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Drofnum

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255 Celestant-Prime

About Drofnum

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    Dracothian Guard

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  1. The leak shows an * next to way more units which indicates they changed cost so it could be misprinted, but it will require a FAQ either way if its printed like the leaks show.
  2. That chart is for a different type of game and doesnt show they cant ally. It just shows its less ideal than some others, Stormcast and Idoneth are shown as fractious but can ally and Lumineth and stormcast are shown on that chart as battleforged but cant ally in matched play. The chart doesnt mean much in this regard. In general being able to ally goes both ways, I cant think of any instance where X faction can ally in Y faction but not vice versa.
  3. Mierce makes a great battle crab.
  4. You have to use it in the Hero Phase. There is an FAQ that says if the command ability doesnt state which phase you use it in you use it in the hero phase.
  5. When i've used them I run them the first 2 turns and keep the tides normal. First turn they most likely wont see any combat, second turn with run and charge they probably will, third turn for sure they will and they will get to strike first. Use command points for 6's to run and they're still fairly mobile, they're obviously not as fast as eels but they're not slow for foot troops.
  6. You'll lose too many thralls to battleshock and just plain getting killed. A screen of Ishlaen is about the same cost and vastly more survivable. I can only see a big block of thralls as a hammer, anything else is just going to see them killed off too quickly to matter.
  7. I've actually wanted to try a list thats heavy Namarti. You woluld want to run the Namarti Corps Battalion and possibly the enclave that lets the Soulrender return 3 Namarti a turn. I would run something like this: Allegiance: Idoneth DeepkinIsharann Soulrender (80)Isharann Soulrender (80)Eidolon of Mathlann, Aspect of the Sea (380)30 x Namarti Thralls (360)10 x Namarti Thralls (130)10 x Namarti Thralls (130)3 x Akhelian Ishlaen Guard (140)3 x Akhelian Ishlaen Guard (140)3 x Akhelian Ishlaen Guard (140)10 x Namarti Reavers (130)10 x Namarti Reavers (130)Namarti Corps (100)Total: 1940 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 128 You get 6+d3 models back from the soulrenders so stick them near the big block. You could combine the 2x10 thralls into a 20 as well if you wanted to. I would use Ishlaen Guard to screen for the Namarti since they will not hold up to much damage. Eidolon can run the cover spell to help out with that and hand out -1 to hit. You could also throw in Geminids for double debuffs. I think it could be a decent list, not top tier competitive but could hold its own against most mid tier lists.
  8. Look at the rules for placing your terrain in the Idoneth battletome.
  9. https://www.youtube.com/watch?v=kD24su2lDl4&t=6113s
  10. You also said wait to turn 2 and use lord of tides. But regardless, it looks like the standard msu eels list. If you're running that I would suggest watching some of Luke mortons games, they were streamed at sheffield slaughter and are a good example of how to play the list.
  11. You cant flip tides and use Supreme Lord of Tides. Both require the unit to be general so you must pick one or the other.
  12. I really liked using 6 Eels and Scryer then 3 eels + shark and Scryer to hit where needed. The sharks are nice for something that wont kill them but also wont be killed in a single round of combat.
  13. You would just get an additional wound roll from it. You wouldnt get 2 x 3 MW's as the additional hit doesnt have a value its simply a hit.
  14. Yeah, my list definitely needs some tweaks as well but figuring out exactly what I want to change up still eludes me. I think taking only 20 company and popping 10 thunderers in the ship is probably the next thing i'll try to see if just flying high everywhere with the ironclad is any good.
  15. Yeah its in the combat phase, but 14 company cutters and the Admirals melee himself do quite a bit. If you're running Company in the Ironclad you're going to be within 9 of the enemy and if you're within 9 you may as well be charging to finish off whatever shooting didnt. You're just going to get charged the next turn anyway and the combat from Ship+Company+Admiral will kill off a lot of things, I burned through an entire unit of Horrors for example which is 50 wounds, I think 6-8 battleshocked off but still. If you're running an Ironclad filled with dudes the Admiral pulls his points pretty easily, he gives you run and charge on the Ironclad which you will want to ensure you get inside of 9 for the Company to shoot. The +1 to hit does quite a bit in combat once you're rolling for everyone in the boat. You can get reroll 1's in shooting which combos well with using Aether Gold to reroll wounds when you need to make sure the Ironclad kills something. The reroll charges is a bit redundant, unless you take the mask artifact. But honestly how many command abilities do you need from a 140 point hero to make him worth taking? I think 3 is plenty, he's also no slouch in combat for his points. If you're dumping the company thats another thing, but honestly I dont see the point in that. Any reasonably decent combat unit is going to take 20 company off the board if they try to, they're quite a bit more useful in a ship where they can bring all their firepower to bear wherever you need it. Edit: My original intention as the same as yours, drop the 20 company on an objective and move the Ironclad on to something else. It just never worked well in my experience, the company was far better in the boat for me.
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