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WatcherintheWater

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38 Lord Celestant

About WatcherintheWater

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  • Birthday January 27

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  1. WatcherintheWater

    AoS 2 - Kharadron Overlords Discussion

    I like allying in a Knight-Incantor for some magic. She gives you a once per game automatic dispel, and the spirit flasks are a good way to add some mortal wounds. Also, if you play one of the scenarios where wizards & artifact of power equipped heroes capture objectives (or get bonuses to capturing) it really pays to have some extra scoring. A big unit of 40 Dispossessed warriors can be good too. Generally KO are pretty low model count, so that's a good way to make up for it. They're really good objective campers with a 5+ re-rollable save if they don't run and a banner that lets them half the number of models lost to battleshock. If you are going against an alpha strike army that gets to go first, you can use all those bodies to bubble wrap your more valuable units. Ironbreakers would probably work too, but you get half the models for the price as a trade for better saves. Your non-KO units don't get to benefit from skyport/allegiance abilities, but they don't make the rest of your army lose any thing as long as allies stay below 20% of your total points.
  2. WatcherintheWater

    AoS 2 - Kharadron Overlords Discussion

    Well done! I would love to read a write up!
  3. WatcherintheWater

    AoS 2 - Kharadron Overlords Discussion

    Well done! I would love to read a write up!
  4. WatcherintheWater

    Starting KO - Project 2019

    That’s the best use of arkanauts, shooting critical heroes and monsters. I agree on letting your opponent go first, but only if you are confident they can’t get a big turn one charge of blow you off the board with shooting/magic. KO die pretty fast if they don’t do whittle the opponent down first. There definitely can be a lot to remember. I still forget at least one footnote half the time.
  5. WatcherintheWater

    Starting KO - Project 2019

    That's a good batch of models! For the Arkanauts, you do unfortunately only get one of each weapon per box, but the Endrinrigger/skywarden sprue also comes with skyhooks that are pretty easy to fit to the Arkanauts if you don't want them on your endrinriggers. I think the volleyguns aren't a bad option either.
  6. WatcherintheWater

    AoS 2 - Kharadron Overlords Discussion

    Has anyone tried a full on Endrinrigger spam list? Something like: 2x Khemists 3x10 Company 3x9 Endrinriggers 1x6 Endrinriggers. I thought of it when I saw a Deepkin list that was basically all eels and heroes. Would be boring to paint, but I think it could do pretty well with Urbaz or you could drop 6 Endrinriggers for a Frigate and go Zilphin for some deep strike. Might even work as tempests eye with a lot of 16" moves turn 1.
  7. WatcherintheWater

    AoS 2 - Free Cities (Firestorm) Discussion

    Hi everyone! I've been primarily a KO player for the past year or so, and thought about trying out Tempest Eye as a change of pace (and because I have a lot of Dispossessed models that I've never used in AoS). What do people think of this list? Allegiance: Order City: Tempest Eye Runelord General Inspiring Aether-Khemist Gryph-Feather Charm Knight-Incantor Knight-Azyros 40 Dispossessed Warriors Double Handed Axes & Shields 20 Arkanaut Company 6 Skyhooks 10 Arkanaut Company 3 Rotary Guns 20 Ironbreakers 12 Endrinriggers 3 Grapnel Launchers Celestar Balista The idea is that turn 1 the Khemist buffs the Endrinriggeres and they move 16" and destroy something important. The Azyros flies forward and lets me re-roll ones. If he survives until the next hero phase he does his mortal wound bomb. The Runelord hangs out with the Warriors or Ironbreakers and buffs their rend when they try to sit on objectives. After the first turn or two the khemist buffs the skyhooks on the big unit of Arkanauts. Would have loved to fit an extra Khemist in so they could have the buff from turn 1, but can't figure out quite how to make that work.
  8. WatcherintheWater

    How fun are Kharadron Overlords?

    I agree with most of what people above have to say about KO. They are my primary AOS army and I've played ~30 games with them. Especially if you like the models they can be really fun to play. Power Level: Better than most of the non-battletome armies, worse than most of the battletome armies. Plenty high enough for anyone who isn't trying to play at tournament top tables. I've won ~60% of my games. Play Style & Variety within the army: I actually think KO have more variety than it seems just based on the # of units. All the heroes are pretty unique, and almost all the units can have different weapon load outs. Depending on what you pick, you can go combat glass cannon, gunline, full on alpha-strike or more. Even the ships can be customized with different weapons & artifacts. The different skyports can help you build different lists (Zilfin = ship focused, Nar = anti-magic, Urbaz = Khemists buffing everything, Mhornar = shooty alpha strike). There are a few things that you will almost always see in a decent list though, Khemists (you probably need at least 1), Endrinriggers, and you have to take Arkanauts for battleline. Uniqueness as an army: I think the only army with the transport ability. A ton of special weapons. Artifacts/traits that let you do fun things like change abilities mid game, and a bunch of once per game footnotes. A ton of multiple damage and rend -2 attacks. Weak points: No magic, no monsters or super-heroes (Brok is pretty good though), no real durable units, low access to mortal wounds. Unless you go Arkanaut heavy, usually pretty low model count. I think KO are also a very swingy army. You usually aren't rolling that many dice, but a lot of them do multiple damage, so it's pretty easy to have a lucky couple rolls that obliterate everything or a bad couple that completely bounce. And if you have a shooting heavy list, the turn 2 & 3 priority roles can be really huge.
  9. WatcherintheWater

    AoS 2 - Kharadron Overlords Discussion

    Personally I really like getting the Endrinriggers up to 9. Especially if you want to give them Grapnels, you need those extra attacks. At 1250, I would drop the Admiral to pay for 3 more.
  10. WatcherintheWater

    AoS 2 - Kharadron Overlords Discussion

    @Somanlius that’s a really good spread of stuff! I agree with stato for the most part. If you are running the endrinriggers as one unit of 6, I would probably go with all saws, though. Buff them with the khrmist and they can really hit like a freight train. Grappnels are really fun, to, and they make endrinriggers one of the most mobile units in the game, but I wouldn’t start adding them in unless the unit is 9+ models. Just personal opinion. Don’t think you can go wrong either way!
  11. WatcherintheWater

    AoS 2 - Kharadron Overlords Discussion

    Depends on what type of list you play, too. I have 3 games of AoS2 with a combat & movement Endrinrigger/Skywarden & double Frigate Zilfin list, and 3 with a more shooty Urbaz list. My games with the Zilfin list all went 4 or 5 turns. My Urbaz games all went 1.5 or 2 turns, and the person who won the turn 2 priority roll won each game. Small sample, but it feels like the more shooting heavy you go, the more likely to have a short game, and the more that turn 2 roll matters,
  12. WatcherintheWater

    AoS 2 - Kharadron Overlords Discussion

    One thing I want to try with my Skywardens is to make better use of the 2" reach. If you could use a ship + a unit of Arkanauts to make a ring around a unit of skywardens and a Khemist stitting on an objective, that could be nasty to charge. Assuming the charging unit has 1" reach, they would have to go after the arkanauts or ship, and the buffed Skywardens would get a turn of fighting before they could be hit . It would work even better with some Dwarf Warrior or Ironbreaker allies.
  13. WatcherintheWater

    AoS 2 - Kharadron Overlords Discussion

    @Nick907 looks cool, and I could see the MSU Endrinriggers being fun, but I see a few issues Only 1 hero, and if he stays in the boat he can’t use command abilities. If you keep all the healing stuff in or by the ironclad, that’s over half your army clustered right together. Not that familiar with they gyrobombers, but feels like your list lacks some damage output. I don’t mean to be a downer, just pointing out some things to consider.
  14. WatcherintheWater

    AoS 2 - Kharadron Overlords Discussion

    Looks fun. My advice would be to hold off on throwing that big unit of endrinriggers into the enemy army until you see something that you are willing to trade them for or if you have a chance for a double turn. Also, since the incantor is the only wizard, you have a lot of points wrapped up in the endless spells. She only gets one cast per turn, and if your opponent takes her out it basically wipes out 280 points of your army.
  15. WatcherintheWater

    AoS 2 - Kharadron Overlords Discussion

    I think Nagash is a really good match up. Maybe Seraphon post FAQ. But for friendly play, that isn't really the issue unless your local group is all hard-core all the time. There are plenty of ways to make KO lists that fit into a casual environment without getting steamrolled.
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