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The Idoneth Deepkin are coming but who are these mysterious reavers? Join us as we dive into the lore and rules of this sinister new race, starting with their shadowy origins, their role in the Grand Alliance of Order, and their strange tidal powers.

The Idoneth Deepkin were created by Teclis to act as successors to the aelven races of the world-that-was. While most aelves are passionate, sensitive and emotional, the Idoneth bear a deep spiritual trauma from their time within the belly of Slaanesh, and shunned Teclis’ teachingscausing him to try to kill them.

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The Idoneth Deepkin fled beneath the oceans of the Mortal Realms, drawn there by a deep ancestral link with Mathlann, the old aelven god of the seas. Once there, they made a horrifying discoverythe vast majority of their young were born with withering feeble souls. It appeared the race was on the brink of extinction until the sinister art of soul-theft was discoveredthe Idoneth could extend their lives and grant new souls to their young by stealing those of other sentient creatures.

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The Idoneth Deepkin have a tenuous and difficult relationship with Order and even other aelves. Following their discovery, they’ve made for stalwart allies against Chaos but have continued their raids on humans, aelves and even the sylvaneth. In short, the Idoneth Deepkin might fight for Order, but they’re not exactly role models.

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Having seen the Idoneth Deepkin, you may be wonderingif they’re fighting on land, where do all those fish come from? And how’s that giant turtle flying? The answer is the ethersea.

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When the Idoneth Deepkin fight, they summon a magical ocean around themselves, allowing their most powerful sea-beasts to join the battle even if it’s taking place miles inland and letting all troops take advantage of their specialised undersea training. Over time, the battlefield itself changes, sprouting coral growths, ghostly shipwrecks and shoals of iridescent fish you’ll find a few of the latter in every Idoneth Deepkin kit for customising your models. The ethersea, and the strange powers possessed by the Idoneth Deepkin, are also represented on the tabletop by two powerful allegiance abilities.

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The Idoneth Deepkin seem to disappear from the consciousness of their enemies almost instantly, which can make keeping track of them on the battlefield nightmarish for budding commanders. This is represented on the tabletop by Forgotten Nightmares, a rule that makes the Idoneth Deepkin terrifyingly resilient against ranged weapons.

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The Idoneth Deepkins’ link to the sea is further represented by Tides of Death – a powerful new mechanic somewhere between the Maggotkin of Nurgle’s Cycle of Corruption and the Blood Rites of the Daughters of Khaine. Each battle round, your Idoneth Deepkin army will receive a different bonus rewarding a specific type of play – the strongest armies will be those with balanced forces capable of making the most use of every step.

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With Tides of Death, an Idoneth Deepkin army will start defensively, before quickly advancing on the enemy. Manage to get your best units into combat on round 3, and you’ll be able to take maximum advantage of High Tide – a devastating turn where all your units fight first in combat! Following this, you’ll be able to retreat before either re-engaging or picking off enemy units with ranged attacks.

Tides of Death makes playing with and against Idoneth Deepkin both challenging and rewarding. While powerful, your opponent will know exactly when High Tide is coming, and in the first two turns, you’ll have to work hard to stop their efforts to counter it.  

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When you play Idoneth Deepkin, you’ll want to build your army to spend the first couple of turns getting into position, the third turn doing as much damage as possible and the fourth turn onwards mopping up enemy forces and claiming objectives. Alternatively, you could build a defensive army, constantly slipping out of your opponent’s clutches, using High Tide as a powerful deterrent.

The Idoneth Deepkin are set to shake up the Mortal Realms and Warhammer Age of Sigmar considerablycome back tomorrow when we’ll be taking a closer look at the cursed Namarti, the lowest and most tragic of this sinister new race. In the meantime, check out this video of a few fans getting to look at the new faction for the very first time:

The post Who are the Idoneth Deepkin? appeared first on Warhammer Community.

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Seems really close to how DE operate, with their sharky jetbikes, and Vect over there on his super skimmer turtle. 

I do like that using aquarium terrain is going to be very fluffy with this faction...

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The Idoneth Deepkin are coming – but who are these mysterious reavers? Join us as we dive into the lore and of this sinister new race. Today, we’re checking out the Namarti – a cursed caste of warriors who rely on soul-theft as a matter of survival.

The Namarti are the largest and lowliest caste in the society of the Idoneth Deepkin, born with withering souls. Namarti must sustain themselves on the stolen souls of others – where the Daughters of Khaine might raid for sport or to give praise to their god, for the Namarti, it’s a matter of life and death.

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Lacking eyes, Namarti are hardly encumbered by their blindness and harness their other senses to do their work as menials and builders for the Idoneth Deepkin.

How do the Namarti fight despite being blind? Thanks to a lifetime of specialised training, they can detect minute vibrations in the ethersea – the mystical phenomenon that accompanies the Idoneth Deepkin into battle – and detect their foes just as well as any aelf that could see.

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Namarti units make up the core of any Idoneth Deepkin army, with Namarti Thralls being the only standard Battleline unit in the list (though you’ll be able to unlock more, depending on your chosen general). The second type of Namarti, the Namarti Reavers, will be out in the next few weeks with a kit of their own.

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Namarti Thralls are brutally effective in close combat – just check out their characteristics:

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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!

There are also all manner of powerful synergies between the Namarti and Isharann characters. Lotann, Warden of the Soul Ledgers, for instance, offers them re-rolls of 1s to hit, while Isharann characters will offer powerful bonuses of their own.

You’ll be able to add the Namarti to your army this weekend when the Namarti Thralls go on pre-order. Make sure to keep an eye out for the Namarti Raiders in the coming weeks, too!

Want to learn more about the Idoneth Deepkin? We’ll be taking a closer look at the warlike Akhelian tomorrow, while you can read about the ethersea and the Tides of Death here.

The post Who are the Namarti? appeared first on Warhammer Community.

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So Namarti are blue clothed versions of Skorne Nihilators?

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Come on, GW, I expect creativity from you, at least in the models. Copying warmahordes is not up to par with what I've come to expect from you. 

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1 hour ago, InfestedKerrigan said:

You failed when you expected something from gw other than their standard way of doing business.

Meh. I like the Shark Riders and the Turtle. Both aren't amazing new concepts, but neither has been done much as models in the fantasy setting. But elves with big swords has been done too many times in the fantasy setting, and I expected more from GW. Even if they are just trying to get copyright, elves with big swords can't really be copyrighted....it isn't new and it isn't unique to GW. 

 

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2 hours ago, paxmiles said:

Meh. I like the Shark Riders and the Turtle. Both aren't amazing new concepts, but neither has been done much as models in the fantasy setting. But elves with big swords has been done too many times in the fantasy setting, and I expected more from GW. Even if they are just trying to get copyright, elves with big swords can't really be copyrighted....it isn't new and it isn't unique to GW. 

 

Copyright is less of a concern here than Trademark. All a Trademark really requires is a unique name that isn't close enough to infringe on someone else's Trademark.

Plus, I mean, they're elves. They're going to be elves. Would they seem less derivative as elves with spears, or bows, or smaller swords? Actually, now I think about it, spears would make more sense for an underwater race, but still, they were going to look derivative of something.

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3 minutes ago, Jay said:

The namarti are my favorite thing in the army. I would build an army of them if I could skip the turtle. 

I would be amazed if you couldn't build a solid force without using the turtle. It seems more and more rare these days that an Army that can hang in local play really requires any one single Unit.

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 WIth what is known of the statline for the Namarte,these will be nice to run as probably a large single block with the remaining battleline being min size units to fill out battleline tax.Its not likely that their points cost will warrant running multiple blobs to get the points break on them as they are pretty much elite level battleline.Plus they have marginal bravery so the single blob would likely need the inspiring presence.

 The current speculation is these will probably be 12 or 14 pts per model,,my personal take is 12 per model with 10 model min size..320 for 30.They certainly could be a min size of 5 with a cost of 70 pts though,,much along the lines of Saurus Guard who share a very similar weapon profile.Either way im getting stoked for this release,,Im usually not into the Elven stuff in miniature games,and couldnt really get jazzed about the recent DoK release,,but these guys are pretty far out there and are looking like they will be real fun to play:)

 

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The Idoneth Deepkin are coming – but who are these mysterious reavers? Join us as we dive into the lore of this sinister new faction…

The Akhelians are the warrior caste of the Idoneth Deepkin, raised from a young age to become masterful warriors. Like the Isharann, the Akhelians are drawn from those among the Idoneth Deepkin born with fully formed souls, and as such, possess the long lifespan of their kin – lives they dedicate towards the absolute mastery of warfare. The Akhelians are strictly meritocratic – lines of succession don’t mean much when most of your children are born as Namarti!

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The origins of the Akhelian way of war lie in the time after the founding of the Idoneth Deepkin. When Teclis told the Cythai of the aelves of old, he told stories of cavalry from antiquity that rode horses and dragons into battle – the sea monster-mounted warriors of the Akhelians emulate this ideal.

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Akhelians make up the elite of your Idoneth Deepkin army – your cavalry, monsters and, of course, the Akhelian King all hail from this caste. The Akhelians fight exclusively from mounts, from the Fangmora Eel-riding Ishlaen Guard and Morsarr Guard, to the Akhelian Allopex, to even the massive Akhelian Leviadon.

Akhelian units tend to cost more points but hit very hard – every army will want at least a couple of units of them to deal with particularly deadly enemies.

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Most Idoneth Deepkin armies will be led by an Akhelian King accompanied by Morsarr and Ishlaen Guard – powerful eel-mounted cavalry with the ability to harness biovoltaic energy – Ishlaen Guard, for example, can channel power to their shields to offer them greater protection.

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If you’re looking to field a super-elite army of Idoneth Deepkin (or just really love sea monsters), taking an Akhelian King as your general turns Morrsarr and Ishlaen Guard into Battleline units for a unique and powerful force.

You’ll be able to pre-order your Akhelian units in the coming weeks – in the meantime, get to grips with the Namarti in yesterday’s preview.

The post Who are the Akhelians? appeared first on Warhammer Community.

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The Idoneth Deepkin are coming – but who are these mysterious reavers? Join us as we dive into the lore of this sinister new faction…

The Isharann are one of the higher castes of the Idoneth Deepkin, trading the martial might of the Akhelians for more unusual powers, from magical spells to powerful prayers. Isharann are drawn from those Idoneth Deepkin born with full souls, and thus they live as long as their distant kin. This allows them to fully dedicate their lives to learning and scholarship of the mystical arts.

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Like all aelves, the Idoneth Deepkin are highly attuned to magic. Where other mages draw their power from the elemental energy of the realms or their patrons, the Isharann of the Idoneth Deepkin are masters of a more malevolent magic, using the crushing, abyssal power of the seas and possessing a sinister form of telepathy.

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Isharann are the most unusual Idoneth Deepkin units, working mainly to support and enhance the rest of your forces – whether through magical spells, tactical acumen or the power of prayer. With Namarti making up the bulk of your army and the Akhelians providing deadly offensive units, your choice of Isharann will open up new tactical possibilities or allow for all manner of sneaky tricks.

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Lotann, Warden of the Soul Ledgers, for example, allows you to shore up a Namarti line with Catalogue of Souls:

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With this ability, you’ll be able to lose fewer models to battleshock and hit the enemy with greater accuracy on the offensive.

If you’re grabbing an Eidolon of Mathlann this weekend, you’ll find Isharann characters particularly handy, as the latter are able to cast powerful rituals to bolster the already potent abilities of these maritime manifestations.

You’ll be able to pre-order Lotann, Warden of the Soul Ledgers this weekend, while there’s plenty more Isharann on their way in the coming weeks – so stay tuned… In the meantime, if you missed yesterday’s preview of the Akhelians, you can read it here.

The post Who are the Isharann? appeared first on Warhammer Community.

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Kind of cool. However, I do think they went a little overboard with having every character have its own fish companion. Its like a Disney movie now or something. And I completely get that they are trying to convey that these guys are still "under water". Tricky concept to pull off with minis. Tricky concept to pull off in the game even. That really stretches the whole believability, even for a high fantasy realm. I get it, they use magic to bring water to the battlefield, but that also brings sea life, and the enemies aren't affected by it? Again, I get what they are trying to do, just not sure if it hit the mark for me personally.

 

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56 minutes ago, Brother Glacius said:

Kind of cool. However, I do think they went a little overboard with having every character have its own fish companion. Its like a Disney movie now or something. And I completely get that they are trying to convey that these guys are still "under water". Tricky concept to pull off with minis. Tricky concept to pull off in the game even. That really stretches the whole believability, even for a high fantasy realm. I get it, they use magic to bring water to the battlefield, but that also brings sea life, and the enemies aren't affected by it? Again, I get what they are trying to do, just not sure if it hit the mark for me personally.

 

Definitely a disney army. And to be fair, many times more kids play AoS than played WHFB.

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The Deepkin themselves apparently can't breathe water, so the Ethersea (I still can't believe they didn't go with Aethersea) is as much about helping them in their watery homes as it is about bringing their support along to the battlefield. Basically just the right mix of air, water, and magic so that everything can breathe, and the things that should can float.

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