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Drofnum

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Everything posted by Drofnum

  1. Superior movement? 6+d6" vs 14", where is their superior movement? A lot of the scenarios also allow you to be 18" from the enemy so unless he is deploying far back you can pretty easily hit them first turn. If he is deploying back then you just deploy a bit further back and you can use run+charge the second turn ensure you get in on turn 2. Soulscryers can help with both deploying off the table or adding 3 to charge as well. Really not sure where you are seeing DoK as having superior movement to Idoneth.
  2. Here is the deck I came up with, no idea if it will be any good but I'll find out this week with some practice games. I would like to swap out Great Fortitude and Strength for Deathly Fortitude and/or Sudden Growth just to stack it up on Sourtongue but I dont have those decks. I only have access to the decks from both starter boxes, Sepulchral Guard, Orcs, and the Gits so my card choices are a bit limited. https://www.underworldsdb.com/shared.php?deck=0,N387,N368,N354,N340,N303,290,N90,N92,N93,N94,N95,N96,N98,N99,N100,N102,N106,320,332,355,N436,N421,N409,N388,N107,N110,N112,N113,N116,389,391,N541,N529,N524,N514,N511
  3. Could have sworn they did, but it looks like i'm wrong. Well anyone wanna share their current deck? I'm working on one but need to cut down my gambits quite a bit before its usable.
  4. Every other one I've had comes with two packages, one with a pre-built deck and the other with random cards in it.
  5. Does anyone have the cards for the starting deck for the Gits? I opened both decks and got them knocked off the table and wanted a little bit of an idea of where to start with them deck wise. If anyone wants to post up their current deck that would be cool too!
  6. They still do well outside of high tide. Its just that a good high tide can win a game for you just simply by killing off so many of your opponents models.
  7. I've been trying out different Enclaves lately. I still cant decide if I want Ionrach or Fuethan, I've also had pretty good results with Nautilar mostly just cause protective barrier can be nice on the Morrsarr. Still undecided on which i will stick with long term though.
  8. They've always done them in pairs in the past.
  9. I run a list somewhat similar to yours and havent had a problem against Seraphon, which is probably the most magic heavy army I see in my area. No one plays Tzeentch or Nagash here. I definitely dont get as much mileage out of my casters against them but they still do well, the Eidolon is decent enough in combat and is quite tanky so even when you arent casting he can do a job. My list is below. I wouldnt mind swapping out the Reavers for Royal Council just for another artifact. Vulturnos, High King of the Deep (280) (General)Eidolon of Mathlann, Aspect of the Sea (440)Isharann Soulscryer (100)Isharann Tidecaster (100)10 x Namarti Thralls (140)3 x Akhelian Ishlaen Guard (140)3 x Akhelian Ishlaen Guard (140)6 x Akhelian Morrsarr Guard (320)3 x Akhelian Morrsarr Guard (160)10 x Namarti Reavers (140)Total: 1960 / 2000
  10. The math I get is a bit different, vs a 4 up Morrsarr are doing 5 with spears, 1 from tails and and another 1 from maws for 7 damage total. Evocators empowering themselves, I get 9.5 damage with them and another 5 mortals for 14.5. Getting double the damage and more importantly mortal wounds could definitely be worth it, is it an auto include? No, but it does potentially fill out a list with something we dont have, consistent mortal wound output. Not to mention Evocators are doing that damage every turn regardless of charging or being stuck in a combat. I dont even really have a horse in this race though, i've looked at Evocators but chose not to go with them until I finish painting all 2k of my Idoneth.
  11. While this is mostly true if you take Ionrach you can get run and charge with them 2nd turn which will usually get them in to combat pretty reliably. And just having a command point ready to reroll the charge in case they dont make it again makes it a fairly reliable tactic.
  12. I've considered this quite a bit honestly. The only thing I really dont like is their move, but it might not be a problem would just have to test and see. I do think you would want Morrsarr and Evocators in your list though, the threat range of Morrsarr can help you dictate engagements a lot easier.
  13. Soulrender + thralls/reavers. Possibly a Tidecaster if they want them to have a wizard. Could be there looking for a replenishable supply of souls. Fits pretty easily imo.
  14. That second Destruction band is pretty intriguing, looks like a living mushroom under the squig? And a Rock golem or something like that next to him.
  15. Ever think about playing undead? Some solid Necro skills here!
  16. 10 Thralls shred 10 plague bearers in my experience. I play against a guy who regularly runs 2 x 10, my 10 thralls will clear a unit off the table in one round pretty regularly.
  17. Abyssal darkness on a AoSea covers a pretty big area. I can generally have it covering my 3 units of eels and King reliably.
  18. They have to be 6 inches away. A lot of the objectives are held by models within 6 so you can easily stay in the bubble, even the 3 inch ones are pretty easy to stay in the bubble. As for enemies you just try to get them blocking the objective in some way. Honestly the rules didn't change much with how I played them, we all knew it was going to change with how every other placable scenery works.
  19. It still works at higher skill levels as well, its less effective but still works. If you give someone the option of hitting a unit in a shipwreck where they can take mortals and hit a unit with a ward save or they can go after this similar unit that isnt that well protected they tend to hit the unprotected one. There are a lot more variables involved but it can still help with board control regardless of skill level.
  20. People tend to avoid mortal wounds at all costs, even if its not likely they will suffer much from them. The nice thing for us is if you know that you can use your ship to bully them around the board and off objectives.
  21. Would work pretty great as a Leviadon as well. I've definitely been tempted.
  22. If he's bringing them on the table turn 3 just push your stuff into the middle of the table out of charge range, rack up as many points as you can while he sets up his first 2-3 turns and you negate his turn 3 advantage. Then hold objectives til he kills you off of them. Wont work on every battleplan but on about 80% of them it will. I've played against a similar list before and just avoided them for 3 turns holding objectives and left a small expendable unit on my home objective, which is all that died.
  23. This is how I ran him at a recent 1500 point tourney. Rolled 6 6's against a zombie dragon which was pretty great.
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