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Nerdkingdan

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Everything posted by Nerdkingdan

  1. And after wracking my brain, I got it! You're engaged, you're on a platform, you want out, you can't climb or jump as part of a disengage, so you move your 3 off the platform, and fall.
  2. EDIT: Oh I see what you mean.... I see the confusion, A jump does not end its action in mid air, a climb does not either, but a move that does would cause fall damage, I can't think of why you would want this but maybe there is a corner case I can't think of.
  3. One more thing to look at if you don't want to do count as, use the attack characteristics from sigmar, that match the model your putting in to determine its damage. Greatswords for example unbuffed do not swing harder than Namarti Thralls in sigmar, yet you have them as 2/6, where as the thralls are 2/4. Handgunners do not have a gun that is better than blood stalkers bow in Aos. They shoot 2-3-1/5 20" compared to your 2-3-3/5 8", so their hand gun should likely be something like 2-3-1/4 15".
  4. First glance, these guys are too powerful for their points cost. A lot of fluff/base abilities from AOS are doubles triples, etc, and not on available on the cards... These guys base stats to point cost are way too good, compare the Iron Gauntlet Shield guy to yours and you can see what I mean, you have 1 more attack, instead of two wound, and your 25 cheaper! Attacks are the most powerful stat. I would suggest, picking a faction that is in the game and doing a straight count as.... If your unsatisfied with that, move models from various factions to one, using the associated abilities. Wouldn't be perfect for example use the Iron golem shield guy, use the untamed beast duel wielder for great sword, use stuff from the coming allies book as well. Handgunner looks the roughest, but the allies books should have something.
  5. Nope, falling is not jumping. They both take impact if you go down vertically enough, but when you jump your opponent does not select the point. An example of falling is rolling a 1 when you get crit while close to an edge of a platform.
  6. Yes but its not listed in the allies currently, could mean nothing or it could mean they don't get them.
  7. I couldn’t figure out how they would handle DOK heroes coming in the cauldron, looks like GW didn’t figure it out either, just use stormcast I guess.
  8. What would be an example of a magic heavy list, I am looking to get into Sylvaneth as a chance to use endless spells, etc...
  9. I am a big fan of Reavers, in a 10 man unit, for shooting, speed, body count, and battle line in a tide flip list. I have more success with Reavers than I do thralls most games due to flexibility, speed. They both die pretty quick. If you try warcry you will want them as well.
  10. I've seen the argument sharks are better in a King general army for the plus 1 attack, inclusion of Ishlean to tie things up, and more likely to have access to the command point to avoid the battle shock test. This is not as an effective list as the tide flip, but again I've been looking to scale my army down to face locals who are not as competitive. The thought is they have rend outside the charge so will be better on that turn 3 for plus 1 attack command ability. Another solution is to put them in a list with Akhelian corps and I believe you get access to a battle shock reroll. Again less competitive, but playable. I am of the thought you want 1 big unit, or none.
  11. I think the general idea is that the best army core is tide flip, with tidecaster, soulscryer, and 2x9 Morrsarr + battle Line leaving you 360 points to play around. You can sub out one unit of Morrsarr for a 4 strong shark unit, its not as good but workable, and still pretty good. I bought 4 sharks just to do this to scale my competitive list.
  12. Sigh.... I had assumed onslaught was melee only but your right, Storm Fire is currently a bad ability, that begs the question if deepkin in warcry was play tested. Or hopefully onslaught was just missing the under 3 portion.
  13. So having never played a game of AOS, i read the rules, and purchased 30 eels, a king a shark, and a turtle, I don't think I even knew the points for sure. I played pugs, and the thought of large block of flying dudes scared people. There are a percentage of people who think I am cheesing it, from the day it came out, even though I bought on looks. An all flying eel army has the reputation deserved or not from day one. I would tell people I bought this before I played, I thought it looked cool, it didn't help. I purchased a 100 of the namarti. I put 40-60 of them in every list now, and people complain less, significantly less. The list actually performs better because the mixed army works better, with extra bodies, tide flip, and the single drop of the Namarti corps, but the mixed version just upsets people less. I don't think all flying is the best way to play deepkin competitively, but it does have a reputation. You are dealing with a perception that has nothing to do with reality, so to avoid it you have to make some arbitrary change for people. Deepkin all eel, isn't even winning, because tide flip is better and requires at least 30 namariti, I now play a more powerful army then they complained about. Do what you want, and don't concern yourself with what they say is the lesson to be learned from my story.
  14. I am, really stuck in a rut with my lists, and I am hoping something in there can shake up my deepkin.
  15. Posted this in a deepkin facebook group.... First your leader is likely best to be the Ishlean Prince, A second eel should likely be Morrsarr you are likely to get that quad 1-2 times a game, where you can actually use it. You can just run Morrsarr but the Ishlean Prince has a higher base attacks and a cool ability to protect him from crits in key turns, but I really think having one Morrsarr too for the blast 1-2 times a game would be really powerful. My first draft list... 1 Ishlean Prince 260 2 Morrsarr 400 2 Reavers 150 2 Thralls 160 This list gives you access to all the abilities, focuses on the eels, etc... I want 2 morrsarr to have more control over where the blast is going to be if I roll that quad. You can drop one Morrsarr and with the 30 remaining points pick up 2 reavers and a thrall. Which I believe was listed earlier in this thread, but I think I want 2 Morrsarr.
  16. Buy wood and sea, if you still win try sylvaneth. That is my plan to fight friends who are not competitive.
  17. So you picked some key numbers here I want to point out, I play a lot of thralls in deepkin, correct me if I am wrong but they have the same base as Spites, and 1 inch reach. 7 is in fact the average number I get in contact, thralls are faster and occasionally get my +3 inch charge buff. My point here is that you are significantly more likely to get more than 15 Dryads, than you are more than 7 Spites, consider the speed as well as the reach. I picked up 2 looncurse and two starters, and my feeling is more dryads before more spites.
  18. Has any of the points changes, updates, or the passing of time changed anything on this army? Anyone playing it, I'm interested in it as a deepkin player, to get use out of my fish, with some variety to my play.
  19. SO I would really like to get more out of the thralls, than I am, and I'm willing to keep trying on it. So questions, are you saying thralls should be 20 models, not 10? Am I required to run Mor'phann in this plan? I am pretty sure the 10 man reavers are better than the 10 man thralls in a lot of situations, especially against some of the large blob units with no save. 10 man reavers with the extra speed and run reroll are doing a fair job of speed bumps for my eels, but looking for what I might be missing outside of my usual opponents having lists where thralls are sub optimal, I should still get more out of them I think.
  20. they seem to be running mostly competitive, not full optimal but usually close. As in the majority of points are the competitive lists, usually with something sub optimal. I've been running 9 eels per 1k, actually, and I'm doing very well, but the thralls do nothing but speed bump, vrs what I face.
  21. So if my primary opponents, are Thrall Kryptonite, I can forget running a majority namarti army?
  22. I mean the blanket immunity to battle shock, many other units seem to have, is hardly a comparison for +bravery while completely within. Last Lament, is 1 turn, and I have had some luck with it. Completely within is the issue for most of these, for example +3 for completely within 9 of the sea is good but maintaining it sometimes means not getting optimal placement of a model that is more than 400 points. Large units of these guys have a very big foot print, lotann not having flight when the units charge and pile in, often losses his 12 inch. Compared to units that just blanket get it without proximity to the hero, like the Hag. I run these guys in every list, cause I like the models, and tide flip, and the bodies, I just feel they are still a bit expensive when a unit with 25MM bases 2 inch reach and better attacks per model cost less in a lot of factions.
  23. I fight daughters, goblins, fireslayers, and stormcast, most. How are they outperforming plague monks?
  24. What are they fighting that they should beat, that should be in a competitive list? You had good rolls, doesn’t mean it’s a good unit. You killed an over costed thing that shouldn’t show up in competitive list, again not a good unit.
  25. Not sure it’s interesting, but 130 points is still way too many points for thralls and reavers. It has nothing to do with the eels being better, it’s more like eels work and the Namarti don’t. Base too big, attack’s too low, no bravery mechanics to keep them on the table without command points, 2 wound models are everywhere and base save too low. Reavers with shots, 8 move are more reliable than the thralls in terms of having some impact, still poor performers I can not send Namarti into anything of roughly equal points and expect them to win or live even one combat phase. Annoyed I bought so many, when really they are just a tax for tide flip.
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