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Made in pl
Longtime Dakkanaut




I'm considering giving the fish elves a 2nd spin, this time way more focused in theme, as previously I was running just a complete hodgepodge of units.
I do really enjoy Namarti units looks and lore, but so far I had no luck running them, they tend to melt easily for how much they cost.
I'm also unsure as to right mix of units, I'm thinking (for 2000) 2x20 reavers to form a mobile gunline, with enough bodies to survive and keep engaged your typical charge. Then 2x 10 thralls on each unit's flank to counter-charge (ideally on turn 3) once the enemy gets bogged down.

My problem is, I'm not entirely sure if that makes any sense, and as I said, my experience with 32mm based infantry is kind of..not great so far. So any tips, tricks and insight would be good.
My environment is semi-competitive, as in the lists are built to win, but we don't max out or run tournament netlists.
   
Made in us
Fixture of Dakka






Namarti is great (Reavers a bit over costed tho), yes they are squishy but that b.c of the tide rules and other supporting units for them, if they made them to cheap or starting out as a 4+ save, you would have some pretty OP lists, especially when they can have cover in the open all the time, a 3+ save unit with Thrall and Reaver stats is amazing.

With that said, Namarti right now are more of a super Pawn, you don't want to be scared to lose them (you rather them die over your Eels, King, etc..) but at the same time you want them to deal some good damage as IDK can not summon and are already elite enough (no hordes of bodies).

You need to fine the line of when to use them as a decoy and when to use them as a hammer to get the most out of them.

As is stands right now, Namarti works b.c you have other units in your army too, a army of 700pts of Namarti is very hard to play, they don't have the speed or survivability to stay alive.

   
Made in us
Longtime Dakkanaut




That's the thing that confuses me. 10 Namarti is 130pts, and has 10 wounds at 5+. 3 Ishlenn guard are 140pts, have 12W and 4+ save (with bonus if you charge). They don't even lose out on attacks too much, since their eels chip in. Holding objectives by pure number of bodies seems to be the only thing they'd be actually better at?
   
Made in us
Fixture of Dakka






Cronch wrote:
That's the thing that confuses me. 10 Namarti is 130pts, and has 10 wounds at 5+. 3 Ishlenn guard are 140pts, have 12W and 4+ save (with bonus if you charge). They don't even lose out on attacks too much, since their eels chip in. Holding objectives by pure number of bodies seems to be the only thing they'd be actually better at?


B.c 1 is a tank the other is a damage dealer.

Namarti are 2atcks each with -1 rend, they can be +1atk or +1D. a unit of 10 is either 31 attacks at -1/1D or 21 atks at -1/2D
Ishlaen guard, 10 attacks -/1D, 3 -/D3, 3D3 -1/1D

Assuming all are re-roll 1's to hit and nothing else for now.

Vs a 5+ save horde
Thralls: 13.4 wounds
Ishlaen: 7.6 wounds

Vs a 4+ save 4 wounds each
Thralls: 10.7 wounds
Ishlaen: 5.7 wounds

This is why Thralls are fine for their points, they deal an insane more damage than Ishlaen (tho they really should be 10pts cheaper) the biggest problem is Reavers needs to be -20pts.


EDIT: Messed up, forgot to add in the Leaders +1, and changed from dead models to wounds dealt, fixed

This message was edited 7 times. Last update was at 2020/02/24 12:43:39


   
Made in us
Longtime Dakkanaut




Fair enough, that makes sense, but is kind of reverse of usual infantry role, where you use the foot to hold/engage enemy and charge with cav. I guess it's better to hold with shield-eels and then charge with 10-size thralls instead?
   
Made in us
Fixture of Dakka






Ishlaen are tanks, use to stop shooting other units and charging your important units.

Thralls will charge and kill w/e they charge, but normally die afterwords and is ok.

   
Made in us
Longtime Dakkanaut




Cool, that explains a lot. Thanks!
   
 
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