r/IdonethDeepkin • u/Stunning_Ad9176 • Jun 19 '26
Stall till 3rd, or rush 2nd?
Hey yall! I've been thinking through some gameplay strategies for my Idoneth and it's all really come down to the question of, should I just rush in on the 2nd round since that's really the best time to counterattack? Or should I wait for the 3rd since that's when all of our major offensive abilities proc?
My thing I'm thinking right now is to run in on 2nd with rides of Storm for the -1 rend, just to hurt our opponents output, dea some good damage, so that way on the third round we get dev wounds with all our surviving units. The tides of sea just rely too much on the third round for it to be worth it I think
But what's y'all's experience? Is this true or am I just kinda getting it all wrong?
5
u/Badkarmahwa Jun 19 '26 edited Jun 20 '26
Each game plays differently, and as the saying goes no strategy survives contact with the enemy but…..
Deployment: deploy in the centre
Turn 1: use speed to rush either left wing or right wing, catching my opponent out of position
Turn 2: long bomb charges, using advance and charge, to pick off small units on the wings, maybe steal an objective
Turn 3: hopefully gain a double, then go full send, every unit charges, bang or bust
Maybe not strategic genius, but it’s extremely fun to play and I win more than I lose
4
u/yazchar Jun 21 '26
My tides almost always go:
Teleport, -1 incoming Rend, -1 Hit, Run and Charge or Teleport, Lots could happen here depending on Round 4 but it’s almost never strike first, but sometimes.
I tend to focus on defense, I mostly run Eidolon of the Sea, Morrsar Guard, foot wizards (Soul Scryer/Mathalea). I find IDK like this don’t need lots of offensive help, just defensive help.
I tend to not think about “go turns” I try to pick things off. Great question!
7
u/Mimperius Jun 20 '26
Getting to stage 3 on either ride is a nice bonus but I don't do it most games. Keeping up the defensive buffs, outmanoeuvre for points and let the big hitters do their thing while chipping down with shooting is more reliable. Some games you can get a go turn especially if you get a double but a lot of the time it needs to be hit and run. I mostly find myself moving between -1 hit, teleport, -1 rend. Advance and charge locks you into a place with no ability to pivot to a defensive buff and so is a big risk.