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Equipping The Kharadron Overlords

age of sigmar kharadron overlords

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#1 Cataphract

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Posted 22 April 2017 - 05:12 AM

Well, it looks like folks are getting the Battletome left and right so I figure we should start a discussion on how to begin equipping your Overlords!

First I will go with Arkanaught Company!

So, the first choice will overall be your Company Captain's ranged weapon. He gets the choice of the Volleygun or the Flareshot pistols.
-Volleypistol: 3 attacks instead of 2.
-Flareshot Pistol: Attacks hit on a 4+ instead of a 5+

Personally, I am going to go with the Flareshot because of that extra chance to hit.

Now for the company itself! We have the three specialist weapons:

-Skypike: Melee weapon which has 2 attacks compared to the 1 for the cutters and has D3 damage along with -1 rend. I am leaning towards this on the grounds that most of my companies will be disembarking and holding positions so the likely hood they are going to get into combat is very likely and the Skypike may help.

-Light Skyhook: The ranged version of the Skypike, except 1 attack instead of 2 and a slightly better chance of wounding. It has very long range so if you are playing on a large board or on the defensive or your Company is ground-pounding then this will likely be the first thing you get to use.

-Athermatic Volley Gun: Whopping 6 attacks with 5 and 4 to hit and would with -1 rend. Get three of these together and you are throwing down just 18 dice for all three combined.

Thoughts: You can go the Generalist-route and take each of one or you can go the Specialist route and have each Company take just one of each to fill their 3 man slot (you are going have to take 3 companies for Battleline anyway).

It really depends on how you will be using the Arkanaught company ultimately I believe. Will they be heading straight into the fight or will you be maneuvering them off to the side.

If you say went Barak-Zilfin and used their ability to drop-vessel a Frigate onto the Battlefield you could see that unit disembark and use all three volley guns to tear into an enemy unit potentially -high gamble, high gain-.

If you knew a unit was going to get charged you would want them to take skypikes, and if they are going to sit off to the side then take the Skyhook.

Though ultimately you do not want your Arkanaught Company to get into combat. They will go squish. So, with some skillful maneuvering of embarking/disembarking with your Frigates you could likely get a best bet out of 2 Aethermatic Volley Guns and 1 Light Sky Hook for your Arkanaught Companies riding around in Frigates. If they are holding an objective early on and are properly screened I would go with 2-3 Light Skyhooks instead.

#2 Refah

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Posted 24 April 2017 - 11:41 AM

I agree with everything except your pistol analysis. Your numbers are all wrong. It's a 4+ 4+ weapon. The aetherflare adds 1 to wound, not hit.
I would go for the volley pistol personally, but I think they're both decent.

#3 Graydon Ironshield

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Posted 24 April 2017 - 11:16 PM

You'll also want to stick with ten Duardin teams in order to mount them up on Frigates. I already purchased the tome, an Arkanaught Company and an Admiral. Right now, I'm looking to assemble a small 500 pt. force to act as a mobile reserve for my regular force of Dispossessed, and working out the ways of my own sky-port.



#4 Cataphract

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Posted 28 April 2017 - 03:11 AM

I agree with everything except your pistol analysis. Your numbers are all wrong. It's a 4+ 4+ weapon. The aetherflare adds 1 to wound, not hit.
I would go for the volley pistol personally, but I think they're both decent.


Quite true! I definitely erred on those numbers.

Regarding the Frigate te conscensus so far seems to be to go with ththe Sky Cannon. While the Skyhook has an interesting mechanic it doesnt seem to beat out the damage potential of the Cannon.

There has been some analysis on tthe Endrinriggers vs Skywardens but id like to get more. While the Endrinriggers do have better to hit and wound with ththe Ethermatic Sword it seems that it may be better to take Skywardens with Skypikes as your go to Combat choice because of that 2" is going to better gurantee getting into combat.

My thoughts are to go with the Endrinriggers with at least one unit for every ship I have. Equipping with Drill Cannon/Volley gun. They will act as ranged support as you want them to keep close to your skyvessels to help heal. Im thinking of running Skywardens in 6-9 units, tagging along th skyvessel then hopping off to get into melee and secure objectives.





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