The Idoneth Deepkin are an army of Age of Sigmar of which some models can also be used as an Order warband for Age of Sigmar: Warcry.
The Idoneth Warband are mobile and extremely versatile, surprising your opponent with a few tricks up their sleeves.
If collecting souls in the realms of Archaon for the survival of your entire race, or simply guide a warband of sea elves and eel riders is your jam then this is the warband for you.
This article is part of a larger series of warband guides. You can find all of our Warcry content here.
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What changed in the Warcry: Sentinels of Order for the Idoneth Warband?
Note: The new Warcry books released with Tome of Champions 2020 brought some changes in how Thralls, Monsters but especially Allies work. The roster of available leaders has been massively increased and it’s now possible to use more than one as a “Hero” (1 in matched play and up to 3 in a Narrative campaign).
Link to the 4 new books:
– Warcry: Sentinels of Order (all Order warbands updated)
– Warcry: Harbingers of Destruction (all Destruction warbands updated)
– Warcry: Agents of Chaos (all non-warcry specific Chaos warbands updated)
– Warcry: Bringers of Death (all death warbands updated)
The new fighters are:
- Akhelian King
- Isharann Tidecaster
- Isharann Soulrender
- Isharann Tidecaster
The new abilities are: Riptide, Hangman’s Knot, Storm of Blows and Scryfish Shoal.
Background and Lore of the Idoneth Deepkin Warband
The Idoneth Deepkin are a sea-faring race of aelves hiding in the deepest oceans of the mortal realms.
Their genesis starts with the imprisonment of Slaanesh by the new aelven gods: Tyrion, Teclis and Malerion and how Teclis drawn out their souls from Slaanesh to re-create the elves lost at the end of the world-that-was.
But something was wrong and when Teclis tried to clean the corruption out of these aelves, they fled in the deepest oceans.
They thought that only there they would be safe from Slaanesh temptations and madness.
However, they soon discovered there were other problems as most of their new-born had a withering soul that would end their life in the infancy.
To prolong their lives, they needed to hunt for new mortal souls and so the first raiding parties were created.
Using the magic learned by Teclis and perfectioned in the deep, they were able to appear anywhere in the realms even miles inside the continent by appearing from the ethersea, collecting the souls they need and erasing the memory of any survivor.
They kept their life of secrecy until the Skaven created a gnawhole (a space distortion that allows Skaven to travel within realms without a realmgate) under the Khaphtar Sea draining it and exposing the enclave living there to Nagash for the first time.
Now, hunted by Nagash for stealing souls and always in desperate need of new resources, the Soulraiders hunt even Archaon’s realm in search for bounty.
But how do they play on the tabletop? Let’s take a look at their fighters and abilities.
Overview and Points for the Fighters in the Idoneth Deepkin Warband
Note: if you haven’t read the basic rules for Warcry before reading this article, it might be helpful to know that the game’s abilities are activated by using 6 dice that you roll at the start of your turn.
If two of the dice show the same value, they can be used to activate a Double ability. If three show the same value, they can be used for a Triple ability, and so on.
So, when this article refers to an ability being a Double, a Triple or a Quad, it refers to this system. It might sound a bit confusing, but takes no time to get used to when you start playing
Akhelian King: 280 points
Few things are more majestic than an Akhelian King, that is also one of the biggest models available in Warcry.
It’s “ethereal” abilities allow him to fly (10″) and therefore to ignore all obstacles despite the mount.
38 Wounds are a lot to take down especially with a Toughness of 4.
In melee his 2″ range weapon can allow him to fight an enemy without engaging it. 4 Attacks at Strength 4 for 2/5 damage represent a good melee profile.
His special ability allows, Storm of Blows, can increase the Attacks up to 7 for at least an Attack action and costs only a Double…
Apart from that he has also access to Low Tide, that for a Double allows a bonus move up to 6″ far (only in the first battle round) and as all Soulraiders Leaders to High Tide, adding +1 to Attack and Strength of all nearby friendly fighters (but only on the third battle round).
Isharann Tidecaster: 150 points
Tidecasters are the most powerful of Idoneth wizards. One is quite fragile with 20 Wounds and Toughness 3, so best use him for his powerful ranged attack (3/6 damage at 7″ range).
In melee they can kick a bit with 3 Attacks at range 2″ but better keep them disengaged.
To help survivability, their ability for a Double reduces by 1 the Attack characteristic of an enemy within 12″.
Isharann Soulrender: 170 points
The Soulrender reap enemy souls and reinforce Namarti in the battlefield.
In Warcry a Soulrender has 2 weapon profiles, a 2″ range Scythe attack at Strength 4 for 2/5 damage, and a 3″ “fish attack” using his companion, a Rakedart, for 3 attacks at Strength 4 and 2/4 damage.
The 2 profiles are similar and they require a certain proximity to the enemy that, considering the 22 Wounds on Toughness 3, would probably be not too advisable.
However, Hangman’s Knot, for a Double and on a 3+, prevents an enemy (conveniently within 3″) from moving or disengaging allowing the Soulrender to choose the battleground in a 1vs1.
Isharann Soulscryer: 140 points
The Soulscryers are the guides of the Soulraiders. A Soulscryer does not have a ranged attack, his maximum range being 2″ at Strength 4 for 2/4 damage.
As all Isharann he has Movement 5″ and low survivability with Toughness 3 and 20 Wounds.
His special ability allows him to target an enemy within 10″ and roll 6 dice hoping in high rolls to do as much as 12 damage (2 damage on a 5+, 1 on a 3+).
Of the three Isharann he is probably the weakest.
Akhelian Ishlaen Guard
- Akhelian Ishlaen Guard Lochian Prince: 265 points
- Akhelian Ishlaen Guard: 195 points
The Ishlaen Guard are the most adapt to defensive warfare of the two eel-riding units.
Their ability, the Biovoltaic Barrier, allows for a Triple to treat all critical hits received as normal hits.
This is extremely useful when surrounded by many enemies whose real damage comes from the critical hits. With toughness 4 and 25 wounds (35 for the Lochian Prince) and this ability to ignore the extra damage on critical hits you have a really durable fighter.
In combat the Ishlaen Lochian Prince does not underperform either with 4 attacks at strength 4 for 2/5 damage.
The Ishlaen Guard has a similar profile with Strength 3 and 2/4 damage.
The ability to fly (move ignoring all obstacles and vertical distance) and a movement of 10″ makes them also extremely versatile and able to reach anywhere is needed.
This is particular useful to Idoneth leaders since they can use the High Tide ability: for a triple, only on the third battle round, every fighter within 6” adds 1 to Attack and Strength characteristic for melee attacks.
This can really change the tide of the battle if used at the right moment with the right group (pun intended).
Akhelian Morrsarr Guard
- Akhelian Morrsarr Guard Lochian Prince: 265 points
- Akhelian Morrsarr Guard: 200 points
The Morrsarr are the offensive version of the eel riders. With similar characteristics (3 attacks instead of 4 but range 2” instead of 1) they perform similarly on the battlefield (don’t forget the 10” movement flying) so the main difference comes from their ability.
For a Quad they can use Biovoltaic Blast that does up to 6 damage to all enemy fighters within 3” (depending on the value of the ability).
While it can be really useful in certain situations, a Quad is not easy to obtain and the Ishalen ability may come in handy more often.
As a leader, the Lochian Prince has access to the High Tide ability allowing him to fly where is needed to boost his units.
The Morrsarr Guard has a similar profile to the Ishlaen Guard but the 2″ range allows him to fight without being engaged, hence the extra 5 point cost.
- Namarti Reaver Icon Bearer: 135 points
- Namarti Reaver: 75 points
Namarti Reavers are the archers of the Soulraiders.
They have a range pf 15″ and their special ability, Storm Fire, allows them to go from 2 Attacks per action (3 for the Icon Bearer) to 3 (4). 1/3 damage (1/4 for the leader) may not seem much, but 15″ are a long distance to cross for many fighters.
In melee their profile is in line with their point cost, the Icon Bearer having Strength 4 for damage 1/3 and the normal Reaver same 3 Attacks but at Strength 3.
Their ranged attack cannot benefit of the High Tide ability but they can still be a threat for your opponent especially with their 6″ Movement. The Icon Bearer is probably not worth 2 normal Reavers and there are now better leaders at a similar cost.
- Namarti Thrall Icon Bearer: 140 points
- Namarti Thrall: 80 points
The Thralls are the basic infantry of the Idoneth Deepkin and the Icon Bearer is their leader option.
The Thrall Icon Bearer suffers similar drawbacks as the Reaver Icon Bearer, being less mobile (movement 5″), same wounds (16) but less that other Akhelian and same low Toughness (3).
Being more melee-focused, if he survives to the 3rd battle round then he is most likely in position to use the High Tide ability but would need careful planning.
As all Thralls he can use the Sweeping Blow ability that for a double allows to do damage to any enemy fighter within 2” (1 damage on a 5, up to 6 on a roll of a 6).
4 attacks in melee at strength 4 with 5 damage on a critical make him a quite decent fighter in close combat.
On the other hand the Namarti Thrall is your standard infantry. Decent Movement (5) and deadly in combat (4 attacks at strength 3 for 2-4 damage) he is a useful piece that can become 5 attacks at strength 4 in the third battle round when and if the High Tide ability is used.
For 80 points is not bad. The downside is that with toughness 3 and 8 wounds they can go down pretty fast if left alone.
Abilities for the Idoneth Deepkin Warband
- Low Tide (Double, Everyone): On the first battle round this fighter can make a bonus move up to 6″
- Sweeping Blow (Double, all Namarti Thralls): Roll a dice for each enemy unit within 2”, on a 5 allocate 1 damage, on a 6 allocate as much damage as the value of the ability.
- Storm Fire (Double, all Namarti Reavers): Add +1 to the ranged attacks.
- Riptide (Double, Isharann Tidecaster): Subtract 1 from the Attacks of an enemy unit within 12″ of the caster.
- Hangman’s Knot (Double, Isharann Soulrender): On a 3+ a nearby enemy cannot perform move or disengage actions.
- Storm of Blows (Double, Akhelian King): Add up to +3 to the Attack characteristic of next attack action.
- High Tide (Triple, all Leaders): On the third battle round any friendly unit within 6” of the leader gets +1 attack and strength until the end of the round for melee attacks.
- Biovoltaic Barrier (Triple, all Ishlaen): Until the end of the battle round count the critical hits targeting this unit as normal hits instead.
- Scryfish Shoal (Triple, Isharann Soulscryer): Allocate from 0 to 12 damage to an enemy within 10″.
- Biovoltaic Blast (Quad, all Morrsarr): Allocate up to 6 damage points to all nearby enemy units.
Strategy and Tactics for the Idoneth Deepkin Warband
This warband is composed of cheap sacrificial pieces and expensive powerful elites with a range of new support heroes.
You should combine them carefully to obtain the maximum coverage possible, for example you can have 3 eel riders and 4 Namarti in a 1000-point game.
The strategy is based on getting on the strategic points before your enemy or hit them where they least expect by using your high mobility.
The Low Tide ability allows you to do an extra movement for free (well it costs a Double) that sometimes can make a difference between engaging the enemy or engaging the enemy and attacking first.
You could also place a Reaver in range of an enemy unit for some first blood ranged attacks.
But your key turning point is the third battle round where all units within 6” of the leader can be boosted with a Triple by using the High Tide ability).
Your game will then be to keep your leader alive and as close as possible to the other units to use this ability in the most efficient way possible.
Not always everything goes as planned as you may have a low count of models or the type of battlefield stretched your warband thin, but since it can only be used on that round you should take advantage of it.
A Namarti Thrall could become 5 attacks at strength 4 for 2/4 damage that round.
Another useful ability that may allow your eels to stay in position is the Biovoltaic Barrier that for a triple allows you to ignore the extra damage on critical hits on those units.
Can only be used by the Ishalen but can become really important when swarmed by all sides against warbands with high count of models. Remember eels have a cavalry base making them more vulnerable to multiple engagements.
On the other hand that base means also a slightly higher area of effect for both the Hight Tide but also the Biovoltaic Blast ability: if you have a good Quad and you are surrounded, you can try to blast your way out of trouble or do the maximum damage possible before falling.
If you are not surrounded, remember a Quad can also be used for the Rampage ability for an extra movement and an extra attack.
Your eels will become pivotal in different stages of the game.
They are expensive, but the ability to fly over scenery with a movement of 10” is something extremely valuable in a skirmish objective-oriented game. Unless you decide to swarm your opponent with Namarti, you will most likely have a low count of models and need to take advantage of the mobility to reach the furthest points first and fastest.
Alternatively, you could swarm your opponent with around 12 Namarti attacking from all sides. You will need to be careful as they will most likely die every time they are hit by something bigger, but if hitting first they can chew more than they are worth.
The Akheliank King is expensive and would probably need to use his Double, Storm of Blows, to get rid of the toughest enemies.
The Isharann all have their utility, probably more as a support Hero than a Leader, but if you sacrifice an eel you can have some ductility.
All in all, this warband looks like a deadly tide that arrives and retreats dancing with the opponent for the objectives, most deadly at the third battle round.
After that, it is all about ensuring the key objectives are already in your possession and picking up the survivors.
Pros and Cons of the Idoneth Deepkin
+ Mobile and fast
+ Strong but situational abilities
+ Strong basic units
– Low toughness
– No big hitters
Some thematic warbands for the Soulraiders
Just for fun here we present few thematic warbands, meant more for fun or narrative context than for competitive play. Note that in narrative play you need to control at least two territories before mustering your first hero.
Akhelian power: Isharann Tidecaster, 2 Morrsarr Guard and 2 Ishlaen Guard for an “electric” warband.
Balanced power: Akhelian King, Isharann Tidecaster, 1 Namarti Reaver, 1 Namarti Thrall, 1 Morrsarr Guard, 1 Ishlaen Guard. Alternatively you can replace the Tidecaster with another Reaver and Thrall.
How to buy an Idoneth Deepkin Warband
The Start Collecting Idoneth Deepkin is a great starting point for your Idoneth warband (£55).
It contains 3 eels that you can assemble as Morrsarr or Ishlaen with one Lochian Prince (or none if you prefer a Namarti Icon Bearer to lead your army), 10 Namarti Thralls and an Isharann Soulscryer.
The next step is to add some ranged firepower with a box of Namarti Reavers (£30) and you have enough models for your warband of Soulraiders.
You may be thinking about a 4th eel, but this is probably an investment for your more advanced campaigns as 3 eels are already more than 650 points.
This leaves out only the last few support heroes: the Akhelian King comes as an alternative sculpt for Volturnos in a £30 box, all three Isharann are sold individually for £17.5.
Tips on painting the Idoneth Deepkin Warband
If you have an Idoneth warband chances are you already have an Idoneth army and in the battletome there are described different enclaves each with their own colour schemes.
The classic skin tone is achieved on a base of Ionrach Skin over a Corax White prime, then a shade of Drakenhof Nightshade and highlights of Deepkin Flesh.
The robes of the Ionrach Enclave are in blue, but Idoneth are in all mortal realms so you can try any combination of skin and robes that you prefer.
To paint the eels there are different techniques to apply and really useful videos on the Warhammer Community website for example here is a transition based on shades and here a blending technique between belly and scales.
Contrast paints also make it much easier blending between 2 distinct colours taking advantage of their longer drying time and mixing the colours carefully where is the transition between the 2 colours.
Do you have some sweet looking Idoneth Deepkin painted up?
I would very much like to display them right here on this page.
All you have to do is send my some files. You can read more about how to make that happen here.