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mmimzie

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Everything posted by mmimzie

  1. yeah if you souped all the orks than maybe the gore gruntas start to become useless or the arboys are replaced my whatever; or the opposite happens. So i'm more a fan of smalled armies or at least armies built with every unit having a very clear purpose.
  2. I personally don't care for the soup books. So many of the units that could have a place to shine are dulled by the presence of other in faction much better units. It's like stormcast with liberators and paladins VS sequators and evocators. Beast of chaos has the same sort of problem where a good number of the units just don't have a place at all in even i'd say a semi comeptive since of any given force.
  3. He cant get the +1. In the enclave rules it says that the ID in your army are from that enclave, and the +1 tocast/unbind is only given to ionrach wizards. Since there is no way to make none deepkin units count as being from ionrach they can't benefit from the +1 to cast.
  4. the allopex falls into the concern that most cav units did in AoS 1. Where basicly they are quick and don't pack any sort of a punch. When stack up to it's brothers ishlaen and Morrsarr there isn't a role the other two don't do better, and it doesn't combine any of the good feature of those two. So it just in comparison seems like a waste of points when you are making a comeptive list. Casualy the best use for them is a unit of maybe 3 or so getting buffed up by a king. They stack the buff pretty decently and don't require any benefits from having charged. That said they still fall behind ishlaen who haven't charge against most foes. They are also pretty low on wounds. Lastly, the other strength of the allopex is that it has a lower combat surface area. Meaning it needs less exposed front space than say 3 ishlaen/morrsarr to get all of it's attacks in. More so 2 can fit about in the same front area as 2 ishlaen/morrsarr. Meaning you can bring a nice big unit of sharks and pack more of punch per area than the other two units, and this is the same arguement that compares thralls to say ishlaen/morrsarr in the eel favors. The impact isn't quite as big for the sharks however, but it does mean they have assasination options as 1 man units that can sneak behind screens in gaps. Lastly the shark can deliverer assasin, a again isn't too great, but being able to get wormed into small whole and drop a few assasin on top of cahracters wouldn't be too bad. I dont know if allies can take artifacts from your realm but an assasin with a dimensional blade wouldn't be too bad.
  5. It's good stuff, just sucks of your opponent can snipe the 1 and only wizard that can throw your comment, and then you are down 240+ pts. Compare to a king who is 240 pts who atleast can use forgotten nightmare, cloud of midnight, and a soul scryer to live throw most alpha strike style damage. Plus you need to back ththe comet up with some decent shooting or more powerful spells so you can snipe character or do enough damage to start force battle shock. Otherwise it end up only softening a bunch of unit. Like comet + 3 drop ballistic would be good because you are either killing a character or two, or cause some serious battle shocks we don't have anything outside of spells to combo with the comet.
  6. Allies is the whole story of Ionrach enclave working with stormcast eternal on like every other page of the book. edit: like sigmar ahs sent emmsarries to ionrach itself. Though any allaince were voted down. Storm cast helped save nautilar. From there the lore is so open these days (thankfully), to where you could easily have your own settlement of ionrach offshoot enclave that works closely with allies. Also, it's hinted at in the verbage that the whole of ID aren't against allying with any of the other aelf factions edit 2: and while some of the ID seek specificly Aelf souls other enclaves could just as easily only target chaos/destruction souls as to not put off allys etc.
  7. The real arguement is that you use both morrsarr and evocators. Its basicly two units of 6 morrsarr vs 6morrsarr & 5 evocators. Both units have thier pros and cons, but I think together they work really well. As they let you keep the pressure from turn 1 to turn 3. Morrsarr can turn 1 charge with ishlaen. Evocators can turn 2 charge with ishlaen. Then turn 3 you buff what's left of your morrsarr and bring the pain along with attacking first evocators. But as you say you lose stuff. That not a bad thing... its a trade off. It's not like thralls vs eels where going heavy thralls is kind of all a lost comparatively. Evocators its abit of a wash. Evocators can generate more damage and are more durable to shooting than morrsarr in ionrach. Cons wise you lose fuethan, which the reroll 1s to hit is already pretty useless as your morrsarr usually dont charge turn 2 as you want them charging turn 3. The reroll 1s to wound is just +1/6th damage to the weakest part of the eel kit. That said with lots of bonus stacks the +1/6th can go far. Fuethan also loses retreat and charge turn 4. So again it's a choice, and that's a good thing in my book. In a gaming environment where most armies only have 1 list of variation on one list. We now have a pretty awesome 2nd choice that looks and feels pretty good.
  8. Nothing special just current list are about spamming various combinations of eels along with volturnous (or normal king) and a scryer or two.
  9. I also run a similar list, but i run ionrach because i think if you want to run an aspect of the sea +1 to cast is big, and leaping off that you'd either want 2 tidecasters or 1 tidecaster and a balewind to get more out of the +1 to cast. Recently i also threw in some evocators because they fit really nicely in and benefit really well from ionrach. I also take the royal council for the extra artifact. Don't know how the evocators work just yet, but they seem like they should do well enough. ALso i could drop a unit of ishlaen for a unit of thralls, but i haven't had any games where it would have mattered one way or another, and i don't own any thralls, so *shrug*. King deep places cloud of midnight Tidecaster Scryer Aspect of the sea Arcane Pearl 3xIshlaen 3xIshlaen 3xishlaen 6xmorrsarr Royal Court 5x Evocators Balewind Vortex
  10. Well again ionrach gets you past the speed issue alittle bit as you can run and charge turn 2. Plus the cover turn 1, and turn 3 attack first, but I definitely think both is a good option. Morrsarr go in turn 1, turn 2 evocators go in and morrsarr run. Then turn 3 both get stuck in. Well definitely wouldnt want to do it with volturnous as you have to rock a normal king to get the command trait of ionrach.
  11. What do you folks think of evocator allies potentially in ionrach. They are abit more durable than morrsarr with the reroll 1s against shooting, and 8n ionrach they can also get cover. While morrsarr van hit turn one which is pretty big in thier favor. The evocators can make it turn 2 turn and stay fighting through turn 3. Plus they get mortal wounds both turns. Damage wise the evocators do more damage per pts when you include the blast from the eels which means over multiple turns they'll be packing a bigger punch. This damage was factoring in the chance of succeeding of failing to cast the thier spell. Obviously the eels can hit turn 1 either from the line with a scryer point the way or by being dropped. The eels also can get pumped up by your choice of king turn 3. Both together probably wouldnt been to bad of a consideration.
  12. All good I made it through. Thanks though
  13. It's up to you both have there pros and cons. Right now folks seems to be jazzed with the storm aspect. The sea one I think I'd only take in ionrach enclave.
  14. Hey I was wondering if any one can post or dm me images of the aspect build instructions. I forgot my ar home x.x
  15. Is the spell mirror worth while as the only real weakness many of our units have is signifigant spell damage and -1 to hit from something like magothkin?? I guess most spells in the current meta are buffing spells and not so much direct damage spells Also could you use something like sword of judgement on say the schoals of either of the aspects?? IF that were the case you could get an extra d6 mortal wound out of those attacks. Though it seems foggy as all be if it count as a mount or not.
  16. Howdy folks. I was wondering about sisters of thorn. I see them in alot of the wanders list here. Do you bring them all to fill the battalions?? What units do you buff with them??
  17. The best i think you can get out of IDK magic is via ionrach as we have hard to get off spells. getting your key spells off 7 doesn't mean you always gets it means it's gonna fail when you need it most. The +1 to cast helps make that edge. From there the reroll out of the AoS makes him abit more reliable. However if you are gonna run Ionrach i dont know that i'd invest much or at all in our spells. From there spell wise the only thing i'd care about would be the -1 to to hit debuffs and potentially the AoS heal if you have something else big worth healing up. Malestorm also isn't too poor.
  18. Was doing some back ready, and what?? Can't you only use the command ability in your hero phase and the eels can only drop down at the end of the movement phase. Meaning those eels would have to hit the table turn 2. Maybe his post Is just misleadingly written. Its definitely doable. I know I love me some eel bomb. Just the way that was written confuses me.
  19. I think casually you could win some games with a thrall list but I'd keep the thrall numbers lower like 30-50 max as they very quickly start stepping on each others toes in an annoying way.
  20. While this I'd also true the better ID player will also use the ship wrecks to screen the board to make them more powerful even outside of mortal wound production.
  21. The 10 man unit isn't too bad. It pack a lot of punch for 10 guys and you neve have to worry about them stepping on their own toes. Out side of that morrsarr or ishlaen can do most of the heavy lifting. Alot of times thralls sont get to start swinging till turn 2, and turn 3 you want to buff an alpha squad of ishlaen or morrsarr. So thralls are abit weird, but not tax because in a punch 10 thralls can put 8 wounds on something if you need them too, and dont fo poor when buffed by king.
  22. don't believe you can get the kings buffs in games where you have turn 2 high tide.
  23. I'm more and more becoming a fan of the turtle. I dont love it. However... I don't think shield eels are all that amazing with out constant cover access, and the turtle does that very well giving you coverage over half or more of the objectives in any given scenario. Plus the turtle can act as a weak unit of morrsarr when receiving buffalo from a king.
  24. I will also say, as some one who get a lot of calls and sees alot of complaints about x thing being as because they did well. There is an element of skill in the game. Both in yourself and your opponents. Dont count something out because you did poorly, but also dont over inflate your victories. It's hard to objectively figure ones skill and I'm not the one to do it. I'm also not bashing you as I'm not saying you are neither low skill or too tier. Just stating that and letting you add that to your own conclusions. Further more thralls have little bite. 32mm based mean their stat profile isn't power its just to make up for being on 32mm based. I'd run the cog in a thrall list so you can take up the table quickly. Use the 10man thral units to screen out your 30s. Also you NEED a unit or morrsarr in a thrall list as they can kill or nuetar threats to your thralls quickly. You need that leveled playing field because if they can't kill your thralls quickly you can regen them. No good ID list should be with out morrsarr
  25. It says they stack. Only things that dont stack some where expressly say they dont. I doubt it will get FAQ'd as they made ID with 2nd edition in mind. That is why the ID heroes have to be your general to use their various abilities. Its balanced by having a single point of failure with no redundancy. Normal king is the in my opinion the most reliable option if you want to go for the turn 3 super buffed units. The cloud of midnight on him is great. Come on turn two with a soul scryer then use cloud of midnight to get you to turn 3 and you can rather liable keep him alive. Vulturnous is good with spells however if your opponent can drill a hole or has fast moving unit that can charge him he is more vulnerable. Out side of that the normal king even with out weapons is more deadly than vulturnous gor the pts. Which means a few things such as +5 attack the normal king can give himself all his bonus attacks and go kill a bunch of stuff. Or the normal king can act as a beat stick through the course of the game, with artifacts and command abilities. I tend to be pretty meh on vulturnous. He definitely is strong, when he gets to jam that command abilit a few times on turn 3. It's just what is he doing up until then and can he get that far?? I dont play him and haven't, but my friend does and every game he has played him. He tells me he should have taken the generic one with cloud of midnight.
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