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Sergi

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Posts posted by Sergi

  1. 13 minutes ago, Walkirriox said:

    You could try the one I played last time, it worked fine form me:

    Dreadwood Glade

    Spearhead:

    -Branchwraith (verdurous)

    -5 spites

    -3 kurnoth sword

    Main body:

    -Tla (regrowth)

    -Arch-rev

    -10 spites

    Rear:

    -5 tree-rev

    Endless:

    -Spitehive

     

    With this list you have a lot of mobility with spitehive and dreadwood command ability, you don’t have to rely on wyldwoods (very difficult placement in this mode) and you have good sustain with regrowth and verdurous. Also, you can hit really hard with those 10 spites/kurnoth swords buffed with arch revenant.

    Thank You!.

    • Like 1
  2. 15 hours ago, Acid_Nine said:

    So apart from the archmage, which mage would be most useful for us? I think having some more magic allies could be fun, and may open more modeling opportunities for us in the longrun.

     

    heck, to add to this, which monsters / creatures could be fun to add to our armies?

    Sorceress and Loremaster can be useful too

     

  3. 20 hours ago, ServiceGames said:

    OK, so I really want to start an Idoneth Deepkin army.  I've spoken with my wife about it, and she is OK with it as long as I buy one model/box of models and finish painting them before picking up another one.  That makes a lot of sense as I'm bad about buying up 1000 points of an army, starting to assemble and paint them, and then move on to something different leaving them only partly assembled and painted indefinitely.

    Please keep in mind that I do have other armies that I can add these models to like Stormcast and Sylvaneth, so it doesn't have to be a leader right away unless you all thing that would be best?  If so, should I go for something like Volturnos?  Would you recommend Akhelian Guard instead or maybe an Allopex?

    Thanks in advance! 

    SG

    Akelian King /Volturnos are the best general option in my opinion. On 1000 points you can use them, with Akhelian Guard (I like more than Allopex) and a tidecaster. Other option is add Namarti and merge with Akhelian guard.

  4. 20 hours ago, King Taloren said:

    Actually both apply because the Fins and tails are weapons. Natural weapons but still weapons. Command Abilities work on both riders and mounts as stated in FAQ. So yes you get all the bonus attacks.

    And Leviadon Attacks (Leviadon’s Crushing Jaws and Leviadon’s Massive Scythed Fins) repeats failed wounds rolls too?

  5. 8 hours ago, Divinewish said:

    Hello All! I am new to AoS and have chosen the Idoneth Deepkin for my army.  I am still very new to the game and have a couple of question.
    1. Does Volturnos 6+ on hist Astra Solus automatically wound with a rend of -5 or do you have to successfully make the wound roll for the 6+?

    2. What Artefact do you all take on the Eidolon (either sea or storm)

    3. How many eels are too many eels? Currently, my 2k list has 18 eels and I'm not sure if that is better or if a Leviadon would be worth getting.

    Sorry for the questions,  still working at it :D

    Hello!,

    1. Yes, you have to roll a dice to Wound and if is successful, target have to save with -5 rend modifier ...the Wound always is done with this modifier

    2.  Y like Terrornight Venom, Arcane Pearl or Sands Of Infinity

    3. If you like an eels list, you can use all you want...Leviadon add cover, and melee attack and makes the opponent focus a lot on him..it is a good option.

     

     

  6. On 8/17/2018 at 5:20 PM, Amradiel said:

    Another option might be just one Tidecaster and use Aspect of the sea. What do you guys think? Also which endless spells work well for us?

    I have used Aspect if the sea in two times...I think is really good, can heal himself and eels...un combination with tidecaster, you can try to stack -1 hit to the most dangerous unit and launch ishlaen guard to tank this unit..while thralls and Morrsarr can atack with soulscryer ability.....and destroy normal enemy units...

  7. 32 minutes ago, markymarkka said:

    The Mounts get the additional attacks aswell. And if you wanna visit cheeseworld, i think you can save your command points for the turn 3 high tide and use the ability for example 3 times. 3 additional attacks for 3 units with all their melee weapons!

    I have a question aswell. Does the Fuethan enclave let you reroll the 1's to wound for Leviadon and Allopex mounts aswell? It would make sense (they are Akhelian mounts)? 

     

    I think Fuethan rule  doesn't apply with Allopex and Leviadon..they have the key MONSTER they not are a mount (have crew but principal model is a monster)

  8. Hello, 

    have a question about Volturnos Command Ability. The warscroll says:

    "You can use this command ability if Volturnus is your general and the High Tide ability from the Tides of Death table applies for the battle round.

    If you do so, pick up to 3 friendly IDONETH DEEPKIN units wholly within 18"of Volturnus. Add 1 to the Attacks characteristic of melee weapons

    used by those units until your next hero phase."

    If I apply this command ability with a unit of Akhelian Morrsarr Guard...the Fangmora Eels mount have +1 Attack for the 2 melee weapons of his warscroll (Fanged Maws and Lashing Tails)?.
     
    The only reference on Core Rules are about Hero mount, not cavalry not command abilities:

    - "Command traits have no effect on attacks made by a general’s mount unless noted otherwise". (page 17)

    - "Artefacts of power have no effect on attacks made by a hero’s mount unless noted otherwise". (page 17)

    Thanks

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