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==Warscrolls== ===Named Characters=== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Volturnos.pdf Volturnos, High King of the Deep]:''' [290 pts.] An Akhelian King +1. For a measly 40 points more, Volturnos gets another swing with his weapons and far better buffs, such as the reroll-aura being extended to 18" and all Deepkin within that bubble also getting +1 to Bravery. But the real kicker is his shield: Whenever he's affected by any spell, you can choose to roll a D6 and on a 3+ that spell doesn't affect him (but works normally on everything else). Not only does that keep him relatively safe from enemy debuffs and damage spells, it also means you can drop ''Vorpal Maelstrom'' on top of him when he's surrounded by enemies. After Broken Realms: Morathi, he now gets potential access to a Deepmare Mount Trait, finally balancing out some of the downsides to having to take a named character as your general for his superior High Tide Command Ability. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lotann.pdf Lotann, Warden of the Soulledgers]:''' [115 pts.] Aka Octobro. With a fairly standard Hero statline but slightly above-average damage output thanks to the Ochtar, he's not too shabby on his own. Especially his 5+ Save-after-the-save is appreciated since he can't take Artefacts. But what you really take him for is his buff, giving Deepkin in general +1 Bravery and Namarti in particular the ability to reroll 1s To Hit in a <del>massive</del> completely within 12" bubble. Note that his bubble doesn't specify melee, so feel free to use it to boost those Reavers' shots. That said, if you play mostly Akhelians, then the Akhelian King does the buffing better. ===Heroes=== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_King.pdf Akhelian King]:''' [250 pts.] As mentioned above, the generic Akhelian King pales in comparison to Volturnos, but that doesn't mean he's bad. He's worse at everything, but can take Traits and Artefacts, which can combine to make him either tougher or killier or supportier than Volturnos, though never all three (there is also nothing stopping you from taking one alongside Volturnos if you really want to). Whatever you pick, the Akhelian King is always a fast, reasonably tough and extremely killy Hero who provides good support to your Akhelians. His main weapon is either a Greatsword or a Bladed Polearm; the latter is better provided you can keep charging (perfect time to take advantage of Ebb Tide): 2", -2 Rend, and trades one attack for dishing out 3 damage, -3 Rend instead when he charges. If you can't reliably charge each time, the Sword and Spear actually mathhammer out to very similar damage (we are talking fractions here). The King is now one of the few heroes that doesn't have an natural Ward save. As such watch out for high rend attacks or magic! *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Tidecaster.pdf Isharann Tidecaster]:''' [150 pts.] A fairly survivable support caster with access to a number of very interesting spells. She also gives you access to one extra Isharann ritual. A good pick if you want a Wizard but don't have enough points (or cash) for an Aspect of the Sea. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulscryer.pdf Isharann Soulscryer]:''' [150 pts.] Count von Count here is a support character through and through. Fragile, with only milquetoast attacks, but blessed with a bonus effect in that he can outflank along with 2 other Deepkin units (3 if you choose the Briomdar enclave). Also allows for some targeting shenanigans with ''Forgotten Nightmares'', as you can force your opponent's backfield fire support to shoot your nigh-invulnerable Ishlaen Guard. **In 3rd a Soulscryer with the curse prayer and a larger unit of Namarti Reavers in close range can produce a surprising volume of Mortal Wounds. Get those 3 attacks each off for 0.5 mortals each against a cursed target and when they opponent counter charges use Unleash Hell for the same again. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Isharann_Soulrender.pdf Isharann Soulrender]:''' [120 pts.] The Soulrender wants to be a hybrid Hero killer/buffer. The latter role he pulls off remarkably well, reviving D3 plus however many models his Hook killed that turn Namarti models at the end of your battleshock phase. The former role... eh. His four hook attacks are fairly decent, with a rule that makes it better against Heroes, but it will take some prior damage for him to take down any non-support Hero with 4, damage 2, attacks, even with the fish pitching in. *'''Akhelian Thrallmaster:''' [110pts.] The new hero introduced in Fury of the Deep. While they're fairly good at combat with a good five attacks with -1 Rend and 2 Damage and two basic 0 Rend bites from their pet eel, their main role is to support the Namarti so you can have your king focus on being the beatstick. Each fight phase you can make your 12" aura lets your thralls either re-roll hits of 1, score two hits on a natural 6 to hit, or make enemies take -1 to hit your thralls. The Thrallmaster is now one of the few heroes that doesn't have an natural Ward save. As such watch out for high rend attacks or magic! ===Eidolon of Mathlann=== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Storm.pdf Aspect of the Storm]:''' [355 pts.] Since GW doesn't like updating the warscrolls on their site, that one is now out of date. The Aspect of the Storm is a melee fighter with 12 Wounds and a 3+ save happy to get stuck in there, and with his two weapons in hand he is sure to bring the hurt. On the charge he is allowed to heal D3 Wounds, gains a fifth attack and one extra damage on his Spear and for the kicks he gets to retreat and charge again. His Stormshoal fish keep their attacks and give him a 5+ ward save. Pulling an enemy hero into the deeps gives any friendly units that attack them +1 to hit and wound said enemy hero. Lastly, his Drenched with Hate ability allows to add 1 to all wound rolls for friendly Idoneth wholly within 12". At 355 points, this Eidolon is a boon for aggressive armies, blends lesser units and Heroes with 8 or less wounds will fold before his awesome power. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Eidolon_of_Mathlann_Sea.pdf Aspect of the Sea]:''' [325 pts.] You guessed it, this warscroll is now also out of date. Like his more murderous brother he got blessed with a 5+ ward from his fish friends. His bubble now gives all IDK units wholly within 18" Bravery 10. Still very important to keep those Namarti where they are ought to be. The Dormant Energies rule allows rerolls for all his magic rolls, and if you successfully cast any spells, he gets D3 wounds back. Nice. His Weapons remain untouched, so while he wont kill as hard as the Aspect of the Storm, he still makes a good account of himself. As a Wizard, he casts and unbinds twice and boasts two spells. One either puts D3 Mortal Wounds on an enemy heals a Idoneth unit for D3 wounds, not bringing anyone back from the dead though. The other punishes D3 enemy units with a -1 to their saves until your next hero phase. Surprisingly cheap for the benefits he gives, Aspect of the Sea is also playable, his biggest weakness being the short range of his unique spells. ===Troops=== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Thralls.pdf Namarti Thralls]:''' (Battleline, NAMARTI, 130, Min:10). Namarti Thralls are the quintessential aelven infantry: Extremely fragile and insanely killy. Seriously. Wildwood Rangers wish they were this scary. They attack with the standard elite infantry profile of 2 attacks 3+/3+/-1/1 with 2" range, but with the bonus of adding another attack against 1 Wound models and adding 1 to the damage against models with 3 or more Wounds and a decent Bravery of 7. However, they also run around with 1 Wound, a 5+ Save. They also have Icon Bearers, who gain one more attack. **Needless to say, the new box gave a kind boost to weapon range and the damage boost's lowered qualifications means it can now see use against Stormcast Annihilators and other multi-wound heavy infantry. The Thrallmaster also gives you some measure of protection or offensive support depending on the situation. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Namarti_Reavers.pdf Namarti Reavers]:''' (Battleline, NAMARTI, 170, Min:10). Namarti Reavers are fast with 8" movement and equipped with weird bows. At 18", they get two shots at 3+/3+/-1/1, which isn't exactly stellar. At 9", they improve their hit rolls by 1. Still not incredible, but that accuracy is incredible. And if they get into melee? Each of them has a basic hand weapon for a swing. In summation, these are Archers that are very effective at extremely short ranges. Think of them as less versatile but more killy Shadow Warriors and you're not far off. Viable as a bodyguard for a Tidecaster, but keep their price in points in mind. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Ishlaen_Guard.pdf Akhelian Ishlaen Guard]:''' (Battleline with an Akhelian King as general, AKHELIAN, 195, Min:3) . Defendy cavalry. Huh. Ishlaen Guard is fast and has decent damage output, but their true strength lies in their shields. [[Awesome|They ignore Rend]] and gain +1 to their saves when they charge, which they will since they move 14" and reroll charges thanks to their musician. So the opponent has to throw Mortal Wounds at them just to reliably get past their saves and even then each of the buggers has 4 Wounds. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Morrsarr_Guard.pdf Akhelian Morrsarr Guard]:''' (Battleline with an Akhelian King as general, AKHELIAN, 195, Min:3) Same basic profile as the Ishlaen, but with 1 less attack on the weapons and no ability to ignore Rend. This seems lacking, but then you notice that their spears gain Damage 2 and -2 Rend on the charge and that they can, once per game, drop 0.83 Mortal Wounds per rider on whatever pisses you off and you realize that they are wall breakers instead of walls. That said, just because they're missing the defensive abilities of the Ishlaen, that doesn't mean they're frail, as they still rock 4 Wounds with a 4+ Save. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Allopexes.pdf Akhelian Allopex]:''' (AKHELIAN, 165, Website Warscroll no longer up to date.) DUUNNN DUNNN... DUUUUNNNN DUUN... DUNDUNDUNDUNDUNDUN... Chariots in all but name. 14" flying, 8 wounds, 4+ save, all while not being Monster so it can hide behind cover. Each has two riders, one who swings a sword and one of which mans the gun. One option is the Razorshell Harpoon, blasting away four shots 3+/3+/-1/D3 Damage. The other is the Retarius Net Launcher, who slings out 1 shot 3+/3+/-/3. While the net lacks the weight of fire that the harpoon has, "Entangled" makes it so that enemies it by it cannot pile in this turn. This means you get to take a nice old bite out of their flank with basically no return. Nice. The ranged options can be mixed within one unit now. In Melee the Crew stabs and prods the enemy with 6 attacks, hitting and wounding on 3s because you are aelves, but no rend. The shark can than make its 3 attacks, 3+/3+/-2/2 Damage. If any enemy unit within 6" has suffered wounds or lost models this turn you get an extra bite, so let the crew swing first if you failed your shooting. Very nice with a Soulscryer. **Given their Bravery 6, taking big units is a high risk/high reward situation. Units of them make for an incredible target for the Akhelian King's Command and they have an expanded coherency range to make better use of cover. It'd be wasted on a single Allopex but on a unit of three? Oh dear. Just make sure you use Inspiring Presence on them until ''High Tide'' rolls around or keep them wholly within 12" of an Akhelian King with Lord of Storm and Sea or 18" of an Aspect of the Sea. ===Behemoths=== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Akhelian_Leviadon.pdf Akhelian Leviadon]:''' [500 pts.] Sea turtles, mate! A useful Monster and Behemoth, but arguably overpriced. The linked warscroll is drastically outdated. A fixed 10" flying move, a massive 16 wounds and a initial save of 2+ make for a durable beastie. "Initial save?" you ask? Why yes, for as long as he only suffers 8 wounds this turtle now has a 2+ save, after which it starts to degrade increasingly fast to a 3+, when he has suffered 12 wounds it's a 4+ and on it's last fin it's save is a sad 5+, but at this point he is dead anyway. The weapons that this beast can bring to bear however will make damn sure that whoever breaks it's carapace will pay dearly for it. Its Razorshell Harpoon Launchers have 8 Attacks 3+/3+/-1/D3, delivering Dakka from 24". Its crew poke six times with Rend -1, but the real hurt comes from the turtle itself. Its fins cleave four times with 2" 2+/3+/-1/ starting at four damage a swing, that's sixteen wounds you can punch in somewhere. Its bite befits the giant Snapping Turtle that it is, with two attacks hitting on 2s, degrading as the Monster takes damage, wounds on a fixed 2+, -2 rend and three damage. In addition if you roll an unmodified hit roll of 6, you do 3 Mortal wounds now, or 6 if the target is a fellow Monster. And the Attack sequence actually ends now! Amazing! Instead of doing damage on the charge, you can now cause your Stomp monstrous rampage to do D6 mortal wounds to enemy units with a wound characteristic of 1. We are not done yet. The Void Drum gives IDK units with 8 wounds or less and wholly within 12" +1 to their save. Close by Namarti benefit even more, gaining +1 to hit in the Void Drums bubble. While awesome, it's now 500 points so consider very carefully whether you want to [https://www.youtube.com/watch?v=g-4-gLlF0uw shell out] for it.
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