Age of Sigmar/Tactics/Edition 1.2/Idoneth Deepkin: Difference between revisions
Jump to navigation
Jump to search
(→Heroes) |
(→Troops) |
||
Line 93: | Line 93: | ||
===Troops=== | ===Troops=== | ||
*'''Namarti Thralls:''' | *'''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:''' | *'''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:''' | *'''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. [[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. | ||
*'''Akhelian Morrsarr Guard:''' | *'''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=== | ===Behemoths=== |
Revision as of 08:20, 29 April 2018
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.
- Low Tide: Your units count as being in cover. Helps you advance without making you scramble to terrain.
- Flood Tide: After running, your units can either shoot or charge (but not both).
- High Tide: Units with this trait fight before everyone else in melee. Also, there's a bunch of abilities that activate during this turn.
- 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
- Merciless Raider: Can reroll run and charge rolls. Interesting for Steed of Tides shenanigans.
- Hunter of Souls: Reroll 1s To Wound. Shame this doesn't work on a mount's attacks, but still nice.
- 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.
- Born From Agony: Your general has 2 more Wounds. Always nice to shrug off an additional Arcane Bolt.
- Nightmare Legacy: Enemy units within 12" take -1 Bravery. Not a strong effect, but in a fairly large bubble, so it evens out.
- 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):
- :
- :
- :
- :
- :
- :
Idoneth Artefacts
Can be given to any Idoneth Deepkin Hero:
- :
- :
- :
- :
- :
- :
Isharann Artefacts
Can be given to any Isharann Hero:
- :
- :
- :
- :
- :
- :
Arcane Artefacts
Can be given to any Idoneth Deepkin Hero who's also a Wizard, so Tidecaster and Aspect of the Sea only:
- :
- :
- :
- :
- :
- :
Lore of the Deep
- : Casting Value .
- : Casting Value .
- : Casting Value .
- : Casting Value .
- : Casting Value .
- : Casting Value .
Isharann Rituals
The Enclaves
Each has unique special rules for your army and allows you to upgrade one of your Warscroll Battalions
- :
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:
Warscroll Battalions
- :
- :
- :
- :
- :