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Made in au
Commoragh-bound Peer




Brisbane

Hi everyone,

Can I please get some feedback on this list? How strong do you think it is?

Enclave: Dhom-Hain
- Re-rolls 1’s to hit when charging with Akhelian and Namarti units
- Re-rolls failed to wound rolls against monsters with Akhelians

Leaders
Volturnos (General)
Eidelon - Aspect of the Sea (Cloud of Midnight)
Soulscryer
Tidecaster

Battleline
3 x Ishlaen Guard
6 x Morrsarr Guard
6 x Morrsarr Guard
3 x Morrsarr Guard
10 x Namarti Thralls

Gloomtide Shipwreck

2000 points on the nose. Considering dropping the 3 x Morrsarr Guard unit for a second 3 x Ishlaen Guard unit.

List gives the options to:
- Outflank with 2 units and the Soulscryer
- Cast multiple -1 to hit de-buffs
- Shelter from shooting with Ishlaen Guard meatshields
- Lock a big bad enemy unit in combat for a turn without taking damage (cloud of midnight)
- Generate prayers more easily
- Cap objectives early game
- Strike hard turn 3

Thoughts?

This message was edited 1 time. Last update was at 2018/04/27 01:21:46


 
   
Made in us
Dakka Veteran






Backwoods bunker USA

I’ve been thinking about this exact list but giving up the Thralls and 3 Eels for a Turtle.

I suppose, with the casters they can always cast Darkness.
   
Made in au
Commoragh-bound Peer




Brisbane

I really love the turtle and I’ll definitely grab one to bring along to more friendly games.

The main problems I have with the Leviadon are that:
1. It’s main buff can be received through magic (like you said).
2. Not only would I have to give up the 10 thralls and 3 eels (280/300 points), I would need to give up ANOTHER unit to fit it in.
3. The hitting power that we lose in the rest of the army in order to fit in the turtle probably sacrifices too much damage potential which we really need in turn 2 and 3.

That all remains to be seen but they are my initial impressions.
OzAl

This message was edited 1 time. Last update was at 2018/04/27 11:22:27


 
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

A baby unit of 10 thralls doesn't seem like it'll have much meaningful impact. I'd likely drop the unit of 3 Morrsarr to beef it to 20 or drop the thralls altogether to beef up eel numbers. 3 units of 6 Morrsarr for Volturnos to drop his command ability on would be pretty great.

Alternatively, if you want a unit to give you more raw numbers, swap 10 thralls for 10 reavers. They can, at least, output damage without taking it back by virtue of being ranged in an army where the enemy can only shoot the closest unit.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in au
Fresh-Faced New User





 obsidiankatana wrote:
I'd likely drop the unit of 3 Morrsarr to beef it to 20


I agree with dropping the 3 Morrsarr squad and making the thralls a 20 man squad but not for the same reason. A unit of 10 thralls definitely can have meaningful impact. What your list seems to lack is a way to reliably deal with hordes. 20 thralls is a fantastic horde deterrent/killer. Especially nice with a soulscryer to help them get into combat turn 2 on their terms.
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

Storyline Miniatures wrote:
 obsidiankatana wrote:
I'd likely drop the unit of 3 Morrsarr to beef it to 20


I agree with dropping the 3 Morrsarr squad and making the thralls a 20 man squad but not for the same reason. A unit of 10 thralls definitely can have meaningful impact. What your list seems to lack is a way to reliably deal with hordes. 20 thralls is a fantastic horde deterrent/killer. Especially nice with a soulscryer to help them get into combat turn 2 on their terms.


Agreed. You can whip 20 thralls and 6 Morrsarr off the side of the table and ruin someone's day pretty soundly.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Dakka Veteran






Backwoods bunker USA

Just adding to the above, more Thralls might be useful to contest objectives
   
Made in au
Commoragh-bound Peer




Brisbane

That’s actually really convenient because I’ve ordered 20 thralls and love the models! Will definitely give this a go first and report back after a few games.

What is everyone’s thoughts on spells?

I’m thinking Abyssal Darkness on the Eidelon so he can always have a 2+ save and add +1 save to all units around him since he will be more in the thick of things compared to the Tidecaster, particularly to make use of Cloud of Midnight on turn 2.

For the Tidecaster, considering she naturally comes with the Riptide spell to provide a -1 to hit debuff, another aggressive spell to deal out more mortal wounds probably isn’t a bad idea. Perhaps Vorpal Maelstrom for area of effect mortal wound output or Pressure of the Deep to snipe out individual models in units?

This message was edited 1 time. Last update was at 2018/04/28 01:11:15


 
   
Made in au
Fresh-Faced New User





OzAl wrote:

What is everyone’s thoughts on spells?



Not too sure about spells yet. Initial thoughts are that you want to give the easier to cast spell (abyssal darkness) to the tidecaster so the eidelon can be saved for more difficult to cast spells.

Cover doesn't count when you charge so it's really only useful turn 2 if you are holding back for a turn 3 strike.
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

I'd be looking at things like Steed of Tides, Vorpal Maelstrom, and Tide of Fear.

Steed can fling Eidolons into battle (they're not monsters). Akhelian Kings are also not monsters. Zipping them up 24" combined with a Soulscryer's mark gives you 6" charges.

Vorpal Maelstrom just has a silly high damage potential. If nothing else, it also forces enemy units to spread out. At it's minimum, it's a 21" arcane bolt (pick a point within 18", roll dice for units within 3" of that point).

Tide of Fear doubles down on debuffs. Tsunami of Terror + Tide of Fear + Riptide = -3 to hit and -2 bravery.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

As good of a place as any to ask:

For Enclaves with specific spells, do you have to take them or can you choose to take them? I feel like an idiot but I can't see anything one way or the other about it.
   
Made in au
Commoragh-bound Peer




Brisbane

 obsidiankatana wrote:
I'd be looking at things like Steed of Tides, Vorpal Maelstrom, and Tide of Fear.

Tide of Fear doubles down on debuffs. Tsunami of Terror + Tide of Fear + Riptide = -3 to hit and -2 bravery.


I’m still not sold on Steed of Tides for this specific list but I agree it is a fantastic spell in general. I just don’t know how much impact it will have with an eidelon that only wants to be taking on weakened or non-combat specialists in close combat.

The Tide of Fear -1 to hit stack is what catches my eye as having the most in-game effect. With Dhom-Hain enclave rules, it means that we can charge their big monster and kill it in one turn pretty reliably, then ensure we have stacked de-buffs on the enemy unit that will counter attack.

Jeez, coordinating this army is going to be so important. It is pretty unforgiving when running units like Morrsarrs. Glasscannon at its finest!


Automatically Appended Next Post:
 Kanluwen wrote:
As good of a place as any to ask:

For Enclaves with specific spells, do you have to take them or can you choose to take them? I feel like an idiot but I can't see anything one way or the other about it.


It’s frustrating, but you HAVE to take the unique spell. You’ll need an Eidelon of the Sea to use any spells from the Lore of the Deeps.

This message was edited 1 time. Last update was at 2018/04/28 23:00:00


 
   
Made in us
Ollanius Pius - Savior of the Emperor






Gathering the Informations.

I'm actually fine with that, as I like the Freezing Mists spell. Just think it could be worded a bit better.
   
Made in au
Commoragh-bound Peer




Brisbane

 Kanluwen wrote:
I'm actually fine with that, as I like the Freezing Mists spell. Just think it could be worded a bit better.


Absolutely, it only matters if you have multiple Tidecasters. Then it can get annoying.
   
 
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