even a TO is gonna say otherwise. I guarantee is 

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5 minutes ago, BowserDelta said:

Are you talking about how it says you CAN paint your minis to arrange them to one of the 6 major ports? Big word being can? I'll paint mine however I want, and use whichever port I want, and no one... not even a TO is gonna say otherwise. I guarantee is 

If they required people to have their guys painted as the specific city, then no one in their right mind would ever choose the market city. I mean seriously,  could they have found a more repulsive scheme to paint them? Pink/purple suits with green tinted armor. Awful.

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6 minutes ago, BowserDelta said:

Are you talking about how it says you CAN paint your minis to arrange them to one of the 6 major ports? Big word being can? I'll paint mine however I want, and use whichever port I want, and no one... not even a TO is gonna say otherwise. I guarantee is 

It is your hobby, you've paid for the models and you can do as you will...except you can't demand people's perceptions.

I constantly (nicely) chide players that play Blue White Scars, White Scars with Blood Angels Markings, Grey Knights as White Scars...you get the drift. While nobody will outright ban you from playing I'm sure, people will roll their eyes (even if just mentally). I personally don't even have an issue with it either. You will be judged though :)

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