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DavionStar

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About DavionStar

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  1. DavionStar

    AoS 2 - Kharadron Overlords Discussion

    @Baron Wastelands Ah, I thought you could put a small number of units on a Gunhauler for some reason. But I think with that set up it won't matter cause then the Riggers could just go with the Frigate then and won't take up space. The two ships were gonna work in tandem anyways. So, hmm. I could put the Riggers in one unit, that's not a problem. I'd need points to put the Khemist in...maybe swap out the Battlesmith. If I take out the Gunhauler I can get 30 Vulkites. Put them in one big unit instead of separating. That'll help out with their "I'm too angry to die" rule as well. Or say no to the Vulkites and get 40 Dispossessed Warriors instead like said above. (Though if I do that I might just get 40 Vulkites and have them be Warriors in rules, but fluffwise they'll be Fyreslayers cause of some story plans I have)
  2. DavionStar

    AoS 2 - Kharadron Overlords Discussion

    Alright. Thanks everyone. I've finally thrown together a new 2k list. I think it's better than the last one I tried. Though no one said anything in favor of it, I've included some Fyreslayer allies. Allegiance: Kharadron OverlordsSkyport: Barak-Zon- Additional Footnote: There's No Trading With Some PeopleLeadersArkanaut Admiral (120)- General- Trait: Rising Star - Artefact: Aethersight Loupe Endrinmaster (120)Battlesmith (120)- AlliesBattleline10 x Arkanaut Company (120)- 3x Skypikes10 x Arkanaut Company (120)- 3x Aethermatic Volley Guns10 x Arkanaut Company (120)- 3x Aethermatic Volley GunsUnits3 x Endrinriggers (120)- 1x Aethermatic Volley Guns- 1x Drill Cannons3 x Endrinriggers (120)- 1x Aethermatic Volley Guns- 1x Drill Cannons10 x Grundstok Thunderers (200)- 2x Decksweepers- 2x Aethercannons10 x Grundstok Thunderers (200)- 2x Decksweepers- 2x Aethercannons10 x Vulkite Berzerkers (120)- War-Picks & Slingshields- Allies10 x Vulkite Berzerkers (120)- War-Picks & Slingshields- AlliesWar MachinesArkanaut Frigate (240)- Main Gun: Heavy Sky Cannon- Great Endrinworks: Incredible Self-healing HullGrundstok Gunhauler (160)- Main Gun: Drill CannonTotal: 2000 / 2000Extra Command Points: 0Allies: 360 / 400Wounds: 124 So this is the idea. Squad A: One unit each Company with Volley Guns, Vulkites, Thunderers. Admiral for support and killing. Vulkites provide first 'shield wall' with Arkanauts being the backup. Thunderers loadout tries to take advantage of Finish Them. Squad B: Same as A but gets the Battlesmith instead of Admiral to help his fellow mohawk bois. Squad C. Gunhauler, Frigate. Each boat gets a Riggers unit. Frigate gets the Skypike Company and Endrinmaster as well. The Skypikes can charge straight out of the boat thanks to Barak-Zon. Riggers stay by the boat to repair and do ranged damage. Hero goes where he's needed or kills stuff. Priority of repair goes to Frigate. I hope this build could theoretically work. I want to keep boats involved somehow, and having the Fyreslayers let's me use some of their models without having to make a full army. (I was gonna kitbashe a Fyreslayer trying to jump on my Frigate anyways)
  3. DavionStar

    AoS 2 - Kharadron Overlords Discussion

    Sorry for the double post, I've been waiting for others but it's quiet (and I'm too excited about this new hobby to shut up *cough*) Someone brought up that we do a lot of theory crafting and talking about what we want. Myself included. But let me move from talking about what I want to working with what we have. What ally units could we bring in to fill in the gaps in defence? Vulkite Berserkers with sling shields? Ironbreakers? Maybe Stormcast Liberators or Protectors? I've seen a couple of places that suggest using Lord-Ordinators to help the boats/flying metal bawkses. Also, since this has been a point of confusion. What do we lose from not having a full KO army? Other than most if not all of our buffs are for Skyfarers only?
  4. DavionStar

    Custom KO color scheme, could use help

    I was planning to go a dark, metallic purple, dark steel and the dark bronze FractalRain suggested. These were just concepts to get an idea of what I wanted and get opinions of some folks. I'm gonna get my company primed and paint at least the base on one of them by this weekend. I need to figure out what paints to buy.
  5. DavionStar

    AoS 2 - Kharadron Overlords Discussion

    @Dekison Thanks. ^^; I just had that pop into my head and nerded out and got embarrassed. @cofaxest And yeah, that's true. I just pretty much said that's how it would work in principle. In action? It needs a LOT of work. But I feel like there's potential.
  6. DavionStar

    AoS 2 - Kharadron Overlords Discussion

    Ok, I think I finally get it. If this has already been brought up I apologise. But I was watching some KO battle reports yesterday and something clicked. A lot of us, myself included, have talked about wanting units that can basically tank. But the thing is, we actually do. ...sort of. People have explained how our boats can be walls, but end up being too squishy. But that is not how KO is designed to tank. We don't have shield walls to soak damage (that is, reroll or improve saves). We punish charges with explosives. Every ship has an ability to do mortal wounds against charging opponents. So basically instead of holding back opponents, we just blow them the hell up. Can't damage me if you're dead. Now, the effectiveness of this in practice is...not great. And maybe our anti-charge bombs need a little buff. But I do like it in theory. It's different. On this line of thought, Skywardens are NOT the murder cavalry I thought they were. They're our tanky unit. In that they have anti-charge mines. They should probably be used in defensive positions. Maybe putting them on an objective so the arkanauts can cap it. Then the Riggers are kinda versitile. Equip with volley guns for ranged defence while healing boats. Equip standard for close range defense and repair. Or equip with skyhooks to give them more charge potential to be aggressive. We've got so many neat tools in this army. I just think they need to be used right and probably get some minor buffs. And maybe another unit or two wouldn't hurt. Or maybe I'm just dumb. I dunno. But I wanted to share these thoughts.
  7. DavionStar

    Custom KO color scheme, could use help

    Got some help converting a scan from my battle tome to just the outlines and I've come up with a few different color schemes. I'm leaning towards the bottom right one. Any thoughts?
  8. DavionStar

    AoS 2 - Kharadron Overlords Discussion

    I can respect that. But having only the one hero be able to unbind (unless you're running Barak-Nar or at least the Trust Aethermatics, Not Superstition Amendment) makes us a touch weak compared to other armies since the Navigator doesn't have a ton of use. I forget if Fyreslayers have ANY unbinding option, but I don't think they do. If the Navigator is going to be our not-Runelord...make them a proper one at least. Or let the Khemests unbind as well. Just like. Spray the wizards in the eyes or something. While I'm here I also have another question. When taking a group of Thunderers, is it worth it to take a couple special weapons to benefit from Pin Them, Shred Them or Finish Them? At least if either 1) I have enough total rifles to benefit from a Khemist or 2) they're straight up not hanging out with a Khemist?
  9. DavionStar

    Kharadron Ironclad

    This looks awesome! I love that dark bronze.
  10. DavionStar

    AoS 2 - Kharadron Overlords Discussion

    *whispers* Let Navigators cast not-spells. Or at least make Aetherstorm and Read the Winds better. The Navigators look silly awesome and I want to field one. I'm probably gonna get one anyway even if they are on the bigger boats. BTW, I've got my first Arkanaut Company assembled! Even kitbashed one. Just need to get my paint scheme figured out so I know what to buy. I might start assembling my Riggers to keep me busy until then.
  11. DavionStar

    Custom KO color scheme, could use help

    The colors for that Dominator Bauble card looks sick. Wouldn't want that on my main army...but I was thinking of possibly doing a small batch of "Ghost Ship" units and that'd look great for it. I'm actually totally cool with Pink Horror over Screamer Pink. I'd honestly just paint my army Barak-Nar or Urbaz if I wasn't set on making my own. But thinking on that...I'm looking at a few of the Sky-Ports and maybe I could combine some of the looks. The dark steel of Urbaz, the purple overalls of Nar, and the trim of Mhornar, but make it green? Then use the normal brass. Might contrast better than a dark bronze. I wish I could get a nice clean scan/PDF of my battletome pages so I could throw them into CSP and try them out, but I'm having issues scanning my own. XP
  12. DavionStar

    Custom KO color scheme, could use help

    If this isnt the right forum I apologize but it seems more appropriate here than the painting/modelling forum cause I don't have anything yet. Anyway! I'm trying to think up a paint scheme for my KO army. I have my first Arkanaut squad assembled and will probably prime them this week if I get a decent evening. I want them to incorporate purple, green and silver. I feel like brass is almost mandatory cause steampunk, but I'd rather go a darker brass if I do. Any advice you guys could give? Thanks!
  13. DavionStar

    AoS 2 - Kharadron Overlords Discussion

    There's a couple of issues I see with KO that could use a bit of help. 1 - A new unit of sturdy, melee only fighters. So many of the KO units have both melee and ranged options. Which makes them pretty good at both...but not excellent at either. Also they're kinda squishy. It'd be nice if we could get some kind of Hammerer or Ironbreaker analogue specialty unit. 2 - Given that, if I understand the rules right, you can't move, then disembark in the same turn, it makes it so we have to give up a chunk of our points just to make use of the transports. Also makes any embarked units vulnerable. So what would help is if embarked units boost or even add abilities to the boats. Like adding to the boat's attacks or adding totally additional ones. Like: Thunderers can shoot, maybe at reduced range Riggers and Wardens can Melee (Skypikes get reduced range though) Companies can melee but only on retaliatory strikes. And maybe alter/buff what heroes can do while embarked. Just to make it so those units aren't "gone" for that turn while they're moving. Maybe to balance, only one unit and one hero can have their effect be active or something.
  14. DavionStar

    Starting KO - Project 2019

    This is why I want to see if I have some cardstock and make myself a ton of note cards to bring to my games so I don't forget anything. XD
  15. DavionStar

    AoS 2 - Kharadron Overlords Discussion

    Almost got all my models for my 1k army. The old order didn't get placed at my local store so I have to wait longer. Oops. But my practice work on an old set of Space Marine models is going well. I might see if I can kitbash some non helmeted dwarf heads from DnD models on a few of my Arkanauts for fun. Also, I'm working on a new 2k army idea based on previous suggestions. Wonder how many volley guns I can throw in for maximum dakka...
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