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Aelven supremacy

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Everything posted by Aelven supremacy

  1. And to add to that, Hyshian Aelves battleline troops can spend command points, not relying on nearby heroes unlike all the inferior races. Nice way to reflect the entire thirst for knowledge from the lowliest troop up. And then they are a resource like Khornes bloodtithe to spend different amounts on different abilities. Or just make everything more consistent.
  2. Thinking about how Hyshian Aelves would play... logic and intelligence is typically shown by GW through abilities to generate command points. Maybe Hyshian Aelves would have an insane command point generation engine and an extreme thirst for command points. Command points are also the most reliable mechanic in AoS (compared to magic, shooting etc.) which fits the “reliability” component that is always an Aelven feature.
  3. Anyone have any thoughts on how to beat Legion of Grief? Near every other faction I have played I can beat but Legion of Grief is a nightmare. All heroes bubble wrapped in hordes that my eels cannot pop through. A teleporting general bringing whole units out of gravesites (which with our low body count I cannot screen all of). Bravery debuffs that make huge numbers of eels flee. Anyone had any consistent success and able to share?
  4. Eternal Guard with a 6+ save after the save near a boat?
  5. Still better to discuss on the rumour thread than prices!
  6. Was a few weeks ago (I think?). A post on here by someone followed by a second from Tom Lyons.
  7. ^^^^^^ We have constant Rumour Engines that look like Aelves, Warcry and Darkoath and also now actual rumours for Tomb Kings and the Rumour thread is discussing GW’s pricing strategy... Given there have now been quite a few Aelven rumour engines do you reckon that release is close? And looking at michu’s post above... more Hyshian mystery!
  8. Good work! Sounds like it will be a series of videos, looking forward to seeing who else pops up!
  9. I wouldn’t even make it a dice roll. Their stats are so poor anyway it should just be “for every model this unit kills in combat add one more zombie to this unit”. The ultimate chaff killing unit, your opponent will probably try to move their chaff away to avoid adding to the zombie horde, opening up their non-chaff!
  10. FYI in new Duality of Death Thralls can hold objectives, as can Eels in King builds 😁. Just places of power scenarios they can’t now
  11. Yeah at old points I even took 2 Storms to a one dayer (with 9 Morrsarr) and did alright. I’ve never desired a Sea over a Storm but the Storm can have a place.
  12. Excellent post. I have defaulted to an extra tidecaster and also always worry about bodies on the table so had not noticed. It does make me immediately think though that 350 is about how much the Storm should cost...
  13. To jump on this thread... an additional question I have is when in the turn does control of objectives count for point scoring or winning? For example I believe it is Take and Hold which says something like “from the third battle round a player wins if they control both objectives”. Is this at any point in that battle round onwards (e.g. start of combat phase? Movement phase?) or just at the end of each player’s turn as per other scenarios?
  14. I was rewatching the Angelcore 2018 finals on the Magic Madhouse YouTube channel the other day and I liked that they had the players mic’d up. The 4th round especially was good for this as they just had the sound focused on the players near the entire game so you could really follow what was going on.
  15. To add totripchimera’s points, Dritchleech plus Arcane Corrosion on the same tidecaster puts it at cross purposes. One wants it held right back, the other further forward. Put Dritchleech on the Steed of Tides tidecaster
  16. I personally much prefer just watching competitive lists in top down camera tournament coverage. The Honest Wargamer’s events coverage is the obvious one but on YouTube you can find others from other tournaments (plus Warhammer TV’sown). It’s only here that you see expert placement, movement, synergies, combinations, reactive play etc. Each to their own but seeing battle reports of players playing poorly thought through lists of armies they clearly have barely read the book for, playing basic rules wrong and making stupid tactical choices is not enjoyable for me (thinking of some of the other channels people have named, these guys play this game every single day, how do they get it continually so wrong?!). If the original poster is more of my mindset then tournament cams are the way to go. If they like something else then others will give better recommendations
  17. I’ve been having this exact thought. Play with a double Tidecaster list, one as general which stays higher up the board and the other in the back corner (ideally surrounded by line of sight blocking terrain) to force the opponent to commit resources to stop 3-4 mortals a turn way away from any objectives. Some scenarios you will need the tidecaster further up the board (hero scoring ones for example) but otherwise it’s interesting. Imagine something like take and hold where you smack 4 mortal wounds a turn on a defensive player guarding their objective until they send forces way away from your objective just to stop your tidecaster.
  18. Hey all, I’m eyeing up Daughters for my second army. Looking at Witches versus Sisters, choosing Sisters seems a no brainer (especially with slaughter troupe: retreat, run, charge, 6” pile in, 2” reach). I see most lists use Witches instead though. What’s the rationale?
  19. I’ve played 5 sharks (one unit of 3, one of 2) + 9 Ishlaen in a king build before. Positioning is a nightmare as you are trying to maintain bravery buffs and then the kings command ability across all the units. I used a soulscryer with liandras last lament to also help. FEC ruined me but I managed well versus stormcast and skaven. That turn 3 versus skaven I saved all my command points (and started off with plus 2) giving 5 extra attacks to every shark (the Ishlaen had all been wiped out as I had been using them to tank skaven shooting). 6 ferocious bites on every shark obliterated every unit in contact (stormfiends, clanrats, screaming bell, warp lightning cannon), I didn’t even need to roll for the fins or the men on top. Even with that the game was still close as need to position carefully all the time limited my objective game significantly. A one off shark could be interesting but I’d still go fuethan.
  20. I like this take on it. In my mind I had been thinking to play cagey turn one (with Ishlaen allowing that more than Morrsarr) then just play for the double turn 2 into 3 and go for the Volturnos bang. Waves of Morrsarr would be tasty though... Overall the biggest weakness of going so extreme on the turn 3 focus is that it is really hard to play the objectives game as everything is focused on killing your opponent in one turn in the middle of the game. As you said, this highlights one of the biggest, yet relatively unnoted, strengths of tidecaster fuethan of having run and charge on 3 out of 5 turns which enables good objective play too.
  21. Will check them out, good shout. I used to use tidecaster but wanted to try build a non-tidecaster list. All I find is that spamming Ishlaen is needed to tank until turn 3 and then Volturnos adding on enough attacks to them gets through high armour through weight of dice. Wondering if anyone has an alternative?
  22. How do people in general manage to maximise their turn 3 if they are running an Akhelian King list? Every time I try I wish I had tidecaster and flipped to get turn 2 high tide. Only a handful of opponents/scenarios favour turn 3 high tide (nagash on take and hold comes to mind...)
  23. Given you play narrative battles I am going to assume you don’t want tips on army builds but more on in game tactics. Against FEC you need to take out their heroes but their heroes are strong. In your build you don’t have the soulscryer/ Morrsarr speed so are less able to reach his army on your own terms. However FEC are also fast so can hit you quick too. Your Ishlaen can tank, so maybe try to hold the royal terrorgheist there so you can bring in your Thralls to finish it. Send your turtle, shark and king into his other heroes. In this match up you won’t make it to turn 3 so you need to go hard from the start. Hope this helps a bit!
  24. Yeah, auto running 6 and passing battleshock eats cps up. We have enough reroll charges built in to not need that but otherwise we are a low bravery army that depends on movement.
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