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Double Misfire

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Everything posted by Double Misfire

  1. Double Misfire

    AoS 2 - Free Cities (Firestorm) Discussion

    AoS2 - FREE CITY DISCUSSION If you're asking what the hell a Free City and is and/or if GW managed to sneak another battletome out without you noticing, worry not, you've come to the right place. The Free Cities are the settlements founded in the Mortal Realms by the races living in Azyr after the Stormcast did the really difficult job of beating Chaos back into it's rightful place as a second tier antagonist behind Death. If you like old WFB good guy factions you've come to the right place! The Free Cities do not have a battletome per say, but the seven best known ones to have their own boutique sets of mini allegiance abilities, usable in any AoS game included in Season of War: Firestorm, a map-based campaign supplement that's probably one of the best things released so far for AoS - check it out if you haven't already (Destruction , Death and Chaos also got one set of mini allegiance abilities each but they've got their own sub forums). These "City Armies" as they're termed by the Firestorm book all have an extra battle trait that you get on top off the existing grand alliance allegiance abilities for Order are unlocked by taking an army made up of only the required factions for that paticular Free City (for example an army from the Phoenicium could only contain Stormcast, Free People, Dispossessed and Phoenix Temple units), and no named (special) characters (I will be abandoning this thread for good when a Gotrek model is released alongside Realmslayer at the end of the year 😉). I created this thread as a response to the discussion of Free City allegiances currently spilling out of the Dispossessed thread, and thought it would be cool if we had a community hub to share list ideas, tactics, awesomely converted and painted armies, and background for such a cool set of mini-factions. Without further ado here's a list of resources for current and aspiring Free City players: USEFUL STUFF: Season of War: Firestorm errata - IMPORTANT, updates the way Free City allegiances work and adds to the factions available to Tempest's Eye and Greywater Fastness. Community article confirming matched play "legality" - For use in the event an opponent, gaming group or tournament organiser claims the army allegiance rules in Firestorm are only for use in campaign games, and not "normal" games of Age of Sigmar. The Hammerhal Herald - Fun, regularly updated Warhammer Community offshoot site exploring daily life in one of Sigmar's Free Cities. Free City generator - A fun extra put together by the Warhammer Community team allowing you to randomly generate background for you own Free City, right down to name, size, inhabitants and what it's best known for. Previous Anvilgard thread - The old let's chat thread for the Free City with easily the most unusual battle trait. Contains a lot of useful advice and theoryhammering. Overview of the Free Cities - Quick breakdown of each Free City, who lives there and how to get the most out of their battle trait (literally the post below this one). "Lonely Realmsphere Guides" detailing how to get the most out of the battle trait and troops available to your chosen Free City: Discussion threads for the factions available to the seven different Free City allegiances:
  2. Double Misfire

    AoS 2 - Ironweld Arsenal Discussion

    Welcome one and all to the grand opening of AoS2 - IRONWELD ARSENAL DISCUSSION (or Let's Chat: Ironweld Arsenal 2.0 if you'd rather) As we move into the second edition of Age of Sigmar this thread will exist as the one-stop destination to post and read Ironweld tactics, army lists, painted and converted models, background and anything else you can think to talk about. I will be regularly updating this OP when second edition AoS is out linking to new versions of my unit breakdowns and other tactics posts for the new version of the game (in depth tactics articles to finally appear when I've played a few games of the new edition and got a handle on it!), as well as anything else interesting posted by other members of the community. You say you're new to the game, collect Stormcast, have never heard of the "Ironheld Admirals" and would like to know who they are? The Ironweld Arsenal is composed of a cherry-picked list of all coolest units from the Dwarfs and Empire, the two coolest armies from Warhammer Fantasy Battle (the little heard of rectangle-focused game that preceded Age of Sigmar). Combining da Vinci style feats of artisan engineering with an Acme-level passion for blowing things to smithereens, the Ironweld Arsenal are the armoured fist, heavy support and air force of the Free Cities. Regrettably having no batteline units of their own, the Ironweld lend their services out to any Order army with good taste, with Ironweld war machines filling the much needed battlefield niches that the other factions lack the cannonballs to fill. IRONWELD RESOUCES: (to be added to I swear) Eight Lamentations: Spear of Shadows - Excellent Ironweld-centred AoS Black Library novel by @JReynolds, giving us our closest look into the Ironweld Arsenal so far! The old Ironweld Arsenal thread - I'm not holding myself responsible if the tactics in there get you trashed in the new edition, but hey, you might get something interesting out of it. My Ironweld Arsenal wishlist 26/6/18 - Fair warning, starts out reasonable, gets weird. Cogfort weird. Big thanks to @Chris Tomlin for letting me make this thread, I look forward to keeping it updated and continuing to push the Ironweld Arsenal with the rest of the community. Battleline Organ Guns for GHB 2019!
  3. Double Misfire

    AoS 2 - Ironweld Arsenal Discussion

    Running Bretonnians alongside artillery is kind of like running allied wizards in Khorne army, technically legal but just weird @Lightbox.
  4. Double Misfire

    AoS 2 - Free Cities (Firestorm) Discussion

    Um, gloomy, so pretty much any existing Dark Elf scheme will do. If you ask nicely I'm sure @Jamie the Jasper will post his awesome Anvilgard stuff.
  5. Double Misfire

    AoS 2 - Free Cities (Firestorm) Discussion

    I've emailed the faq team with this exact question (among others), don't expect to see in answered very soon (if at all though). Current RAW wise @michuand @Arkhanistare absolutely right, though personally I'll be staying fluffy and only ever using Aqshy artefacts in my Tempest's Eye lists!
  6. Hi all, Crossposting from the Oldhammer Forum, unlikely any of this stuff will be very appealing to folks' here as this is a forum that celebrates GW's modern games, but I don't see what the harm in offering it is. A friend and I have both had consecutive clearouts of our piles of (mostly) lead, and have sorted out the stuff that we're frankly never going to paint/don't even remember buying. I'd like to offer it up to you fine folks before braving the perils of ebay. This is the first wave and there will be much more to come, prices are entirely negotiable, I'm based in the UK and happy to post stuff anywhere in the world. Any painted models can happily be stripped before posting. Will also trade for unpainted Battle for Skull Pass Night Goblin characters, command and archers, and the current Empire Helblaster Volley Gun/Helstorm Rocket Battery kit new on sprue. If you need better pictures or more information about any of the models listed (or are able to ID any of the stuff I haven't been able to properly) feel free to get in touch. Without further ado, here's what I've got: Bugman's Ranger variant F: This guy is very rare and I've seen him go for £150+ in the past, so I'd only consider serious offers on him. Black Library Redeemer and Malakev diorama, primed black: http://www.solegends.com/citle2000/blacklibrary/blredeemer/index.htm Specialist Games Necromunda Ash Waste Nomads x10 (some converted) Two of these guys have had their gun barrels trimmed/replaced. I'd like to sell them as a job lot if possible for convenience's sake. Misc Necromunda: x4 Van Saar gangers, Cawdor Juve, Cawdor heavy bolter Misc early Citadel sci-fi: x3 Paranoia Blue Troopers, x2 Rogue Trader guardsman/mercenary types Misc Imperium: Uriah Jacobus, Redemptor Kyrinov coversion, Daemonhunters acolyte, Imperial Guard tank crew, Catachan melta gun, Deamonhunters servitor, x3 Techmarine servitors Rogue Trader/2nd ed Orks: Squig Catapult runtheard, x2 mekboys, Ghazghkull, 2nd ed Weirdboy, grot artillery crew, 2nd ed stormboy (no jump pack), x2 2nd ed meganobs, 2nd ed meganob plasma arm Ork Traktor Kannon: Non-standard wheels 2nd ed Snakebite boar boy bitz As you see them, x3 boars with metal heads, x3 torsos and x5 sets of legs Misc Gorkamorka: Rokkit Buggy gunner, x2 Harpoon Trak gunner, metal boy, slaver missing whip, cybork made from parts from the (fairly rare) Mad Dok upgrades blister Mordheim Mercenaries: x3 Marienburg champion with swords - complete, x2 Marienburg champion with flail - complete, x3 Marienburg captain with pistols - missing arm, Reikland champion with sword and buckler - missing sword arm x6 6th ed High Elf Phoenix guard, missing halberds: x9 5th ed Bretonnian Grail Knight champion torsos: x9 5th ed Red Duke vampire lord skeleton steed left hand sides: No idea why the friend I'm selling these for has these missing the other side of horse. Possibly only planned to use the head. Cheap! x8 C27 preslotta Goblin Fanatics: Misc greenskins: x7 C27 preslotta Chaos Goblins, unidentified goblin, x2 unidentified orcy types Misc greenskins and other baddies: Gnawdoom, Throt the Unclean, 4th ed Black Orc boss, Talisman plastic Dark Elf sorceress, 4th ed Savage Orc, x2 5th ed Brian Nelson Big 'Uns Misc Oldhammer: x2 unidentified preslotta guys - unsure if even citadel, C03 'Word Power' Cleric, Marauder Reiksguard, x2 unidentified militia types, Norse with two-handed axe, unidentified mummy, Pirazzo's Lost Legion Drummer, Bretonnian Trebuchet crewman, Alcatani Fellowship champion body, 6th ed Empire greatsword - head and sword removed Misc Oldhammer part 2: x2 unidentified milita types - missing weapon/hand, preslotta king of some description - unsure if Citadel, Norse berserker with sword and axe, ME-23 Rohirrim Knight with Sun Shield, Dwarf King's court king and gnome jester Whew! Thanks for looking, more to come
  7. Double Misfire

    AoS 2 - Free Cities (Firestorm) Discussion

    Ironweld-wise I'd look at the artillery detachment battalion in a Greywater list to give you warmachines two chances to shoot on a six in the hero phase. I want cannons this big.
  8. Double Misfire

    AoS 2 - Dispossessed Discussion

    I still use these sword armed Longbeards. Keep the picks
  9. Double Misfire

    Dracoline and Tauralon background?

    Nothing to do with Dracothion, so just regular old Azyrite beasts (well, as regular as fauna native to Azyr is able to get)
  10. Double Misfire

    Dracoline and Tauralon background?

    Hi @DanielFM Such a shame that the translated editions contain compressed background now! Dracolines have vicious personalities and can only be tamed/mounted by a rider with a strong will. Predatory hunters, they sharpen their claws on Azyrite realmstone, giving them an electric charge. Tauralons live in the aether between the realms, have a diet that mostly consists of magic-eating fish, and enjoy headbutting meteorites for fun. They avoid getting up close and personal in combat if they can, preferring to illuminate enemy units with a trail of astral light to help friendly stormcast missile troops fill them with arrows and bolts better. Hope this helps.
  11. Double Misfire

    AoS 2 - Ironweld Arsenal Discussion

    https://www.games-workshop.com/en-GB/Sector-Mechanicum-Galvanic-Servohaulers-2017
  12. Double Misfire

    2k List Ulgu Order Draconis

    Uhhh... similar city to Hallowheart located in Uglu or artefacts "recovered" from Uglu... Hammerhal might be a better Free City for an army with such a low model count mind. You'be be guaranteed immune to battleshock pretty much the entire time.
  13. Double Misfire

    AoS 2 - Free Cities (Firestorm) Discussion

    I'd be lying if I said I hadn't been eyeing up the Thermalrider Cloak as an excuse to model a Kharadron hero up with an (albeit slower moving) aether-endrin.
  14. Double Misfire

    AoS 2 - Free Cities (Firestorm) Discussion

    There's always a mainly KO force with Tempest's Eye allegiance abilities. (I don't have enough experience with KO to know if this would be any good, but +2/4" move and +1 save couldn't hurt most Kharadron units)
  15. Double Misfire

    The Rumour Thread

    😳 Hats off to anyone who's managed to finish painting either half of the starter set in just over a week.
  16. Double Misfire

    AoS 2 - Free Cities (Firestorm) Discussion

    It's probably safe to assume the Hallowed Knights, but unless I've missed something in from a Black Library book, no Stormhost has officially been named as having a base of operations there (or in Greywater Fastness or the Phoenicium for that matter).
  17. Double Misfire

    AoS 2 - Free Cities (Firestorm) Discussion

    Awesome list concept @smucreo- get painting and report back on how it does in action! I'm especially excited to see how Irondrakes can do now they can move and double shoot. I agree that it's a real shame that you can't take the Cogs as this list would massively stand to benefit from them. You could always drop the last 10 Warriors and drop the shackles out for them, or switch the Gyrocopters for Aetherwing units. Speaking as someone with experience using Dispossessed characters, the Unforged is stone cold doo-doo without a Relic Blade, while the Warden King can hold his own pretty reasonably without a melee artefact, so you might want give the King the cloak and switch their roles around. The Unforged is just gonna have to be patient before ripping 28 wounds into a Chaos unit! It's also a real shame that you can't fit another Runelord in there to capitalise on the Dispossessed's best asset and spread the -2 rend around. You could always loose a Gyrocopter and demote a unit of Longbeards to Warriors to squeeze another one in...
  18. Double Misfire

    Realm Themed Armies

    Shameless self promotion: The Free City allegiances from Season of War: Firestorm are all Aqshy and Ghyran specific and could add an extra layer of depth to an army already themed around either. I've made a thread discussion thread explaining Free City allegiances and packed with various articles, guides and resources for them in the Order forum if anyone's interested:
  19. Double Misfire

    AoS 2 - Free Cities (Firestorm) Discussion

    Looks like an awesomely fun list @stato, though I'd much rather play against it than using it, soo many models to move around! The Quarrellers, great weapon Warriors and Warden King can be pretty hard hitting combined with a Runelord. You're going to be looking at a lot of Battleshock with so many big units to, so be careful saving command points and take Strategic Genius on your general if you haven't already to get another for free. How's your Tempest's Eye force going? You haven't updated your blog in ages.
  20. Double Misfire

    AoS 2 - Ironweld Arsenal Discussion

    @amysrevenge You're not going to get more than two Cannons and a Gunmaster into a 2,000 point matched play list regardless, thus for the true gunpowder cognoscente, mixed Order (or Free Cities) remains the only way to go. 😊
  21. Double Misfire

    AoS 2 - Free Cities (Firestorm) Discussion

    I already mentioned them as an in the Dispossessed thread, but when you have cleared your painting backlog, had you thought about using Dark Eldar Razorwings as Aetherwings? It means not having to buy a box of Vanguard-Raptors and they gell pretty well with the gloomy Anvilgard aesthetic your guys rock:
  22. Double Misfire

    AoS 2 - Free Cities (Firestorm) Discussion

    I figured it's been a while since I posted any fresh content in this or the Ironweld thread. AoS 2 is still very fresh and so there aren't a lot of tactics posts I can do for the Ironweld thread until I've got a few more games under my belt, and so here's the first in an irregular feature going into a bit more depth on getting the most use out of the battle trait and troops available to each free city allegiance I'd like to call... The Lonely Realmsphere Guide to... TEMPEST'S EYE As I'm a desert first kind of guy, I'm starting this series with my personal favourite Free City, and the one I have exclusively played games under the flag of since Firestorm came out (sorry Greywater Fastness, you had your chance, but decided to start admitting Dispossessed way too late). Home to troops hailing from the Ironweld Arsenal, Dispossessed, Free Peoples, Kharadron Overlords, Swifthawk Agents, Eldritch Council and a less well known faction in the form of Stormcast Eternals, Tempest's Eye offers cool, breezy weather; unmatched aerial vistas of the Flamescar Plateau; and Alert and Forewarned, a battle trait that gives a +2 (+4 if you're a flyer) movement and +1 save boost in the first battleround of the game. There are three main ways you can use Alert and Forewarned, all solid in isolation, even better used together. I've detailed them with a list of the units that particularly excel at or benefit from them below: THE FIRST TURN FLYING CHARGE: Easily the most obvious way to use Alert and Forewarned. Take your fastest front line flyers and smash them into the enemy, laughing as you do it because you've got an extra pip of save. Fair warning - they'll need to be your very fastest flyers (14"+ basic move without any extra charge bonuses) with a command point or two stored for Forward to Victory! rerolls, as you can never guarantee first turn even with a single drop list and the inherent multiculturalism of most Free City armies will mean you're probably unlikely to have any battalions at all, vastly increasing the odds of a savvy opponent handing you the first turn with 24" of board between your models and theirs to cover. With careful deployment you can easily get the jump on an opponent, charging a pair of flying characters into opposite ends of a big unit to minimise the models able to pile in without breaking coherency while dealing maximum damage in return. Be warned that it may be sensible to retreat or withdraw any charging flyers on the second turn to rejoin the rest of your army while it waits to catch up, depending on how much damage they've taken/look likely to take. Flyers especially good at making a first turn flying charge include but are not limited to: Freeguild General on Griffon - The go to affordable behemoth with a great command ability that only makes him better at charging and hitting things. Now that anyone can pop a command ability, not just the guy in charge, I'd think about taking two of these guys, one with a Quicksilver Potion to wreck anything they get into before it's got a chance to fight back. Prosecutors with Celestial Hammers - Not normally anyone's favourite Prosecutor armament, and far from the most nails hand to hand combatant, most people would be right to overlook these guys for javelins, but if you want a resilient unit able to clear out swathes of infantry in the wake of a flying monster and potentially grab and objective after it's been cleared out you could do worse than 9-12 of these guys with shield and grandaxes. Lord Celestant on Dracoth - Yep, this guy doesn't fly, oh wait, slap a Thermalrider Cloak on him and yes he does. With a first turn 18" move and 2+ save , rerolling 1s and bouncing back mortal wounds, this guy is something I'm very excited to experiment with moving forward. Models can't choose to not attack if the option's available in the new edition, so just bounce him sideways into a big unit of infantry without any rend and watch him go to town. IMPROVED THREAT RANGE: Say whaaaat, being fast helps missile units?! It sure does. A unit's threat range is the sum of the range of it's missile weapons and movement value, effectively the maximum distance can be away from you in order for you to shoot in in a single turn. Most threat ranges in AoS are pretty tight, leaving you with very little wriggle room when deploying if you want to guarantee being able to shoot if you go first (remember, Free City forces are inherently more likely to not finish deploying first). Having a longer threat range than your opponent's missile troops and wizards is also vital if you want to shoot them out before they can shoot out your missile troops, meaning you now only have to worry about keeping them out of combat and giving you ranged dominance for the rest of the battle. Ranged units notably benefiting from Alert and Forewarned are: Quarrellers - A unit of 30 of these guys backed up by a Runelord just jumped from good to great. With a 4" move (little legs!) and 20" crossbows, Quarrellers normally wouldn't get to shoot at all going first in a battleplan involving both armies deploying 24" away from each other. Quarrellers from Tempest's Eye now can, with room to do it in two ranks at a squeeze. Ironweld Arsenal Artillery - I bet you were reading this and thought I could last the entire post without mentioning Cannons - sorry (not sorry!). Threat range is absolutely crucial for Ironweld artillery and their very squishy crew, as if an opponent finds themself with a unit in range of the three-single guys who still don't have a fused profile who's job it is to load damage D6 cannonballs they'd probably have to be deliberately throwing the game not to throw all the arrows they have at them, and for this reason I feel that Tempest's Eye is probably a better allegiance for Ironweld focused armies to have than Greywater Fastness. 2" extra threat range can be all the distance your Helstorm Rocket Battery needs between it and and a unit of Skyfires. PASSIVE BONUS: Alert and Forewarned isn't just Hail Mary charges and sneaky ways to maximise on shooting, there are way, way more boring ways to use it. None of the Free City battle traits (bar Greywater Fastness') require you to build a list around them to get use out of them, and you could argue that their best use is to allow your troops to do what they'd be doing anyway, just a little better than they would have without that particular bonus special rule. You don't have to build a list around Alert and Forewarned using the suggestions and unit types above to get some advantage out of it. You might just think the background or colour scheme for Tempest's Eye is cool, or simply have a mixed Order army made up of factions that match the ones allowed. My earliest games with Tempest's Eye allegiance when Firestorm first came out used exactly the same mixed Order, mostly move 4" duardin list I'd run previously, using exactly the same tactics; and while it didn't flip the dynamic of the game on it's head, Alert and Forewarned meant I'd loose a few less models to turn one Gore-Grunta charges, thus doing more damage in return; be able to score objectives I'd have not normally reached, and keep fragile stuff like Gyrocopters in the game for a turn longer than I'd normally have been able to. Was it the deciding factor in winning any games? I'm not sure. Did it make winning games easier? Definitely! The next time you play a game with a Tempest's Eye list try counting the extra wounds saved in the first battleround due to your army having +1 save, and the objectives you'd not normally have been able to reach and charges you'd have failed without the +2 move. You'd be surprised. BRINGING IT ALL TOGETHER: While it's entirely possible to develop a list and playstyle based on any of the three above principles on it's own, I feel that they work strongest when combined. An army with as many flyers able to charge on the first turn as possible isn't going to have the artefacts, buffs and command points available to guarantee charges being made and enemies being wiped out before they get to strike back; a gunline will kill a lot of stuff but not score many objectives; and minor passive bonuses are likely to help your army win, but not win any games for it. I'm currently trying to work to develop these three playstyles in concert as a combined arms finesse force, comprised of had hitting, hard to shift flyers, able to smash into the enemy deployment zone on turn one, pinning your opponent in place and disrupting whatever plan they might have had previously while they're forced to deal with them; giving your long ranged missile troops the opportunity to shoot off anything that might become a threat later in the game; and allowing the limited amount cheap fast moving units like Aetherwings and Reavers, and battleline infantry you were able to afford to grab any objectives relatively unmolested while your opponent concentrates on putting your flyers and missile units down. After sinking a good two thirds of your points into flying monsters, cannons and their relevant support, you're going to be left with a fairly small selection of "little guys" to cap objectives with, but even if your opponent does prioritise killing them it means they'll still be left with the stuff in your army that actually causes damage um... causing damage, so a list built this way is going to force a lot of tough choices. I'm still experimenting with it (the new edition hasn't been out a week!) and I'll keep the thread informed on how it does. ENDLESS SPELLS: I'll keep this one brief because it's all theory, no practice. With the only casting bonus available to them coming from a 460+ point Stardrake, Tempest's Eye armies are going to struggle to cast most of the more exciting endless spells. The combined army list concept described above is rather low-wound and fragile, and due to how quickly you're going to find yourself in enemy units I'd personally avoid predatory endless spells entirely when using it, as an unlucky priority roll (or choosing to take a double turn) could lead to an out of control pair of Geminids and a dead griffon. I am going to be experimenting with the spells that stay put like Soulsnare Shackles, Everblaze Comet (surprisingly easy to cast for such an expensive spell and possible way out of unbind range), and possibly even Prismatic Palisade as a means of better controlling the battlefield. ON CHRONOMANTIC COGS: Chronomantic Cogs (in fast forward mode) is probably the endless spell that on a first impression would best lend itself to combining with Alert and Forewarned for an even bigger boost to first turn charges or threat range. On closer inspection I'd advise against using it though. Chromomantic Cogs is only going to be useful for helping get flying chargers 24" across the board and improving threat range in the first turn, and in order to be taken advantage of, needs a list to be built around it's use, or at the very least your army to be deployed knowing you're getting the movement and charge bonuses from it. Unfortunately you won't find out if Chonomantic Cogs has been successfully cast until after you've deployed (and finished writing your army list), and with a 7+ casting roll giving a 41.66% chance failure rate, it's much too little of a sure thing to factor into designing a list and tactics. As an endless spell Chonomantic Cogs is probably one of the best going, an in an army that can guarantee getting at least some use out of it each turn is probably a must buy. Which brings me neatly to the final part of this post... TEMPEST'S EYE DISPOSSESSED: I mentioned earlier that the Dispossessed allegiance abilities are very, very bad. How bad? So bad that they can all be replicated better through the Grudgebound War Throng battalion (rerolling 1s to his against all units, not just the one you've grudged + ignoring battleshock results of 1-3 a lot more reliable when you're also rerolling battleshock tests with the Order battle trait), and have a single situationally useful artefact. Fortunately for the Dispossessed, they're available as part of every Free City allegiance going, with Tempest's Eye probably being the best prospective home for them, closely followed by Anvilgard and the Living City. I actually started this thread as a response to discussions being had about Free City allegiance abilities as an alternative for Dispossessed armies in the Dispossessed discussion thread. The Dispossessed's main shortcomings are the atrocious movement value of 4" shared across their warscrolls, with no means on a par with Kharadron Overlords or Fyreslayers to get across the battlefield, and shooting with a threat range of lower than 24" in games where you'll struggle to get first turn priority with so many deployment drops (there's very little reason to shell out the points for a Grudgebound War Throng when using allegiance abilities that do the same thing). Using Tempest's Eye allegiance abilities instead, Dispossessed players will have none of these things to worry about. The 2" movement boost won't seem like a lot, but combines nicely with Chonomantic Cogs cast by an allied Knight-Incantor being active for most of the game (if you're lucky enough to get in off in the first turn you've effectively doubled your guys move). Tempest's Eye Quarrellers are already guaranteed to shoot in the first turn with Alert and Forewarned, but by taking a Grudgebound War Throng you lower the amount of drops in your army by a whopping nine, all but guaranteeing you priority against anything outside of single drop army, meaning you'll be able to shoot with your Irondrakes and Thunderers after your opponent's moved as well. All this and being able to take a Relic Blade on your Unforged - why would you not want your Dispossessed to live in a Free City! I'll keep writing these articles with varying regularity when I'm high on free time and low on other things to write about. If anyone else would like to write one for a Free City they're interested in or have experience using, please do, I'd be especially keen to hear a veteran Anvilgard player's notes on getting the most out of Implacable March. 🙂
  23. Double Misfire

    2k List Ulgu Order Draconis

    Yes, it's the same for matched play as it is all other formats. It's the realm-specific spells that can only be used in the realm being fought in, not realm artefacts.
  24. Double Misfire

    2k List Ulgu Order Draconis

    Correct on points 1, 2 and 3. The rules aren't currently on 100% clear on if Free City lists can take allies from outside their list of allowed factions (or named character allies) in the new edition of AoS. I've emailed the faq team about it, but for now I'd play it safe and go with @BaldoBeardo's interpretation that they can't.
  25. Double Misfire

    AoS 2 - Free Cities (Firestorm) Discussion

    @Jamie the Jasper Very cool concept, I think there are two ways to maximised on Anvilgard's Implacable March and Aetherwings whipping behind enemy units locked in a war of attrition with infantry blocks is definitely one of them (the other being the Ebondrake Warhost Thrall Warhost and Realm Reavers battalions allowing you to force the issue by charging in the hero phase). How many units of Aetherwings do you plan to take? The main thing I'd want to bear in mind writing a list like the one you've described is to think of Implacable March as more of a bonus than something to rely on, and a happy accident to maximise on when it goes off. Sure, build your list around it, but remember to bring some insurance for those games when you just can't roll a 5+ after four turns of being locked in combat. Cheap infantry and Scourgerunner Chariots are going to grind stuff down at a glacial pace and there'll be some games when you need to guarantee a particular unit camped on an objective is dead with room for your guys to replace it. The army needs teeth - something with high rend and/or mortal wounds fast or long ranged enough to troubleshoot where you need it. Fulminators or Longstrike Raptors would be my go to's. Have you given much thought to your choice of (single) artefact? Obviously if you want to stay fluffy you're left with Aqshy's list of realm artefacts, not necessarily a bad thing - the Thermalrider cloak could give a cheap support character (like your lovely Excelsior Warpriest) double duty as an extra unit of Aetherwings. Very excited to see how your games with an Anvilgard list go -while I've got no desire to collect one myself (painting likes: bright colours, painting dislikes: elves), they've got to have one of the coolest and tactically dynamic special rules in AoS, completely changing the flow of a game.
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