This is the list I took to the Northern masters and I ended up winning with it, so just wanted to type up a quick guide on what it does. I’m still very new to deepkin, so will likely do a new rundown of if I change this list and get more experience.
I’ll only write out the important stuff to understand about the list.
Artefacts, Command Traits & Abilities
You don’t have any battalions in this list and no big beatstick heroes, so finding the right artifact is hard.
I went with the realm of life artifact Verdant Mantle which alows the hero to dispell and endless spell. This combos with the comet to summon it down, pulse between rounds, dispell it and summon it again.
I have it on the soul scryer so I have 3 heroes that can score on missions where heroes with artifacts or wizards score.
Another option is Gildenbane from realm of metal. On a soulscryer who deploys in the aethersea with 9 eels, you can charge him into things with Doppleganger cloak and ethereal amulet and turn them off as it deactivates artifacts within 3 inches .
Tidecaster- Surprisingly resilient little hero. Mostly in the list to cast a realm spell and flip the tides for high tide turn 2.
2x Soulscryer – Deployment options to mitigate enemy alpha. Can add 3 to the charge which stacks to +6. Very useful heroes.
Incantor – There to cast comet and auto unbind .
Incantor – didn’t get a massive amount of use out of the comet over the weekend. Inexperience definitely a contributing factor. Did more damage to myself than my opponent. With arcane scenery, you still need to roll a 6 and often my opponent took first turn and put a wizard within 30 inches to attempt a dispell. I did more damage to myself over the weekend with the comet than the enemy army’s. What it is great at is making your opponent react. They do funny things with their deployment to mitigate potential impact . This causes mistakes in screens which helps your eels. The auto dispel is amazing as well. Stopped cogs being cast one time, and two spells cast on a 12 by my opponent.
Heartrending – These guys won me my 3 toughest games at masters. They are so flexible being able to deepstrike anywhere, shoot then move. The rend 2 the turn they come down can also be very helpful at sniping heroes.
Magic, Endless & Realm Spells
Comet – Great at doing impactful damage to heroes. 10 inches from something you can put on the table within 36 inches of the caster is almost table wide range. Was mainly thinking about the DoK match up when taking this, but pressuring deployment and movement comes into play in every game with it.
DoK match up with Morathi- If they go first, they often transform morathi and throw her up the table. On my turn comet within 5 of her. Potentially 3 wounds my turn, another potential 3 between rounds when it pulses, you then dispel it, and cast it again for another 3. So you have a chance inside of turn 1 and 2 to get morathi to take 9 damage. In turn 2, deepkin fight first if you flip the tides, so if morathi wants to get in combat, she can’t fight until she’s been hit by us. Could be a dead morathi. It’s one of the only things deepkin truly struggle with. Everything in the army is a valuable commodity and you don’t want to just throw units away to do 3 damage to her. If you go first, there is a change to get 3 damage in her before she transforms, which doubles to 6 when she does transform and it’s a much less scary situation to be in. You also have the ability to get the hags in range which is great.
Note** This is all maximum damage. It CAN do this, but will probably do a lot less ?
Eels- Don’t fall for the trap of putting them in the aethersea all the time. If you can get them on the table in a safe place and still be in range to oresspre your opponent, do it. Run and charge turn 1 with +6 to the charge gives them a 38 inch threat range. Try to use the eels blast to win the game. It’s a once per game ability. If that means shocking a hero? Do it. Getting rid of a massive horde unit? Do it. If you don’t need to use it for either of these and you are worried about the couter charge, hold on to it. In my last game at masters, Duthu and a unit of 3 scythe hunters were going to charge my 9 eels at the top of his turn 2. I wasn’t too worried though as I still had the blast. I knew that if he got in, I could blast him to negate his impact. Then I’d have the option to retreat safely for the double turn and come back on the charge. Hit and run is where it’s at .
Thralls – Your going to underestimate these and so will your opponent. When they see 18 eels, they think that these are your chaff and minimum battleline. They are amazing. In all but 1 game over the weekend, they did the most damage. Don’t throw them away. If you need to screen, so be it. If you can deploy out of range of the enemy without losing the game, do that as a priority. They will get stuff done for you.
Boats- I’m still learning with these, so will not pass comencom yet.
The list plays very fluidly, so there is no “game plan”. You need to think ahead and force your opponent to make choices they don’t want to make. Because you are so fast, it’s rare you can’t capitalise on the mistakes.