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Drofnum

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Posts posted by Drofnum

  1. 47 minutes ago, Akhelian-Snail said:

    Okay so my 2 cents on the leviadon. I love that model. He looks cool, can put out some mortal wounds with his chomp. Especially turn 3 if you spam the king or volturnous's command ability on him. And he is a blast to move around the board. But in my opinion he would be better if he either droppep a few points in cost nothing major, maybe 340 instead of 380. Give a little wiggle room to squeeze him in other 2000 pt lists. Or if his cover ability was changed to +1 to save. That way you could play as aggressively as idoneth need to be played without losing that extra save. 

    I say thats my 2 cents because i played a 1250 pt game last night against wanderers. And instead of the leviadon i took the Eidolon of Mathlann with abyssal darkness spell (cover for units wholly within 9") and in my opinion that worked better because not only did the eidolon benefit from his own cover if a unit got outside of 9" i just healed them with the cloying sea mist. And the whole match my eidolon only went down at most to half health and i mist have healed 20 wounds back to him. So with the eidolon doing what the leviadon does plus healing and only costs 60 pts more i would rather have the flexibility of the Eidolon. Even though for now im keeping the Leviadon for my akhelian battalion.

    I'm fairly certain Abyssal Darkness is just within 9", not wholly within, which makes it pretty comparable to the turtle cover save.

    • Like 1
  2. 1 hour ago, DanielFM said:

    PD: am I missing something and cover stops working if you charge? Or is it that you think it's impossible to charge with a unit and still be within the aura?

    You do lose cover bonuses for any unit that charges in the turn they charge, its in the core rules.

  3. 1 minute ago, Barkanaut said:

    All ko buildings would be so high up nothing would ever get close to them though. So even ko buildings down below make no sense. The best I can think of is some sort if aether lighthouse/beacon to guide ships in dangerous or highly populated areas. These would make sense just about anywhere dangerous. 

    I'm fairly sure in the black library book on KO that they had docks on higher mountain peaks for trading with folks on the ground.  So you could still do a sky dock of some sort and have it make sense.

    • Like 2
  4. 10 minutes ago, Kimbo said:

    Thanks for the tip! 

     

    I have watched some battle reports and it helps alot! 

     

    Anyone else? Any tip on how to build a 1k list from the battle force box? Or should i skip it if the sharks are rather bad? 

    I posted a suggestion a ways back. Could swap eels to whatever type you want in there or throw in a scryer and some endless spells.  Quite a few options to go from the battleforce box.  Sharks arent really bad either, they just get outshone by Eels, you'll do fine with them if you arent planning on running tournaments and they'll probably get a buff in the next GHB anyway.

    Isharann Tidecaster (100)
    10 x Namarti Thralls (140)
    2 x Akhelian Allopexes (280)
    3 x Akhelian Morrsarr Guard (160)
    10 x Namarti Reavers (140)
    3 x Akhelian Ishlaen Guard (140)

    Total: 960 

  5. 1 hour ago, JackStreicher said:

    maybe it's my match-ups. I usually ace Beasts of chaos and Stormcasts. They shock in turn one and start to dismantle my army.

    I dont have much of a problem with Stormcast and the only Beasts player around here isnt all that competitive so it could definitely be matchups.  I'm not running heavy reavers by any means either my core is 9 Morrsarr and 6 Ishlaen so they definitely do the heavy lifting.

  6. We can agree to disagree on the fact that they suck and arent worth their points.  I have used a unit of 10 in about a dozen games and havent felt they didnt pull their weight in many of those, perhaps we play them differently or just have different play styles but your experience is not mine at all.

    You are right that they will usually need to swing first in their combat, but that is the case for most 5+ save units.  In your example if the Bestigors swing first the Reavers die, if the Reavers swing first the Bestigor die, does that make the Bestigor any less useful? You also forget in that example that 5 of those Bestigor have died so realistically you're going to lose 3 reavers and still come out alright in the end.

    13 minutes ago, JackStreicher said:

    Is there even a single synergie working with them?

    Lotann, Soulrender and Aspect of the Storm all have buffs for them and its no harder to keep them up on Reavers than on Thralls really.

  7. 6 hours ago, JackStreicher said:

    I honestly would like to hear an overall opinion on Namarti Reavers.

    *snip*

     

    In the games i've played them they tend to get ignored, which may help but my last game with them they shot and charged a unit of 20 Saurus Warriors and killed a large chunk of them before my Thralls finished off the unit.  Believe I killed 8-9 with the Reavers alone, yeah a fair few of them died as well but that is also basically what they are there for. 

    On average vs a 5+ save they will do 9-10 wounds if you focus all their attacks. Which really isnt bad at all.  Bestigors for comparison will do around 6 or 9 if they charged, Thralls will average 11 against 1 wound models but only 7-8 against 2-3 wound models.  I think one of the biggest issues people run in to with basically all of Idoneth is target selection.  Yeah if you send your Reavers at Sequitors they're probably going to do nothing and just die, but that isnt what their job is.  They are there to kill the low save units, you have Morrsarr/Thralls to kill hard targets or Ishlaen to hold them up.

    The funny thing is that you see Reavers in some well placing Tournament lists(before people jump on this, i'm not saying they're always taken, they are taken semi-frequently though especially in Fuethan lists), if they were that useless why would people be taking them?  You just need to adjust what you believe they do, they are not a shooting unit, they are a combination unit of some shooting and some combat.

  8. 8 hours ago, CanHammer-darren said:

    Namarti reavers. Don’t seem that great but our only really shooting unit. Any hope there?

    They are actually quite good if you dont use them as only a shooting unit, they're more of a skirmish/harassing unit than anything else.  You need to shoot and then charge to really get the best out of them.

    If you want good shooting then like @Gwill_of_the_Woods said, use allies. Wanderers or Stormcast are pretty solid options.

    • Like 1
    • Haha 1
  9. 35 minutes ago, PJetski said:

    Why run double shadowstrike? You can fit 12 Rippers in a single unit

    Would be nice to have the ability to hit 2 key targets rather than just one, if they are spread out.

    I do think that 360 points spent on battalions is way too much to gain that ability though.

    • Like 1
  10. 4 hours ago, stato said:

     

     

    Straight up paying to pass the test, no.  But some command abilities or other abilities can apply, it depends on the specific wording, it needs to reference battleshock tests not the battleshock phase.

    True, I did forget about other abilities and just assumed he was talking about Inspiring Presence.  

    • Like 1
  11. 20 minutes ago, Marcoangelo33 said:

    Question for you fine admirals.  

    Can the opposing army use a command point to stop the Aethershock Earbuster battleshock? 

    No, inspiring presence is used in the battleshock phase.  The Earbuster takes place in the shooting phase.

  12. 2 hours ago, CanHammer-darren said:

    Quick question. The ship wrecks count as terrain right? So enemies that can’t fly have to go around or up and over?  Does anyone use them just to block lanes of movement with other terrain in mind?

    They are terrain.  I use them all the time to block lanes or to force my opponent to go into certain areas to avoid them.  They have more use for that than anything else in my opinion.

  13. 1 minute ago, RexHavoc said:

    Item 199- it is the most direct source of the gates/one world theory. There is a couple of other odds n ends mentioned, but some if it is really tin foil hat level stuff. But the fact page reads clear and is explicitly stated.

    https://www.warhammer-community.com/2018/10/19/20th-oct-500-facts-for-500-stores/

    But we also have fact 404.  I wouldnt really take any of those facts as gospel. Uniting the realms would be a mistake I think, unless they are united and still infinite like they all just meet in the center and are infinite pie slices of a circle.

    • Like 4
  14. 2 minutes ago, RexHavoc said:

    Nope. The connecting of the realms and adding maps are two, totally different things. You are misreading the word connection. The have outright hinted the realms will be/can be made into one realm/world. Not 'connected' to help people adjust to the size of infinite realms (which is also poor step back imo)

    Can you provide some sources?  I know i'm not entirely up to date with all the books and all that so it would be cool to see where this is stated.

  15. 1 hour ago, GeneralZero said:

    what do you think guys of the ID Battleforce?

    I don't have ID , so, it'll be to start from zero. One box? 2 boxes?....or zero? lets say for semi competitive...or more

    I think it would be fine if you're looking to be semi-competitive but not going for tournament podiums.  The Allopex are probably the worst unit we have but if they get pointed properly in the future they could be solid.  The rest are a decent base for a 1000 point list, add a box of eels to the battleforce box and you could do the following list which would be decent and easy to expand on.


    Isharann Tidecaster (100)
    10 x Namarti Thralls (140)
    2 x Akhelian Allopexes (280)
    3 x Akhelian Morrsarr Guard (160)
    10 x Namarti Reavers (140)
    3 x Akhelian Ishlaen Guard (140)

    Total: 960 / 2000
     

  16. 4 hours ago, CanHammer-darren said:

    Yea. They’re not eels. But it could be an alternative army build I reckon

     

    but yea eels. Lucky I have lots of those. They do suck though when not charging haha

    I agree with you. Most people don't believe there is one despite no testing that I've seen really. 

  17. Like Anthony said, I cut the post down on the backside of the head and I dont have any issues with mine.  It seems like if you get glue in the hole for the posts it can make it very difficult to push the parts together entirely, most likely cause there is glue down in the hole filling up some of the space the post should be taking up.

     

    I played a game last night with my deck vs eyes of the nine, it went pretty well.  Ended the game 9-3 and could have been more if not for a lucky Duel of Wits draw on my opponents part.  I definitely do need access to some more cards though to swap out a few of the objectives I have that arent very good, I could cut down my gambits as well by 2 but I just need to see what upgrades I would lose if i did that.

    Really fun warband to play though, scurry makes for some fun moments, my first attack of the game had 3 supporting fighters.  I also think a buffed up sourtongue could be entertaining, but his randomness does hurt a little bit.

  18. 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.

  19. 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

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