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newsun

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Posts posted by newsun

  1. 1 hour ago, King Taloren said:

    Page 242 of the core rules specify that command traits and artifacts do not affect mounts. Command abilities, spells, prayers, normal abilities do work on mounts however. There is nothing to state they do not.

    Do the rules define what a mount is and how to identify on a warscroll?

  2. 3 hours ago, Black Blade said:

    What strategies are they using to avoid or disrupt high tide for you?

    I don't know specifically this instance though a few things are to lock units up the turn before and only offer chaff t3. Both can make high tide underwhelming. 

  3. 10 hours ago, Divinewish said:

    Hello All! I am new to AoS and have chosen the Idoneth Deepkin for my army.  I am still very new to the game and have a couple of question.
    1. Does Volturnos 6+ on hist Astra Solus automatically wound with a rend of -5 or do you have to successfully make the wound roll for the 6+?

    2. What Artefact do you all take on the Eidolon (either sea or storm)

    3. How many eels are too many eels? Currently, my 2k list has 18 eels and I'm not sure if that is better or if a Leviadon would be worth getting.

    Sorry for the questions,  still working at it :D

    1. Yes still roll to wound

    2. Ethereal amulet

    3. There really isn't a too many. I run 18 as well. Need some heroes and mages for a few missions so I fill the rest with that

  4. 3 hours ago, Maddpainting said:

    How are you alpha against DoK? And when you say alpha you are talking about reverse tides correct?

    Alpha refers to alpha striking, as in hitting first and hard. Typically this is with the goal of crippling the opponent and putting them on the back foot.

  5. On 9/26/2018 at 8:49 AM, Unter said:

    It's just way too many points. You will fail the spell about 1/4 of the time, which is actually quite a lot, without even factoring in dispel, which you can't reliably hide from late game.

    It is a cool combo, just think that 220 could go elsewhere.

    Yeah this is my initial thought as well. Do get two attempts at a protection spell if desired, good mobility, 10w and decent shooting. As I have them built I'll keep play testing to see.

  6. On 9/21/2018 at 2:00 AM, Unter said:

    Spicy, but that's a hell of a lot of points.
     

    Interesting points in there. I think the reason I'd favour the Witch Aelves is not bodies necessarily in a defensive sense, but another scary block that has to be dealt with. I think its sometimes overestimated how much utility a purely defensive unit has, and I'm a big believer in units needing to carry ‘threat’ in AoS.  Nevertheless, compelling and I’ll give it some thought for sure.

    Agree also to your point about a lot of the Waelves scariness fading without 5+ rerollable save etc.

    Sisters I’ve looked at a few times but I’m put off by their points cost and the unreliability of their spell. You should get a 6 to cast their spell off, but you’ll fail about a quarter of them, even if you can keep them out of dispel. I think they'd be worth consideration at 180 points or so. Given that turns 1/2/3 are the ones that decide the game, it wouldn't be ridiculous for you to fail the cast on t1, then be within dispel range by 3. Maybe Ionrach could help here? Don't think the allegiance ability would help them though

    Besides, once your Ishlaen are in combat, they aren't getting another charge any time soon and their cover will dissapear on t2, also you don't get cover when you charge right? Leaving them on a 4+ rerollable, kicking wounds on a 6+. Not sure if this is "220pts good", compared to the output of Morsarr.

    Again, food for thought, but it's gonna feel hella bad to not get the cast off
     

    Sisters to make storm rerollable 3+ no rend. I'm still play testing, but it's good combo

  7. 8 hours ago, mmimzie said:

    While this I'd also true the better ID player will also use the ship wrecks to screen the board to make them more powerful even outside of mortal wound production.

    I always have seen them mostly for the board control and everything else is gravy.

  8. 1 hour ago, Drofnum said:

    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.

    It's certainly a useful tool for board control. Just keep in mind the better player will ultimately look at what will win them the game and expend troops to do so. It does not matter if you have only 1 guy left on the table if you have more victory points when the game ends.

  9. 11 minutes ago, Drofnum said:

    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.

    While this is a nice tactic, it will only work at lower skill levels as higher level play the players will likely realize few wounds worth points that win the game. It's the same in Malifaux when people focus on killing over schemes and strategies.

    • Like 1
  10. 10 hours ago, Shinzra said:

    Hey everyone, playing around with some lists currently, came up with the following, appreciate any feedback or comments, aiming to be competitive.

    +++ Idoneth Deepkin (Age of Sigmar) [2000pts] +++

    + Allegiance +
     Idoneth Deepkin: Fuethán

    + Leader +

    Volturnos: General - Akhelian

    Isharann Soulscryer

    Isharann Tidecaster

    Isharann Tidecaster

    + Battleline +

    Akhelian Ishlaen Guard: 6 Ishlaen Guard, Akhelian Guard Command Group

    Akhelian Ishlaen Guard: 6 Ishlaen Guard, Akhelian Guard Command Group

    Akhelian Morrsarr Guard: 9 Morrsarr Guard, Akhelian Guard Command Group

    + Behemoth +

    Akhelian Leviadon

    + Game Options +

    Game Type: 2000 Points - Battlehost
     

    I would split at least one unit of Ish

     

    I'd also consider drop go down to 3x3 Ish and drop one off the 100 point characters for the battalion with a shark

  11. 1 hour ago, Tommy said:

    Since I just finished painting them up yesterday here's a quick shot of my 2000 points of Deepkin:

    image.png.1d978bc673e937e468ce27ebc0aeab01.png

    Akhelian King (240) - General
    Eidolon of Mathlann, Aspect of the Storm (400)
    Isharann Tidecaster (100)
    10 x Namarti Thralls (140)
    6 x Akhelian Morrsarr Guard (320)
    6 x Akhelian Ishlaen Guard (280)
    1 x Akhelian Allopexes (140)
    Akhelian Leviadon (380)

    Total: 2000 / 2000
    Wounds: 106

    Looking good, like the color choices. From those pictures it looks like maybe a bit more highlighting would really make things pop a bit more.

    • Like 1
  12. 8 hours ago, Curzex said:

    Hi guys, yestersay i play vs Stormcast. I just win so fast, my club dont want yo play vs idoneth, they think we are OP.

    What  can  I do? 

    I just have 12 eels 1 shark turtle volturnos and one king, 1 caster and 1 Aspect of sea. 

    Should i just buy suboptimal infantry? Or dont play with fuethan?

    Thx.

     

    Really depends on the community. In general there are some times builds are oppressive for others and not fun, the huge beta that deepkin do can be hard to weather, but it's certainly something which can be countered. One way to mitigate this is to swap armies. Sometimes seeing the weaknesses from the other angle can help. Consider this, could you beat your army with their army? Would that requires different units, tactics, or both? Do you guys discuss tactics outside of games? 

    You can try bringing different lists.

    Remember that both sides want to have fun.

    Good luck finding that balance of crushing and enjoying for all involved.

  13. 1 hour ago, Pompe said:

    Personally I feel that a AoS is too expensive compared to 6 morsar guard and a Tidecaster (or spellweaver) +20 points to aspare. Especially in a Fuethan list where you want superaggro. Bring a Balewind for the spare 40 points that you get and you have the same amount of spells to cast as well as some more range.

    I think it depends on unit roles. Bale could be shut down and Seadolon has a nice profile too in addition to his magic.

  14. I think there is more to the scryr than just the ambush.

     

    First he lets you deploy 3-4 units off board, allowing you to react to opponents deployment in unique ways.

    Next he increases charge success probability.

    Lastly he's a priest for making rituals more likely.

    Since the charge range buff is 24" he could be harassing another unit while the eels go after the juicy target.

    There is no reason you need to start him off the board.

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