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Difference in playstyle between Idoneth Deepkin & Daughters of Khaine?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in de
Kovnik






I'm thinking about collecting some kind of elven faction but apart from the aesthetics I don't really know where the difference in terms of gameplay lie between those armies. Both seem to be glasscannons that are fast, deadly and die to a stiff breeze. But what are the deeper differences?
   
Made in ca
Preacher of the Emperor






I don't know Idoneth well enough to be definitive but here are a couple of things I notice off the top:

Allegiance Abilities: both armies employ a table of upgrades that change as the game turns roll on. The nature of those buffs are geared roughly towards what the army is probably going to be doing during that round. The big difference is Idoneth ones are bigger buffs individually but only apply on that turn, while DoK's are cumulative, re-rolling ones on pretty much everything by turn 5.

Their other ability both deal with damage mitigation in different ways. Idoneth restrict the enemy shooting so they can only target the nearest unit, allowing you to control where the damage goes before you dive into melee; the DoK have an army wide ability to ignore wounds on a 6.

In a broad sense, the Daughters of Khaine embrace the high-risk high-reward playstyle and a lot of their buff game is geared around maximizing that reward. They have a lot of vectors to assign mortal wounds, many tied to 1s and 6s ignoring modifiers, and their spells and prayers generally gear towards offensive buffs of that nature (enhancing rend and damage, etc) and positional stuff. Many of them also have a risk factor and can hurt their caster.

In contrast, Idoneth seem to be more rounded (if only just) with more protected ranged options and a main battleline with a better save, wound roll and rend. Not hitting quite as hard as DoK individually but able to stick it out better.

At least that's my first impression. I'd like to know what Idoneth players think.

   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

 Captain Joystick wrote:
I don't know Idoneth well enough to be definitive but here are a couple of things I notice off the top:

Allegiance Abilities: both armies employ a table of upgrades that change as the game turns roll on. The nature of those buffs are geared roughly towards what the army is probably going to be doing during that round. The big difference is Idoneth ones are bigger buffs individually but only apply on that turn, while DoK's are cumulative, re-rolling ones on pretty much everything by turn 5.

It's also worth mentioning that DoK has units that can boost their abilities as in making the turn number higher than it actually is for that point.

The only way to manipulate Tides of Death is:
a) Tidecaster as your General, you can reverse the table and start with the Ebb Tide(Fall Back and Shoot/Charge as normal) ability active at the start of the game rather than Turn 4 like normal.
b) Taking a Phalanx(the 'big kahuna' Warscroll Battalion--this is going to be at least 4-5k points, minimum) lets you mess with it a bit. It's such a big formation I don't know it off the top of my head and my book isn't handy.


In contrast, Idoneth seem to be more rounded (if only just) with more protected ranged options and a main battleline with a better save, wound roll and rend. Not hitting quite as hard as DoK individually but able to stick it out better.

At least that's my first impression. I'd like to know what Idoneth players think.

Full disclosure: right now, my Idoneth force isn't table tested. I've been devouring this book nonstop and worked out a full list, but the person I usually play with hasn't been around for us to get a game in.

With Idoneth, we have some ranged options but our ranged stuff(Allopex, Reavers, and Leviadons) tend to the usual "decent number of shots but no Rend and low Damage" end of things. We have a few things with decent ranged--but for the most part it's not really going to be a huge deal with this army. We have some absolutely brutal close combat stuff with some very interesting rules and mechanics, but by and large we're going to be playing the positioning game and making use of the Fly rule rather than playing a (no pun intended) turtling match.

Depending on how the new edition shakes out and persistent magic works as well will be a big potential deal.
   
 
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