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==Why Play Kharadron Overlords?== '''PROS:''' * Because you want to bring mad science and a [[dakka|''lot'' of guns]] to the Age of Sigmar swords and sorcery fight. * Because you want to laugh maniacally while you bomb melee armies to oblivion with an air navy, while the passengers fill the survivors with lead. * Because you've waited over 20 years for [[Squats]], and you're gonna take what you can get. * Because you enjoyed the Iron Man films, but thought they'd be better if Tony Stark was a 4-foot-tall sky-pirate. * Because you loved Studio Ghibli films like ''Nausicaa of the Valley of the Wind'', ''Porco Rosso'' and ''Castle in the Sky'', and wanted to relive that sense of epic aeronautical adventure. * Because you love your Imperial Guard, and want to play essentially the same thing in the Age of Sigmar. Only with [[awesome| flying]] [[baneblade|Baneblades.]] * You Love to be the Strongest Shooting Faction. Your shooting is not only accurate, every single model in your army has some form of shooting attack, from your crummiest Arkanaut Company to your biggest, angriest ships, and almost all of it has rend -1 or better. In fact, Kharadron are one of the best anti-armor factions simply because almost every attack they care about has rend. Maggotkin, Ossiarch Bonereapers, Stormcast Eternals, and any other army that relies on their heavy armor to protect them will be very sad when your bullets just penetrate straight through. * If you use your Fly High and Disengage abilities, you're fucking '''''FAST'''''. Any Skyvessel that's above roughly half health can just leave combat anytime and redeploy via deep strike, and then shoot. The Frigate and Gunhauler have a 12" move, and the mighty Ironclad has a respectable 10". Your jump troops have move 12" as well, meaning that they can be where they need real damn fast. Get in an annoying fight with fast skirmishes hoping to tie you down while the real threats sprint up? Just leave combat while still shooting all your guns. * You like having a near criminal number of aces up your sleeve to really screw with your opponent, in the form of a HUGE variety of gadgets, artifacts, command traits and one use items. Want a flying dwarf that has the potential to do continual MWs on a 2+ until you roll a 1? You got it with Phosphorite Bomblets! Want a hammer that stacks massive amounts of bonuses against chosen targets? Take a Grudgehammer and give the finger to that pesky Bloodthirster!! Want to use any Endless Spell in the friggin game, with no restriction!?!? Say hello to the Spell in a Bottle!!! Want to completely change your army's Battle Traits and bonuses mid battle? Assign a Codewright to your fleet's commanders. * You like playing with Transports in Fantasy games, and they have gunports. Every ship that can transport troops is effectively Open-Topped, meaning that everyone inside gets a lovely day at the shooting range while they get scooted around the board. Even if the ship flies out of combat, both the ship and the people inside can still shoot no problem. * Because (and this is the important one) they are [[awesome|'''steampunk power-armored sky pirate dwarfs''']]. '''CONS:''' * The average steam-dorf absolutely SUCKS in melee. Knives and gun butts don't cut it against daemons, giant monsters or supersoldiers in magic suits of armour. A 4+ save, good as it is, won't save you if you get charged by Blood Warriors or Ironguts. * Even with some of the best mobility options in AoS, you'll always be in danger against fast units or faster-than-average factions like Nighthaunt, Beastclaw Raiders, some Soulblight Gravelords lists, etc. You can't run forever, and if you spend the game trying all you'll end up doing is giving the opponent the run of the board. Also, if you ever get in melee with flying enemies, you lose your ability to Disengage, but you can still Fly High, since only the Disengage rule checks to see if there were flying units around. * Other armies' ranged weapons can be really dangerous, especially if they have artillery with heavy rend. You'll see that battleship going down hard in no time. * If you can't cheat on movement, you're actually somewhat slow. Any dwarf not on a balloon caught shuffling on foot has a piddly 4" move, and if your Skyvessels take damage they not only lose their ability to redeploy via deep strike, they also get reduced movement, and a ship that can't bail on a bad fight is a dead ship. * No wizards for you, although you do have a lot of spell unbinding options, and with the introduction of the Sacrosanct Chambers, Stormcast allies can fill this hole. You'll still struggle to keep dangerous debuffs off your troops, and any Endless Spell that creates a LoS-blocking wall or grants cover will put a crimp in your perfect gunlines. * Your mortal wound output is inconstant. If you put your mind to it you can spam mortal wound weapons in the form of the various drill guns on the Gunhauler and balloon troops, but your mortal wounds only trigger on a 6 for the balloonists or a 5+ for the gunhauler. You can't really spam mortal wounds like heavy magic armies or the Stormcast can. That being said, your rend makes up for it most of the time, but when you're fighting Nighthaunt, Lumineth or that one dickhead who brings Neferata and makes a Terrorgheist immune to rend, you'll wish you had more reliable mortal wounds to pass out. * Your defense against mortal wounds is almost nonexistent. There's maybe two things in the book that give any sort of protection against mortal wounds, and one's a situational buff granted by Gunhaulers, and the other's a middling artifact for Admirals, and they both grant 6+ feel no pains. * Being this elite is a double edged sword. Every model has high quality armor, weapons, and abilities, but you're paying for that quality, and the only real exception is Arkanaut Company, who are still 10 points per model. Even at 2000 points, you're probably unlikely to break 50 models, and will have a very hard time challenging hordes for control points unless you just kill them all. Almost any game you play, you'll have a 2-to-1 ratio of enemies to skydorfs. * While your shooting has the above benefits, there are plenty of clever ways to break Line Of Sight through endless and non-endless spells as well as your opponent using terrain effectively. Play smart and this may not be a problem for you.
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