Re: [Pod 0] Velnesh Alphas (Leyline Phantoms) - Playtesting
I know you guys are in the process of finalizing this, but I played a quick game with them this morning.
Armies were: Nakitas, Gorillanators x2, Johnny "Shotgun", and the Velnesh(@80 pts) - 445 pts
vs.
Charos, Greenscales x2, Raelin SOTM - 450 pts
on Sear by Dignan
The plan was to hold the Velnesh back and then use them to hit hard once the screen of Gorillanators was compromised and the Nakitas were endangered. Pulled it off almost perfectly. Nakitas and Gorillanators gained the bridge and the height, while Charos and the Greenscales challenged them within Raelin's aura (at the edge of the startzone). Each team got a defense glyph, and Charos got a potion of healing. Round 3 saw some real action, as Raelin charged in to attempt to break up the Nakita and Gorillanator that were controlling the bridge. Simultaneously, the order markers shifting to the Velnesh, one of which replaced the fallen Gorillanator on the bridge that was blocking for the Nakita and keeping back the Greenscales. Another got around Raelin and those two put 3 wounds on her and destroyed her. Nakitas got Charos up to 4 wounds. An initiative shift saw the Velnesh almost assassinate an order marker when they killed 2/3 remaining Greenscales, but then Charos and the remaining Greenie killed 2 of the Velnesh and Charos healed and started munching on Nakitas. Another initiative gamble saw the last Velnesh hitting Charos hard with height, but it 1 skulled and got counterstruck. Charos got a Scarab of Invincibility and Johnny Shotgun stood no chance.
Units remaining: Charos with 1 wound
What the Velnesh did: Used Shift a lot, defended and used Blink once (I think), and defended and didn't use Blink at least twice because the Velnesh was a key blocker on the bridge. Killed 3 Greenscales and did the last 3 wounds of damage on Raelin.
My impressions: They're fun. I think this map was good for them, and their mobility showed, but there were also times when they just couldn't get to places where I wanted them to be. So that's good. They'd certainly be stronger on maps with more extreme heights or more walls they could clip through. They're potent assassins, and good defenders too. They're pretty sharky when you commit to using them, because they're mobile and 3 attacks of 4-5 is pretty nice. But it's a gamble, as with most unique squads. 80 seems like it might be right price-wise, I'd have a better grasp on it if I had played more games with them. I'd expect they'd play strongly in an all-unique set where they can get rolling assassinating order markers with some luck.