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Molkaice

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  1. I used reavers in a recent game with friends. I think they did well acting as a back up objective taker while my hammer/anvil kept the opponent in their deployment zone. Flipping tides and alpha striking works really well in 3.0
  2. A tide caster would be a good option, however (and I'm probably an outlier) I can't find a reason I'd play spell casters in our army still. We only have one enclave for "a" plus to cast and rerolls are limited. Against the big boy casters it feels a bit of a waste. Still who knows with the new edition, I tried running a mixed eel list with eidolon and I'm not sure I like how it felt. I just want thralls to be something I can charge in without putting them down as all or nothing units (win or you're all gone by end of combat). I'm going to try to play my friends in the next week or so with the new rules and hopefully I can pull put something together that is more fun
  3. Wow our ship took a hit, having it be in your territory really stops deployment shenanigans. Is it worth it to even bring it still?
  4. I'm going to wait for 3.0 to be out in full and try some games but I may be holding off on deepkin u till they get a new book. Of all times the age of the book is really being felt now, it just feels like we have schizophrenia in our army and too many units that you want to avoid fielding or are too expensive to field how I want.
  5. How did thralls become the best unit? They still have a paper thin save, difficulty with 2-3 wound models, and the 1 inch reach. Honestly the biggest issue is still the new rules making it only 5 that can get into combat, it means regardless of the bonus it's still half as effective
  6. You're right I can't find the calculation method that the quote references. So hopefully we can keep that 2+, however I do need to reevaluate the way of using Morsarr (however when I tried some 3.0 rules it was against FEC terrogheist only army).
  7. If the modifier is done prior then any +1 would be negated by rend prior to the unrendable portion coming into play right? So the ishlaen would just be a 3/4+ always for the most part. It not bad, but its hard to swallow the point increase and unit sizes pushing to MSU and use them like before (ishlaen or morsarr)
  8. So now Ishlaen are essentially just 4+/3+ always as everything has rend now and saves can't stack. Wow rend is going to make everything die faster. I don't know if I'm going to use IDK much until their new book comes as I've never been a fan of using MSU eels as it always feels like they really lack killing power for any sizeable unit. I think finding an alternative build is better than leaning on MSU.
  9. So reading the warscroll for shield eels it doesn't say "+1" to their save if they charge but that their save becomes a 3+ so technically wouldn't they still get the +1 to the new save anyway? As for point changes, it hurts but all it will show is that the same stuff will be used anyway. Thralls, soulrender, lotann, and aspect of sea are still hard to play outside of super fluff fun games with someone who also brings really bad models. I'm amused that the tide caster went up even though its rarely used, like why add 5 points to a unit I picked once in a blue moon?
  10. For some reason as I think about it I have a bad feeling that the soulscryers ability may become a command ability instead of innate. I really don't want them to just take current abilities and put it behind a command point cost wall to "give" IDK more command abilities to the army.
  11. If Thralls got 2" reach would that bring them into usable with the new rules? Also other than making eels battleline is the use of kings as generals closer to a 50/50 with tidecaster? I mean reavers can be pretty good with the new command abilities. I mean getting charged but shooting 30 shots on 5s isn't terrible, and other synergies to boost their attacks helps. I'm excited to see how 3.0 shapes up for our now ancient tome, at this point its between us and nurgle for whose base rules are outdated.
  12. My thought process goes to how long eels stay as a battlelin option. There's always the possibility it gets shifted into an enclave specific role and we're forced to use namarti. I doubt GW wants to have models they cant move/sell
  13. we lost the square bases and regimented combat from fantasy...and now they have created rules to bring that structure right back in lol. Weapon ranges have to increase or just live with fielding smaller units, on a smaller board so you don't have units sitting and doing nothing.
  14. Is it me or does the new coherency rule pretty much make hordes almost impossible to work with? I mean elite armies will thrive with this but any 10 man unit cant' pile in without losing models.
  15. So with a smaller board size (44" x 60") and our new book in the eventual future will IDK keep their high movement advantage? I mean this will be a huge boost to shooting, but turn one charging on a board that size is even easier for IDK.
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