Win Rate

The Kharadron Overlords are another faction that appear to be in the midst of a resurgence. Barak-Zilfin, the most popular faction has a win rate of 61.4%, even the less popular Barak-Mhornar has a win rate of 53.3%. Barak-Urbaz and Barak-Thryng both have low rates, but also have a low player count. But is their count low because those factions are considered poor or have players not found the right synergies yet?
5 wins Results
Date | Tournament | Name |
---|---|---|
10th July 2022 | Summer on the Coast GT | Jeremy Veysseire (USA) |
24th July 2022 | BWG: Summer Slaughter | Carl Ong (USA) |
4 wins Results
Date | Tournament | Name |
---|---|---|
24th July 2022 | BWG: Summer Slaughter | Joe Shoemaker (USA) |
24th July 2022 | The Outlaw Open at LSO | Randal Brasher (USA) |
Other Results

The results breakdown show that perhaps Barak-Zilfin players can go into a tournament hoping to achieve 3-2, while Barak-Mhornar and Barak-Thryng players should aim for 2-3 results. Barak-Urbaz players should have a target of achieving at least one win at a tournament.
Top Lists

Allegiance: Kharadron Overlords
– Grand Strategy: Take What’s Theirs (Literally!)
– Triumphs: Inspired
Kharadron Code
– Artycle: Master The Skies
– Amendment: Always Take What You Are Owed
– Footnote: There’s No Trading With Some People
Leaders
Aether-Khemist (90)*
– General
– Command Trait: Collector
– Artefact: Spell in a Bottle
Aetheric Navigator (85)*
Arkanaut Admiral (125)*
– Artefact: Arcane Tome (Universal Artefact)
Battleline
10 x Arkanaut Company (90)*
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)*
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)*
– 1x Skypikes
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
Units
1 x Grundstok Gunhauler (155)*
– Main Gun: Drill Cannon
1 x Grundstok Gunhauler (155)*
– Main Gun: Drill Cannon
Behemoths
Arkanaut Frigate (250)
– Main Gun: Heavy Sky Cannon
Arkanaut Frigate (250)
– Main Gun: Heavy Sky Cannon
Arkanaut Ironclad (490)*
– Main Gun: Great Sky Cannon
– Great Endrinworks: Zonbarcorp ‘Dealbreaker’ Battle Ram
Endless Spells & Invocations
The Burning Head (20)
Purple Sun of Shyish (70)
Core Battalions
*Battle Regiment
Total: 1960 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 112
Drops: 3
Brett: Great to see a top 3 with 2 of our weaker factions here and a larger event taken out by Kharadron Overlords (KO), a great counter meta move. 3 small heroes, 3 mandatory battleline (KO only has the one available) and 5 fast moving gunships hailing from Barak-Zilfin, this could be a 2nd edition list. Except it is very new list that is playing hard into the new season and the improved Endless Spells. One drop, can choose who is going first, and Spell in a Bottle guarantees that Purple sun is coming out when you want it to. That reduces saves by -1 one in the face of an army with a lot of ranged attacks most of which are Rend -1 or -2. That’s if it doesn’t eat something important. That immediately makes saves of 4 or 5 (or worse) likely on key units. For key armies like DoK that leaves them with no saves on almost all of their non hero units. The Burning Head and second wizard is pretty clever as well, casting value of 6 makes it easy to bring out dealing consistent mortal wounds. It also makes it hard to concentrate force or close with the KO boats, one of their biggest weaknesses. Does KO offer a way to mitigate DoK Blood Sister lists as happened here in Round 4? Either way a really amazing effort going 5/0 with KO.

Allegiance: Kharadron Overlords
– Sky Port: Barak Zilfin
– Mortal Realm: Chamon
– Grand Strategy: Masters of the High Airs
– Triumphs: Inspired
Leaders
Aether-Khemist (90)*
– General
– Command Trait: Collector
– Artefact: Spell in a Bottle
Aetheric Navigator (85)*
Arkanaut Admiral (125)*
– Artefact: Arcane Tome (Universal Artefact)
– Universal Spell Lore: Flaming Weapon
Battleline
10 x Arkanaut Company (90)**
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)**
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
10 x Arkanaut Company (90)**
– 1x Light Skyhooks
– 1x Aethermatic Volley Guns
Units
10 x Grundstok Thunderers (270)*
– Reinforced x 1
1 x Grundstok Gunhauler (155)
– Main Gun: Sky Cannon
– Great Endrinworks: Zonbarcorp ‘Debtsettler’ Spar Torpedo
Behemoths
Arkanaut Ironclad (490)
– Main Gun: Great Sky Cannon
– Great Endrinworks: Zonbarcorp ‘Dealbreaker’ Battle Ram
Admiral’s Krondspine (400)
Krondspine Incarnate of Ghur
Endless Spells & Invocations
Purple Sun of Shyish (70)
Core Battalions
*Warlord
**Expert Conquerors
Additional Enhancements
Artefact
Total: 1955 / 2000
Reinforced Units: 1 / 4
Allies: 0 / 400
Wounds: 94
Drops: 10
Brett: It’s been a while since Kharadron Overlords have climbed to the top of the tree. Coming off a recent buff from both the mid year points (only 2 units) and White Dwarf revision Carl is one of 3 to go 5/0 in the event. He does have both the Purple Sun and Krondspine and 2 wizards to bind them thanks to the Arcane Tome. I wonder if we will see anything about the Purple Sun and Krondspine before the next Battlescroll is due in September.The general, the Aether-Khemist is an obvious choice, one of 3 Khemist only artefacts guarantees an endless spell can be cast once per game. The Purple Sun has a casting value of 8 so if there is anyway to make it a sure thing take it.
Slow moving he also hands out a re-roll wound rolls of 1 to a unit within 12″ and reduces to-hit rolls within 3″ (himself and another character typically) unless garrisoned, so he has to be on foot. His own attacks are much riskier, 3D6 with rend -2 sound great but only 9″ range make it a risky proposition. Of course he can garrison a vessel. The Navigator is here for his dispel and reroll run and charges for vessels if they are visible to him. Lastly the Admiral, who was the most changed by White Dwarf here. He lost 3 of his 4 unique command abilities, keeping the ability to allow a unit to fire even if it had run (Master of the Skies). Flaming Weapon is an interesting choice, he has reroll hits and wounds against monsters and heroes.
He is a small beatstick with only 3 attacks, -2 rend, 2 damage. He can divert wounds to the Arkanaut Companies (Skyfarers). Otherwise 3 battle line Arkanauts with minimal upgrades, Thunderers for some punch. With limited capacity in the flying units I would garrison the Thunderers and forgo the hero buffs to minimise their exposure. All of the KO shooting units have quite short ranges, typically 18″ or less except for the boats. The addition of the Purple Sun to increase saving throws for adjacent units with the number of shots from even the Arkanauts is a great combo. The Krondspine is pure distraction and menace, it takes a lot to deal with but can’t easily be ignored. In melee he can delete weaker units and at least bracket most bigger heroes in a single turn.
His highest ranked opponent was 11th, so it’s not clear how much we can take from his matchups. Most of the armies this went against were a bit short on shooting with the exception of his 2nd opponent. 5/0 is no small accomplishment and the list is quite different with so few boats and mostly footsloggers who aren’t riding.
Performance Against Other Factions

Kharadron Overlords appear to have good success against Stormcast Eternals with an 85.7% win rate against them. They appear to struggle against Nighthaunt (35.7%), Sons of Behemat (33.33%) and Ironjawz (16.7%).
Top 10 Players

