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Made in ca
Been Around the Block




BARAK-ZILFIN, THE WINDSWEPT CITY

the extra foot note is the re-roll charge
Command ability extra footnote the one that does d3 mortal wounds
Leader khemits gets probably the +1 to hit
And my ironclad gets the last word

Iron sky command 80

Heroes
Aether-Khemist - 100
Aether-Khemist - 100
Aether-Khemist - 100

Battleline
Arkanaut company x 10 - 3 lights hooks - 120
Arkanaut company x 10 - 3 lights hooks - 120
Arkanaut company x 10 - 3 lights hooks -120

Behemoth
Arkanaut Ironclad (comes in from the sky)
Arkanaut Frigate (the one that moves right away in the hero phase)

Other
Skywardens x 9 with 3 drill cannons and volly guns x 3
Endrinriggers x 6 with 2 drill cannons

Total Points
2000


Ok so updated my 2k list. Depending who I go up against this list allows me to be versatile. Main thing is my dakka does the heavy duty damage with my balloon dudes as back up counter charge. I need to play to the missions can't just rely on a wipe out seeing how everyone know how to play against alpha strike so I figure do alpha strike with a twist.

My army should be able to outshot most being able to drop down where needed to put the falls on or move up in the enemy grill and charge.

I feel this list opens a lot and having 3 khemists means I can add +1 where ever the need is.

Thoughts?

This message was edited 2 times. Last update was at 2017/05/25 13:16:57


 
   
Made in us
Prospector with Steamdrill




Indiana

What do you think about doing Barak Urbaz to buff the khemists vs. the deep strike of Zilfin? Since you're going heavy on Khemists. Also you may want to fit in a Navigator for unbinding spells.
   
Made in us
Confident Halberdier




Los Angeles, CA

I would agree, with this many Aether-Khemists you should consider Barak-Urbaz

Also I would give some of the endrinrigger crews a ranged weapon,
   
Made in fr
Stinky Spore



France

You could try 15 thunderers with mortar and 3 khemist ?

40k: 10 000 Ork,3000 Tau,2000 Deathwatch
AOS:2000 Kharadrons Overlords 
   
Made in ca
Been Around the Block




I have considered urbaz however, that would take away from my alpha strike capabilities. Being able to come down where needed means I can snipe mages so I'm not sure if a navigator is really needed.

I did also consider 15 thunderers but where am I going to get 15 mortars lol

Playing a 1k game against storm cast who have big defence and the ability to teleport and with their long range showed me the zilfin is they way to go imo.

khemists are the way to go imo for the characters on the kharadron I truly can't see how others can be used competitively unless someone can show me the light.

Kharadron suffers from being a glass cannon imo so I feel hit hard hit fast is the way to go. That being said I'm considering dropping a units of endrinriggers and adding 10 more men + 3 more sky hooks to my company unit to be a stand back shoot and point grab.
   
Made in us
Humming Great Unclean One of Nurgle






You should put a grapnel launcher in each of the Endrinrigger units. In addition to general mobility, you can use it the turn they drop down to pull them closer than 9" for the charge.

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 ca
Been Around the Block




List update please let me know what you think.


Automatically Appended Next Post:
fun fact the sykwardens and endinriggers can actually take x3 volly guns and x3 drill cannons..... kinda make the skywardens a pretty viable choice of dakka and heavy damage....

Over all I think close combat is a back up choice to us flying dwarfs more dakka and mobile dakka at that is the way to go imo.

This message was edited 2 times. Last update was at 2017/05/25 13:19:24


 
   
 
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