Age of Sigmar/Tactics/Order/Idoneth Deepkin: Difference between revisions

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#'''Ritual of Rousing:''' Heal 1 on each EIDOLON and they can reroll all failed hit and casting rolls until your next hero phase
#'''Ritual of Rousing:''' Heal 1 on each EIDOLON and they can reroll all failed hit and casting rolls until your next hero phase
#'''Ritual of Tempest:''' Until your next hero phase enemy models cannot fly.
#'''Ritual of Tempest:''' Until your next hero phase enemy models cannot fly.
===The Enclaves===
Each has unique special rules for your army and allows you to upgrade one of your Warscroll Battalions
#'''Ionrach:'''
#'''Dhom-Hain:'''
#'''Feuthan:'''
#'''Mor'Phann:'''
#'''Ionrach:'''
#'''Nautilar:'''
#'''Briomdar:'''


==Warscrolls==
==Warscrolls==
Line 159: Line 143:


*'''Alliance of Wood and Sea:'''
*'''Alliance of Wood and Sea:'''
==The Enclaves==
They are akin to the Sylvaneth Wargroves.  Each has unique special rules for your army and allows you to upgrade one of your Warscroll Battalions
#'''Ionrach:'''
#'''Dhom-Hain:'''
#'''Feuthan:'''
#'''Mor'Phann:'''
#'''Ionrach:'''
#'''Nautilar:'''
#'''Briomdar:'''





Revision as of 23:01, 29 April 2018

The new boys on the block! The Idoneth Deepkin are a new faction which sees GW re-envision elves to fit in the Age of Sigmar setting. Tragically lacking souls so they've come to steal yours the Idoneth are an army that rewards careful placement of models, a variety of units that provide rapid mobility and negative modifier shenanigans and some of the best allegiance abilities in the game.


Why play Idoneth Deepkin?

1. Because you want to play with Dark Eldar in a fantasy setting.

2. Because you want to copy 40K's system of character protection.

3. Because you love sea life!

4. Because you love an army built around speed, speed and MOAR SPEED!


Allegiance Abilities

Battle Traits

  • Forgotten Nightmares: Enemy units can only target your closest unit with Missile Weapons. Keeps your Heroes safe from shooting, though not from magic. Also note that you can use allies to shield your Deepkin with this.
  • Tides of Death: Each round, you get a different ability. After the fourth, it cycles back to 1.
    1. Low Tide: Your units count as being in cover. Helps you advance without making you scramble to terrain.
    2. Flood Tide: After running, your units can either shoot or charge (but not both).
    3. High Tide: Units with this trait fight before everyone else in melee. Also, there's a bunch of abilities that activate during this turn.
    4. Ebb Tide: After falling back, your units can either shoot or charge (but not both).
  • The Ethersea: You get to place up to two Etheric Vortex terrain pieces. Currently, the only existing Etheric Vortex terrain piece is the Gloomtide Shipwreck, which you can either split into two or buy and place two full ships of. The shipwrecks give your units a 6+ Save-after-the-save and have a chance to deal damage to enemies, so they are fairly useful, though less so in a pure Akhelian army.

Command Traits

  1. Merciless Raider: Can reroll run and charge rolls. Interesting for Steed of Tides shenanigans.
  2. Hunter of Souls: Reroll 1s To Wound. Shame this doesn't work on a mount's attacks, but still nice.
  3. Unstoppable Fury: During High Tide, your General adds +2 to his attacks. Again, shame this doesn't work on mounts, but it still makes an Akhelian King terrifying.
  4. Born From Agony: Your general has 2 more Wounds. Always nice to shrug off an additional Arcane Bolt.
  5. Nightmare Legacy: Enemy units within 12" take -1 Bravery. Not a strong effect, but in a fairly large bubble, so it evens out.
  6. Lord of Storm and Sea: +2 Bravery for Idoneth Deepkin units wholly within 12". Since your units aren't exactly blessed with great Bravery, this is pretty nice.

Akhelian Artefacts

Can be given to an Akhelian Hero (so only the Akhelian King, because Volturnos can't get one):

  1. Sanguine Pearl: Gives a 5+ save after the save in melee
  2. Potion of Hateful Frenzy: Once per game active in the hero phase to get + 1 to hit and +1 to wound for a round. Then they take 1 mortal wound in the following hero phase
  3. Ankusha Spur: +3" to movement and rerolls 1s to hit for attacks from the mount
  4. Armour of the Cythai: enemy gets -1 to hit if they target the bearer in melee
  5. Bioshock Shell: Once per battle at the start of the combat phase you can inflict D3 mortal wounds on each enemy unit within 3"
  6. Abyssal Blade: You can improve the rend characteristic of 1 weapon carried by the bearer. Also increase the damage of that weapon by 1 if targetting SLAANESH.

Idoneth Artefacts

Can be given to any Idoneth Deepkin Hero:

  1. Rune of the Surging Tide: Use at the start of hero phase once per battle. It has 2 modes: adds 1" movement to all friendly deepkin or takes 1" from all enemies until your next hero phase.
  2. Black Pearl: It is the fastest ship with Johnny Depp usually as the captain. Oops, wrong universe. I mean it gives a 6+ save after the save.
  3. Lliandra's Last Lament: Once per battle you can have all friendly deepkin completely within 18" skip their battleshock test
  4. Terrornight Venom:Pick a weapon. You can reroll wound rolls of 1 for that weapon. Also gives a permanent -1 to bravery to things wounded by that weapon.
  5. Cloud of Midnight:Once per battle at the start of any phase the bearer cannot be targetted for attacks, spells or abilities for that phase. They also cannot use attacks, spells or abilities that phase either. It could pair great with Forgotten Nightmares against a shooty heavy army.
  6. Whorlshell: Once per battle at the start of your hero phase you can pick an enemy HERO within 9" and roll 2d6. If you beat their bravery they get -1 to all hit rolls for the rest of the game.

Isharann Artefacts

Can be given to any Isharann Hero:

  1. Steelshell Pearl: Gives a 5+ save after the save against missile weapons
  2. Mind Flare: Once per battle at the start of combat pick an enemy unit within 3". They get -1 to hit for that phase
  3. Dritchleech: Wizards get -1 to casts while within 18". Does not work any Deepkin (friend or foe)
  4. Auric Lantern: At the start of your shooting phase pick an enemy within 18" in cover. They dont get cover until your next shooting phase
  5. Disharmony Stones: Once per battle at the start of your hero phase you pick up to 2 enemy heroes within 12" and then the opposing player must make a choice. 1) they roll a dice for each hero picked on a 3+ they take a mortal wound. 2) They roll a dice for each hero picked and on a 5+ they take d3 mortal wounds. 3) Each hero picked takes d3 mortal wounds. Then roll a dice, on a 4+ the bearer of this artifact takes d3. Decisions decisions
  6. Brain Barnacles: Once per battle at the start of your hero phase pick an enemy hero within 12" and roll 2d6. If the roll is equal or greater than the distance between them then that hero gets -1 to hit and spell cast for the rest of the game.

Arcane Artefacts

Can be given to any Idoneth Deepkin Hero who's also a Wizard, so Tidecaster and Aspect of the Sea only:

  1. Arcane Pearl: Gives a 5+ save after the save against mortal wounds
  2. Sands of Infinity: Once per battle you can make a spell last for 2 rounds instead of one. You must use this before the cast and unbind roll.
  3. Coral Ring: Gives 1 reroll for casting and 1 reroll for unbinding for the game.
  4. Bauble of Buoyancy: Gives fly and doubles their run roll
  5. Kraken Tooth: Once per battle in your shooting phase pick an enemy unit within 12" and visible. Roll a dice and: 1: bearer suffers d3 mortal wounds, 2-5: enemy suffers D3 mortal wounds, 6: Pick 1 enemy model in the unit. If the wound characteristic is less than 10 they are slain. If it is 10+ they take 2d6 mortal wounds. The kraken does not mess around.
  6. Augury Shells: Once per battle at the start of the hero phase you can roll 2d6. You can choose to use that result for your casting roll or your enemies unbinding roll on spells cast by the bearer during that phase. You must choose to substitute the roll before rolling for the spell/unbind

Lore of the Deep

  1. Steed of Tides: Casting Value 5. Pick a friendly hero that is not a monster within 6". Remove them from the table and set them up within 24" of their original spot and outside of 9" of enemies. This counts as their movement in the movement phase
  2. Abyssal Darkness: Casting Value 5. Friendly deepkin are treated as being within cover while wholly within 9" of the caster until your next hero phase
  3. Vorpal Maelstrom: Casting Value 6. Pick a spot within 18" of the caster that they can see. Roll for each enemy unit within 3" of that spot, if the dice is less than or equal to the number of models in that unit they take d3 mortal wounds.
  4. Pressure of the Deeps: Casting Value 7. Pick an enemy they can see within 12" and roll a dice. If you beat their wound stat they are slain.
  5. Tide of Fear: Casting Value 6. Pick an enemy the caster can see within 12". Until your next hero phase that unit gets -1 to hit and to bravery.
  6. Arcane Corrasion: Casting Value 6. This auto targets the closest enemy. Measure the distance between the caster and that unit. If the distance is: 12" or less: 1 mortal wound. 13-24": 2 mortal wounds. 25-36": 3 mortal wounds. 37-48" 4 mortal wounds. Such a weird spell

Isharann Rituals

Deepkin can cast 1 ritual a turn. At the start of your hero phase you declare which ritual you wish to cast, pick an ISHARAAN HERO that is more than 9" away from an enemy and roll 2d6. On a 10+ the ritual succeeds and if not then nothing happens. You get +1 if the caster is within 1" of a Gloomtide Shipwreck, +1 if the caster is a PRIEST (i.e. a soulscryer), +1 for each non priest Ishaaran heroes within 3", and +2 for each priest Ishaaran hero within 3". This is not a spell and cannot be unbound. They have no range, they simply affect the game

The 3 Rituals are:

  1. Ritual of Erosion: Until your next hero phase your enemy does not get a cover bonus
  2. Ritual of Rousing: Heal 1 on each EIDOLON and they can reroll all failed hit and casting rolls until your next hero phase
  3. Ritual of Tempest: Until your next hero phase enemy models cannot fly.

Warscrolls

Named Characters

  • Volturnos, High King of the Deep: 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.
  • Lotann, Warden of the Soulledgers: 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 massive 12" bubble. That said, if you play mostly Akhelians, then the Akhelian King does the buffing better.

Heroes

  • Akhelian King: 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. Whatever you pick, the Akhelian King is always a fast, reasonably tough and extremely killy Hero who provides good support to your Akhelians.
  • Isharann Tidecaster: A fairly survivable support caster. All in all, you only pick the lass for two reasons: One, you want a Wizard but don't feel like playing an Aspect of the Sea. Two, you take her as your general, because she can reverse Tides of Death. Combined with the Fuethán turning Ebb Tide into Flow Tide, this will give you a very fast, very aggressive army.
  • Isharann Soulscryer: Count von Count here is a support character through and through. Fragile, with only milquetoast attacks, but blessed with a combo of bonus effects in that he can outflank along with 2 other Deepkin units and on top of that the ability to add 3 to Deepkin charge rolls so long as they charge the one unit he points at. Also allows for some targetting shenanigans with Forgotten Nightmares, as you can force your opponent's backfield fire support to shoot your nigh-invulnerable Ishlaen Guard.
  • Isharann Soulrender: 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 two 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 Hero with 2 damage 2 attacks, even with the fish pitching in.

Troops

  • Namarti Thralls: Unconditional Battleline. 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, but with the bonus of adding another attack against 1 Wound models and adding 1 to the damage against models with 4 or more Wounds. However, they also run around with 1 Wound, a 5+ Save and a paltry Bravery of 6. They also have Icon Bearers, who let them reroll battleshock. Weirdly, the Icon Bearer gets another attack but nowhere does it say that you're limited to one per unit. That said, if you do buy so many boxes that you are able to field entire squads of Icon Bearers, you deserve whatever happens to you (bankruptcy, nerfs, punches in the face...)
  • Namarti Reavers: Battleline with an Isharann Hero as general. Namarti Reavers are fast (8" and rerolls run) and equipped with really weird bows. At 18", they get one shot at 4+/4+/-/1, which isn't exactly stellar. At 9", they instead get three shots at the same profile. Still not incredible, but that sure is a lot of shots. And if they get into melee? Each of them has a Sword-Liberator's worth of attack. So these are Archers that are only effective at extremely short ranges. Think of them as less versatile but more killy Shadow Warriors and you're not far off.
  • Akhelian Ishlaen Guard: Battleline with an Akhelian Hero as general. Defendy cavalry. Huh. Ishlaen Guard are fast and have decent damage output, but their true strength lies in their shields. 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.
  • Akhelian Morrsarr Guard: Battleline with an Akhelian Hero as general. Same basic profile as the Ishlaen, but with 1 less attack on the weapons and no ability to ignore Rend. This seems lacking, especially considering they cost twenty points more. 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 wallbreakers 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.
  • Akhelian Allopex: Chariots in all but name. Each has two riders, one who swings a spear and one of which mans a harpoon with either 3 Damage 1 shots or 1 Damage 3 shot. The shark itself has a bunch of scary attacks and 8 Wounds at a 4+ Save, so they are tough, fast and bring the pain. That said, don't trust the harpoon to do much damage, as it's mainly there to trigger their ability: If they charge while within 12" of a model with wounds allocated to it (like that Blightking you just hit with a harpoon), they reroll charges. Very nice with a Soulscryer. Finally, they can be taken in units of up to 4, which is very risky but with potentially huge payoff. Risky because they have Bravery 6, so you run the very real risk of losing 140 point Sharks to battleshock, however, in exchange, units of them make for an incredible target for the Akhelian King's Command. It'd be wasted on a single Allopex, but on a unit of three or four? Oh dear. Just make sure you use Inspiring Presence on them until High Tide rolls around.

Behemoths

  • Akhelian Leviadon: Very scary in several ways. Not only is it very strong in melee, it also spreads a 12" range bubble of cover around. Great, you might say, 3+ Save and guaranteed cover. But nope, remember, Monsters don't benefit from cover in Matched. Still amazing. 16 Wounds at a 3+ Save that spread cover to the rest of your army. It also has a shooting attack, which is the exact same as that of one Allopex, which we can only assume was a joke.

Eidolon of Mathlaan

  • Aspect of the Storm:
  • Aspect of the Sea:

Warscroll Battalions

  • Royal Council:
  • Akhelian Corps:
  • Namarti Corps:
  • Phalanx:
  • Alliance of Wood and Sea:

The Enclaves

They are akin to the Sylvaneth Wargroves. Each has unique special rules for your army and allows you to upgrade one of your Warscroll Battalions

  1. Ionrach:
  1. Dhom-Hain:
  1. Feuthan:
  1. Mor'Phann:
  1. Ionrach:
  1. Nautilar:
  1. Briomdar:


Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
Others