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Let's chat Kharadron Overlords


Dez

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58 minutes ago, Trebuchenanigans said:

Random thought/question: Can the Skyrigger units 'embark' on Grundstok Gunhaulers (the ships don't have any passenger capacity, but Skyriggers don't count towards embarked passengers.

I was thinking that maybe an alternative 'hammer' force could be a Grundstok Escort Wing with the Skyriggers hitching a ride on each of the ships, and in units of 6 so as to provide extra combat punch. Have the Arkonaut either on foot (with appropriate guns) and/or a unit in the frigate (with skypikes). I'm AFB but I'm sure there's a way to squeeze this in at 2k points. Thoughts?

trebuchenanigans is a great name. but no, the gunhaulers don't have the embark special rule, and neither do skyriggers. (afaik)

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1 hour ago, Tokyo Nift said:

trebuchenanigans is a great name. but no, the gunhaulers don't have the embark special rule, and neither do skyriggers. (afaik)

Thanks!

This is what I'm unsure about. The gunhaulers have no transport capacity, but both units of skyriggers (endrinriggers & skywardens) have a rule allowing them to embark on a skyvessel without actually taking space. It's a bit cheesy, yes, but this is why I thought that maybe the two could combine.

Otherwise, maybe use the gunhaulers as a forward wedge (arrowhead formation), with a frigate full of arkonauts (& admiral/khemist/both) coming up behind.  Can always attach the skyriggers to the frigate in that case.

 

Edit: So I brainstormed a list to this effect. Assumption is that the Skywardens cannot hitch to the gun haulers, so instead will do that to the frigate. Here we go:

3xGunhaulers w/drillcannon

Frigate w/skyhook

10 Thunderers

- 5 rifles, 3 fumigators, 2 cannon

9x Sky Wardens

- skypikes

3x10 Arkonauts

Aether-Khemist (general)

Grundstok Escort Wing battallion

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Endrin/Skyrigger embark question is 100% something that will need to be FAQd

Edit: actaully scratch that, the wording of it is very specific and means there is no chance you can embark on a Gunhauler: it states that they "do not count towards the maximum number of SKYFARERS that can be embarked on a SKYVESSEL, and are not counted for the Overburdened rule."

Because no units can embark on a Gunhauler, this rule clearly does not apply to them.

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I'll say as well @Trebuchenanigans, I really like your list. There is a perennial misery poster on the AoS facebook boards and he has decided that there is no possibility for variety in Kharadron Armies because after Ships, Heroes, and Arkanauts you will only have 400 points left over to make a few choices.

It's obviously not true but it's amazing seeing people contort things certain ways to fit their own myopic agenda.

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21 minutes ago, DynamicCalories said:

I'll say as well @Trebuchenanigans, I really like your list. There is a perennial misery poster on the AoS facebook boards and he has decided that there is no possibility for variety in Kharadron Armies because after Ships, Heroes, and Arkanauts you will only have 400 points left over to make a few choices.

It's obviously not true but it's amazing seeing people contort things certain ways to fit their own myopic agenda.

That's why I'm not on Facebook, that and motivational posts.

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29 minutes ago, DynamicCalories said:

I'll say as well @Trebuchenanigans, I really like your list. There is a perennial misery poster on the AoS facebook boards and he has decided that there is no possibility for variety in Kharadron Armies because after Ships, Heroes, and Arkanauts you will only have 400 points left over to make a few choices.

It's obviously not true but it's amazing seeing people contort things certain ways to fit their own myopic agenda.

Thank you. I'm pretty happy with it. I'm a lover of rule of cool & teeming armies. I could see the above as being a core of a nice narrative list, and I've only included the Arkonauts as they're required for matched play. Narrative-wise, maybe their ship crashed, their officers are dead, save for the Khemist who somehow survived & escaped back to an outpost. He's hired some Grundstok  crews to help effect a rescue. Nice & easy.

Tactically, well, the battalion will mostly pinpoint key targets, and hopefully decimate one or two a turn. The Arkonaut will march forward & provide additional fire/grab objectives. As long as it's fun to play, I don't care, and I think I'll aim to make this as an alternative list to the one I posted a few pages back.

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Absolutely! My plan is to go Zilfin and use those Aethersperic Endrins to drop heavily overburnded ships onto the battle field that will then disgorge their arkanauts before zipping off to drop their endrinmasters elsewhere. Who cares if it isn't OP or pumping out mortal wounds, it's cool as hell! 

Edit: masters? riggers!

Also I got home yesterday and started building my frigate. What a fiddily little git it is! I think I'm going to faint trying to paint it.

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Ive had a good read of the rules and i have to say i really like the Sky Pirates.

 

Im torn with decisions though, Barak-Zilfin or Barak-Mhornar. ~Im a lover of speedy armies and these both tick all boxes. I hope to collect a minimal Grand amarda, Zilfin get Endrinriggers in the Iron Sky batallion though which makes the decision just that bit harder.

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@DynamicCalories that sounds wicked. You could drop a very nasty contingent of Thunderers (say, 10 aethercannons) with Khemist escort in a frigate, backed by a load of skywardens. See that unit? It's dead now. Charge me? Thunderers will back off & unload more fire into your ranks. 

Give the skywardens a skyhook or two, get them closer to the unit you want to charge on the turn you drop (as they can't move), then get stuck in in the combat phase. As if that's not a tasty combo?

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Yep! The beauty of the overburdned rule is that there is no limit to it, it just affects your movement down to zero. But There seems to be nothing in Aetherspheric Endrins that prevents them from deepstriking whilst overburdened? In which as, Clown Car Drop Pods it is.

Edit: obviously I am wrong about the movement, i'd have to wait a turn, but still, it's pretty fluffy and potentially powerful!

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4 minutes ago, DynamicCalories said:

Yep! The beauty of the overburdned rule is that there is no limit to it, it just affects your movement down to zero. But There seems to be nothing in Aetherspheric Endrins that prevents them from deepstriking whilst overburdened? In which as, Clown Car Drop Pods it is.

Edit: obviously I am wrong about the movement, i'd have to wait a turn, but still, it's pretty fluffy and potentially powerful!

You can only overload by 5 models to drop movement by 5" total I believe? Unless I misread it?

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7 minutes ago, Grand Exemplar said:

Im torn with decisions though, Barak-Zilfin or Barak-Mhornar. ~Im a lover of speedy armies and these both tick all boxes. I hope to collect a minimal Grand amarda, Zilfin get Endrinriggers in the Iron Sky batallion though which makes the decision just that bit harder.

I'm starting to be drawn to Zilfin for the fact I can include Endrinriggers (one of my favorite units) in with the Iron Sky Battalion (my favorite Battalion). It just screams Kult of Speed to me, which I love. 

Mhornar on the other hand, pirates with crazy firepower! The only thing I've been mulling over (I was up late last night not sleeping and thinking about this haha) was in order to use the Command Trait your general needs to be deployed on the table. That will hurt mobility as well as open him up to being targeted. 

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6 minutes ago, Dez said:

I'm starting to be drawn to Zilfin for the fact I can include Endrinriggers (one of my favorite units) in with the Iron Sky Battalion (my favorite Battalion). It just screams Kult of Speed to me, which I love. 

Mhornar on the other hand, pirates with crazy firepower! The only thing I've been mulling over (I was up late last night not sleeping and thinking about this haha) was in order to use the Command Trait your general needs to be deployed on the table. That will hurt mobility as well as open him up to being targeted. 

Zilfin does seem more of a logical choice, I just love the idea of them, it kind of reminds me of the sketch in family guy where peter destroys a barn and the Hamish rebuild it in seconds.

 

Mhornar on the otherhand has the Haste of run the shoot, which is something im thinking about. Effectively Grand battalion gives me a free move in the Hero Phase then everything starts running and causing Havoc, Both styles appeal to me, but its just a difficult choice. Its a shame the command ability can only be used on the field, but with their playstyle, the companies will be on the field and he will use the ability really effectively.

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So I've bought a Frigate and the scrolls tokens (really like them by the way) and I'm leaning heavily towards the Grundstock wing because I just love it, that with the d3 enemy units marked (Thyng? spelling...) for reroll 1/1 , then add in the +1 hit if all weps target the same unit. You can get multiple canons down to 3/2 (reroll 1/1) -2 , d6  and target off the buffing heroes of other armies. 

What's everyone's feelings on the passing off wounds, I assume its the "worse" of the two that you cannot attempt on each Gunhauler to pass off 1 wound on the Frigate sadly?

Hope to get 2 enemies, maybe 3, that usually means biggest monster/biggest buffer/biggest threat unit , between 1-3 options and focus them off before they can neuter my firepower.

 

Side topic - I've hoped to include these guys in Ironbark just because I love it... anyone have any thoughts on this side? I feel like a Frigate + Thunderers may be the way to go?

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Random thought/question: Can the Skyrigger units 'embark' on Grundstok Gunhaulers (the ships don't have any passenger capacity, but Skyriggers don't count towards embarked passengers.
I was thinking that maybe an alternative 'hammer' force could be a Grundstok Escort Wing with the Skyriggers hitching a ride on each of the ships, and in units of 6 so as to provide extra combat punch. Have the Arkonaut either on foot (with appropriate guns) and/or a unit in the frigate (with skypikes). I'm AFB but I'm sure there's a way to squeeze this in at 2k points. Thoughts?

The Gunhaulers don't have the embark/disembark rules so I'd rule that they do not in matched play. While thematically they hang outside, their own rule states when they embark they don't count against capacity. Narrative play anything goes...


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I'm quite happy with how this book turned out, and I'm amazed at how versatile the battle-shock relic is. I imagine my mhornar admiral with that relic and the privateer trait making plenty of models run when combined with the hardcore shooting. I think I worked out a nasty combo of using the hero-phase charge to have a unit tackle the enemy's hard hitters (subtracting bravery by 1 due to the alliance ability), shoot them a ****** ton and then finish them off with the shriek-er pistol to send a few running, which then compounds in the true battle shock phase to send more guys running. 
This does look like a good combo and an inventive new mechanic. I would only note that models that flee in the first Battleshock test are not "slain" and so they don't count towards the second Battleshock test.



Are you ruling that way because of a specific rule somewhere or something else? I can't find anything that would exclude the models lost earlier in the turn from the end of turn battleshock test. The battleshock test is for all lost models.


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Slain is a pretty specific keyword in triggering things happening;

"In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The  player whose turn it is tests first."

 

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Well this is in no way official ruling, the overview in this article actually discusses this exact tactic and indicates that the fled models do count as slain:

https://www.warhammer-community.com/2017/04/26/ben-curry-kharadron-overlords-apr26gw-homepage-post-3/

It says:

"An Aethershock Earbuster on a hero can completely annihilate a large unit by forcing it to take 2 battleshock tests in a turn.  You can shoot at the unit with all your army and finish off with the Earbuster attack to make it take an immediate battleshock test. Any models that flee will count towards the next test taken in the battleshock phase.  

Without getting too much into ‘Math-hammer’, if a unit is Bravery 6 and starts with 30 models, you only need to kill 12 of them to ensure the whole unit is completely wiped out after taking 2 battleshock tests in a turn, even if both of those tests are a 1. It’s more likely that, with average rolls, you would only need to kill 8 or 9 models to destroy the whole unit. If someone is foolish enough to field 100 models in a single unit, you could destroy them all after shooting less than 30 models.

Even Bravery 10 units like Daemons will be fleeing in droves if this combo can be brought to bear."

Again, not necessarily official, but makes me wonder what is intended.

 

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Here's a question. In the battletome, the section that is headed The Sky-Ports sates that "you can organise your collection as a fleet from one of the major sky-ports by painting it in the sky-port's colours.

Now, I know this was cogitated over before, but is this considered as set in stone, or are people still free to do what they want? Will I need to be writing two lists if I go to any official tournaments and I want to use the Zilfin rules without the Zilfin colours?

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On a completely separate note, can anyone clarify for me which side of the shoulder should get the ship symbol?  The battletome states right-side for fleet and left for ship, but the pics I can see seem to suggest the ship symbol is on the right shoulder.  Thoughts?  My eyes mixed up?

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