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Reading the rules as written for the Grapnel Launcher, can you use it to retreat from a combat and charge another unit? Or does that count as a retreat? It doesn't say that it doesn't because a retreat occurs in the movement or hero phase movement, but the Grapnel Launcher move occurs at the end of the shooting phase. 

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16 hours ago, Slick_Kid said:

Reading the rules as written for the Grapnel Launcher, can you use it to retreat from a combat and charge another unit? Or does that count as a retreat? It doesn't say that it doesn't because a retreat occurs in the movement or hero phase movement, but the Grapnel Launcher move occurs at the end of the shooting phase. 

It has been asked before (somewhere), essentially if you start the movement phase within 3" then you may retreat but there is no distinction when a retreat must be done, just that at the end of a retreat move you must be more than 3". Equally the grapnel move is called a move, and must end more than 3", so ergo the assumption is that as it is a move action it must therefore be a retreat if you started it within 3".

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On ‎27‎/‎06‎/‎2017 at 2:43 PM, GlanceOnASix said:

I keep thinking about that "clown car" list and while I love the one drop That it can do I have no idea how it can win so consistently.  it seems like it'd come down the riggers kill one unit and then die to the incoming shooting in the next turn. Then you have nothing left but trying to delay them mopping up the troops.

 

It seems so very much eggs in one basket and even then you can't reach your one inch range over your own bases so I don't know how a unit of 12 guys consistently would even get all 9 in on a unit

 

if anyone's found video/batreps on those games I'd love to see them

I know Andy who ran them for Scotland at the 6 nations.  Normally when he dropped down he wasn't buffing the endrinriggers, he buffed the arkanauts.

his list:

  • Admiral, 4 khemists
  • 3x10 arkanauts
  • 9 endrinriggers (3 grapnels)
  • 6 skywardens - couple of drill cannons
  • Ironclad
  • iron sky command

Characters, 2 arkanaut units & all the bubble dudes go in the ironclad.

Deploys - 10 arkanauts &ironclad in sky

Gives opponent T1

His T1 drops ship 4 khemists usually buff arkanauts. Shoot off top priority target(s) with skyhooks, if needed endrinriggers charge something too having grapneled to be a relatively easy charge.

Hope for double turn - khemists can buff either arkanauts again or endrinriggers as required.  Shoot up another unit, chop up a unit.  Usually at this point your opponent has no significant threats left.

If you do lose the turn roll if you've deployed it right there shouldn't be many threats close to you that can do any serious damage and if people do countercharge in then the Khemist debuff to attacks (which stacks at present) basically drops everyone to 1 attack and they tend to just get stuck.

T3 onwards, clean up and saunter onto objectives for the win.

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On 4/25/2017 at 2:01 PM, Thomas Lyons said:

We taked about this on Warhammer Weekly last week.  There is definitely a lot of potential here.  The more I've played with my list, the more I'm finding myself wanting to have at least 2 Endrinrigger units.  My current running list looks something like this: 
 

  • 240     6 Endrinriggers (1 Grapnel, 5 Chain Swords)
  • 240     6 Endrinriggers (1 Grapnel, 5 Chain Swords)
  • 200     6 Skywardens (2 Volley Guns, 2 Drills) or 10 Thunderers
  • 480     40 Ark. Company (9 Light Skyhooks)
  • 120     10 Ark. Company (3 Light Skyhooks)
  • 120     10 Ark. Company (3 Light Skyhooks)
  • 200     2 Khemists [1 w/ Aethershock Earbuster]
  • 100     Khemist [General; Fleetmaster or Prospector]
  • 280     Frigate [Prudency Chutes]

Total of 3-4 drops.  Significant mobility and shoot power.  Multiple waves of Shocktroop Endrinriggers.  Works without the need for stacking buffs (although stacking makes this list even better).

Welp. You just solved what I'm working towards. I've been lusting after KO for a while- and now I'm finally making the plunge. I'm getting the book Friday but I've been trawling forums and blogs for weeks convincing myself that I don't need food or electricity any more and should instead buy miniatures. I'm an avid TTRPG GM and player and thereby way into fluff. I'm also trying to design my own box game so I wanted to learn a game outside my little theater geek bubble. My friend is moving for two years so we are both going to build, paint, and master an AoS army and run a campaign against one another when he gets back.

He's going to go Tzeentch. He doesn't know that yet, but it's the closest he can get to Lovecraft whilst still playing AoS.

Heres my question I guess. I had a list here but was curious about the upper limit on how many balloons I can realistically be fielding. I've seen a lot of criticism of the frigate and the only reason I cared about it was for balloon transport, but with Grapnel do I even need it? I'd rather have moar balloons backed up by shooty Arkanauts and Thunderers. Is this madness? What might that look like? Sorry I'm so full of questions, just getting pumped.

Ain't no man gonna tell me how to dress, so I'm gonna make my own Skyport.

 

Edit to decide I don't want a frigate. Was working on my Skyport fluff and I want to start focusing on ground troops and gangs of hunter-killer balloons. 

Edit again to spark conversation about how badly I'd love a way to drag a chemist along with these guys, maybe an admiral. They need one of those Koopa balloons from MarioRPG

 

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7 minutes ago, Theduke said:

Anyone as hopeful as I am that in the gen handbook 2 that the gunhauler will go down significantly in price?

I truly hope so too as it will make the Grundstok Battalion more popular and GW will sell all of the Gunhaulers . . . literally all of them!!!

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I was taking a look at the preview from the fyreslayers sneak peek and most of the changes were by about 20-25% or so.  If that was the case for the gunhauler that would put it at 175.  Would that be enough to actually make it a valid choice?

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1 hour ago, Theduke said:

I was taking a look at the preview from the fyreslayers sneak peek and most of the changes were by about 20-25% or so.  If that was the case for the gunhauler that would put it at 175.  Would that be enough to actually make it a valid choice?

Goodness! I truly hope so!

I am not saying that the Grundstok Escort Wing or even the Grundstok Gunhaulers aren't worth it - they definitely do their job for sure! But I think the reality is that in a Matched Play game, there is absolutely no reason to bring it when the other battalions are more competitively priced (that is if you even decide to bring a batallion.) I have had my eye on the Grundstok Escort Wing and have tried to come up with a list to make it work. But, in order to take the Grundstok Escort Wing in a list you are paying at minimum 1500 for the battalion and your battleline tax of 3 x 10 Company; that's at bare minimum. 

If the Gunhaulers do get a points decrease to 180 at least what a regular Dwarf Cannon costs, that would be excellent! The battalion would become more viable for those who want to run the ships and have the list they were originally so enamored with. Plus GW would sell a ton of ships - a ton! The buy-in for a minimum battalion would be 1380 with your battleline. Not bad!

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I dont expect gunhaulers to get a reduction, they are just about justifiable due to the save buffing of other ships and the flexibility of having a moveable survivable cannon. Comparing to a dwarf cannon with its weak crew the gunhauler should certainly be more expensive.

 

5 hours ago, TheNotebookGM said:

So does the grapnels ability mean I can't grapnel something that strated with 10 wounds but now has six or whatever? Considering the idea of using cheaper gunhaulers as "hearthstones" for an endrinrigger based army.

Pretty sure it states wound profile, so doesnt matter how many wounds it has left.  Would be a very fluffy list to use haulers that way, but it would probably be easier to just put more terrain on the table :D

 

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5 hours ago, stato said:

 

 

Pretty sure it states wound profile, so doesnt matter how many wounds it has left.  Would be a very fluffy list to use haulers that way, but it would probably be easier to just put more terrain on the table :D

Yeah it really only works if the gun hauler gets cheaper, but it does fit my fluff.

5 hours ago, stato said:

 

 

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I recently picked up KO and have slowly started building.  I also managed to read through this thread and Paul Buckler's.  I was able to get a couple of extra skyhooks on ebay, but they are few and far between.  However, I had an interesting thought with the pics of the new Primaris Reivers.  I could use the skyhooks from the endrinriggers for my arknoughts and then use the Primaris grapnels with my endrins.

Any thoughts as to whether that bolter style will be passable?

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11 hours ago, BaronBanana said:

Hello KO players, I was looking at  this thread, player reviews, and a few other things.  I was curious as to why not a lot of people took the ships.  I get the gunhaulers are overcosted, but what about the Ironclad and frigates?

Well, personally, I think all the boats are grossly over-costed.  Yes you can do some fun tricks like the 'Ironclad clown car' (Which having now tried, I can see is quite successful).  But the boats themselves while being massive astetic centerpieces, don't do the 'work' on the table like Balloon Boys and Skyhooks do.  

If every boat had its save improved +1, and things like the bombs they dropped worked 100% of the time rather than a 50/50 (or even on a 2+ like the silly drill bird does), I would be much more keen on them because of the reliable utiliity/roadblock they could be.  Anything decently killy (which is the only things I see on the table) still seem to kill them in one round when you use them to roadblock/be your 'chaff'.  And then getting a 50/50 chance to hit with your one cannon shot for 280... Man, that frigate gets me down. 

Every-time I have been putting a boat into a list, I think its simply a tax to get to play a force that dosen't deploy/move like my old dispossessed (with better 2 shot cannons making up for it).

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On 7/21/2017 at 8:19 PM, Redking said:

I recently picked up KO and have slowly started building.  I also managed to read through this thread and Paul Buckler's.  I was able to get a couple of extra skyhooks on ebay, but they are few and far between.  However, I had an interesting thought with the pics of the new Primaris Reivers.  I could use the skyhooks from the endrinriggers for my arknoughts and then use the Primaris grapnels with my endrins.

Any thoughts as to whether that bolter style will be passable?

First off, congrats and welcome!

Yeah, starting KO and getting a hold of the right amount of light skyhooks is always a bit difficult. Most of the people I've seen have been making their own or doing conversions. I think that the storm bolter aesthetic with the grapnels on the might work super nicely! It would match the scale and aesthetic perfectly off the Primaris Reivers or whatever they're called. I don't think anyone would mind as long as you keep the aesthetic consistent and your opponent can tell what it is in a matched play game. 

13 hours ago, BaronBanana said:

Hello KO players, I was looking at  this thread, player reviews, and a few other things.  I was curious as to why not a lot of people took the ships.  I get the gunhaulers are overcosted, but what about the Ironclad and frigates?

BaronBanana, I think it's all subjective. The Kharadron Overlords don't have very many units to choose from across the board which limits your decision on what you want to take in your army. However, there several different builds you can take as a Khardron force and they are all viable! I would say that the ships aren't bad and if I think it is actually quite possible to take them in a strong competitive army. 

Upon release and pre-release of the ships, we were all excited to see the rules for these ships and just field a sky of cannon and carbine wielding skyships. But once the rules dropped and at first glance, a lot of us were actually a bit disappointed in their 5+ and 4+ saves, their quirky and unreliable bomb rules, and their weapon loadout. I think people were really just too enamored with the idea of the ships and were expecting more. That being said, again, I don't think the ships are bad choice. They will offer support and utility to your army - speed, which dwarves have never had before. If you really wish to make the ships work, a buddy of mine were looking over his list and came up with the following:

Allegiance: Kharadron Overlords

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

Heroes
Aether-Khemist (100)
- General
Aetheric Navigator (100)
Aether-Khemist (100)

Battleline
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns

War Machines
Arkanaut Frigate (280)
Arkanaut Frigate (280)
Arkanaut Frigate (280)
Arkanaut Frigate (280)

Battalions
Iron Sky Squadron (80)

Total: 1980/2000
 

Try it out and see if it something you might like. It is a one drop list due to the battalion. First turn you pop out your Navigator, who is also your General. Use his ability to ride the winds so you get extra movement on your ships. If you must, pop out some company and congo line them so they are still 3" within your general. Then when you shoot, you are re-rolling to hit with everything in 3" of the general with "Opportunistic Privateers" against one chosen unit. 12 volleyguns are re-rolling hits and your Frigates get two shots from the battalion re-rolling hits. You can very well switch out the volleyguns for light skyhooks. :)

The list still has some punch and mobility to it, but I was actually impressed with how many ships we could fit in there. You might want to test play it and see how you like it as this is an adaption from his current list with two frigates and an ironclad. 

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13 hours ago, BaronBanana said:

Hello KO players, I was looking at  this thread, player reviews, and a few other things.  I was curious as to why not a lot of people took the ships.  I get the gunhaulers are overcosted, but what about the Ironclad and frigates?

I think a lot of people take a ship (maaaaybe two if your talking frigates) as the transport abilities does give some different tactical possibilities than an army with a lot of move speed 4 models would regularly have.  However, I think it's true that you don't see lists with a lot of ships.. beyond that first one they're pretty expensive for what the do and I think you get diminishing returns after the first boat or so with what it adds to the army. 

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55 minutes ago, Slick_Kid said:

First off, congrats and welcome!

Yeah, starting KO and getting a hold of the right amount of light skyhooks is always a bit difficult. Most of the people I've seen have been making their own or doing conversions. I think that the storm bolter aesthetic with the grapnels on the might work super nicely! It would match the scale and aesthetic perfectly off the Primaris Reivers or whatever they're called. I don't think anyone would mind as long as you keep the aesthetic consistent and your opponent can tell what it is in a matched play game. 

BaronBanana, I think it's all subjective. The Kharadron Overlords don't have very many units to choose from across the board which limits your decision on what you want to take in your army. However, there several different builds you can take as a Khardron force and they are all viable! I would say that the ships aren't bad and if I think it is actually quite possible to take them in a strong competitive army. 

Upon release and pre-release of the ships, we were all excited to see the rules for these ships and just field a sky of cannon and carbine wielding skyships. But once the rules dropped and at first glance, a lot of us were actually a bit disappointed in their 5+ and 4+ saves, their quirky and unreliable bomb rules, and their weapon loadout. I think people were really just too enamored with the idea of the ships and were expecting more. That being said, again, I don't think the ships are bad choice. They will offer support and utility to your army - speed, which dwarves have never had before. If you really wish to make the ships work, a buddy of mine were looking over his list and came up with the following:

Allegiance: Kharadron Overlords

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

Heroes
Aether-Khemist (100)
- General
Aetheric Navigator (100)
Aether-Khemist (100)

Battleline
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns
10 x Arkanaut Company (120)
- 3x Aethermatic Volley Guns

War Machines
Arkanaut Frigate (280)
Arkanaut Frigate (280)
Arkanaut Frigate (280)
Arkanaut Frigate (280)

Battalions
Iron Sky Squadron (80)

Total: 1980/2000
 

Try it out and see if it something you might like. It is a one drop list due to the battalion. First turn you pop out your Navigator, who is also your General. Use his ability to ride the winds so you get extra movement on your ships. If you must, pop out some company and congo line them so they are still 3" within your general. Then when you shoot, you are re-rolling to hit with everything in 3" of the general with "Opportunistic Privateers" against one chosen unit. 12 volleyguns are re-rolling hits and your Frigates get two shots from the battalion re-rolling hits. You can very well switch out the volleyguns for light skyhooks. :)

The list still has some punch and mobility to it, but I was actually impressed with how many ships we could fit in there. You might want to test play it and see how you like it as this is an adaption from his current list with two frigates and an ironclad. 

Yea, I'd really want the ironclad because they look baller as hell.  The list is similar to something i came up with, but being the filthy casual that I am, it didn't have khemists.

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The Ironclad truly is one of the best models I've seen that I just drool over. I want to include it in my list but the Frigate just serves me well. If you are the filthy casual gamer as you describe, you might want to try out the Ironclad Zilfin list!

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The Ironclad IS cool, and even the frigate, (in particularity I love the way they change our deployments).  TONS of details to paint on both of them as well.

I just walked in expecting to make 'Ironclad, 2 Frigate, 2 Gunhaluer' lists in my mind, and that was not working out in my personal experience.

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1 hour ago, BaronBanana said:

Yea, I'd really want the ironclad because they look baller as hell.  The list is similar to something i came up with, but being the filthy casual that I am, it didn't have khemists.

Well, you could drop two Frigates for an Ironclad.  That would then give you points for either a unit of Thunderers or Endrinriggers.  I think that's where I'm headed.  Probably with only 3 Akrnaought Companies, though.

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2 hours ago, Tizianolol said:

Guys I have a question , when I grab with engrinriggers ..I have to stay more then 3".. What " have I to stay? Better option is 4"?

3.1 Inches is all you need, typically when dragging toward a guy my intention is to charge it, and as long as one guys is between 3 an 3.5 inches when you charge you only need to roll a 3 to get there.

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Reading the book, I'm having a bit of hard time understanding Artefact/endrinwork allocation.  So I get one artefact and endrinwork for playing the game.  I get an additional one each for each warscroll battalion.  I get one additional artefact for playing Barak Urbaz.  So that would put me at 3 artefacts and 2 endrinworks with one battalion?  I can have multiple of the same thing, just not on the same model?

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Hello Overlords,

I have a quick question. I found a deal on the KO and as an avid Dwarf player I would love to supplement my Dwarfs with a detachment of both KO and FyreSlayers. The deal I ran into consists of: Frigate, 10x arkanaut company, admiral + battletome, cards and markers for €100. I can see how much I would save but as I bought the GH through iBooks I can't see their points. Could anyone tell me the points for these models? Any other things that spring to mind would be helpful as well!

(full disclosure, I'm not very competitive focused, so i'm not necessarily looking for a lot of synergies but it would be nice if it could be the base for a small KO army in the future.)

 

Thanks all! 

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