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==Tactics== ===General Tactics=== * The name of the game is mobility and objective taking. With the ability to take an entire army that flys and flies high every turn, it is possible to be anywhere you want, whenever you want to be there. Combined with some wargear and tactics that help to slow your opponent and the long(ish) range of some of the weapons in the army, you should be able to wear down your opponent and grab objectives when you need them most. * Learn to love your clown cars. You can stuff a surprising number of duardin in each vessel. Stuff 15 thunderers in an ironclad will give you at will deep striking and a wall of dakka to anything within range. Garrisoned units don't count toward holding objectives, but you can still land all over the board, open up the clown car, have the shooty soldiers pile out with the skyvessel between them and their enemies, and freely shoot through your own vessel because it's flying, while being nice and safe from charges, who will have to go through the tough skyvessel first, essentially a less shitty and unbalanced version of the [[Fish of Fury]]. (note: units cannot disembark after a ship has flown high unless otherwise stated by a faction ability or artifact; so counting those models toward an objective would be delayed a turn)- with the exception of Iron Sky Attack squadron.(see above) **As a sub-note, bringing empty ships is an option, but even stuffing a single squad of min-size Arkanauts or Thunderers into a ship immediately improves the ship's overall performance, especially in melee. The ships have far better range than your foot soldiers, but enemies will be wary of approaching your ships too close or risk being unloaded on by pistols or Thunderer special weapons. No one wants to take Aethercannons to the face. Not to mention the infantry inside can contest objectives better then the ships alone could. ===Barak Nar Tactics=== *All heroes may unbind spells, which they do with a +1. Once per game, all heroes may unbind an additional spell. Goodbye spell-casting; if I don't have any wizards, my opponent isn't gonna have any either! *May also bring additional navigators, which is of dubious usefulness. *Plenty of abilities that enhance your Battleshock tests, too. This makes Barak-Nar one of the better Skyports for never failing battleshock tests. [[Dakka|You're still probably better off blasting your opponent into quivering jelly before they even get a chance to force Battleshock tests on you.]] * Best models for Barak Nar: Heroes of any type (They get to freely try to dispell, and they gain leadership-enhancing auras), and big blobs of Arkanaut Company. ===Barak Zilfin Tactics=== *'''Aetherspheric Endrins''' has been replaced with '''Magnificent Skyvessels''' so there goes deep-striking a fully loaded-up Ironclad. Always take at least two Skyvessels and pimp them both, you are taking more than a single Skyvessel in a Kharadron Overlord list right? *'''There's Always A Breeze If You Look For It''' then gives you the ability to move another Skyvessel up the field incredibly quickly to support your Deep Striking Skyvessel (Bringing a Gunhauler 24" up to support your badass Ironclad seems like a good plan all around). Alternatively, you can use this to get your important ship way the fuck out of danger, or into a better tactical position. Never underestimate the power of rocketing your Frigate across the board to somewhere your opponent thought they were safe. Models can also Disembark after TAABIYLFI normally, making it great for quick tactical jumps from which your Endrinriggers can hop out and fuck some shit up. *Zilfin is the thinking man's Barak. None of Zilfin's powers directly increase your army's survivability, only their mobility, making Zilfin incredibly fast, to the point that most people won't expect it. * Best models for Barak Zilfin: Any Skyship. All your powers revolve around them. Endriggers and either Endrinmaster are essential support. ===Barak Zon Tactics=== *'''Show Them Your Steel:''' Once per battle, in your hero phase, one embarked SKYFARER can immediately disembark and attempt to charge as if it were the charge phase. Not sure why this rule even exists, really - why not just move first and then charge in the charge phase? (Note: because enemy can’t use “unleash hell” in hero phase) * Barak Zon's abilities all revolve around aggression. Their heroes get to reroll 1s when targeting '''Heroes''' or '''Monsters''', you reroll 1s to wound after a charge, and you can take a magic item that gives you Always Strikes First. * Best models for Barak Zon: Endrinriggers, Arkanaut Company with Skypikes, Arkanaut Admirals, and Endrinmasters. ===Barak Urbaz Tactics=== *Using '''Khemists Supreme''', This lets your Khemists double up on their buffing, making them very useful in a gunline. Sit him next to 20 Arkanauts and 10 Grundstok Thunderers. Buff them both, and let the monster-killing shots fly while anything in range gets shredded. If you like Gunlines, this is the Barak for you, as even in the biggest armies you'll probably need no more than 1 or 2 Khemists to buff your best units. *You can also completely forgo the Khemist since his nerf and you wont be that bad off without him. One of the great thing about this city is that you don't have to use the master khemist command trait (wether you have a khemist or not, you only are forced to use it if your general is a khemist) and there's no forced artefact either, just an exclusive underwhelming great endrinwork). *Seemingly the generalist Barak, almost anything works well with extra no-drawback Aethergold. *Best models for Barak Urbaz: Aether Khemists, Thunderers, Arkanaut Company, Gunhaulers. ===Barak Mhornar Tactics=== *Make sure you're getting the most out of '''Opportunistic Privateers'''. In your '''shooting''' phase you select one enemy unit and any of your units who target that unit and are within 3" of your general can re-roll misses. This ability is amazing. It makes weapons that seem underwhelming such as Volley guns much more viable. For example, your Arkanaut Company targets a hero or Monster giving them +1 to hit (now on 4+) then re-rolling those misses with the command trait and suddenly your 18 shot -1 rend 1 damage are going to do some serious damage. This translates well to other units, of course, Skyships normally have weak to-hit rolls, but rerolling misses makes them more reliable, and Thunderers get much more reliable if you take the full weapon array or even just Rifles. *Our Artycle '''Seek New Prospects''' allows you to re-roll battleshock tests while in your opponent's territory. This ability is very dependent on what you are facing. Against other ranged armies, this may be useful as you move up or if you need to secure an objective on the other side of the board. Most of the time, however, it will not be very useful. Luckily we are the only Barak with access to '''These are Just Guidelines''' allowing you to swap your Artycle in the hero phase. Some people are saying you must roll for it while others say you may pick so its a bit up in the air at the moment. Either way, it gives you the opportunity to potentially get something more useful. (Note: the 2020 Battletome changed the way Footnotes work). *'''Prosecute at all haste''' allows your units to run and shoot in the first turn. Add in an Iron Sky Squadron battalion for +1 to the attacks of all missile weapons on the frigates. You now have 2 frigates with the firepower of 4 for a turn. Add in the command ability from your general and you have some reliable and dangerous shooting for a turn. * Best models for Barak Mhornar: Aether Khemists further your Alpha Strike and Target Deletion style very well, letting you enhance your unit's weapons with both an extra attack and rerolling failures to hit against your target. Thunderers, Skyships, and Endrinriggers all get a ton out of this. ===Barak Thryng Tactics=== * '''Settle Your Grudges''' lets you pick an enemy unit after everything's been set up, and for the rest of the game, you reroll 1s to hit against it! Hey look, we have a Grudge to settle with Nagash/Archaon/Alarielle/Celestant Prime/Morathi/That forty man blob of Tzaangors. Great for helping troubleshoot that one thing you know will be really obnoxious, but obviously makes you a little less flexible, and if the enemy knows you're going to bully that one target, they can simply hide it all game and deny you your power (whoever wrote that said it like it's a bad thing) **Oh wait, you thought you could only pick ONE target for '''Settle Your Grudges'''? '''Log of Grudges''' lets you pick 3 GRUDGES INSTEAD! I'm sure that one of those 60 zombies bite off the finger of my grand-grand-grandfather, while that freeguild general refuse to pay a bet after he loses at dices and that fucking cygor is looking mean at me! *GYROCOPTERS! Always thought that those diabolic and insecure skyvessels make the ancestors grumbling? Go back into the skies with proofed and secure gyrobombers or gyrocopters. Quite perfect for kharadron armies, these little guys moves fast, shoot good and have a really terrifying possibility for deal a lot of mortal wounds. Grab 6 bombers for absolutely flat everything in your way, and finish the rest with frigates and heavy firepower. • Fyreslayers are also useful. Especially with that deepsteike trick. Note that you need at least eight units to get a combo going which can suck in low level games (not quite true. You can still use Ally points to take the runesmith). All those melee tricks become heinous in the hands of teleporting Hearthguard. * '''Honour The Gods, Just In Case''': ... This is a little gem. Once for battle, in any phase, you can activate this footnote and for the rest of that phase every unmodified hit rolls of 6 deal two attacks instead of one. Really good for make your shooting phase even more shooty, but considering that you can bring some really good brawlers (like a warden king with a unit of hammers or ironbreakers, that deal 3 attacks each this way) can be useful to use it in the combat phase too, especially for the... * '''supremely stubborn''': If a SKYFARER model dies, roll a dice. On a 4+ he can attack if he is at 3" from an enemy. This makes the footnot even more dangerous, because you will attack again in the phase when you activate it, making your dwarfs dangerous even if dying. * Lastly, you get the unique Artefact: '''Grudgehammer'''. This lets the hero it's equipped to add +1 to hit for one melee weapon, and unmodified wound rolls of 6 with that weapon that target a Grudge target also inflict D3 MWs. Pretty nice on an Admiral or an Endrinmaster, but probably a little weak on anyone else. * Best models for Barak Thryng: Barak Thryng doesn't really specialize in any one thing, and is a decent all-arounder who's power isn't necessarily enhancing certain units. Play what you like with this one.
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