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Aelven supremacy

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Posts posted by Aelven supremacy

  1. Once you have captured an objective, you hold it even if you move away unless the scenario itself states otherwise.  

    People keep units on objectives to prevent opponents from easily taking it, especially if the opponent has deepstrike/flying units.

  2. To reiterate others’ points,my main concern is Skaven and Gitz’  abilities to ignore battleshock (primarily Skaven’s ability to do so).    These are not just horde armies but horde armies that are characterised in lore (and always have been) as quick-to-flee  factions.  We are now in a place where Skaven players can easily make a significant proportion completely immune to this, going against the lore and completely removing the main drawback of hordes.   This needs to be fixed.   Battleshock auras are worse offenders than IP so the primary fix should be removing them (screaming bell shouldn’t let rats ignore battleshock)

    • Like 2
    • Thanks 1
  3. To turn these complaints back into rumours...   we know:

    1. Teclis is currently martialing forces

    2. Tyrion may have his own separate forces from Teclis (as only Teclis is mentioned and yet Tyrion is the god)

    3. GW just basically squatted all High Elves apart from Phoenix Temple

     

    So basically new Hyshian Aelves confirmed (Tyrion for sure, maybe Teclis) and a potential Phoenix Temple expansion (Teclis, Cities of Sigmar)

     

    • Like 1
  4. 17 minutes ago, elfhead said:

    And a nice boot it is. Could fit with the mongolian theme the new ogre tyrant has. Allthough I don’t think this would fit an ogre... also resembles the Style of Ssyl’eske, so might be Slaaneshi. Cool pic whatever it is

    I think Kemmler when I see that boot...

    Or Dark Eldar (not Aelves)

  5. 10 minutes ago, Smooth criminal said:

    No, I hate it.

    It's important and I don't like when important things are decided solely with "who gets more on a dice roll".

    It’s a dice game... it’s determined by dice rolls.   I’ve had games determined by one charge roll, one run roll, one save roll etc.    Doesn’t make me hate charging, running or saving...

    • Like 2
  6. 2 minutes ago, Forrix said:

    Because its a popular game in my area with excellent models and otherwise pretty good rules. I've had plenty of games were the double turn didn't come into play either due to priority rolls or there not being an opportunity to capitalize on it. I've also had enough games were its turned a close game into a one sided slaughter fest or prevented a come back to detest it. I wouldn't call it a key feature anyways, endless spells aside, the game plays fine without it.

    “Not being an opportunity to capitalise on it”.

    think about how that happened and you are mastering the priority roll dynamic.

    • Haha 1
    • Confused 1
  7. 23 minutes ago, Overread said:

    We've had a few threads on this in the past

     

     

    Personally I dislike it greatly because it puts too much power into a single dice roll. A double turn in a game where turns are whole army activations is very overpowering to most opponents. From gamers I've chatted too I've very very rarely heard of anyone losing a game when they got a double turn; or winning a game when their opponent got a double turn. 

    The other, and biggest issue, is that regardless of balance of battle; a double turn means one person stands there for twice as long and all they can do is roll saves and remove their models from the table. They can't react to changes; can't move, can't shoot; can't use spells etc.. They are left rather bored and their only benefit is the alternating close combat phase; but even then they are limited as they can't start any new combats. Plus against any ranged army they've got even less to do. 

     

    To me its a bad feature that really should be retired out of the core game and into open play as an optional rule. It's just too powerful a mechanic that swings games in favour of whoever gets it and leaves you little means to counterplay it. In fact the only way to prepare to counter it, is to basically not move closer to your opponent. That's a bad feature in a game that only has 6 turns of action at best and where most victory conditions are going to involve moving fowrad to kill enemies and secure objectives. Plus holding back might only work for the first turn; after that you've got to get close and if not then your opponent has moved closer anyway. 

    Games should be 5 battle rounds, not 2.   Therefore on average it should not be just one of the players who get a double turn in a given game.  

    Also it is a “priority roll”.  Not a “double turn”.  The point of it is to pick whether going first or second benefits you in a given round (consider placement,  endless spells, victory points,  benefits of a double next turn etc).  In your games you should be planning when you want your double turn to occur.   When it is better to give your opponent a double if you win priority.  Etc.   It adds a tactical component to the game to consider.   For example when I play Idoneth I want the double turn from flood tide into high tide (whether that’s 1-2 or 2-3).   If, for example,  I want it 2-3 then I will work to give my opponent priority on turn 2 and play turn 1 expecting to be double turned (assuming I went first)

    it also adds a neat mechanic for endless spells.   A few of them on the field and it adds more tactical considerations.   Overall it makes it a more interesting game.

    • Like 5
  8. I don’t think the master has to be Nagash, which everyone seems to assume.  What if the master mentioned is someone from the End Times not allied to Nagash but still a Death faction?  And then the voice in the video can be someone completely new.   This ties in nicely to the old world without slavishly relying on it.  

    • Like 1
  9. 5 minutes ago, Curzex said:

    Puffff the thing is when i start a faction i see first thee miniatures. And i really like DoK or maybe just troggots theme.armie, the other thing i cabe do is maybe go for a full infantry idoneth deepkin but that is expensivee and boring probably.

    Maybe my mates should be more competitive.

    Honestly go Troggoths then for playing in your local meta.  Will give everyone a much better experience 

    • Thanks 1
  10. 1 minute ago, Curzex said:

    Vs silvaneth i just Tank shoots with turtle + tanky eels then kill with volturnos or morsguard. Beastmen have not the tzangor part (because he dont want, my first armie is tzeench and i got 12 disc + 60 tzangor)

    I’m starting a DoK army myself at the moment and just saw your post in that board.   If you are looking for something less competitive than Idoneth don’t go for DoK, you’ll continue auto-winning everything even with snakes.   Honestly with Tzaangors, Idoneth and then DoK as your preferences you need to be looking at tournaments to get a good game in, your local scene isn’t doing anything for you.   To play with your local scene just get a worse faction, something like Seraphon where you really have to play the objectives game well could give you a challenge whilst creating a better play experience for your mates 

  11. 1 minute ago, Curzex said:

    Just local meta, no tournaments.

    I got volturnos, 1 king 1 turtle 1 eidolon 12 eels ,10 reavers, 10 tralls 1 shark and all foot heroes.

    My group are Nighthaunt Stormcast beastclaw Riders silvaneth and beastmen

    It’s not the most competitive of groups so that’s going to be a problem.   How do you do against Sylvaneth?   Does the Beastmen player play Tzaangors or normal beasts?   It’s a bit cheeky for a Beastclaw Raiders to complain about playing a certain army when their army is going to have a tough time beating any army.   Maybe drop the eels and buy more of the other units to give your opponents a better chance.   Ultimately though I recommend finding some tournaments as you will find more of a challenge there.

  12. Just now, Curzex said:

    Hi guys, after play more than 30 games im so bored of this army, always turn 3 instant win ir just my rivals dont want to play more. 

     

    Are you guys in the same.situation?

    Are idoneth over powered in no competitive meta??

    I think sell the army and buy another one.

    Can you help me ?

    Who are you playing?  Are you entering big tournaments?

  13. 1 hour ago, JackStreicher said:

    So, I was finally able to listen to the video with sound and compared it to total war‘s khemri music. It is very NOT similar indeed.

    It sounds Celtic/Irish/British

    I am looking forward to this.

    Celtic?!?!?!  It’s really really oriental...

    • Like 1
  14. 10 minutes ago, Maddpainting said:

     

    Very true, but without him i cant put the Soulscryer in, i could go back to 3 Tidecasters, IDK what do you think?

    I think 2 tidecasters is more than enough (almost too many already!) so try Lotann  and the Soulscryer

  15. Just now, Maddpainting said:

    Re-roll 1's on a potential 180 shots for 80pts (tho its more like 60-90 shots will get re-rolls) and its a cheap hero for some missions. I think i'll move an artifact to the soulscryer, Thermalclock or something.

    You get that anyway turns 1,3 and 5 in Fuethan though.   But he is cheap now so I’m interested to see how it goes!

  16. 6 minutes ago, Maddpainting said:

    Im actually looking at a crazy list idea, yeah it doesn have very hard punch, but the idea is to hit 1-2 units a turn and just out play/move the opponent with hard to kill units and units you cant reach that gets you. The more i play with Reavers the more i like them, they always do well for me, and i love the Turtle + Ishlaen.

    Feuthan (turn 1 run and shoot, and eels/turtle gets re-rolls to hits of 1 for the bites/tails/fins 
    Tidecaster - Tide of Fear- Lord of Storm - Bauble Buoyancy
    Tidecaster - Steed of Tides
    Tidecaster - ? (mostly for Riptide)
    Ishlaen Guard x6
    Ishlaen Guard x3
    Ishlaen Guard x3
    Namarti Reavers x20
    Namarti Reavers x20
    Namarti Reavers x10
    Namarti Reavers x10
    Akhelian Leviadon

    The man idea is keep 1 unit of Eels (6 man) near turtle with some Reavers, a unit of 10 + 3 eels for scouting/flanking, Rituals takes away Fly or Cover, Eels still melee and turtle can also, but not to early.  20 man Reavers only deals 15-18 wounds(if you re-roll 1's its 18) but for a unit that can not be shot at or charged that can move 8+D6 and still shoot turn 1 isnt that bad at all, you also have enough shots to kill key targets like a KoS, or some smaller heroes turn 1. With a Turtle to hit hard turn 2 (Mine always does well for some reason).

    I’d be interested in seeing that perform.  I see Ishlaen as the unit to charge key opposing units and hold them in place whilst the Reavers machine gun.   I would question using Reavers in 20 man units rather than 2x 10s though. Easier to fit units of 10 between 3” and 9” from enemy units.  Especially if you want to screen the in between with Ishlaen Guard.  

  17. 3 minutes ago, tripchimeras said:

    I only own 30 thralls, and have never tried more then 40 (proxied a unit).  The one or two games I have taken a unit of 20, they have  gotten in each others way, struggled with staying within bubbles, and with the 1" range been too large to get optimal attack power in combat.  Anecdotally, the battle reps I've seen where large thrall units were taken, and from talking to other deepkin players, I have also not heard of large units getting a lot of success.  Certainly you can try it, but I would stick with min units.  If you were taking units of 20-30, yes I think you probably are going to want Mor'phann, and multiple soulrenders but I have only tried a morphann list in a 1k game (the time I tried 40 thralls) and it was a bit of a disaster for me.

    The reason I like the 10 man thralls over the 10 man reavers (no need to choose 1 or the other though in a flip tide list at least, take 2 reavers and 1 thrall if you'd like), is because when they are holding an objective more power is needed to route them out.  They also are chronically under-estimated, which is a strategic boon, and when they are not under-estimated, it is again good, because your opponent becomes weary of getting into combat with them especially on the ASF turn.  I also think they are a good compliment to the Morrsarr, I like to time charges between them on turn 2 (can be tricky to pull off) often to some spectacular results where I whipe out both the whatever the Morrsarr charge, and remove the unit that could have locked them up on the opponents turn as well.  When this is not possible I use them exactly like I would reavers, and again while they are not as good at it, personally I think their viability in combat makes up for it.  I haven't used reavers as much though, so if you have more success with them, why not stick with it if you like the results.  I think the big thing with their shooting for me is that in my experience the things there shooting is going to do damage against, Thralls are going to do much more in combat.  Maybe if you max out flip tide battle line on reavers though, there are some character sniping opportunities that make it worth the switch idk.  I don't use reavers nearly as much, because of my "theory hammer" on it, and theory hammer only gets you so far.  So you very well could be right that, especially against your list of opponents, reavers are going to be more effective for you.

    I’m a big convert to Reavers having tried both, despite initially viewing the Thralls as a no-brainer  winner.  My lists always include 2 x 10 of reavers with only 1-2 units of Thralls.   Reason being that both units die in combat pretty much instantly (unless you strike first with the Thralls) whilst Reavers you can continually apply chip damage turn after turn outside of combat (and therefore survive).  Their 8” move with rerollable run allows you to get within 9” of a lot of target enemy units for the 30 dice machine gun (remember to reroll those ones on flood tide!!) Also with scenarios with mid table objectives a 8” move with rerollable run is better to grab those objectives than a 6” move with no reroll run.   Versus death frenzy skaven being able to fire 30 shots at them outside of pile in range is valuable.  With Thralls you have to get dirty (and die)

    • Like 2
  18. Just now, Nerdkingdan said:

    I fight daughters, goblins, fireslayers, and stormcast, most.

    How are they outperforming plague monks?

    They suck against Stormcast.   But then so do most against a 3+ rerollable Sequitor save that heals on 6s...

    i imagine they absolutely annihilate gobbos. 

    They’re also decent in mirror matches  against Morrsarr (assuming Morrsarr shock something else).  

  19. 6 minutes ago, Drofnum said:

    Thats maaaaaybe true for Reavers, Thralls are pretty damn good for 130 points.  Even a unit of 20 is good, sure not all will attack but with a soulrender near them they will stick around for a long time and even against 2 wound models will generally win the fight they're in.

    I have countless times sent Thralls into things worth far higher points.  I've had units of 10 pretty regularly take down terrorgheists and other big monsters, you need to pick your targets(kind of the theme of the army) and they will perform very well when you do.

    I’m not the best at the tight placement and activation choices needed to maximise my Thralls so run them in a big pack to add to survivability.   I find Reavers more forgiving as they do their damage outside of combat (I.e. the enemy doesn’t hit back!) whilst Thralls take one hit from anything and die.   A skilled pilot can crush with Thralls but I am not the most skilled pilot!

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