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Dez

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6 minutes ago, Dez said:

I'm personally super excited for this to be a thing, I've made lists over and over with the Iron Sky Squadron with the hope it would see light of day after a points reduction. Clan Mhornar though  for me :)

Ditto. 3 boats shooting twice on the drop (or more with Ordinatior) and re-rolling hits against a target.  Kind of makes up for the lack of skyhook spam. I think id add a gunhauler as a way to reinforce a key location (ship).

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13 minutes ago, stato said:

Ditto. 3 boats shooting twice on the drop (or more with Ordinatior) and re-rolling hits against a target.  Kind of makes up for the lack of skyhook spam. I think id add a gunhauler as a way to reinforce a key location (ship).

Don't forget, they can also run and shoot in the first turn. So if your opponent's juicy target isn't in range on the drop, you can get there easily...especially if you include a Navigator. Don't forget about rerolling for units within 3" of the general on a target. 

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1 hour ago, Dez said:

I'm personally super excited for this to be a thing, I've made lists over and over with the Iron Sky Squadron with the hope it would see light of day after a points reduction. Clan Mhornar though  for me :)

but urbaz gives you 4 buffs - all the arks and riggers. plus you get the pile in anyway in urbaz too..

 

..... plus... 2 items from the new realm specific items :P 

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This is something I wrote on the Kharadron Facebook earlier today.  Thought I would post it here as well

-----------------

 

So this is a common misconception that I am seeing.  GW is making the magic phase more dynamic and interesting, but I am not sure they are making it more "powerful", as folks are saying.

1)  Arcane Bolt and Mystic Shield (especially Mystic Shield) used to be serious problems.  In the new edition, they are terrible spells that you are only going to cast if you have nothing else to do

2)  Those Endless Spells can be turned against their owners - without needing a wizard to do it

3)  Our Navigators suddenly became a useful character.

4)  We just got access to that Alchemical Chain (think that is what it's called), as well as the Aethersight Loupe that we already have in our Battletome

So I am sorry if I don't see where all the doom is coming from.  Yeah folks who have magic users are going to be able to do dynamic and FUN things with their spells (which we can duplicate by allying if we want to), but I don't think that a huge shift in the balance of magical power is occurring.

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49 minutes ago, wanderingrogue said:

but urbaz gives you 4 buffs - all the arks and riggers. plus you get the pile in anyway in urbaz too..

 

..... plus... 2 items from the new realm specific items :P 

I haven't done the math yet, but I instinctively like the rerolls. The Run and Shoot gives you a bit more movement flexibility, especially if you work in a Navigator. IF they remove the 'If he is your General' as thought, then you can double up on the shooting for a Frigate if desired while making a Khemist your general for rerolls...or maybe there will be enough points for an Admiral?

Admiral isn't a bad choice if we can do multiple command abilities. Give him Armor to reroll 1's, -1 hit due to LoS, use the Battleshock Immunity bubble and the command to peel off wounds on a 5+. Just thinking out loud :)

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4 hours ago, wanderingrogue said:

Allegiance: Kharadron Overlords

Skyport: Barak-Urbaz
Aetheric Navigator (100)
Aether-Khemist (140)
Aether-Khemist (140)
Lord-Ordinator (100)
10 x Arkanaut Company (120)
- 3x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks
10 x Arkanaut Company (120)
- 3x Light Skyhooks
12 x Endrinriggers (480)
- 3x Grapnel Launchers
Arkanaut Frigate (280)
- Main Gun: Heavy Sky Cannon
Arkanaut Frigate (280)
- Main Gun: Heavy Sky Cannon
Arkanaut Frigate (280)
- Main Gun: Heavy Sky Cannon
Iron Sky Squadron (180)

Total: 1900 / 2000
Allies: 0 / 400
Wounds: 116

this is what i potentially looking at for aos2. if pts decreases allow it
 

Just an FYI, you are better off dropping 1 frigate for an Ironclad in this (assuming point drops to fit it in).  Otherwise I would drop the Ordinator.  Frigates can already reroll 1s to hit, albeit slower movement, but they can already do it.  

 

Ironclad will give you more range or shots, and the Ordinator lets your ironclad double shoot.  Also with Urbaz, you could potentially fire 3 times in one turn with the ironclad!!! :)  you will go from a 2 drop to a 3 drop though sadly...but your list is very similar to the list I have been building.

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16 minutes ago, Midjithero said:

Just an FYI, you are better off dropping 1 frigate for an Ironclad in this (assuming point drops to fit it in).  Otherwise I would drop the Ordinator.  Frigates can already reroll 1s to hit, albeit slower movement, but they can already do it.  

 

Ironclad will give you more range or shots, and the Ordinator lets your ironclad double shoot.  Also with Urbaz, you could potentially fire 3 times in one turn with the ironclad!!! :)  you will go from a 2 drop to a 3 drop though sadly...but your list is very similar to the list I have been building.

Khemist only works on Skyfarers...not Skyvessels.

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My current 2k list I'll be building off of with the new points changes is as follows:

 

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


LEADERS
Arkanaut Admiral (140)
- General
- Command Trait : Opportunistic Privateers
Aether-Khemist (140)
- Artefact : Staff of Ocular Optimisation


UNITS
10 x Arkanaut Company (120)
- 3 x Aethermatic Volley Guns
10 x Arkanaut Company (120)
- 3 x Light Skyhooks
10 x Arkanaut Company (120)
- 3 x Light Skyhooks
10 x Grundstok Thunderers (200)
- 10 x Aethershot Rifles
6 x Endrinriggers (240)
- 2 x Grapnel Launchers


WAR MACHINES
Arkanaut Ironclad (440)
- Main Gun : Aethermatic Volley Cannon
- Great Endrinworks : The Last Word
Arkanaut Ironclad (440)
- Main Gun : Aethermatic Volley Cannon


TOTAL: 1960/2000 WOUNDS: 99

 

I'm excited for the points drop to either fit in another khemist or navigator or even 3 more Endrinriggers to tag onto things.  My 1500 point, which is similar to this, has been doing very well for me so far.

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1 hour ago, GeneralZero said:

Well, we are only at 1 or 2 weeks of AoS 2 release. Not the best time to start a new army from fresh.... Are you this impatient?

Yes?  

Didn't think the transition to 2.0 would affect the KO enough to make me not want to play them, they're still armored sky-dwarves.

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2 minutes ago, erasercrumbs said:

Yes?  

Didn't think the transition to 2.0 would affect the KO enough to make me not want to play them, they're still armored sky-dwarves.

Well, buying the Sky Fleet box seems pretty safe since it gives you the Frigate and the Gunhauler along with 1 unit of Arkanaut Company. Depending on how quickly you want to start Matched Play games at say 1000 pts, you'd only need another unit of Company (completing the Battleline requirement which looks to be in place) and Heroes of your choice to augment the rest of your list. The ever popular Aether Khemist comes to mind, as does the Navigator with its more important disbinding role.

 

If aesthetics is your driving motivation for getting a KO army, then tournament results won't concern you till maybe a month or 2 after AoS2 is released and a new meta takes shape. And Thrying is a nice color scheme that fluff-wise goes very well if you have an existing Fyreslayers army or intend to collect Fyreslayers somewhere down the line.

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2 hours ago, erasercrumbs said:

Finally getting around to starting my KO force, but it seems like you have to play Zilfin if you want to stand a chance of winning.  Is this a misconception?  I would much rather play Thryng.

I do not believe this will be the case at all anymore for Zilfin. I've been building up mhornar for the past couple of months just to try something new for sky ports, and I think if you want to try thryng go for it. Shouldn't increase your chances too much one way or the other. 

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2 hours ago, Dez said:

Khemist only works on Skyfarers...not Skyvessels.

 

Hey Dez, the best part about Urbaz is no one (including myself originally) reads all their rules the first time. :) 

Their footnote, “Where There’s War, There’s Gold” allows a unit to shoot or attack in the hero phase once per game.  This is really cool either for your Endrinriggers to attack again, or coupled with the Ordinator your Iron Clad can shoot 3 times in 1 turn!  If the skyvessel artifact was better, Urbaz would probably be talked about more as a tier one army.

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23 minutes ago, Midjithero said:

 

Hey Dez, the best part about Urbaz is no one (including myself originally) reads all their rules the first time. :) 

Their footnote, “Where There’s War, There’s Gold” allows a unit to shoot or attack in the hero phase once per game.  This is really cool either for your Endrinriggers to attack again, or coupled with the Ordinator your Iron Clad can shoot 3 times in 1 turn!  If the skyvessel artifact was better, Urbaz would probably be talked about more as a tier one army.

It's like when I forget I can, once per battle, Charge or Pile In and Attack with Mhornar. Excellent...I'm starting to come around to Urbaz power level a bit more now....especially if I go big on Skywardens. Thanks!

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9 hours ago, Midjithero said:

 

Hey Dez, the best part about Urbaz is no one (including myself originally) reads all their rules the first time. :) 

Their footnote, “Where There’s War, There’s Gold” allows a unit to shoot or attack in the hero phase once per game.  This is really cool either for your Endrinriggers to attack again, or coupled with the Ordinator your Iron Clad can shoot 3 times in 1 turn!  If the skyvessel artifact was better, Urbaz would probably be talked about more as a tier one army.

Im still convinced the Urbaz ability only lets you shoot if you are within 3" of the enemy, it gives that distance as the condition and then the option of combat or shoot. 

Given the new shooting out of combat rule the Urbaz ability might be quite usefull to clear enemy away from your shooting unit if it had been tied up with chaff, allowing you freedom of shooting in the shooting phase.

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12 hours ago, Mikester1487 said:

I'm more excited to bring a bunch of gunhaulers myself. Trying to get that escort wing in... I still don't like the part where I have to pay 360 points for battleline. But that's how she goes. 

you'll probably have to pay far less in AoS 2 because KO don't have access to magic/summoning. (directly)

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7 minutes ago, Kramer said:

Yes but only regarding the skyvessels right? No word on points of skyfarers?

They said loads of units. I think its safe to say thats more than just the 3 boats, but obviously we dont actually know what.  Given this line of discussion was about the Grundstock wing and the need to pay, currently, 360pt for battleline I think we can safely say there will be a lot more points available in that list, even if Arkanauts still remain at 120pt per unit.

Personally i really want to run the Aetherstrike force, my first KO list included 2 units of prosecutors as that battalion was my wish-list build. Ive now got a painted Venator and just need to paint up the Gunhauler!

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As somebody who preferred infantry over boats, I'm really hoping that some of the other units get a point drop as well. I love arkanauts in big numbers more than a min unit in a frigate. Even with an 80pt decrease, you're still dropping 320pts on them. I could have a lot of skyhooks for that much.

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