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Let's chat Kharadron Overlords


Dez

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You're completely false on that, the wording is vague. You said yourself it's "clear". In your interpretation it is, not mine. So until there is a FAQ, stating otherwise... either could be just as correct. Therefore no one can "make" me do it. As well as that, GW isn't stupid. They'd lose money if you could "only" play them as painted. 

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6 hours ago, Volund said:

And technically you dont have to have the whole string the whole time. As soon as you get your hooks where you want them, you are free to kill off the models that make up the chain and only leave the guy who is closest to the khemist then you just dont move the unit any more. It would look a little weird to have a group of skyhooks like 15" away from that other guy who is the same unit and making buffs apply, but that is the way the rules/FAQ are written!

So are these guys better in shooting point for point than hunters? (anyone done math) while beingbattleline? The Khemist buff being...pretty strong (to say the least) doesn't really help. Khemist point value might be the real problem. 

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2 hours ago, AlexHarrison said:

If khemists do indeed stack then overlords will become the most shooty army in the game.

Currently nothing in the GHB matched play rules that would stop you from stacking, it all depends if buff stacking is gone in GHB2 or not. The Barak-Urbaz rules stop you stacking the extra khemist buff onto the same unit with the wording, so nothing broken there.

The main difference between the KO and other shooting heavy armies, is just how fragile they are. Lots of single wound models with poor saves, and the leadership isn't really anything to write home about either.

It definitely has a really strong alpha strike with Barak-Zilflin, but the army definitely as a glass cannon feel to it. I think making effective use of the ships after you've dropped your initial damage is going to be key in doing well with the army.

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They're not stupid but i think its a stupid/shortsighted decision.  But i think its one they made to try and make more money not less, if you want to play two or three or six different skyports, then you need two or three or six different sets of models,  which would be more cash in their pocket.   like if someone wanted to play space wolves and blood angels in 40k or whatever....unless you just constantly repaint them, and even then, they sell paints too.  

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19 hours ago, Naflem said:

They're not stupid but i think its a stupid/shortsighted decision.  But i think its one they made to try and make more money not less, if you want to play two or three or six different skyports, then you need two or three or six different sets of models,  which would be more cash in their pocket.   like if someone wanted to play space wolves and blood angels in 40k or whatever....unless you just constantly repaint them, and even then, they sell paints too.  

Again, until it's fact, it's opinion. Therefore, no one can force this. 

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15 minutes ago, AlexHarrison said:

I agree the way it is worded it does stack, however will ghb2 allow this and most importantly, will most TOs allow this? 

Well, SCGT did not allow stacking of same named abilities at the event this year, so clearly some will not, while other like Adepticon did.  A case could be made that they aren't going to limit same named stacking buffs since they changed the Bloodsecrator's wording (and they wouldn't have needed to otherwise).  I still think the more likely restriction will be the limiting of same named buff stacking imo.

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2 minutes ago, Mikester1487 said:

I think having them not stack the buffs makes for more interesting play and doesn't require you to take 2 khemists.  Although improbably going to any way.

Where you have such low wound low save characters with such a powerful buff, having redundancy is really really important, so 2 probably isn't a bad shout anyway, regardless of stacking.

I think I'm going to run 2 as a minimum, theyre really really solid and nice and cheap!

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Alright, I've been trying to come up with an army list I like and have to admit that the Grundstok Escort Wing is a disapointment.

If only I could field an Ironclad instead of the Frigate, I'd be able to field exactly the army I want. Instead, I'm stuck trying to figure out if the Iron Sky Command is worth my trouble... /sigh

 

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Everyone forgets there are 3 ways to play this game, the battletome helps you play AoS for all three types.

 

In Narrative it makes sense that you get the rules for the skyport paint scheme you choose.

 

Matched play is tournament play etc, no tournament will rule you have to paint the skyport you want to use the rules for, unless it's a narrative event.

 

So people need to chill/drop all the chat about it.

 

 

 

 

 

 

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1 hour ago, DynamicCalories said:

I just wish they hadn't even written the suggestion in, which is partly why I brought it up. People will pick the colours they like or the lore they like or whatever, but GW should keep their hands out of that decision in my opinion.

Agreed. I had the same trouble with 30k, as I love imperial fists and could not paint a legion's worth of space marines the color yellow wanted to use the rules though...

 

anyways I played two games for the first time today using Barak Mhornar... and I gotta say I love these sneaky ******. The command trait they give is so worth it, as my dice rolling is either super good or unreasonably bad, and this at least helps give me constant damage.  Target one unit, blast it with drill cannons, volley guns and the khemist before popping it with the battleshock pistol and watch them run. It's awesome (except when your opponent keeps rolling 6+ saves) and can ensure a kill when everything comes out right.

 

Mhornar's footnote is amazing as well.  The extra pile in and attack is just downright dirty.  Twice today I used it, and twice it gave me great results.  The first time my saw boys got the jump on a big unit of skeletons when they charged my blimp, and come my turn I buffed the saws and gave them an extra attack on each saw, and then I activated the attack. I killed about 10 from the skeleton unit in my hero phase , shot them a whole bunch more my shooting phase, then next combat phase I ripped and tore another 15 units out of the skeleton unit, which made an un-survivable battleshock hit to them (my opponent forgot to inspiring presence them!) 

did the same wombo-combo about 10 minutes later against a unit of 6 skullcrushers who hilariously failed to do damage on their charge. my turn I buffed the saws, slaughtered half the unit between the extra pile in and the shooting phase, then I forced a battleshock with the relic, he failed and lost two more and then the balloon boys killed the last one before he could swing.  it was everything I hoped it would be, and they took down 30 wounds in two phases all together.

That being said Baloon boys are now one of my favorite units after two games. Nice armor save, their close combat attacks are really easy hit and wound, and if there is a khemist nearby they could be boosted through the roof. That or the drill cannons, which even unbuffed can cut through high value targets like butter at range. they can put out so much damage all around that now I believe they are the equal to thunderers.

 

Also, the admiral is a lot better than I thought. With the Mhornar command trait and the innate command abilities he provides the best center of the crapstorm that mhornar can unleash, giving us a frankly much needed battleshock proof core. Plus, when in combat he provides a fairly good amount of damage when supporting another unit. it's not the best but frankly it's enough compared to the crappy company.

 

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Nice to see the balloon guys rock.   Wish they had made the skywardens a battle line unit, so that way you might have a reason to field them, as it stands they are only slit oh cheaper than edrinriggers, and the edrinnriggers are comparable if not better and can heal too.    Also wish the gunboat was cheaper, at its current points it will rarely see the field, cause for just a few more points you can take a frigate instead.  It really should be under 200 points for it to be worth while.

also, why did they not allow an option for your heroes to have balloon options.  I could see the navigator not having it, but the admiral should have access as well as the edrinnmaster and the khemist whose soul purpose in the fluff is to gather up the anther gas.  

Anyways, those are just some of my wishful changes I would like to see, as,I look forward to getting an army to play soon.   I am already thinking about the possibliliy of making a battleship, even if all it becomes is a glorified display board. 

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Anyone else starting to build lists based on Scenarios vs firepower? That's how I've started to really build my lists...and it works silly enough haha.

Here's a fun tactical thought for 3 Places of Power, I'm just starting to get a feel for what I want to do and now I'm mentally building a list vs scenarios. In 3 Places of Power, you could take whatever heroes you want. You don't need to worry about taking non squishy heroes per se, because that can hide on the ships indefinitely. It doesn't matter how many heroes you put on objectives or points you've gotten if your opponent has no hero left after the alpha strike :)

I'm trying to get out of the Skaven mindset :) 

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5 hours ago, Karchev23 said:

Soooo i see everyones on about the morters on the thunderers. But im seriously considering the rifles on mine. A unit of 10 thunderers with rifles, plus the khemist buff their doing 30 shots at a -1 rend aint bad. 

You seem to forget that it is actually 32 shots for 10. The gunny gets 4 with a rifle.

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Soooo i see everyones on about the morters on the thunderers. But im seriously considering the rifles on mine. A unit of 10 thunderers with rifles, plus the khemist buff their doing 30 shots at a -1 rend aint bad. 


I math hammered the snot out of the Thunderers. In squads of 5, with average rolls, your wound output with rifles comes in #3 of the weapon choices but just by fractions of a number. In squads of 10 and more they come out as the most consistent wound output. They just don't have the chance to do the most damage, and of course can't scale as high as any of the others on hot rolls. Where they start to fall off in comparison to other weapons on average rolls is against higher save units, 3s and 2s, and in larger squads and paired with Khemists.

In my evaluation, in squads of 5 and without a khemist, they look to be a great choice for consistent performance and solid range. Paired with and deployed behind an arkanaut company, they'd make a very reliable Frigate squad. If you went Barak Zilfin you'd have a turn 2 dependable shooting threat range of 32 inches with them. Compare that to foot slogging mortars with a 40" threat range. The fact that you get 5 rifles in a box great too.



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The issue with the rifles is... I want all of the weapons on my squad, I like the idea of them being specialists! The problem stems from them being a pain in the ass to roll for. I am tempted to undertake magnetising for them. I outfitted my Arkanauts with the 3 options in the box because I plan on getting 3 boxes and having one do each, just for yucks.

 

Ironclad, Navigator and yer boi Brokk out today. Prices are pretty in line with current GW stuff too. Not bad at all. I think they're all... pretty good price wise? Now it's just the Skyriggers, Endrinriggers and the final 2 heroes to come. Do people think that the Balloon chaps will be in boxes of 3 for £30~, or boxes of 6 for £45~? I am hoping they are Prosecutor prices, because that will give me the incentive to build and run separate squads.

 

 

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I was thinking of mixing the thunderers guns a little - 6 rifles - solid all rounders, 2 cannons short range firepower, and 2 mortars- long range threat. With this combo they are more versatile. Also, the other weapons aren't that great and this wouldn't be too much of a pain to roll. Plus you get all of these in two boxes!

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30 minutes ago, DynamicCalories said:

Ironclad, Navigator and yer boi Brokk out today. Prices are pretty in line with current GW stuff too. Not bad at all. I think they're all... pretty good price wise? Now it's just the Skyriggers, Endrinriggers and the final 2 heroes to come. Do people think that the Balloon chaps will be in boxes of 3 for £30~, or boxes of 6 for £45~? I am hoping they are Prosecutor prices, because that will give me the incentive to build and run separate squads.

 

 

My guess is 3 for £22.50, like skyfires. 

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Which would make it £45 for 6, roughly like the Prosecutors, but in a smaller box. I know why they lumped the Stormcast Flyboys in that box but I think they might as we offer the alternative option. I hope you're right for the balloon folk anyway,  they're my next purchase!

@Percivael Yep, I think when I get them I will build 3 with rifles and 2 with options, and every time I build a set i'll do the same. If I ever go for 2k that should give me all of the options by 4 boxes? I don't think i'll ever run that many though.

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