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DantePQ

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Everything posted by DantePQ

  1. not even close, both command abilities are general only (so in matched play only one particular Tidecaster could use it) and are pretty good (but they cost Command Points and Deepkin could be forced to use Inspiring Presence here and there) but Ishlaen nerf would make any battle much more difficult - also it would be hard to hide heavy Morssar builds from harm.
  2. I read through all warscrolls - I didn't see any changes.
  3. Sure it could be misprints but they could be part of big Errata who knows? Also Tidecaster ability is strong but its on 2+ it's one Tide higher or lower and only if Tidecaster is a general. Kings also have to be Generals to use CA. Also change to Reavers doesn't make any sense and makes Tidecaster being a General pretty bad. So if the changes are indeed true I see only two builds to work : Volturns/King Morssar Spamm Tidecaster General Thrall spam (crazy strong with new pile in and Tidecaster ability to High Tide from turn 2)
  4. Also that changes to Kings and Tidecaster are very much in line with AoS 2.0 mechanics and if they are true, change to Ishlaen is true as well.
  5. All those changes are pretty cool, but change Ishlaen is horrible and makes them nowhere near Morssar. Waht's worse it makes Deepkin a lot worse, as Ishlaen were amazing to shield units turn 1 or sit on objective make it hard to capture.
  6. Yeah surely, but in other words she's perfect counter charge hero. Still as I said she opens up many tactical moves which are exclusive to her. Sure on the paper she might not be worth it but I think it takes a lot of time to master using her and when used wisely she is awesome.
  7. From Artefacts Shadowmirror and Lens of Reflection are amazing on HaggNarr General Considering Morathi @Richelieu made some great points and there is even more : - you can advance her up the board and tarpit big parts of opponent army - ability to tarpit almost anything when needed - also you can advance her into enemy territory and then next turn blast some endless spells into enemy lines (sure you will be in unbid range but it could be huge bonus in certain situations. - she is out more mobile hero and likely candidate to be in range to use new CA in new edition on units deep into enemy territory. I've used her as a spellcaster early on and then counter charge with monster form, surely it is all match-up dependant as sometimes you want to tarpit enemy army and sometimes it would be risky no to change her. In new edition it's even more difficult choice (and it's a good thing) with two 30'' +1 unbinds (not to mention some arcane terrain bonus)
  8. I think Soulscryer is great and does a little bit of everything : - ability to use him really makes your opponent rethink deployment whenever you are smart enough, usually with that many drops in no-battalion armies you can benefit from sole ability to force opponent to deploy in certain way - ability to charge first turn could be valuable but Deepkin Alpha strikes with Morssar are usually horrbile for one reason only - high level competitive players will not allow it or shield crucial unit and Morssar when counter-charged are really bad (they are much worse then other alpha strike hammers like Kurnoth Hunters for example) BUT Tidecaster General ability help a lot as you can charge and then use High Tide turn two. Also most of alpha strikes suffer because of screen and Deepkin has no mechanics to take care of screen before charge. - you can hold on for example 10 Reavers and Soulscryer as a objective takers - that's how I use him in many games, as you can go out of reverse and punish bad deployment of enemy or objectives that aren't guarded sufficiently, Reavers are perfect for that role,especially with some Tides (as you know during which Tide you want to deploy them) also it keeps opponent on their toes whole game and could give you some openings to exploit. - extra ritual boost - could be really important in certain situations.
  9. Ok so another game with AoS2 with Deepkins my army (with all correct points value) Ionarch Tidecaster + General + Coral Ring + Abyssal Darkness + Emissary of Dark Places Tidecaster + Tide of Fear Spellweaver Endless Spell : Balewind Vortex, Aethervoid Pendulum Soulscryer 30 Thralls 2x10 Reavers 2x6 Ishlaen Guard 6 Morssar Played against Sylvaneth Gnarlroot but without Alarielle, it was a tough win for me , Aethervoid Pendulum was amazing against Sylvaneth and with 3rd turn Tide (as I elected not to Reverse Tides) it was easy to keep in check so it didn't harm me. Also it's my third game with that rooster and couple of points : 30 Thralls are really good, they are a threat can bunker on objectives (as with all debuffs you can easily do this) , also it's easy to use them as bait - as they look like easy target for some armies. Against Sylvaneth they were very good taking on 6 Scythe Hunters and killing them over 2-3 combat rounds. Also Tharlls are pretty amazing against W4 infantry - they were great against Kurnoths and Blightkings, Morssar charged into second hunter units and got stucked and after they didn't clear them first turn they were pretty useless. Reavers are good as well, they are mobile can fill some roles - chaff, screen, take objectives, also they are great hunting small heroes as they are deadly at close range against W5-6 heroes, so majority of opponents will have hard time taking care of Ishlaen Guard, Thralls and Morssar so Reavers have more room to operate. I really like them.
  10. Yep it's a list I have been using for 2 months now, awesome to play and really a lot of tools to deal with almost anything AoS can throw at you. But know I will be taking Spellmirror or Lens of Reflection on General to make that bubble even more powerful.
  11. I don't really care by list is alive just had to scrap one endless spell that wasn't even necessary
  12. So obviously Idoneth Deepkin points didn't change and it was only a misprint.
  13. How Tyrion could be Avatar of Grief ? LOL, he is Prince of the ******* Lightness or God of Light if you want it that way, but there is zero chance he is some kind of Grief Avatar. Anyway give more Elves (fluff on Twins and Malerion will be enought for now) SCE are boring and Death is meh.
  14. So it's confirmed that double turn is gone
  15. @BurfI don't know, but from the looks of it GW with Daughters of Khaine Battletome answered some issues (that could point to changing how AoS work) - battalions are nice addition as you bascially can't go with 1 drop (unless you want to take army with fixed selection), prayers work more or less like spells in terms that you can't cast prayers more then once (unless they are on a scroll and those aren't powerful - ok animated Avatar is great but anyway issues with prayers with DoK had been adressed) so I doubt they weren't aware big changes are coming to AoS, but maybe they didn't take that into account - I don't know. Sure I know what it mean to be multcharged by striking first Witches but you're missing whole picture - it's double-edged sword. What if my witches are multicharged ? They will die badly and with bad postioning I can lose those units really fast, and there are armies that could do that. That's why witches aren't the most resilient units. When playing skilled player vs skilled player ability to go first with charging units adds another dimension to postioning, few bad moves and your army is gone. But though I think such a rule in vaccum is good, priority roll for every turn would have to go - because bonus to charging units with double turn would be massive and unfair, without priority roll for battleround I would love that rule as it's double-edged and encourages to take more conservative approach and think about movement and implications of charge. I didn't know that 9'' away wasn't official rule in Wh40k , but I guess any deployment works that way.
  16. Not really - I'm fairly certain that with how GW playtests stuff recently LoN and DoK Battletomes (or even maybe Maggotkin as well) were designed with that changes in mind, sure there could be issue with some other armies but Greenskins are out of the meta anyway so a little push won't need any points rebalancing, maybe Murderhost. I don't see massive issue with points. On the other hand I've heard from multiple sources that there will be a rule that you can't deploy closer then 9'' to the enemy in any scenario (it's a wH40k rule I guess) - including Changeling etc.
  17. Pre order will be announced on Sunday or Saturday as always, then Monday-Friday they will preview Battletome leading to pre-order on Saturday. Also I think that some people hyped information about how big this range is too much. I've watched GW post Adepticon reveal stream and sure they talked that it isn't whole range but then they specifically talked about alternative builds. And we have seen alternative builds for Avatar and Deepmare Raider. There are alternative builds for turtle as well and maybe infantry have different weapon loadouts. But there aren't any huge reveal as ID range is already huge for 100% new army - 14-15 units.
  18. There is nothing more, it is already pretty big release all we haven't been shown were alternative builds and thats what GW crew talked about during Adepticon stream.
  19. New Idoneth Deepkin info, some interesting lore information
  20. How was this his fault anyway? Anyway he created with Tyrion those Angelic Aelves anyway
  21. Another awesome Deepkin pic. Wow artwork is amazing in this Battletome. Amazing job by GW.
  22. Soulrenders look pretty combat to me also it's their lore that big lords are warriors, then there are Mage-Builders and Thralls.
  23. New ID pics, so Avatar has obviously 3 builds - sweet and text suggest Infantry as Battleline which I love
  24. I don't know about this but since those minis are playable in AoS some people will just buy for the minis. I think GW just need to sort of rules for those units if they were good enought to be addintional piece to Ironjawz, Fyreslayers army some pople would buy them just for that = double win for GW.
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