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DocKeule

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Everything posted by DocKeule

  1. Not sure if I have seen a different snapshot because there are some more units on: Thralls 120/320 Leviadon 310 King 230 Eidalon Sea 380 Eidalon Storm 360 Tidecaster 100 Souldrender 80 Soulscryer 130 Lotann 70
  2. SCE have always been GW's favorite pet. I that was all the reductions we get IDK are simply not competitive pending a new battletome.
  3. Then you would have to at least double the points on the Soulrender. In my opinion summoning has to be recaptured in the next edition any way. I think it need restrictions in volume and positioning. One Great Unclean One showing up in turn 5 is thematic an although potentially game-changing a thrilling moment. Having a new Great Unclean One showing up ever other round stops being fun pretty quickly. Also I think we need more limitations as to where a unit can pop up out of the blue.
  4. I think Im would soften both points. There may be a few units that can get 30 wounds through on a Namarti blob on their own but those a few. If you concentrate on a unit including shooting and magic it would often be possible to inflict 30 wounds in one round or in some cases even one turn though. On the other hand if you run the Namarti Corps and as Mor'Phann you would get guaranteed six models back per round and Soulrender. That means a Soulrender would amortize his point costs in one round, bringing back 78 points of Namarti to his 80. That is decent, although I can see where you are coming from. Compared to the summoning of other factions that is not exactly impressive. That would pretty much fix the army.
  5. You can catch a glimpse here especially in the video with the writers. Fair enough. I am expecting a big boost when we get a new book. Apart from the Sylvaneth everyone got some good stuff.
  6. I think a 5+ FNP would be a little much on a basic unit. Personally I am not a big fan of the inflation on FNP to begin with. It just makes the game too static. You run at each other until you collide, hit each other over the head and then ignore up to two thirds of the damage so for at least a couple of turns none of the units go anywhere. That is fine with a 40 model unit but not for ten much less three.
  7. The whole Namarti problem would be solved by just giving their weapons 2" reach. Bigger blobs would be feasible which would then leave a unit to bring back models to for the Soulrender. But I agree that concerning synergies the IDK never have been in a good spot even when the army was new.
  8. I don't think Fred would appreciate that. (The female's name is Wilma) I would rather have it going the other way. The rumors of the Cthulhu elves sounded much more interesting to me than what the IDK turned out to be in the end.
  9. I think I have just what you are looking for. Fred.mp4
  10. Lookinh how they relaunched Chaos Undivided (the Archaon book) I would guess that magic would become more powerful if we got an update. Or at least more diverse. (I think the buffs for the IDK are pretty repetitive.) Also it would be nice if we coult use the special command abilities not only if the hero in question was the general. I guess that was an idea for the 2nd edition but a s far as I can see pretty much no other faction has that limitation built in (I think DoK have that also but that book was released about the same sime), And especially the Volturnos/Akhelian King ability is not that much out of the ordinary. Some other factions get similar buffs for ever unit within a bubble. But the main goal would have to be to make other builds than the eels spam an attractive option.
  11. But with better flight stances please.
  12. That would be not help at all especially against horde armies. The stats of the Namarti are already nothing so sneeze at as they are. Also I think most relaunches featured one additional hero at most when they got a box set. (With the exception of the Grots, they got a pretty big makeover.)
  13. I think our best best is that we might be getting a new battletome some time soon. With Nurgle, DoK and Nighthount we are one of the last armies that have not been updated yet. I am not the biggest fan of the direction the army rules are going lately. Spamming attacks and mortal wounds and then ignoring most of them. But that is neither here nor there. At least we would be up to par and hopefully some more units would become viable options, Some would not even need that much. If the Namarti would get a 2" range we could get more into close combat and running bigger units would become an option which in return would be easier to bring back models with the Souldrender because there would still be a unit to bring models to. So with one little change two unit types would be much more valuable. With the Leviadon I would expect the cover-bubble to be switched to an "irgnore damage" bubble on a six or even five judging from the current trends. Event Ironjaws do that now.
  14. In my experience they need to hit first. They crumble as soon as they start taking damage. If you get them in melee with a unit that fits their boni (on wound or four or more) there is a good chance to destroy the target. But if they don't they will probably be killed or flee.
  15. With Thralls you have to pick your battles as carefull as possible. They need to hit first and hopefully destroy the enemy unit in one melee-phase. But I am often having a hard time getting there as well.
  16. I would make two changes. I would swap the Reavers for three Ishlaen Guard. For me at least Reavers never did much on the table. They are at least 20 points too expensive for what they are capable of. Ishalen on the other hand have usually been my MVPs tying up large damage (and rend) units and often scoring the points. I also would swap the Soulrender. Him bringing back Thralls sounds good but in my experience that rarely happens. Thralls are really good if they hit first. As soon as they take damage they crumble and there is often no unit left to bring models back to (unless you run them in a bigger blob but then it is often hard to get enough models into close combat to justify their points). I would either take a Soulscyer for deepstricke and enhancement of the charge or a Tidecaster to add at least a little magic (and a chance to ban spells).
  17. 1. In my opinion that should apply to the mounts attacks because they are part oftbthe unit. 2. Here it shoulp not apply because the mount does not use weappons.
  18. I was at a two-day tournament in Oldenburg in north-wet Germany last weekend. It was part of a local games exebition called "Oldenburger Spiele-Tage" (Oldenburg games days) with other tournaments like 40k, LoR, historicals and others and regular family-games for tryouts. I ran: Akhelian King 2 Tidecasters Soulrender Lotann 3x 10 Thralls 3x 3 Ishlaen Guard 9 Morrsarr Guard at 1960/2000 points. The first game was "Battle For The Pass" against Ironjaes with some Bonesplitter allies and rather onesided in my favour. My opponent was an exchange student from Canada and had only brought a small part of his coollection over to Germany. He started the first round due to a batallion and he captured most of the objectives but from then on I chopped away on his army until I tabled im round 4 and with 35:5 in points. I don't like games like this even if I am the one winning them because you can tell that your opponent does not enjoy the experience. I wouldn't either. But pointswise it was certainly a good start for my fish-gang. Second match was "Scorched Earth" against Sylvaneth. My oppenent hat fewer drops but would still have me start the first round. I thought I had positioned my army well for a charge in the second round but it turned out that I had underestimated his mobility. He charged pretty much all my units first turn which caused me to retreat second turn and lose round to do much (the Ishlaen are OK not having charged but the Morrsarr are really weak without a charge I think). We both rolled kind of poorly when when we burned the other's objectives. I had his Alarielle at the brink of death but then turned my eels to one of his objectives to stay in the game what later bit me in the ass. In the end I lost 9:11 in points. The third and last match for day one was "Shifting Objectives" against flesheaters. Again ge started the first round due to fewer drops and took als three objectives. I charged him turn one and took out most of his HQ units until the start of turn three but lost some time rolling low and not being able to kill his General and free my Morrsarr and my King which would hurt me later. He rolled poorly trying to bring back models though so the bad luck was kind of evenly spread. I controlled two out of three objectives for most of the game but he was lucky that his one stayed the main objective for three rounds straight wich caused him to win 11:14 even though I had killed everything apart from one Criptghour Courtier from his army while about two thirds of my army was still on the table. Day two started with "Focal Points" against Khorne, As usual I had more drops and my opponent would start the game. Then I would charge most units in turn two. My Thralls did kind of well at first (as seen on this picture) against his cavellery but I had kind of a hard time positioning my Morrsarr to be able to charge his bloodthirster (his general also). His killed two units of thralls in the second turn with prayers but with the higher mobility I was able to control more and more objectives, I was lucky that he charged his generals into my Morrsarr turn four which would have stuck being in melee with Chaos Warriors otherwise so I was able to kill him with the held of the once per game energy attack. Controlling all objectives at the end of turn five I gained nine points and won 17:11. The last match was "Duality Of Death" against a Nurgle player that had pretty much dominated the tournament so far. He play a combination that with the bell on the great unclean one, the batallion, the Nurgle Trees and the Chronomatic Cogs would allow him to run about 16-18 inches and then charge which I find kinf of reciolous - not from him but from GW because it negates the while charakter of Nurgle armies. He started the first round but was only able to charge one unit into two units of Ishlaen and the big Morrsarr unit so I killed that of easily. I then charged my Morsarr into his great unclean one and with the energy-attack I was able to kill him first round (on this picture he is just about to go down). From then on the match slowed down. I was able to get a hold of both objectives at one point but due to hsi reinforcements ran out of heroes to hold them at some point. So did he but he would just summon new one. In the end I finished fourth with the same amout of primary points as the third. I will not run Lotann again in any competetive lists, I hoped the reroll og 1 to hit would help but pretty much every time I charged the Thralls at least one was outside the bubble. Holding them back would have ment fewer models in close combat so that were wasted 100 points, I am still not sure about the Morrsarr, If you get a large number charged into another unit they are pretty effective but if the opponents take the charge away from them or you don't have enough space to position them for are charge or the charge itself they are mediocre at best and crumble quickly. The Ishlaen are at lest more durable because they ignore rend all the time. I will consider running batallions at future tournaments. I don't think any of them is worth the points they cost (or the Akhelian Corps would be I you didn't have to run the Leviadon and the Allopex) but being able to dictate who gets the first turn what here would have ment to take most objectives in most games and leaves the opponent having to fight me off of them would have been a huge advantage. On the other hand the leviadon would swallow the points for the Thralls and I would have much less bodies in the field to hold objectives or simply for board control.
  19. That is a double edged sword. You have very few synergies but the basic overall stats are way obove other factions, If you take Thralls that have 2-3 attacks in 3+ 3+ with -1 rend and 1-2 damage...a lot of heroes from other factions don't hit that well and that is your basic battleline unit, If you would add more buffs or synergies on top of that GW would have to raise points costs to keep the balance. Plus the advantage of having few buffs is that your army does not grow weaker when you lose one component of the formular.
  20. I do agree. To me it comes down to this: WHFB was about societies and why their ways of life and the charakters, apsirations and personal histories of their leaders caused them to go to war with each other (and be pretty wicked English homour). AoS is about armies and why they have this, that and the other super power. Gamewise is prefer AoS. Although I would wish for some more tactical debth like attacking from the flanks or in the back of a unit but compared to the latest WHFB editions I think AoS has the much better ruleset. But lorewhise I think the old world was much more colourful plus it was in my eyes totally unnessecary to tear ist down. In a world ful of gods and magic they could have found another way to add anything they would have like and remould the world without erasing most chatakters.
  21. Yes there is some ponit there. I one does not reverse the tides the high tide is almost late game. In most scenarios if you just try to save your units for that third round your opponent will control the board by then and likely have all objectives locked in. The high tide is a nice extra at a point where both armies often have pretty much exausted their troops and it might give you the edge to be able to have all combats first but it is oftem much more psychological than a real effect (I had a game against Stormcast yesterday and my opponent would not even charge me in turn three).
  22. To me the Deepkin are one of those armies where bringing in allies just does not seem right. An isolated population with no above water settlements that regularely hunts all other factions for souls...I could see some "uneasy allies" scenario against a common threat but no long term alliance. (Plus I am a fluff bunny).
  23. Great game against Nurgle tonight. We played 1000 points IDK and 1000 points SCE vs. 2000 points of Nurgle. This was the most fun with IDK yet. The game was close up to the 5th round but my highlight was when I took out his Great Unclean One turn three with an Akhelian King and two Ishlaen eels just after the same units had killed Festus the previous turn. At the end it was 19:26 in mission points for the Order team. I ran an generic Akhelian King with Unstoppable Fury and Sanguine Pearl and I dare say it mght be even stronger than Volturnos.
  24. The Reavers were not terrible but they are one of the weaker spots in the roster. 10 Reavers in more than 9" on 4+ 4+ is 2-3 wounds on averrage. After the save you are lucky to cause more than one wound. Under 9" they become somewhat better but then it becomes pretty hard to keep them out of close combat because there they break pretty quickly. The block of 20 did OK against Moonclan grots and I think against other mass-units like Clanrats , Plaguemonks or older units like Dwarf Warriors. But anything with a better save then sy 4+ does not really need to fear them. I will go for more eels too at least for competetive events. I ordered another nine and a second tidecaster.
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