Idoneth Deepkin Spearhead — Box Review & Guide

Idoneth Deepkin Spearhead box contents and review

The current Idoneth Deepkin Spearhead box is the Akhelian Tide Guard, released in July 2025 alongside the Idoneth’s 4th edition battletome. It’s a 17-model force of eel- and fish-riding aelf cavalry led by an Akhelian King, backed by a unit of Namarti Reavers with bows. It suits players who like fast, hard-charging armies with a strong sea-raider look.

What’s in the Akhelian Tide Guard box?

UnitModelsRole
Akhelian King (General)1Mounted hero and your best fighter
Akhelian Morrsarr Guard3Shock cavalry with a devastating charge
Akhelian Ishlaen Guard3Defensive cavalry that blunts enemy attacks
Namarti Reavers10Light infantry with bows who shoot on the move

That’s 17 models. The Akhelian King kit can also be built as Volturnos, High King of the Deep, though the Spearhead uses the Akhelian King.

Previous box: Soulraid Hunt

The earlier Idoneth Spearhead box (sold under the Vanguard name before 4th edition) had an Isharann Soulscryer, an Akhelian Allopex, 3 Akhelian Morrsarr Guard and 10 Namarti Thralls. In Spearhead it’s called the Soulraid Hunt and still has its own rules, so if you own it you can play it. It’s a more infantry-heavy force, with two Thrall units pinning the enemy while the Morrsarr Guard and the shark-like Allopex hit hard.

The Spearhead rules

Each Spearhead force has a battle trait, a choice of two regiment abilities and four enhancements for its general.

Battle trait: Royal Imperative

Once per battle, in the third battle round only, you pick one of two effects that last for that whole round. Either all your units strike first, or your units’ melee weapons deal mortal damage on critical hits. This is your big moment, so build your plan around round three.

Regiment abilities (pick one)

  • The Spear of Asphoren: once per turn, one unit that isn’t in combat gets +1 to its charge roll. Good for reliable cavalry charges.
  • The Shield of Ulchiss: once per turn, a unit in combat can retreat without taking damage. It suits a hit-and-run style.

Enhancements (pick one for the Akhelian King)

  • Dutiful Souls: once per battle, bring back a slain model (or several Reavers) to a nearby unit.
  • Voltaic Charge: the King’s weapons do extra damage on the charge.
  • Shimmering Amulet: the King gets a 5+ ward.
  • Soul Stealer: the King heals at the end of each turn while he’s in combat.

What each unit does

Akhelian King

The King rides a Deepmare and hits hard, especially when he charges, since he can do mortal damage on impact. He can also make a nearby unit harder to hurt each hero phase. He’s your general and your best fighter, so pick his fights carefully.

Akhelian Morrsarr Guard

Once per battle, when they charge, the Morrsarr Guard unleash a biovoltaic blast that can inflict a lot of mortal damage, especially against bigger units. Save it for the most important target.

Akhelian Ishlaen Guard

The Ishlaen Guard are your defensive cavalry. Once per battle they can reduce the number of attacks an enemy unit makes against them for the turn. They’re great at holding an objective against a heavy hitter.

Namarti Reavers

Ten Reavers give you ranged support. They can shoot even after running or retreating, so they can keep moving and still chip away at enemies. Use them to hold back objectives and to finish off wounded units.

How to play the Akhelian Tide Guard

This army is fast but small. Your cavalry is strong on the charge but can be ground down in long fights, so hit hard, then pull back and hit again.

Deployment

Put the Reavers near your home objective with good sight lines. The King and both cavalry units go together so they can support each other. Keep them back a little on turn one if your opponent has strong shooting or fast chargers.

Turn by turn

  • Round 1: Take the objectives you can reach. Shoot with the Reavers. Only charge if the fight is clearly in your favour.
  • Round 2: Your first big charge. Use the Morrsarr Guard’s blast against a large unit, and the King’s charge against a hero.
  • Round 3: Royal Imperative. Striking first is the safer choice and makes your whole army very hard to fight. Mortal damage on criticals is better when you’re attacking tough, well-armoured enemies.
  • Round 4: Grab whatever objectives you can. Fast cavalry is great at stealing them in the last turn.

Common mistakes

  • Using Royal Imperative too early. You can’t. It only works in round three, so plan your biggest fight for then.
  • Staying stuck in combat. Cavalry is best on the charge. Retreat and charge again when you can.
  • Losing the King early. Give him the Shimmering Amulet if you expect to face lots of damage.
  • Ignoring the Reavers. They’re easy to forget next to the cavalry, but steady shooting every turn adds up, and they’re your best objective-holders at home.

Playing the Soulraid Hunt instead

If you own the older box, the Soulraid Hunt plays very differently. Its battle trait, the Tides of Death, gives your whole army a different bonus each round:

  • Round 1 (Low Tide): enemy shooting at your units gets -1 to hit, so it’s safe to advance.
  • Round 2 (Flood Tide): your units can run and still shoot or charge, which is perfect for setting up your big attack.
  • Round 3 (High Tide): all your units strike first. This is the round to commit everything.
  • Round 4 (Ebb Tide): your units can retreat and still shoot or charge, so you can slip away and grab objectives.

Its regiment abilities either give the Namarti Thralls extra Rend or let a cavalry unit that fought that turn heal. The game plan is similar to the Tide Guard: build up in rounds one and two, then crash into the enemy in round three when you strike first.

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Building and painting notes

The Akhelian mounts are elegant but delicate kits, with long tails and fins attached to flying stands. Paint riders and mounts separately before gluing them together. Many players paint the sea creatures in cool blues and greens with pale underbellies, which looks great with a simple drybrush. The aelf riders and Reavers suit a darker armour colour, so the bright mounts stand out against them. Glow effects on weapons and lanterns are a nice finishing touch, and the Reavers are a good place to practise them before the King. Our Idoneth Deepkin painting guide has step-by-step schemes.

Expanding beyond Spearhead

All the models in this box are regular Idoneth Deepkin units, so they move straight into full games using the battletome. Combining this box with the older Soulraid Hunt box gives you infantry, more cavalry and an Allopex, which makes a solid base for a bigger army. Other popular additions are a wizard such as an Isharann Tidecaster and big centrepieces like the Akhelian Leviadon. Our Idoneth Deepkin army hub collects all our Idoneth guides, and our army builder tools guide will help you plan a list.

Where to Buy the Box

If you want the Akhelian Tide Guard box covered in this guide, it is listed on Amazon US through third-party sellers. Check that the listing still shows the same box before you buy, since stock and sellers change.

Current Spearhead boxSpearhead: Idoneth Deepkin – Akhelian Tide Guard
$132.60 (as of Nov 15, 2026 1:26 AM PST)
Price detailsProduct prices and availability are accurate as of the date/time indicated and are subject to change. Any price and availability information displayed on Amazon.com at the time of purchase will apply to the purchase of this product.
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Frequently Asked Questions

Is the Idoneth Deepkin Spearhead good for beginners?

It’s a reasonable choice if you like fast armies, but cavalry armies take some practice. You have few models, so each mistake costs more. If you want something more forgiving, Stormcast Eternals are easier.

What’s the difference between the Akhelian Tide Guard and Soulraid Hunt?

The Akhelian Tide Guard (2025) is almost all cavalry: an Akhelian King, Morrsarr Guard, Ishlaen Guard and Namarti Reavers. The older Soulraid Hunt has an Isharann Soulscryer, an Allopex, Morrsarr Guard and two units of Namarti Thralls. Both are official Spearhead forces.

Can I build the King as Volturnos?

The kit allows it, and Volturnos is great in full games. For the Spearhead as written, though, your general is the Akhelian King.

Should I use Royal Imperative for Strike-first or mortal damage?

For most games, strike-first is the safer choice: your whole army hits before the enemy for a full round. Pick mortal damage on criticals when you’re facing very tough, well-armoured units that your normal attacks struggle to hurt.

Where do I find the Spearhead rules?

They’re in the Warhammer Age of Sigmar app and Games Workshop’s Spearhead publications. Rules get updated from time to time, so check the app for the latest version.

Can I combine the Akhelian Tide Guard and Soulraid Hunt in one Spearhead army?

No. Each Spearhead force is a fixed roster with its own rules, so you play either the Akhelian Tide Guard or the Soulraid Hunt, not a mix. To use both boxes together, build a regular Age of Sigmar army from the Idoneth Deepkin battletome, where all the models are normal units.

Do the Idoneth Spearhead models need glue?

Yes. The Akhelian Tide Guard models are standard multipart plastic kits, so you’ll need clippers and plastic glue, and the mounts on flying stands take some care. Build and paint the riders and mounts separately, then glue them together at the end, as the painting notes above suggest.

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