Switch Theme:

Can someone explain Kharadron Overlord (Clown Car) vs Daemons of Tzeentch  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Dakka Veteran






Backwoods bunker USA

I keep hearing that the Kharadron Overlord list with an Ironclad and everything piled in it is a good counter to Daemons of Tzeentch. Can someone explain why this is so? Is it simply because both are shooty lists but Overlords do it better and with Deep Strike?

Thanks.
   
Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

KO l, I’ve been told, are the masters of shooting. And little else. If they can deny Tzeentch shooting and magic and paste them with shots, they should neuter a Tzeentch army.

Reality is a nice place to visit, but I'd hate to live there.

Manchu wrote:I'm a Catholic. We eat our God.


Due to work, I can usually only ship any sales or trades out on Saturday morning. Please trade/purchase with this in mind.  
   
Made in us
Humming Great Unclean One of Nurgle






Tzeentch relies on it's wizards, of which there are enough of that most armies cannot shoot them off the board before they are themselves destroyed. Tzeentch is also strong at unbinds so armies which rely on magic for character sniping are in a similarly tough spot.

Kharadron don't have either issue. And by piling everything into an Ironclad the Tzeentch player will be unable to target any of the more valuable targets until after the Kharadron player has jumped them out and shot with them. Further, the ironclad is a poor target for mortal wounds since it has 18 wounds and is readily repaired by the same models that want to be embarked within it. An Endrinmaster and three Endrinrigger units is 500 points, perform well in shooting and melee when they get out, and will repair d3+3 every turn while they are onboard or nearby.

Finally, Kharadron can often finish deploying first by having many units in transports, allowing them to secure second turn for the round 1-2 double that is the strongest thing in the game (doubly so for shooting-heavy armies...).

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Dakka Veteran






Backwoods bunker USA

Makes sense, thanks Ninth
   
 
Forum Index » Warhammer: Age of Sigmar
Go to: