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Drofnum

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Posts posted by Drofnum

  1. I would just like more command abilities.  The King's is a really nice one and I think having it only usable during high tide is a nice trade off for being able to stack it.  I just want to have something to use command points on if I dont have a King or dont need +3 attacks.

     

  2. 17 minutes ago, Kitsumy said:

    Why? Give any data.

     

    I can show u how they are on 8th place on tournaments. Only spaming eels since they are our only viable units. It is a fact, not people saying " all ur saying and showing is wrong, everything is fine. Because i say it with 0 info behind that"

     

    Show me any tome with:

    Worse magic spells

    Worse relics

    Worse command thraiths

    Worse prayers, if u can call our jokes prayers lol

    Worse command abilitys,, oh wait our since command ability haha

    Any beast mage with 2 cast that do less dmg or have worse abilitys than our mage avatar, i wont ask for same points, even cheaper ones are way better.

     

    Then we could start having a conversation :)

    Honestly its not really worth the argument.  You have your mind made up, and even if they are 8 in tournaments(whatever that means) that isnt a BAD place to be in.  Spamming eels is one of the more viable lists but so is Namarti Corps which has 40 Namarti.

     

    We arent a casting army, we arent a prayer army, of course they arent as powerful as other allegiances. Command abilities do need work, command traits are okay but not great and artifacts are decent.  These definitely dont make the army useless though or even bad.  We're a Tier 1/2 army for the most part with some minor issues.

  3. Maybe you would enjoy a different army more? I can't really agree with most of what you're saying, the army is in a pretty decent place honestly. Some units may still need slight point drops, but Lotann is about the only truly unplayable unit. 

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  4. 2 minutes ago, Acid_Nine said:

    still hasn't updated for me unfortunately, but I think there could be some value in these new point changes. I saw the info on reddit for the change but I am hoping that the battalions had a point drop too, just because I want to stubbornly run my corps. but, the extra 60 points could be very valuable, and I could buy something like a vortex for my tide caster or include an ally for a small fee. 

    If you update your app it has the points changes in it now. Battalions all look the same.

  5. 3 minutes ago, HollowHills said:

    He's not really viable competitively. You have no way to get cast bonuses so your spells get shut off, plus all the lore spells have fairly ****** ranges. He also doesn't do much damage in combat and lacks any defense against mortal wounds. If you compare him to a similar cost wizard, such as a keeper of secrets or vermin lord warpseer he is terrible. 

    That said these point changes definitely help the more casual idoneth lists a lot. 

    I mean people say this, but last year at LVO i did very well with one in my list.  Top 20 in a 130 player event is non-competitive now?

  6. 2 hours ago, Acid_Nine said:

    then jump on in! the water's fine if you like the models.

     

    Has anyone played with the Royal Council Battalion btw? it seems like a good choice to get some unexpected speed, and combine it with the rune of Surging tide I think we can get eels to go 18" turn 1, either to smash into the enemy or to send our shield eels to tie up something important.

    The problem with the battalion is that all the hero's need to be near each other and you generally dont want that.  You want the scryer setup off the board and the King is going to outrun the tidecaster after turn 1.  You give up too much putting the scryer on the board to make it worth it, unless you know you're going to be playing only total commitment.

  7. 56 minutes ago, Allornone said:

    Hi guys. I am starting with Idoneth and I have two questions about Volturnos command ability. From what I can understand there is no limits about how many times I can use it in a turn right? And as there is no indication about the timing I can use it whenever I want, like before or after charging?

    You can use it as often as you want in High Tide.  There is an FAQ that states if the command ability doesnt say which phase it is used in it is used in the hero phase.

  8. It isnt really THAT bad.  Sure you need Morrsarr, but there are plenty of lists out there that do well and have won tournaments with a variety of the other units in lists.  The backbone is always 15+ Morrsarr but you can mix it up with Thralls, Reavers and to some extent Akhelian Corps.  Its not a whole lot different than most armies in the game who have a small unit count.

  9. So the list that won Facehammer and started most of the MSU talk is this.

    Enclave: Dhom-Hain

    LEADERS
    Vulturnos, High King of the Deep (280) General
    Isharann Soulscryer (130) Artefact : Cloud of Midnight
    Isharann Soulscryer (130)
    Black Ark Fleetmaster (40)

    Allies 5 x Khinerai Heartrenders (90)

    UNITS
    3 xAkhelian IshlaenGuard(140)
    6 xAkhelianMorrsarGuard (340)
    3 xAkhelianMorrsarrGuard (170)
    3 xAkhelianMorrsarrGuard (170)
    3 x AkhelianMorrsarrGuard (170)
    3 x AkhelianMorrsarrGuard170)
    3 x AkhelianMorrsarGuard170)
    TOTAL: 2000/2000

     

    You could obviously move some things around but Volturnos and at least 1 scryer would be must haves IMO. 2 scryers would be ideal for flanking and charge buffs to make sure the eels get where they need to be.  I dont personally like that many eels and would probably take some Thralls in place of a unit or two, but he has won Facehammer and I havent so I may not know anything. :)

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  10. I dont think its a question of a unit 6 Morrsarr or units of 3, you take both if you're going to do MSU.  You need to have something you can point at a unit and know you're going to remove it from play, which is why you keep the unit of 6 in there.  If you want to do MSU then you run 2-3 units of 3 after that.

     

    The list that sparked this whole MSU eel thing did exactly that, Volturnos, 6 eels, 3/3/3/3 eels.

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  11. I played my Deepkin this weekend to start our campaign.  Played Untamed Beasts and Splintered Fang and won both, Splintered Fang would have been a hard matchup if it wasnt for the victory conditions.  Reavers were actually far better for me than Thralls and I think going forward I will probably have about twice as many of them in my list as Thralls.  Eels are nice, but i'm not sure they're worth the points to take more than 1 of each.

     

    My list:

    1 Ishlaen (Leader)

    1 Morsarr

    3 x Thralls

    4 x Reavers

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  12. 6 minutes ago, IneptusAstartes said:

    What *is* fliptide anyway? I’ve seen the term on here but not sure what it exactly is. Tidecaster general + namarti spam?

    Its just a Tidecaster general using her ability to change the tides.  What goes with it is generally a bunch of Morrsarr Guard and Fuethan Enclave so you get first turn run/charge and second turn high tide for a brutal alpha strike.

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  13. 7 hours ago, Maddpainting said:

    OOPS im used to CA as in chapter approve i also play 40k I meant GH, but thats what i was says, if you are play GH use the GH ones (Tho still fallow the rules for use too), but i meant you can not override our faq with the GH faq if you are playing GH terrain rules.

    But again the problem is not everyone is playing with the GH rules right now for terrain.

    The GHB rules take precedence over everything before them.  So you really can override our FAQ, and the only thing that gets changed really is you need to place the ships 3" from other terrain rather than 1".  Its spelled out pretty plainly in the FAQ for the GHB.

    In a Pitched Battle, faction terrain must be set up more than 3" from any other terrain features and more than 1" from any objectives, in addition to any other restrictions that apply to it. Sometimes this will make it impossible for a faction terrain piece to be set up; in this case, it is not used.’

  14. On 7/31/2019 at 6:14 PM, Maddpainting said:

    The problem is we have 2 FAQs, normally its Army rules trumps Core rules, but also its Newest rules trumps older rules.

    I would do this: If you are playing with all the new terrain rules play the CA FAQ's, if you are not, play the IDK FAQ's.

    Everyone i know and talk to still dont know if the new terrain rules are finalized and no one is playing them. Most also dont like the chart (roll once for chart 1 or chart 2, then roll the D6, repeat for each terrain) so we just been rolling D12's like it should have been.

    I was at a tournament 2 weeks ago (took first, but it was small local event). One of the opponents was mad that i was using the IDK faq, instead of the CA faq (But it didnt matter b.c the TO said we are not using the CA terrain rules) He honestly was mad b.c i was winning so i ignored him and had the TO talk to him.
     

    Not really sure where the confusion is here.  The GHB FAQ states that you follow the terrain setup rules plus any additional ones for the specific terrain piece. Which essentially means you take the most restrictive from each place and combine them, for ships you place them at least 3" from any other terrain pieces, 6" from Objectives and 6" from other shipwrecks.

    As for the terrain setup mini game the consensus seems to be just ignore it, its what everyone near me is doing, its just a waste of 20-30 minutes to set up a table and never needed to be there in the first place.

    What is CA?

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  15. 1 hour ago, Gwyn chan 'r Gwyll said:

    Looking at the new Cypher Lords models, does anyone else think they'd be great with some kitbashing for Idoneth? Lop off the braid, stick it on their shoulders, switch off their head for a Namarti head, and boom, variant Thralls. Use the heads along with the spare heads from the Akhelian Guard kit to headswap some other allied-in heavy infantry (which will likely get better when the new Cities codex drops). Headswap the Thrallmaster model with some other head, and you have a new Soulscryer or Tidecaster! Some of the Splintered Fang models could be decent for conversions as well, with their helmets and scaled armour

     

    What do you guys think? 

    Definitely some good conversion candidates in there.  I was thinking of swapping the nets from some of the Fangs onto some models, not sure which yet but I feel like Idoneth would be using nets.

  16. You probably just need to realize that you are going up against the worst possible opponents.  I dont think its an auto loss by any stretch, but you probably want to consider bringing other options when your opponents are directly countering your main threat.

  17. 21 minutes ago, Nerdkingdan said:

    What are they fighting that they should beat, that should be in a competitive list?

    You had good rolls, doesn’t mean it’s a good unit.   You killed an over costed thing that shouldn’t show up in competitive list, again not a good unit.

    Terrorgheists shouldnt show up in competitive lists?  What FEC lists are you fighting?  lol

    I'm sorry your experience has been poor but maybe you just arent using them correctly?  Just about the only thing i've put them against that they have struggled with are Fyreslayers(Vulkites, hearthguard obviously kill them) and that ended up being a stalemate essentially. I've used them against Plague Monks and they killed more than they lost in the 3 times i've played Skaven, kill terrorghiests like I said with or without ghoul kings, ethereal VLOZD when it was a popular thing, countless bloodthirsters, dragonlords, witch aelves in equalish numbers, Keeper of Secrets. 

    The list could go on and these are not one off events where i'm getting lucky, these are consistent results. Running Dhom Hain(reroll 1's to hit on the charge) a unit of 10 Thralls will do 14.5 damage to a 4+ save on average vs Monsters/4+ wound models. Its a bit lower if you're going up against 1 wound models, around 10.3 damage vs 4+ or 12.9 vs 5+.  So again on average 10 Thralls will kill the monster they attack and on average they will wipe a same sized unit. If the unit you're attacking has a DPR then you will usually need a bit of help, but that doesnt make Thralls a poor unit it just means you picked the wrong target.

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  18. Most people underestimate Thralls which helps.  I tend to just use Reavers as screens, they do okay damage if you can shoot and melee with them but they die just as easy as Thralls with less damage output generally.

    I really need to get some Eternal Guard then I doubt I will take Reavers at all.

  19. Thats maaaaaybe true for Reavers, Thralls are pretty damn good for 130 points.  Even a unit of 20 is good, sure not all will attack but with a soulrender near them they will stick around for a long time and even against 2 wound models will generally win the fight they're in.

    I have countless times sent Thralls into things worth far higher points.  I've had units of 10 pretty regularly take down terrorgheists and other big monsters, you need to pick your targets(kind of the theme of the army) and they will perform very well when you do.

  20. 7 minutes ago, Tropical Ghost General said:

    I didn't know that the ships had to be 6" from objectives. I've definitely played in tournaments where they have been placed within 6" and been hit with mortals whilst sitting on objectives. Good to know that that shouldn't have happened.

    It was in the FAQ that came out after GHB 18, so it is possible it was played correctly depending on when you played those events.

  21. 5 hours ago, Tropical Ghost General said:

    IMO they should have made the other changes but left the 3" away from objectives, but 🤷‍♀️.

    It also says any other rules specific to the terrain is still in place.  So for example the Gloomtide Shipwrecks still have to be 6" from objectives.

     

    Emphasis is mine:

    In a Pitched Battle, faction terrain must be set up more than 3" from any other terrain features and more than 1" from any objectives, in addition to any other restrictions that apply to it.

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