Games Workshop Warhammer Age of Sigmar - Idoneth Deepkin: Namarti Thralls

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Games Workshop Warhammer Age of Sigmar - Idoneth Deepkin: Namarti Thralls

Games Workshop Warhammer Age of Sigmar - Idoneth Deepkin: Namarti Thralls

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The Namarti of the Idoneth Deepkin are those aelves among the Idoneth Deepkin found to have withering souls, it is the Isharann Soulscryers who can discern and label what unfortunate aelves are born with this affliction. Without a new soul Namarti will not live past infancy and even those granted precious souls are destined to live a short life where they are little more than second-class citizens within the Enclaves. Most Namarti can hope to only live three or four decades, a meager and short life to the aelven mindset. [1a] The big hit here is the cost, a whopping 500 points just for one, you probably won’t field more than 1 if at all. It’s going to be tough to justify, I think you can make it work but they will become the center of your army and you will need to build around it. Terrain

Pete Brizio – Stomper Tribe (4-1): My good friend and club mate Podium Pete is at it again with the Gitz RoR plus a Monstrougly Tough Warstomper, King Brodd and a Kraken-Eater Unless you really need the 10 man Garrison you’re probably going to keep them seperated, as that 5+ ward is going to be huge to keeping your guys alive as they push up the field. Depending on the deployment you may even be able to cover near the center, where the action is. Credit: Silks List Building Overall some nice changes for Idoneth as opposed to the Fyreslayer half which doesn’t seem to make as much sense at the moment. If you were making use of Allopexes or Reavers before then you’re going to have to make some cuts somewhere in your list to make these fit. Hopefully both of these armies see new battletomes sooner rather than later. If you’re more competitively minded we looked at what competitive armies and lists were doing leading up to Dec and Idoneth weren’t exactly top of the charts and none of this really helps them move into that space either. It’ll be good to see what a real 3rd edition battletome brings them. How is it possible that the company responsible for such wild, colourful, and interesting tokens such as those we’ve seen in Harrowdeep, Red Harvest, Kill Team: Octarius, and, to be honest, just about every other recent release that had tokens in it, capable of creating such dull tokens as those in this box?Jacob Brandon – Greyfyrd: A fairly standard Vulkite/Hearthguard Berzerker list that brings the unlikely RoR Elthwin’s Thorns for a screen unit that can unleash hell then teleport away to give the army a surprising mobile element Like previous battletomes this edition, Idoneth get 4 new Grand Strats and 6 new Battle Tactics that work in tandom with the ones in the General’s Handbook. Grand Strategies

One other interesting thing to note is the rules only work when affected by a specific tide of death, so if you have any abilities that manipulate the tides or grant their bonus to units it’s possible to gain the benefits on “off” turns as well. Overall I’m a little surprised and disappointed that the Flamekeeper is not a Priest, it would have been an easy swap to get him into lists but slayers really do rely on prayers often for their units. The only saving grace is his cheap points cost at 80, the same as a Runeson. If you’re all about the paint, the Idoneth Deepkin have some truly sublime models for you to get your brushes onto, such as Eidolon of Mathlann and Volturnos, High King of the Deep. We do have some questions on Hunters of Souls, which will surely require an FAQ is if the wounds will spill over if the champion dies. We haven’t encountered an ability like this, and my gut instinct says no, as it says it’s only targetting the champion. Further, how does this work on units that are tankier, like say Blightkings where the champion can easily tank the hit. Now they potentially have 2 models with wounds allocated, where do they go now? Not sure this was well considered. Only the Akhelian Leviadon here, of course. Despite getting an update in Broken Realms: Morathi which made them competitively viable, they got a small update here. Their weapons are more impressive, the ranged Harpoon Launchers now doing D3 instead of just 1 and the melee Harpoons getting some rend. The Crushing Charge unfortunately now just augments Stomp, instead of being a seperate action. This presents an issue if you’re playing Nautilar, as you have to choose between the -3 rend Monstrous action or the Mortals instead of both but since they become Battleline you’ll probably have 2 or 3.As you’d expect with any aelven force, they’re fast, lightly armoured and hit hard – making the most effective use of these guys will come down to knowing how to combine them with your allegiance abilities. For one, these guys are ideal for screening – keep them in front of your most valuable units and they’ll absorb fire thanks to Forgotten Nightmares, a rule we previewed earlier that applies to all Idoneth Deepkin. For another, you can reduce casualties by making sure they’re in close combat in the third game turn – thanks to High Tide on the Tides of Death table, they’ll get to strike first!



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