Age of Sigmar/Tactics/Order/Kharadron Overlords
Why Play Kharadron Overlords
- Because you want to bring mad science and a 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.
- Because you want to relive the glory days of having flyers in 40k when nobody had skyfire.
- Because this is arguably the first new faction in Age of Sigmar that is undeniably awesome.
- Because you've waited over 20 years for Squats, and you're gonna take what you can get.
- Because (and this is the important one) they are steampunk power-armored sky pirate dwarfs.
Allegiance Abilities
Warscrolls
Leaders
- Brokk Grungsson:
- Arkanaut Admiral: Adds a nice buff to nearby Kharadron, but is mostly focused on being a combat character.
- Aetheric Navigator:Allows Skyvessels to move an extra d3". Dubious usefulness in a competitive scenario.
- Aether Khemist:Gives a nearby unit an extra attack for their weapons. Stick him in a Skyvessel with some Thunderers and laugh at your opponent's tears.
- Endrin Master:Can heal a Skyvessel for D3 wounds every hero phase, a nice addition to any Ironclad.
Battleline
- Arkanut Company:These guys aren't great at shooting or combat (Not to say that they're useless, they can definitely win fights against other cheap units, just don't expect them to take a unit of Liberators head-on) and their Battleshock is terrible. But they're cheap as chips and hold objectives fairly well (they're also good at being ablative wounds for your more expensive units). The Company can also take three heavy weapons per. ten men - you have a choice of: Skypike (range 2", 2 attacks, 4+ hit, 4+ wound, -2 rend, D3 damage), Light Skyhook (range 24", 1 attack, 4+ hit, 3+ wound, -2 rend, D3 damage), and Aethermatic Volleygun (range 18", 6 attacks, 5+ hit, 4+ wound, -1 rend, 1 damage). The Skypike adds a nice bit of punch to an otherwise squishy unit in combat, and the Skyhook has excellent range for when sitting on backfield objectives. The Aethermatic Volleygun is unfortunately not that useful, despite havign six attacks, because of it's poor hit and wound stats.
Behemoths
Other
- Grundstok Thunderers:Imagine Space Marine Devastators in Age of Sigmar. This is that unit (albeit half as tall). They start with a basic gun, the Aethershot Rifle (18" range, 2 attacks (The gunnery sergeant makes 4 attacks instead of 2), 3+ hit, 4+ wound, -1 rend, 1 damage) and have access to a selection of interesting weapons of varying power and stupidity, they are as follows: Aetheric Fumigator (9" range, D3 attacks, 3+ hit, 2+ wound, -1 rend, 1 damage), Decksweeper (12" range, D6 attacks, 4+ hit, 4+ wound, -1 rend, 1 damage), Aethercannon (12" range, 1 attack, 4+ hit, 2+ wound, -2 rend, D3 damage), and the Grundstok Mortar (36" range, 1 attack, 4+ hit, 3+ wound, - rend, D3 damage). The Fumigator is good for units that aim to get close, the Decksweeper is useless, the Aethercannon is a massive damage dealer, and the Mortar can take light infantry at excellent range.
- Grundstok Gunhauler:A support fighter for your airfleet, has a good damage output and movement value and neither are effected by wounds taken, which is good because this thing can take wounds off of any other non-Gunhauler Skyvessel withing 3" on a roll of 5+. It can be armed with either a Skycanon (18" range, 1 attack, 4+ hit, 2+ wound, -2 rend, D6 damage) or a Drill cannon (18" range, 1 attack, 4+ hit, 3+ wound, -3 rend, 3 damage), both are equally good choices so just pick whichever you think your army needs most.
- Endrinriggers:
- Skywardens:
Tactics
Building an Army
Unfortunately, Kharadron Overlords seem to be a more expensive army to start if you really want to get your foot in the door. All Kharadron lists consist of multiple Skyvessels and of course the infantry they carry - which is a large number of kits for a starter army, but it can be broken down into manageable chunks easily enough. If you aren't specifically aiming for a Battalion that requires certain models, a nice and cheap starter army would consist of one of the Leaders (This author highly recommends the Admiral or the Khemist, as they require less experience and knowledge of how Kharadron work to play effectively), a box of Arkanaut Company, and a Frigate. This will be approximately 500 points, and will give you a good feel for how Kharadron play.