Warcry/Tactics/Idoneth Deepkin

From 1d4chan

A new take on the Sea Elves from the early editions of Fantasy, sometimes nicknamed "Teclis' Sea-Monkeys". Teclis's attempt to reconstitute the Elves from The-World-That-Was resulted in them going horribly wrong because they kept having PTSD-style flashbacks to their time with Slaanesh. Many of them were also bald, blind or both. Many of them even have souls that are slowly losing their strength and thus have extremely short lives. The only way to fix this is harvest the souls of others Dark Eldar Drukhari style. Teclis tried to find out what was wrong with the aelves, but they resisted his attempts to investigate, and he eventually declared them a mistake. They fled, and when he decided to start killing them off the aleves renamed themselves Idoneth Deepkin and decided to start a new life under the sea (unaware that Tyrion talked Teclis out of killing them off). They move around using Whirlways, Realmgates that are underwater.

Faction Overview[edit]

Some Idoneth are willing to take the risk of using tainted souls for their nourishment. Namarti of Both Kinds and eel riders form a rather extreme band of either cheap units with some strength or expensive steamrolling cavalry with 25 wounds base.

Pros[edit]

  • Fast and moblie: have elfs and flying eels.
  • Strong basic units:

Cons[edit]

  • Low toughness:
  • Limited havy hiters:

Abilities Overview[edit]

  • [Double] Low Tide: First turn only, universal. Fighter gets a bonus move equal to the value of the ability.
  • [Double] Sweeping Blow: Namarti Thrall only. Roll a dice for each visible enemy fighter within 2" of this fighter, dealing 1 damage to that fighter on a 5, and damage equal to the value of this ability on a 6.
  • [Double] Storm Fire: Namarti Reavers only. Add one to the Attacks characteristic of this models attacks that target a model outside of 3 inches (so its bow).
  • [Triple] High Tide: Leader only, on third turn only. Add 1 to attacks and strength characters of friendly models attacks with range 3 or less when they're within 6 of the leader.
  • [Triple] Biovolatic Barrier: Ishlaen Guard only. Crits hitting this fighter count as hits. Given Ishlaen Guard have 25 wounds base, this ability is horrifying, especially against Crit hunting Warbands.
  • [Quad] Biovoltaic Blast: Morrsarr Guard only. Deals damage equal to the value of this ability to every visible enemy fighter within 3 of this fighter.

Fighter's Overview[edit]

Leaders[edit]

Namarti Reaver Icon Bearer[edit]

  • Stats: Movement 6"; Toughness 3; Wounds 16; 135 Pts.
  • Rule: Leader, Agile
  • Weapons:
    • Dagger-Range 1"; Attacks 3; Strength 3; Damage 1/3
    • Ranged-Range 3-15"; Attacks 3; Strength 3; Damage 1/4
  • Fighter Commentary

Namarti Thrall Icon Bearer[edit]

  • Stats: Movement 5"; Toughness 3; Wounds 16; 140 Pts.
  • Rule: Leader, Minion
  • Weapons:
    • Axe-Range 1"; Attacks 4; Strength 4; Damage 2/5
  • Fighter Commentary

Ishlaen Lochian Prince[edit]

  • Stats: Movement 10"; Toughness 4; Wounds 35; 260 Pts.
  • Rule: Leader, Bulwark, Fly
  • Weapons:
    • Sword-Range 1"; Attacks 4; Strength 4; Damage 2/5
  • Fighter Commentary

Morrsarr Lochian Prince[edit]

  • Stats: Movement 10"; Toughness 4; Wounds 35; 265 Pts.
  • Rule: Leader, Berserker, Fly
  • Weapons:
    • Spear-Range 2"; Attacks 3; Strength 4; Damage 2/5
  • Fighter Commentary

Fighters[edit]

Namarti Reaver[edit]

  • Stats: Movement 6"; Toughness 3; Wounds 8; 75 Pts.
  • Rule: Agile
  • Weapons:
    • Ranged-Range 3-15"; Attacks 2; Strength 3; Damage 1/3
    • Dagger-Range 1"; Attacks 3; Strength 3; Damage 1/3
  • Fighter Commentary

Namarti Thrall[edit]

  • Stats: Movement 5"; Toughness 3; Wounds 8; 80 Pts.
  • Rule: Minion
  • Weapons:
    • Axe-Range 1"; Attacks 4; Strength 3; Damage 2/4
  • Fighter Commentary

Ishlaen Guard[edit]

  • Stats: Movement 10"; Toughness 4; Wounds 25; 195 Pts.
  • Rule: Bulwark, Fly
  • Weapons:
    • Sword-Range 1"; Attacks 4; Strength 3; Damage 2/4
  • Fighter Commentary

Morrsarr Guard[edit]

  • Stats: Movement 10"; Toughness 4; Wounds 25; 200 Pts.
  • Rule: Berserker, Fly
  • Weapons:
    • Spear-Range 2"; Attacks 3; Strength 3; Damage 2/4
  • Fighter Commentary

Minions, Thralls, and Allies[edit]

Allies[edit]

Tidecaster[edit]

  • Stats: Movement 5"; Toughness 3; Wounds 25; 145 Pts.
    • Weapons:
      • Ranged-Range 3-7"; Attacks 2; Strength 3; Damage 3/6
      • Spear-Range 2"; Attacks 3; Strength 3; Damage 1/4
  • Abilities
    • [Double] Riptide : Pick a visible enemy fighter within 12" of this fighter. Until the end of the battleround, substract 1 (to a minimum of 1) from the Attacks charasteristic of attacks actions made by that fighter.

Soulrender[edit]

  • Stats: Movement 5"; Toughness 3; Wounds 25; 150 Pts.
    • Weapons:
      • Scythe-Range 2"; Attacks 4; Strength 4; Damage 2/5
      • Fangs-Range 3"; Attacks 3; Strength 4; Damage 2/4
  • Abilities
    • [Double] Hangman's Knot :Pick a visible enemy fighter within 3" of this fighter. Until the end of that battleround, that fighter cannot make move actions or disengage actions.

Soulscryer[edit]

  • Stats: Movement 5"; Toughness 3; Wounds 25; 130 Pts.
    • Weapons:
      • Claws-Range 1"; Attacks 3; Strength 4; Damage 2/4
  • Abilities
    • [Triple] Scryfish Shoal : Pick a visible enemy fighter within 10" of this fighter and roll 8 dice. For each roll of 3-5, allocate 1 damage point to that fighter. For each roll of 6, allocate a number of damage points to that fighter equal to the value of this ability.


General Tactics[edit]

Other Helpful Tips[edit]

Example Builds[edit]

Warcry Tactics
Grand Alliance: Chaos
Grand Alliance: Death
Grand Alliance: Destruction
Grand Alliance: Order
Monsters & Mercenaries