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  1. Had a few games now with the Kharadron, and I have to say they’re a flexible warband, with some real hitting power. Few observations: Balloons. These guys are a must, they add mobility and tactical options to an otherwise slow (although ranged) warband. They have won the majority of games, just by being able to be where they need to be (including out of reach). In terms of armaments, since there are so many options: I took melee orientated riggers (rivet guns and aethermatic saws) for a while, but they are relatively squishy when it comes to some of the new menaces on the block, so my preferred load out is now at least one of the drill launcher. Means you can still pack a punch, and dance around the edges as you need to, without risking any so many meaty fists. The volleygun is too weak on balloonriders to make it worth it (though see arkanauts below!), and the grapnel launcher isn’t necessary because you already have the mobility if you need it; getting there quicker so you can shoot ... a grapnel launcher ... is underwhelming. Skyhooks are ok, just find drills generally better. The difference between riggers and wardens is absolutely minimal, I never found myself wanting to use timed charges over rampage, even when I could. So I go with riggers because they’re cheaper. Leaders: Tempting to take an endrinrigger to address the issue above, but honestly I just think there’s too much risk attached. My personal favourite is the Grundstok Thunderer leader, though the arkanaut one is ok in a pinch, especially if you need points. The Thunderer’s is powerful at range, and tough enough to hold the line. The KO leader triple is really good, and gets used a lot, so keep your leader with some powerful gunners too. Arkanauts: the basic guys do what you would expect them to - screen and speed bump for your guns. Even the skypike ones, who might get a decent hit in first, are only a delaying tactic and I only upgrade if I have 15 spare points. The skyhook guns are a bit meh for me, too much for not enough, but I have to say the volleygun arkanauts are little stars, especially if you take multiples. I have taken as many as 4, and the criticals can really start stacking up. These are definitely not to be overlooked. Thunderers: These are a mixed bag in my experience. The aethercannons are capable of big damage, and are generally reliable - benefit the most from the leader triple too, so worth keeping at least one near. The fumigator is quite versatile, because it has no minimum range, so you can use it against whatever your target is not (range/melee). The decksweeper is ok, better against chaff, but I find myself consistently not taking mortars, and the standard rifle is just bad. abilities: Doubles (get converted into triples if I haven’t already got at least one!) are mainly used for Rush (since onslaught no longer affects guns), with fortitude and drillbill being situational need only. Triples - Fight for profit is great, Keep your distance is great, and of course Respite is sometimes handy. Feels like triples is where it’s at for KO. Quads are just Rampages - always awesome: get to range, then open fire. Anyway, just some thoughts in case anyone else is using them - as usual, only my experience, ymmv.
  2. Hey everyone, I've just recently played my first games using the new kharadron overlords battletome - it was a good laugh, but I'm still a bit unfamiliar with how some of the rules interact, and was hoping that someone here might have some insight. I found that it was still fairly easy for my opponent to snipe my admiral while being garrisoned in a frigate. What I was unsure of is; does a garrisoned hero gain the effect from "look out sir!" as well as the standard garrison rules (since I had a 5man thunderers unit in the same Frigate), and in the case of the admiral, would I also receive the effect from the "protect the admiral" rule while being garrisoned. Apologies if this has already been answered and the answer is painfully obvious.
  3. Hey guys! I'm new on this forum (I've been on Lustria Online alot) and I'm looking for some help with making a KO list. I need more models but I want to try and see what models I need before I start buying some. I'm looking for a 1k, 1.5k and 2k list if possible. Preferably one that uses more gunships. Please post any builds you guys think might help me out. Ty for time!
  4. As I'm a fan of the Kharadron Overlords, I've taken a crack at giving them a warband for Warcry! As well as fighter cards and an ability sheet, this includes a full Campaign, a Background table, and Allies. All feedback is 100% welcome! Let me know what you think might need a second look. (if I ever do something like this again, rest assured I'm going to pick something with fewer weapon options – Warcry's simple attack resolution is not hugely friendly to representing different-but-equal gear like the Grundstok guns...) Warcry-KharadronOverlords-SMALL.pdf
  5. This is the thread to discuss about the new Allegiance which was added the „Forbidden Power“ Addon.
  6. Listening to Realmslayer on my commute and it is fantastic. I went back and reread the gotrek model release info and it said that he will have rules to be playable. Would this mean he can be an ally to any dwarf faction, the posterdwarf for a new mixed order faction (legion of the slayer?) or even the first model from a metal dwarf race that Grungi is working on.
  7. I've been pretty busy beavering away at all sorts of things. Here's a few new bits for the KO. An Admiral to lead them, the completed Gunhauler and a Knight Incantor in case I wanted to ally one in. I've also finished off a bunch of my Nighthaunt. The colour scheme I went with is kind of a mix between Peachy's and Mengel's. And last but not least, a decent pic of my Megaboss.
  8. Hey, all! Bought myself a Start Collecting! Fyreslayers box on a whim, and now I’m very near finished painting it. That means I either need to flesh it out and make it my army, OR switch gears to something more viable. My time and resource restrictions keep me hovering around the 1000pt mark, so I’ve whipped up a couple of lists (with no real insight) to see if either will fly. If they don’t, I’ll jump ship and start something fresh. Here they are! Runefather on Magmadroth (General) Runesmiter on foot Battlesmith 1x30 Vulkite Berzerkers 1x10 Hearthguard Berzerkers -OR- Runefather on Magmadroth Runesmiter on foot Battlesmith 1x30 Vulkite Berzerkers 1x20 Vulkite Berzerkers. Are either of these worth investing my next ~$200 in, or shouldn’t I bother? any advice would be doing me a MASSIVE favor. Thanks, guys!
  9. Repetition is Key My goal is to get as many games as I can in from now until the End of March were I will be traveling to AdeptiCon for the Age of Sigmar Team tournament as well as the the Age of Sigmar Singles Championships held in the suburbs of Chicago This weekend with my Kharadron Overlords. I did not change up my list from LVO as I wanted to jump right into playing this weekend. Saturday afternoon was my first game against Nagash and his Deadly friends. *MY LIST INFO*….. Kharadron Overlords skyport: Zilfin additional footnote: there’s no trading with some people Aether-khemist- General, fleetmaster Aether-khemist- Aethershock Earbuster Aether-khemist 10 Arkanaut Company- 3 light sky hooks 10 Arkanaut Company- 3 light sky hooks 10 Arkanaut Company- 3 light sky hooks 9 Endrinriggers- 3 grapples 9 sky wardens- 3 drill cannons, 3 Aethermatic Volly Guns 3 sky wardens- 1 drill cannon, 1 Aethermatic Volly gun Ironclad- main gun: Aethermatic Volley Cannon, Aetherspheric Endrinds His list Info: Nagash Arkhan the Black 10 Skeleton warriors 10 zombies 10 zombies and 680 points for summoning We played Knife to the heart and I took top of first turn because I knew if Nagash was able to get spells off it was not going to be fun. top of turn one Hero phase I dropped a unit of Ark. Co. off so the Iroclad could get his full move. Next I did the once per game free move with the Ironclad and moved 8 inches up and disembarked the rest of my force that was still riding in the Ironclad. I used the Three Khemest to buff up the drill cannons, light sky hooks in one unit, and the torpedoes on the Ironclad. after that I used the flagship ability to give the ironclad an extra 3 inches on his guns for shooting. lastly I gave inspiring presence to the Endrinriggers movement was normal I wanted to get the Endrinriggers up the board and everyone else in range to shoot the heck out of Nagash. shooting phase was just that I shot Nagash down to one wound and a unit of skeletons down to two models great charging rolls for the Endrinriggers and off they went to finish Nagash off in high fashion. his turn one hero phase he did some summoning and brought on a two man unit of Morghast Archai and a two man unit of Morghast Harbingers. moved his units up a little and charge a unit of Ark. Co. with Morghast Harbingers with an eleven inch charge(dice rolled super cold on that one) in combat he almost takes out the whole unit of Ark. Co. and I just barily saved a few guys from running off the board. that's about it for the death turn now to priority roll Death gets the double turn. hero phase he used the rest of his points and summoned a 10 man unit of black knights. then finishes off the what was left of the ark. co. with a spell causing wounds freeing up the unit of Morghast Harbingers movement he headed right for the Sky wardens with the Morghast Harbingers and moved the black knights over at the Endrinriggers who were still in combat. after combat and battleshock I had 2 drill cannon sky Wardens left. My turn two I buff up two units of Ark. Co. light sky hooks and the two drill cannons left moved up the field with my army slowly to his side of the board I shoot and kill both units of Morghasts off the table with the unit of skeletons as well. Endrinriggers are still locked in combat with the two units of zombies and they are just not rolling hot. Turn 3 priority roll hero phase and the normal buffs for weapons from the khemests Kharadron wins priority and gets the double turn. I move in and shot Arkhan the Black off the table I charged into the black knights that had charged the Endrinriggers before with the Iron clad and took them out fully in the fight phase he just now had two units of Zombies left his turn was swinging on my ironclad and nothing hit Turn 4 we rolled for priority and Kharadron Overlords wins the priority before the hero phase he concedes the game and it was a win for KO! Lessons Learned from this game -Even though the game when smooth for me I think I need to be a little more careful on how I place my Sky Wardens look for the Range sweet spot. -don't send in the Endrinriggers unless they are buffed with the Khemest buff. What do you think? Tell me in the comments below.
  10. Dear community, I’m Corkinimus and new to this community seeking for help, I’ve been looking at everything on this page for a long time now and decided to join in so Hello! I would like to ask for feedback. Soon I will play a rematch for a local tournament with my Destruction/Ironjawz army vs Kharadron overlords, the tournament is basicly deathmatch... wish it was objectives but it isn’t. from memory he plays, chemist, admiral, 6 edrinngers with drillguns, gun hauler and two squads of argonauts, And perhaps something more I can’t remember, in my last game I got shot of the table easily, playing mawcrusha, 5 brutes, megaboss on foot, moonclan grot shaman, no wounds I know. I was planning on this fun list tell me what you think! 1, General, troggoth hag 2, moonclan grot shaman 3 moonclan grot shaman 4 gore gruntas 5 gore gruntas 6 Rock lobber. 7 rock lobber Tactic. Stay behind, shoot his edringgers with rock lobers, when he gets closer move everything up, charge with the boars, vomit with the hag and cast arcane bolt and curse of the bad moon with he shamans while shooting with my rock lobbers, what do you guys think? Mans if you got any suggestions let me know I got lots of ironjawz models and moonclan alike. Thanks already. Corkinimus.
  11. Hi there, Selling my 2000 points of Barak Zon overlords. They are partially painted but have a variety of units and include fully modelled scenic bases as well as movement trays. DM me an offer or for more details!
  12. After a few games with my Kharadrons against particularly resilient units (ex: Bastilladons and Stardrake) I noticed the flagrant lack of Mortal Wound of the army. I skipped until today thanks to the Rend offered by many weapons Kharadrons, but the non-modifiable saves have seriously tested my patience. I started to search in allies for a unit with a good MW ratio, not too expensive to align enough of it to make a difference, and model that make sense in my army of sky pirates. After reflection, the Gyrobomber seem to me a fair choice. A conversion is easily achievable to align styles, and MW performance for a unit 2-4 gyro is acceptable for an acceptable cost. What do you think? Any other suggestions? And finally, how to integrate them in my list (I exchanged an Admiral and 3 skywarden against 3 gyrobombers, again if someone has a suggestion) PS: also though about fulminator, but the MW looks less fiable
  13. The first unit from the arkanaut company of Rereksfjiord, with thier red headed captain Todrich Rereksfjiord at the lead. These models were made from various bitz, mainly from the dwarf warriors and thunderers kits.
  14. Similar to @Chris Tomlin efforts with the Ironjawz, I thought I would keep a track of my games with my Overlords. The 2 K list I am going to run is as follows Allegiance: Kharadron Overlords Skyport: Barak-Zilfin - Additional Footnote: There's No Trading With Some People Endrinmaster - Artefact: Gattlesson's Endless Repeater Aetheric Navigator - Trait: Fleetmaster Aether-Khemist Aether-Khemist 20 x Arkanaut Company - 6x Light Skyhooks 10 x Arkanaut Company - 3x Light Skyhooks 10 x Arkanaut Company - 3x Light Skyhooks 10 x Grundstok Thunderers - 10x Aethercannons 3 x Skywardens (100) - 1x Drill Cannons - 1x Grapnel Launchers 3 x Skywardens (100) 6 x Endrinriggers (240) - 1x Drill Cannons - 1x Grapnel Launchers Arkanaut Ironclad Total: 2000/2000 It's not hyper competative, but has a good mix of units, and gives me options to do a lot. One ship is all I can fit in the list and still keep the options. imo they are to expensive and the skyriggers too cheap. Would have preffered 20 more pts on the riggers and 40 less on the ships. Think that would also help with the mixed order spam lists. Game 1 vs @ChippyRick Ricky was playing stormcast, with the mirror shield Stardrake, a Prime, 10 retributors a mix of judicators, standard stuff. It was gift from the heavens. Ricky deployed all bar dragon, lantern guy and judicators in the sky. I deployed before him so elected to let him go first. My only real target was the dragon, and I simply cannot hurt that, so figured see what he drops and then deal with that, hopefully he will get a few units and come down in dribs and drab. Unfortunately he rolled and got every single unit down that turn! He shot off 1 unit of arkanaughts, and killed 14 out of the unit of 20. Thankfully no hammerstrike, so retributors needed a 9 to charge my ironclad, which they did. Last word on torpedoes and mine killed 2 on charge though. He did 7 wounds I think in total so didn't roll well. My go I dropped the thuderers, khemists, and navigator out of ship, buffed thunderers and 6 skyhooks in arkanaughts. Healed 5 wounds on ship, Retributors were wiped out easily. Shot all my skyhooks at teh dragon, as they had no more targets, not even close to damaging it. I got a double and jumped everthing back into the ironclad. Comet luckily dropped on my left where I had 10 arkanaughts, moving the ironclad centrally ready to move on ricky's comet when it dropped. Ricky dropped the prime this turn and charged it and dragon into ironclad. I learnt that given average dice I would have killed it on the charge with mines and last word torpedoes. Unsurprisingly the ironclad was taken down. We traded objectives until turn 4, with ricky pickiong off thuderers and some riggers with prime and dragon. Prime died turn 3 to skyhooks, those things are great character hunters. Turn 4 I managed to get riggers and wardens around rickys objective. He failed to kill them all in his turn and I went 4 points up. Unfortunately he got priority turn 5 and cleaned up scoring both, leaving me having to kill either the drake or 5 liberators and 5 Judicators. I had not much left so that didn't happen! Result : Major Loss For my first game at 2k was really happy with how it went. The drake/shield is something Overlords really struggle with, and if Ricky hadn't got the double turn 2 /3 I think I would have been in the game right until the end. Would have had full complimenof riggers and wardens plus Thuderers. The ironclad can take a charge from big creatures, with a good chance of killing/taking them down some levels, esp if they fly, I like the 'last word' shots with the torpedoes. Aether cannon thuderers are brutal with 1 khemist, a double stack and they truly are horrific. Overall I think Overlords are gonna need 50+ game sto get even close to playing well, timing of ship movement/embarking etc are key. Lots of synergies to work with, def my kind of Army. Hopefully will have 2k painted by next Thursday evening, but have a game coming up on Sunday vs a beastman horde army. For those who haven't seen my WIP wed stuff featuring the army
  15. So I'm making this thread to have a talk about thunderer weapons and which ones would be better in which situations i used the aethercannokn this weekend and was impresses with damage, however even at 4+/2+ not many shots got though, fulminator seems good but I haven't tried it onthe table, as do the mortors, thoughts?
  16. Started painting on my Kharadron. Going for a variant of the Barak mornhar scheme. I call my port Barak Khadrin. Slayer port. (From karak khadrin, slayer keep) Thinking of adding orange crests to their helmets, but not shure yet. Here is a WIP of my Admiral. Think I might add a hat over his helm. Something like jack sparrows triangular hat....
  17. Hi all, just noticed that GW gave us only one of each special weapon in the Arkonaut unit box. Therefore I like to ask what loadouts should I give to my troops. First and foremost, I'm not a powergamer by any means, meaning it doesn't matter that I can't equip all of my Arkonaut units with maxed out light skyhooks (which seem to be the best special weapon). Second, I'll likely buy 3 boxes of Arkonauts which gives me 3 of each special weapon. I like to build these as: - a 10men squad with 3 light skyhooks. - a 20 men strong unit with ??? => Here I start to struggle. Which special weapons (if any) should I give to my 20 men Arkonaut unit if skyhooks are no option?
  18. JonWebb

    Aether Khemist

    The first five painted models for my skirmish force.
  19. JonWebb

    Aether Khemist

    The first five painted models for my skirmish force.
  20. Hi there Grand Alliance happy to join you. A few weeks ago I stumbled over the Kharadron Overlords pre order pictures by happenstance and after 10 years of abstinence the plastic crack addiction set in again. I've checked out some of the skyport schemes and Barak Zilfin ended up as my favourite. Decided on Thousand Sons blue instead of the whatever blue recommended by GW because I really dig that colour. All in all I'm positively surprised about all those new colours, shades and stuff. I experimented a bit on some old models I've had stored in my cellar and got some practice before I moved on to my first test model. So far I'm pleased but I'll probably try to drybush the last highlight on the gold/copper instead of doing a layer. I've ordered some of the texture colour and the teclis blue technical stuff. I plan on giving them a reddish brown wasteland base and for my frigate base I picked up some nice resin chest and crates, gotta secure that bounty and plunder.
  21. The Kharadron balloon unit skyhook says as follows: If any enemy units suffer an unsaved wound from a Skyhook, those units are harpooned. The Endrinriggers can immediately move d6" as long as this move takes them closer to a harpooned unit. If I have a unit with 4 skyhooks, and I shoot them all at one unit, and each skyhook causes a wound, do I get 4 d6 movement or 1? If I have a unit with 4 skyhooks, and I shoot them at 4 different units, and each skyhook causes a wound, do I get 4 d6 movement or 1? If my skyhook gets buffed by a kemist for additional shots, does anything here change?
  22. I have two boxes of skyriggers and I'll build one as skywardens and one as endrinriggers. So the question is how to equip them when I only have three of each. I might buy more later but for now I just want one of each unit
  23. Hey all, veteran GM here with minimal wargaming experience. I've been feeling the itch to play some warhammer. After weeks of deciding between this and 40k I've settled on Kharadron Overlords and will be picking up the book and my first model thi's Friday at my FLGS. As I make my way to 1,000 points this is what I'm thinking- would love some feedback/tips. Will mostly be playing narrative stuff but wanted a legal 1k as my initial goal so I can play against peeps I don't know too. Aether-Khemist- 100 Frigate- 280 2×10 Arkanaut Battleline (one with with multishot gun, one with the long range skyhook or whatever on all 3 special units) That gets me to 620 and seems like a good baseline. My first inclination is to get myself to 980 with 3x3 endrinriggers because them and Skywardens are what got me to choose KO in the first place, but I can totally see how a unit of thunderers, another hero, or some mix could work better. Lastly, as I haven't all of the books in their entirety yet, is there anything else I need to be spending points on? What Skyport goes best with lots of Skywardens and Endrinriggers? Is there any utility to crafting my own? Thanks for the help!
  24. Hey all, veteran GM here with minimal wargaming experience. I've been feeling the itch to play some warhammer. After weeks of deciding between this and 40k I've settled on Kharadron Overlords and will be picking up the book and my first model thi's Friday at my FLGS. As I make my way to 1,000 points this is what I'm thinking- would love some feedback/tips. Will mostly be playing narrative stuff but wanted a legal 1k as my initial goal so I can play against peeps I don't know too. Aether-Khemist- 100 Frigate- 280 2×10 Arkanaut Battleline (one with with multishot gun, one with the long range skyhook or whatever on all 3 special units) That gets me to 620 and seems like a good baseline. My first inclination is to get myself to 980 with 3x3 endrinriggers because them and Skywardens are what got me to choose KO in the first place, but I can totally see how a unit of thunderers, another hero, or some mix could work better. Lastly, as I haven't all of the books in their entirety yet, is there anything else I need to be spending points on? What Skyport goes best with lots of Skywardens and Endrinriggers? Is there any utility to crafting my own? Thanks for the help!
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