Learning how to play with Kharadron Overlords

While I’ve only played one real life game with my Kharadron Overlords (KO) army so far, I’ve now got six or seven Tabletop Simulator (TTS) games under my belt with them. In this post I’m going to talk about my experience of learning how to use the army.

The list I’ve used for most of my games is below. I’ve come to the conclusion it’s not a very good list, and I’ll explain why later. But it’s been fun to use, because it gives me a lot of options, and has given me experience of using a lot of different warscrolls.

Allegiance: Kharadron Overlords

- Sky Port: Barak Zilfin
Aetheric Navigator (100)
- Artefact: Svaregg-Stein Illuminator Flarepistol
Endrinmaster with Dirigible Suit (190)
- General
- Command Trait: Great Tinkerer
- Artefact: Staff of Ocular Optimisation
6 x Endrinriggers (200)
6 x Endrinriggers (200)
1 x Grundstok Gunhauler (130)
- Great Endrinworks: Zonbarcorp 'Debtsettler' Spar Torpedo
1 x Grundstok Gunhauler (130)
- Great Endrinworks: Coalbeard's Collapsible Compartments
5 x Grundstok Thunderers (120)
5 x Grundstok Thunderers (120)
10 x Arkanaut Company (90)
10 x Arkanaut Company (90)
10 x Arkanaut Company (90)
Arkanaut Frigate (220)
Arkanaut Frigate (220)
Iron Sky Attack Squadron (100)

My Kharadron Overlords army arrayed on a gaming table. They are painted in a blue, brown and silver scheme.


How have I got on?

I’ve done pretty well in casual games with KO, but went 1-2 at the only tournament I’ve taken them too. They’re very match-up dependent, in the only game I’ve played with them against Idoneth Deepkin I got utterly crushed.

I’ve enjoyed playing with them a lot, their mobility means there are always a lot of options for what to do, and I’m able to be very flexible and change my game plan to react to what my opponent has done.

However, in some games they’ve been a bit of a negative play experience for my opponent, as KO can do a lot of things (moving anywhere on the board, retreating out of combat with no real downsides) that most armies can’t do. So once lockdown ends and face to face gaming resumes, I can see myself using them mainly for competitive games and taking more fun to play armies for casual match-ups.

What mistakes have I made?

The way I learn best is to make mistakes and then try not to repeat them. So with that in mind, here are some of the mistakes I’ve made so far with KO.

1.       Not making the most of my battalion ability. The Iron Sky Attack Squadron allows Arkanaut Company to leave the frigates in the same battalion after the frigate has moved (though I’ve recently realised it can’t be used after they have Flown High, apologies to the people I’ve accidentally cheated against), and if they then charge, to make a 3D6 charge. After watching a stream of a tournament match where one of the players was using KO, I realised I’ve not been using this ability very effectively. I’ve mainly been using it to cap the odd unattended objective, or to deploy the arkanauts as a screen for my frigates. But I think I should be looking for opportunities to use it more aggressively, and make long charges with the arkanauts to grab objectives in my opponent’s territory. The best use of the ability is likely to be very scenario and match-up dependent, but I need to make it more of a consideration when developing my battleplan.

2.       Not playing the objective game. KO have a lot of alpha strike potential, so in most games my battle plan has been focused on trying to take out one or more of my opponent’s key pieces on turn one. But one of the main weaknesses of KO is that they’re not very good at holding onto objectives, so I think in some games I should have focused more on taking my opponent’s battleline units and reducing their ability to cap objectives. A good example of this is the final game I played at the Hammertime 7 tournament, against Tzeentch. I was able to take out my opponent’s Lord of Change on turn 1, but he then used his horror units very effectively to get complete board control. So potentially, I’d have done better to ignore the Lord of Change and focus on taking out one of the units of horrors as early as possible. I need to be better at developing a game plan based on the specific scenario I’m playing, and understanding when it’s better to focus on board control rather than killing the scariest thing in my opponent’s army.

3.       Forgetting the rules. KO are a fairly technical army, and there are a lot of rules to remember, which I frequently fail to do. I’m particular guilty of forgetting that Barak Zilfin allows me to reroll 1s to hit against flying units, but in one game I even forgot to use the key Barak Zilfin ability that allows one of my ships to make a move in my hero phase. The solution here is probably just practice, practice, practice. And make sure I check my AoS Reminders list more often.

My Kharadron Overlords frigate. It is painted blue and brown, with rusty silver metallic bits.


What’s gone well?

1.       I’m really enjoying using the endrinriggers. They’re a nice all-rounder unit, they can shoot a bit and also fight a bit, though they’re pretty fragile with only 12 wounds for 200 points so they need to be looked after. They can hitch alongside the boats to get to where they need to be, and they’ve ended up being my main damage dealers in the games when I’ve done well. Often the games I’ve done badly in are the games where one or both units has been taken out before I was able to make good use of them. I do regret including a skyhook in each unit, the default loadout is much better for how I’ve been using them. The endrinmaster with dirigible suit has been similarly excellent, he’s pretty tough for a small hero and can dish out a lot of damage.

2.       I’ve been doing a reasonably good job of focusing the shooting power of my army to take out key units turn one. My army is 10 drops, so I rarely get choice of turn, and in most games I end up going first. While KO have a lot of guns, some of them are pretty short range, and the amount of damage they dish out can be very swingy depending on dice. I’m getting better at understanding what order to shoot with in order to make the most of the different weapons depending on range and stats, to use my shooting as efficiently as possible.

3.       With a few games under my belt I’m pretty comfortable with the stats of the different weapons now, which speeds up the shooting phase a lot. I find that I often need to take some time at the start of my turn to figure out a plan, particularly on the first couple of turns, so being able to get through the rest of the turn as quickly as possible is quite important.

What have I learned about the list?

1.       Thunderers aren’t worth it. An ok unit, but because I’m running them in fives they don’t get an aethergold share, and that means they can be very swingy. The way I’m playing the list I think I’d do better to drop the thunderers for more endrinriggers. The endrinriggers often do as much in the shooting phase as the thunderers do, and they can contribute in the combat phase too. I think the way to go with thunderers is probably to fill an Ironclad full of then, but that’s not really what I’m looking to do with this list.

2.       I need another hero. Having only two small heroes has hurt me in some scenarios, so I’m going to look to add a khemist into the list.

3.       I’m not making enough use of the arkanauts to justify having three units of them.  They’re nice for screening and grabbing objectives, but they rarely earn their points back, and I don’t think I’ve been making very effective use of them.

I think what I’m going to do next is drop the gunhaulers, the thunderers, and one or maybe even two units of arkanauts to fit in an Ironclad and an aetherkhemist. That will let me try out some new things, including the Spell in A Bottle artefact which I’m keen to have a go with.

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