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===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.
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