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Drofnum

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Posts posted by Drofnum

  1. 16 minutes ago, DanteAlighieri said:

    Ordered some Paladins for a list I am building. Gonna build them as Protectors and run them as a block of 10. I was wondering if the starsoul maces are worth it or if I should just build all 10 with the glaives? At a glance it appears the consistency from all glaives is desirable, but does Unleash Thy Hatred giving +1 attacks push the Starsoul maces back into "worth it" territory? Or are they already worth it and I am reading into it wrong?

    For Protectors you want the starsoul maces, if you were going Retributors they're better off without them.

  2. 11 minutes ago, macrake said:

    Because SDG can then potientially recieve the ability, then get teleport somewhere by translocation, and then shoot. Would make it impossible for opponent to avoid the hero phase shooting.

    They already have a 30" threat range in the hero phase once per battle.  Its not THAT much different if they get ported to a flank or fly over to it.  Either way I doubt thats the intended interaction so may get FAQ'ed.

  3. 23 minutes ago, macrake said:

    "Once per battle, in your hero phase, you can pick one friendly Stormdrake Guard unit wholy within 12" of this unit. That unit can shoot."

    Saw someone on facebook say that this means the SDG unit can shoot later in the hero phase and doesn't have to shoot instantly. I'm not sure personally. Seems absurdly strong. Opinions? Thunderbolt Volley, for a similar example, has the wording ".. can shoot in the hero phase." So for that ability, it seems more reasonable that the unit can wait untill later in the hero phase.

    Why does it matter when in the hero phase they can shoot?  How is it any different than picking to use the command ability in the end of the phase vs the beginning vs the middle?

    If they're arguing that it can shoot in a different phase maybe thats a bit different?  But really not that game breaking either for a once per battle ability. Its definitely a bit vague and a RAW vs RAI argument for sure.

  4. 1 hour ago, CommissarRotke said:

    is 32mm or 28mm better for Cities/non-Stormcast proxies? only part i'm stuck on rn

    Its going to depend entirely on the sculpt honestly.  I back a ton of folks on patreon for models and there is a pretty big variety in sizes even for the ones that claim to print in the same scale. Easiest would be to get direct comparison pics next to other models for whatever you're looking to buy.

    I cant count the amount of models i've had to scale up or down by small amounts to fit in with my other models.

    • Sad 1
  5. 15 minutes ago, lare2 said:

    I'm not picking up on the ward stacking. Can someone please point me to it?

    Edit: found it. Doesn't that just ignore 14.3 of the core book? There it says, just use 1 ward but in the faq... you can just go mad. 

    Its in the core rule FAQ.

    Q: In section 14.3 of the core rules, ward rolls are made to negate a wound or mortal wound before it is allocated to a model. However, many units in the game have abilities that trigger when a wound or mortal wound is allocated to a friendly model. Can I use abilities that negate allocated wounds or mortal wounds after a ward roll?

    A: Yes.

    • Thanks 1
  6. 9 minutes ago, Leemer said:

    Been trying to come up with a list that goes heavy into Namarti Reavers as the  triple shot Unleash Hell seems like it could have gas.

    Enclave: Dhom-hain

    I would change the Enclave to Nautilar possibly.  Get reroll hits when charged, which I think would work with Unleash Hell since it is a reaction to being charged.  Ideally your Namarti arent getting charged but it would help when they are and would help the Ishlaen more than the Dhom-Hain bonuses I think.

    I dont think I would even bother with Lotann, even at 75 points an endless spell would probably be better if you're making your soulrender a wizard. Reroll 1's is nice but I still dont really like him for his cost and the aura is fairly small due to his base size.

    • Like 1
  7. 1 minute ago, Kitsumy said:

    Ehh?? It wasnt the image posted when i saw it. Did they change it after????

     

    I swear im not fooling u. The ability sad whitin 8" and only reroll 1s to wound.

     

    So an error? Or they plan to change it to it n the future?

    It's possible they posted the old ability he had, pre broken realms.

  8. 1 hour ago, Kitsumy said:

    Wtf??? Am i the only one who realized gw just nerf our allready useless avatar even more in todays article????

     

    His aura went from 18"<8 and +1 to wound to rerolls 1s....... So gw dont fix useless thralls giving them 2", but delete the aura on melee avatar, because it was so good that was being spamed stomping every tournament.

     

    Even worst is, thralls is our best unit now!!! But they forgot to tell people that only 5 each 10 can fight....

     

    Everytime i see thing on this eddition reinforce my statment of this is " the worst ruleset ever"! Haha, will have to wait 1 full year to play a game, maybe after other faq and a ghb they balance this thing

    What are you talking about with the Eidolon? The image below is whats posted on the community site.
    AoSFFIdonethDeepkin Jun25 Boxout4cUPDATED

    Also on a more positive note there is this little bit: Each unit’s Prince can issue an All-out Attack command ability.  Which will be nice not to need a hero nearby to issues the command ability.

  9. 3 hours ago, Frowny said:

    Singleton sharks also look every solid as relatively cheap monsters which were already pretty good. I don't think IDK made out worse than others. 

    Sharks arent monsters.  The problem is that they made our good units more expensive without giving us any viable alternatives by lowering points on Namarti or giving Thralls 2" reach(that we know of yet). I dont think it will knock Idoneth down to trash but I dont think they will be on top tables nearly as much, which isnt a terrible thing but if they wanted to mix up what folks use then they need to buff the weak units while nerfing the too strong units.

    • Like 1
  10. 55 minutes ago, DocKeule said:

    Well...

    - Command abilities can only be used once per phase.
    Looks like Volturnos has just gone down in value immensely

    - Cover is now +1 on save rolls
    So there is redundancy with the turtle again 🙄

    The turtle doesnt provide cover and cover has always been +1?  Thats what low tide provides.

  11. 2 hours ago, Deadrixc said:

    A pretty big bubble of re-roll 1 to hit and wound on the already killy as hell namarti would increase their damage by a lot. Mor'phann enclave so im resurrecting a minimum of 9+d3 namrti each phase. along with the cover from the leviadon. soulrenders to herohunt and Storm aspect kills everything else. Maybe Lotann too since hes cheap and would bring namarti bravery to 10 and allow me to be more flexible and not have to pack so tight around the levaidon

    What you have to remember is you're only returning these in YOUR battleshock phase.  If you have big enough blocks to ensure they arent being destroyed in a round it could work but thats the risk and problem with the Souldrenders ability.

  12. 8 minutes ago, Drazhoath said:

    Next week I will play against an eternal conflag shooting heavy list. Do you think I have a chance with a Ishlaen heavy list (fast, ignore rend)?

    You basically get to choose what they shoot at.  I havent played against that list but you should have a chance at least, just make sure you screen your important pieces with the Ishlaen.

    • Thanks 1
  13. 1 hour ago, azdimy said:

    LRL can ally with Idoneth Deepkin. How do we know if there is reciprocity? Especially when the lore and alliance chart for multiplayer in the ghb indicate otherwise?

    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.

  14. 1 hour ago, Frodos said:

    Quick question: can  Volturnos, High King of the Deep use command ability Supreme Lord of Tides in any phase as long as condition (High Tide is active) is met?

    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.

  15. On 6/4/2020 at 11:47 AM, DocKeule said:

    With Thralls you have to pick your battles as carefull as possible. They need to hit first and hopefully destroy the enemy unit in one melee-phase. 

    But I am often having a hard time getting there as well. 

    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.

    • Like 1
  16. On 6/2/2020 at 10:38 AM, GrimDork said:

     

    My thinking was use big unit of thralls as a screen. With forgotten nightmares with good placement they have to be targeted. The battalion soulrender can return 6 thralls a round, the other 2 soulrenders 3 +D3 each. 

    Use the eidolon to debuff everything with tide of terror and tide of fear for potential -2 to hit on a unit (possibly extending for 2 turns with sands of infinity). Then use king, guard and allopex for a counter punch (hopefully on high tide). Might not work, but thought it'd be a laugh to keep returning Namarti.

    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.

    • Like 1
  17. 4 hours ago, CrabSlap said:

    Hey, this is a post I never thought I'd have to make:

    So I've recently inherited a massive supply of Idoneth stuff and I'm not sure how best to use it all. Could someone help me make a list/lists with all this stuff?

    1 x Eidolon of Mathlann

    1 x Lotann, Warden of the Soul Ledgers

    1 x Volturnos, High King of the Deep

    2 x Isharaan Soulscryers

    2 x Isharaan Tidecasters

    2 x Ishaaran Soulrenders

    2 x Akhelian Allopexes 

    9 x Akhelian Guard

    50 x Namarti Thralls

    40 x Namarti Reavers

    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 Deepkin
    Isharann 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 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 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.

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