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Let's chat Kharadron Overlords


Dez

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Gonna start trying to find a skirmish opponent after picking up that little book.  Starting at 25 renown and I already have my first warband on deck!  One khemist and two arkanauts.

Seems like one of the best ways to kick start my painting engine.

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1 hour ago, Simhis said:

Nice Batrep, Dez. Those Endrinriggers are beasts!

Favorite unit in the book by far, they do work!

I'm just shocked at how well they do, even without stacking Khemist buffs.

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Btw. I had troubles with the skyriggers flightstands too. I solved the problem by enclosing the upper half circle with green stuff completely. You won't even see it when it's thin enough. No more troubles now

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10 minutes ago, Eshun said:

What do you guys think of the grundstock escort wing? Competitive, too high entry cost, I'm wondering how competitive a list encorparating this would be?

Well maybe to against to a common word, I have literally started to work on it to test it out.

After further thinking, Gunhaulers are 40 points more expensive cannons with movement of 10" and ability to soak damage from big guys.

So can essentially formation of 3 Gunhaulers and a frigate that has 44 wounds, granted that haulers will succeed at soaking it. Plus, to me 28" of potential threat for 4 cannon shots is quite notable, combined with Barak-Mhornar's abilities, you have quite ugly tool for removal what is even faster than during the first turn.

I would see whole Battallion excels as fast, target removal focused army, but will struggle due limited range those fast melee armies what whole KO is already weak at.

Only thing I find problematic is having to take unit of Skywardens what doesn't necessarily find their place in the list but I am willing to experiment. This opportunist is willing to go and show how to strike first and the hardest. ;)

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2 hours ago, Salsa said:

 

Well maybe to against to a common word, I have literally started to work on it to test it out.

After further thinking, Gunhaulers are 40 points more expensive cannons with movement of 10" and ability to soak damage from big guys.

So can essentially formation of 3 Gunhaulers and a frigate that has 44 wounds, granted that haulers will succeed at soaking it. Plus, to me 28" of potential threat for 4 cannon shots is quite notable, combined with Barak-Mhornar's abilities, you have quite ugly tool for removal what is even faster than during the first turn.

I would see whole Battallion excels as fast, target removal focused army, but will struggle due limited range those fast melee armies what whole KO is already weak at.

Only thing I find problematic is having to take unit of Skywardens what doesn't necessarily find their place in the list but I am willing to experiment. This opportunist is willing to go and show how to strike first and the hardest. ;)

 Speaking of Barak-Mhornar abilities, is there any reason you couldn't make a skyboat your general?  

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Well I was considering zilfin for two shots at the ward save taking an endrinmaster, endrinriggers and a khemist with left over points taking all the healing options as the is potential to ward save twice and then heal damage split across ships giving more staying power.

Also I wonder if the +1 to hit will mitigate the poor damage of the ships.

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1 hour ago, Dez said:

The 18" range, hitting on 4's and 5+ save really humbled what could be good competitively.

This is true, absolutely true!

If we would talk perfectly optimal solutions, Gunhauler certainly isn't the first one in the list with raw stats being sub-par from everything else. I am perhaps viewing things with bigger picture than what's necessary.

Hit roll can be complemented with Battallion's own Focus Fire ability or ie. Mhornar provides an Command Trait to re-roll all of your hit rolls in a more critical turn. I don't know all of the options the game provides, but I bet there's better options as well. :P

 

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The Escort Wing has, in my opinion, way too high an entry cost to work, at least at 2000pts anyway...

Hero + 3x Battleline + Frigate + 3x 'Haulers + Skywardens + Thunderers +Battalion costs 1700pts. That doesn't leave much room for extras.

Maybe a second Khemist, 5 extra Thunderers and an extra set of Wardens could be a viable option...

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So found out yesterday that chaos dwarfs are pretty much the hard counter for kharadons. Spells that subtract 1 from all shooting, re-rolling saves and reflecting wounds against shooting, and punches that really bloody hurt (especially the general) they are hard to take down. I sent my balloon boys into a (admittingly overwhelming) single unit of the base 20 dwarfs, and with the castelen were wiped to one man! I would have lost seeing that he had a lot more guys than I did, and the only reason I won was because I played to the objective and killed his general to fulfill the grudge!

 

The riggers are nasty but keep in mind they are really not invincible, and if they go up against something really heavy they will be wiped easily.

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1 hour ago, Acid_Nine said:

So found out yesterday that chaos dwarfs are pretty much the hard counter for kharadons. Spells that subtract 1 from all shooting, re-rolling saves and reflecting wounds against shooting, and punches that really bloody hurt (especially the general) they are hard to take down. I sent my balloon boys into a (admittingly overwhelming) single unit of the base 20 dwarfs, and with the castelen were wiped to one man! I would have lost seeing that he had a lot more guys than I did, and the only reason I won was because I played to the objective and killed his general to fulfill the grudge!

 

The riggers are nasty but keep in mind they are really not invincible, and if they go up against something really heavy they will be wiped easily.

This is true, and mine don't survive often but man do they do work!

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10 hours ago, Acid_Nine said:

The riggers are nasty but keep in mind they are really not invincible, and if they go up against something really heavy they will be wiped easily.

Of course not.  People need to think of them as a slightly more sturdy unit of Moonclan Fanatics.

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I got a few games in this weekend, trying some lists out and a bit of a variety of unit types, and I have to say, I am completely disappointed with the frigates, in almost every way.

 

Their damage output is awful, even with when trying the frigate  formation that allows the double shooting first turn, the 50/50s to even hit with your ONE weapon on a 300 pt model just pales in comparison to the consistent 16 wounds my friends stornhorns were doing to one shot them (or even the automatic 6 morals on a 2+ nonsense of the winter ones, or the games vs tzeentch I've been playing where I lose the ships on turn one every game) I know some of these units are potentially 'undercoated' by community standards, and same are more points, but the transport rules do not seem to compare with what could simply be more thunderers/endrnriggers. 

 

I tried a few games against the same opponent with a 4 stonehorn/winter guy +stuff list.

List one:

Clan Morner (the Run/Shoot first turn one/Pirates)

2 Kemists

2 Frigs with 10 Cannon Thunderers

The formation to deploy all boats/naughts in one step and double shoot the boats.

30 harpoon naughts.

1x9 Riggers

Was a tough game, only thing that saved me at all was the escalation mission forced him to come at me two guys at a time, and even then he was close to tabling me at the end, playing 30% of his force at a time.

 

List two: (I wanted to try a hypothetical no boats situation maxing out on our foot shooting)

Clan Urbaz (The double Kemist one)

5 Kemists

Unit of 40 Nauts and 2 10s

20 mortar kemists

2x6 naughts

Turn one I killed the two stonehorns including the general top of turn one with harpoons and mortars.  Went first the second round, and tabled him to the man.  It was such a crushing difference Its hard for me to THINK about continuing to run frigates, at least in a competitive sense.

 

I'm thinking about another list where I tone that second list down (Perhaps include an ironclad and reduce the kemists as my primary goal is not soul crushing gun-lining my friends).  But from a game play standard, I am hoping I'm missing something because the transport capacity has not warranted almost 300 pts from that boat.  Maybe if it had SOME combat attacks that weren't atrocious, or shot two cannons, or the bombs dident work on a 50/50 so I could guarantee retreat my thunderers who are hugging it.

 

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I think that either all boats have a 4+ save and/or hit on a 3+/given 2 shots. It's not quite right, I'm not sure a points decrease would be worth it unless it was considerable...I'd say 100 points.

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I just see lots of rules like the bombs, or the bird in the thunderers unit and wonder "why was this considered good enough to not warrant being automatic".  It bums me out a little the more I play.  I love the models, they are a joy to paint, the lore is fantastic, but putting them on the table.  I feel outgunned by other shooting forces, and fold like a wet noodle to any combat forces.

Rules that would discourage being charged, like the skywardens mines, or the 'go last' bomb on the boats are random, when at least in my mind, if any army should be consistent and have automatic effects, it would be dwarves.

Gonna keep playing games, but man this army is a lot harder to play than I was expecting it to be.


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Its def a tough army to play, no auto wins here.  But thats what I like about it, gives a much more challenging game, and the models are fantastic.  Other bonus is all those people who bought models thinking they were gonna get a push it forward and win army will be selling them on ebay soon!  Bargains to be had ;)

 

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Just think of it, all the Balloon Boyz I could want as far as an eBay Auction can go!

Also, I wanted to point out this Bad Dice Daily on Endrinriggers and Skywardens I forced my children to listen to while in the car yesterday http://baddice.co.uk/endrinriggers-skywardens-aos-daily-68/

Made me think about Skywardens a bit more, especially in regard to base sizes and their 2" range.

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