Jump to content

Recommended Posts

5 hours ago, Heaven_lord said:

Hi,

I am looking for to start a Cities of Sigmar army focused on dwarves and in 1k PT format (solo and tag teams games).

Which city would be the best for dwarves ?

Thanks !

That depends upon what you are running.

Tempest Eye is good for getting them up to the objectives on turn 1, and is a decent default city to go to.  It also allows you to run KO units in your army if those interest you.

Living city is probably the next best city, specifically with the ability to bring ironbreakers on at the board edge and still be able to blaze away, and then command point move afterwards if needed.

If rather than focusing on the infantry, you want to run all the gyrocopters, Greywater Fastness is a clear winner, with the steam guns benefiting from the +3" range.

Lastly, hammerhall is ok if you want to run a bunch of MSU, with the chances to get extra command points.

For a dwarf focused list, the rest of the cities are kind of anemic.  The only other notable one is Hallowheart because wizards don't really care who their escort is, but there are no dwarven wizards and many dedicated dwarf players don't want to play with them.  But Hallowheart can be especially good to take advantage of some of the endless spells that give the dwarfs more mobility.

  • Like 1
Link to comment
Share on other sites

And Wild Riders gained ability to be battleline. Not really a noticable change, given that CoS armies don't really have a problem with not enough battleline units in any given list, but useful if someone wanted to go extremely cavalry heavy.

As for Drakespawn... I'm cautiously optimistic. They are still expensive, probably too expensive, and don't hit very hard, but with lowered cost they may have some utility as mobile tanks. Well, thay're better than they were and that's something.

Link to comment
Share on other sites

I think they are okay, when they charge the 2 damage + more rend replaceses the extra attack. In TE they can still get the extra-Attack with a spell. So play them near Hurricanum, and they can get a nice impact. Even more with a Dreadlord of course.

Link to comment
Share on other sites

2 hours ago, Greed said:

I think they are okay, when they charge the 2 damage + more rend replaceses the extra attack. In TE they can still get the extra-Attack with a spell. So play them near Hurricanum, and they can get a nice impact. Even more with a Dreadlord of course.

I think they might be ok-ish in some cities. TE gives the the most, I think, because speed boost gives them potential for 1st turn charge, 2+ save in 1st turn makes them genuinely hard and they're a perfect target for aura of glory. But Hallowheart with ignite weapons and warding brand might help them as well, and Hamerhal is not terrible as well - they carry a banner so it's one potential CP more and wings of fire gives them extra mobility, while both blood of the twelve and agressive general support them well enough.

Then, there are Living City and Anvilgard that maybe don't offer them all that much, offensive wise, but are the most likely to include the dreadlord already so he doesn't count as an extra investment ; )

Still, I'd prefer for them to drop to Wild Rider cost, as they seem more or less like equivalent units, where you either take speed and strength or extra armour.

Link to comment
Share on other sites

On 12/18/2019 at 12:00 AM, Greed said:

I think they are okay, when they charge the 2 damage + more rend replaceses the extra attack. In TE they can still get the extra-Attack with a spell. So play them near Hurricanum, and they can get a nice impact. Even more with a Dreadlord of course.

Having played with the knights + dreadlord (I was doing a cool kitbash to make them dragon blades, and then they stopped printing my dragon blades so I couldn't finish the army).

I would not advise taking them unless they drop all the way to 100 points.  And even then I might not consider it.

With a dreadlord buffing them, a unit of 5 gets 6 attacks at 3+/3+/-2/2 on the charge, and then another 10 attacks at 3+/3+/-/1.  This means that that unit of 5 gets to force 2.6 saves on average (so against a 5+ save, 5 damage on average), and 4.4 rend 0 saves.  Assuming that your opponent fails all of those saves, that means that you do a grand total of 9.4 damage on the charge.  Once the charge is over, that then drops to 7 damage if your opponent fails all of those saves.

Lets compare that to a unit of Demi-gryphs with lances.  These guys get 10 attacks, and with their griffon in support they can be hitting on a 2+/4+/-2/2.  That gives them 4.2 saves forced for their lances, which if we go ahead and assume that your opponent failed all of their saves gives us 8.4 damage on average - almost as much as the entire unit of knights.  But, we still have the demi-gryphs, which are now hitting on 2+/3+/-1/1 (and 6's to wound generate a mortal wound), which is an average of 5 wounds and 1.25 mortal wounds.  This then gives us a unit damage of 14.65 damage on the charge.  After the charge, the lances lose their rend and a damage, but still average 4.16 saves for a total of 10.4 damage when not charging.

If we add armor to this equation, then it just gets even better for the demi-gryphs, because the beak and talons always have rend.  We also have the option of giving the demi-gryphs swords instead, which reduces their charge damage but doesn't drop off when they are stuck in combat.  But, if we compare damage on the charge to points spent, then 9.4/150 is 0.0626, while 14.65/180 is 0.08138.  To get the same damage per point, the unit of knights would have to drop all the way to 115 points.  This is then where the better rend of the demigryphs and the smaller surface area of their charge would still have me favor them, and I wouldn't take the knights over the demi-gryphs until we get to about 100 points/unit.

Link to comment
Share on other sites

I have been considering getting 3 Scourgerunner Chariots and then, as I have a Dreadlord, revisited the Drakespawn Chariot warscroll.  The 3D3 MW on the charge seems pretty good and  the +1 W from the Dreadlord will help in melee.  Also, their shooting attack will be useful in Living City.

I was wondering if anyone has tried them out and, if so, what they thought of them.  I'd still like to get 3 Chariots (have one in box already), but now undecided about which build to make.

Link to comment
Share on other sites

11 hours ago, Scythian said:

Lances or halberds for demigryph knights? Thoughts, please?

Thanks

I'd go lances  - pre CoS you'd be more likely to use demigryphs just as objective holders so you'd go with halberds for the better general weapon coz you're not likely to use them for charging.

Now with CoS, they're substantially killier by default and in combination with with spells + other buffs so they can be a proper charging unit.

Link to comment
Share on other sites

On 12/20/2019 at 8:02 PM, Scythian said:

Lances or halberds for demigryph knights? Thoughts, please?

Thanks

I read the math recently and halberds are generally better while also being easier to use. IMO they make more sense too. Demigryphs aren’t super efficient as a pure hammer unit - these guys are more of a mobile anvil that do decent damage. You kinda want to use their speed to throw them at deadly enemy units that would otherwise be somewhere you don’t like. Demi’s aren’t as amazing of an anvil as PG but they are faster and scare opponents. 

Link to comment
Share on other sites

10 hours ago, Alessio said:

I'm looking for some converions ideas to make an hurricanum looking more "elvish".

Maybe convertinga drakespawn chariot or a daughters of khain shrine.

Do you have any suggestions?

 

Dark steeds/drakespawn pulling it seems like a good start, you should have a pair spare for every chariot you've built.

Beyond that, swapping the crew out if you're not fussed about the human keyword, and/or replacing the central solar system diorama with some kind of shrine?

Link to comment
Share on other sites

12 hours ago, Alessio said:

I'm looking for some converions ideas to make an hurricanum looking more "elvish".

Maybe convertinga drakespawn chariot or a daughters of khain shrine.

Do you have any suggestions?

Cauldron of blood model as a base would be ideal. Add spare horses/drakespawn from the chariot kit on the front, put a wizard on it, you're set.

Link to comment
Share on other sites

5 minutes ago, Alessio said:

@dekay @Double Misfire thanks guys I like the idea of the cauldron of blood pulled by 2 drakespawn I think it matches better the concept of a heavy mobile chariot

If you want to make it more distinct from a couldron of Blood, you could use something like the Realm Key as a topper, or a signalling system to explain the +1 attack.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...