Love the new art, it looks great! I do have a question though. There was a lot of talk about what the Orks can do and how great they are, but no real tips on how to beat them other than priority targets. I ask because I play against Orks more than any other army and I almost always lose. Usually it's because all three factions have the ability to send their units all the way across the board turn 1, and of course they usually out-drop me. So no matter how far back I try to deploy and how I try to screen, I always lose a sizable chunk of my army turn 1, with little way to recover afterward. What would you guys recommend as far as what units to use, how to deploy, and what sort of lists and tactics you would use against them? (I also think there might be some rules misunderstandings going on, since the main Ork player I face thinks he can charge past my screens, but I made a post in the rules help section for that) Thanks again though for another great podcast, looking forward to more!
He can only charge through your screens if he has fly. But that's the thing Orcs are just solid they don't have a lot of weaknesses. The only real way to beat them is to play better than them.
Orcs play "honest" and are very predictable. There is no real fight-twice bullshit or similar things. Theres only Smashing and Bashing to really worry about, unless he plays Bonesplitterz or Big Waagh. Screening your good stuff is super important so all you lose is expandable units/models, meanwhile he sits right in your face and is ready to be punched back. He can charge around your screen, but not through/over it unless his model has fly as Erta mentioned. In that case it is important not to leave enough space for his flying models to land there.
Idoneth is my second army after Seraphon. I can say that personally the Allopexes (sharks) are excellent, especially against infantry hordes. The Leviadon is indeed hard to kill, but I always roll a 1 or 2 for the damage on his jaws, lol! I think it should be a flat 6 damage, especially for the points you pay for it and what it does. I like playing the Akhelian Corps battalion with the Leviadon and the Allopexes with the Eels as battleline, and it works out quite well. I've beaten the Skaven and Khorne with them. Namarti aren't usually worth taking. So it's unfortunate that the entire infantry line of the army isn't worth taking. I've had good luck with dinosaurs against them. Our stegadons and carnosaurs are able to deal with the eels pretty well, and everything in their army seems to be better at taking out infantry rather than monsters, except the King and/or Volturnos, especially on High Tide, so watch out for them.
While I have no doubt that the Seraphon won't get any significance in Broken Realms, these rules give me hope that we'll get some nice things in whatever release we feature in.
i was thinking particularly about how it fares against other monsters, and how we can make it somewhat survivable. We all know how to make it pump out damage like there is no tomorrow, but making something survive is much more nuanced
Thanks again for another great video! I know this isn't a list review thread, but what do you think of this for a buffed Carnosaur that's also in a really low-drop Thunder Lizard army? Allegiance: Seraphon - Constellation: Thunder Lizard Mortal Realm: Ghur Leaders Saurus Oldblood on Carnosaur (230) - General - Command Trait: Prime Warbeast - Artefact: Blade of Realities Stegadon with Skink Chief (250) - Artefact: Fusil of Conflaguration - Weapon: Skystreak Bow Skink Oracle on Troglodon (220) Battleline 10 x Saurus Warriors (90) - Clubs 10 x Saurus Warriors (90) - Clubs 10 x Saurus Warriors (90) - Clubs Stegadon (240) - Weapon: Skystreak Bow Units 6 x Kroxigor (280) - 1x Moonhammers Behemoths Bastiladon (220) - Weapon: Solar Engine Battalions Thunderquake Temple-host (150) Sunclaw Temple-host (140) Total: 2000 / 2000 Extra Command Points: 2 Allies: 0 / 400 Wounds: 106