Jump to content

Cities of Sigmar : Lists and synergies tactica


Maturin

Recommended Posts

For anyone looking for points (Let me know if I made any mistakes, he ran through them pretty quickly)

Hellblaster Volley Gun - 120
Hellstorm Rocket Battery - 130
Bleakswords - 90/320
Darkshards - 100
Dreadspears - 90/320
Eternal Guard - 130/330
Freeguild Crossbow - 100
Freeguild Guard - 80/280
Freeguild Handgunners - 100
Ironbreakers - 130/330
Longbeards 110/270
Celestial Hurricanum - 220
Flamespyre Phoenix - 200
Frostheart Phoenix - 220
Kharybdis - 170
Luminark - 210
Steam Tank - 200
War Hydra - 170
Annointed - 100
Assasin - 80
Battlemage - 90
Black Ark Fleetmaster - 60
Cogsmith - 60
Freeguild General - 100
Nomad Prince - 120
Runelord - 90
Sorceress - 90
Warden King - 110
Annointed on Flamespyre - 300
Annoinyed on Frostheart - 320
Battlemage on Griffon - 300
Celestial Hurricanum w/ Battlemage - 280
Dreadlord on Black Dragon - 300
Freeguild General on Griffon - 320
Luminark w/ Battlemage - 270
Sorceress on Black Dragon - 300
Steamtank w/ Commander - 250
Black Guard- 140
Dark Riders - 110/360
Demigryph Knights - 180
Drakespawn Chariots - 80/210
Drakespawn Knights - 170
Executioners - 130/330
Flagellants - 80/280
Greatswords - 160/420
Freeguild Outriders - 100
Freeguild Pistoliers - 100
Gyrobomber - 80/210
Gyrocopter - 70/180
Hammerers - 140/360
Irondrakes - 150
Phoenix Guard - 160/420
Scourgerunner Chariots - 60/150
Shadowarriors - 110
Sisters of the Thorn - 130
Sisters of the Watch - 160
Wild Riders - 130
Wildwood Rangers - 130

  • Like 1
  • Thanks 9
Link to comment
Share on other sites

I've gone through the changes in freeguild pistoliers and outriders and, well:

Pistoliers:

pistols changed from 5+ to 4+ to hit.

lost their melee pistol prifile, instead gaining 2 4+/4+/-/1 attacks.

reckless riders changed from run bonus to straight up re-roll charges.

gained 'hail of bullets' rule, allowing them to shoot immediately after their charge move.

 

Outriders:

now hit on 4+

can now shoot after running and retreating

+1 to hit skill changed into +1 shot from repeater handgun.

 

Both got 20 points cheaper. Needless to say, they got way better.

 

So. Still thinking of Tempest's Eye possibilities.

Outriders. Battleline and required for the battalion, so naturally, worth taking. For 100 pts you get 5d3+5 4+/3+/-1 shots. City's warlord trait adds +1 to wound. They have +2 to run and can shoot afterwards. In battalion they can also retreat and shoot. First turn threat range: up to 41 inches. Like.. damn.  Oh, and they have, of course, easy access to the Hurricanum [that, with 13+d6+1 run furst turn move can keep up with them] for +1 to hit, and wildform, for +2 additional threat range on one unit. 

I need those.

Edited by dekay
Link to comment
Share on other sites

42 minutes ago, Syrex said:

For anyone looking for points (Let me know if I made any mistakes, he ran through them pretty quickly)

Hellblaster Volley Gun - 120
Hellstorm Rocket Battery - 130
Bleakswords - 90/320
Darkshards - 100
Dreadspears - 90/320
Eternal Guard - 130/330
Freeguild Crossbow - 100
Freeguild Guard - 80/280
Freeguild Handgunners - 100
Ironbreakers - 130/330
Longbeards 110/270
Celestial Hurricanum - 220
Flamespyre Phoenix - 200
Frostheart Phoenix - 220
Kharybdis - 170
Luminark - 210
Steam Tank - 200
War Hydra - 170
Annointed - 100
Assasin - 80
Battlemage - 90
Black Ark Fleetmaster - 60
Cogsmith - 60
Freeguild General - 100
Nomad Prince - 120
Runelord - 90
Sorceress - 90
Warden King - 110
Annointed on Flamespyre - 300
Annoinyed on Frostheart - 320
Battlemage on Griffon - 300
Celestial Hurricanum w/ Battlemage - 280
Dreadlord on Black Dragon - 300
Freeguild General on Griffon - 320
Luminark w/ Battlemage - 270
Sorceress on Black Dragon - 300
Steamtank w/ Commander - 250
Black Guard- 140
Dark Riders - 110/360
Demigryph Knights - 180
Drakespawn Chariots - 80/210
Drakespawn Knights - 170
Executioners - 130/330
Flagellants - 80/280
Greatswords - 160/420
Freeguild Outriders - 100
Freeguild Pistoliers - 100
Gyrobomber - 80/210
Gyrocopter - 70/180
Hammerers - 140/360
Irondrakes - 150
Phoenix Guard - 160/420
Scourgerunner Chariots - 60/150
Shadowarriors - 110
Sisters of the Thorn - 130
Sisters of the Watch - 160
Wild Riders - 130
Wildwood Rangers - 130

You're doing the Lord's work

  • Like 1
Link to comment
Share on other sites

Order Serpentis:

Drakespawn Knights:

Lost their save reroll but got a 3+ save instead. Lances have a basic -1 Rend, improving into -2 Rend and 2D on Charge with a 3+/4+. A buff which comes with a 50pts point increase.

Drakespawn Chariot:

-1 Rend on the Spears and Blades. Charge Effect of Scythed Runners simplified: From " Roll a dice for each enemy model in 1" after the charge and deal a MW to the unit for each 6+" changed into "If a model from this unit finishes a charge move, select one enemy unit. On a 2+ Deal W3 Mortals." + clarification how to handle the rule when you have more than one Chariot in a squad (Move first Chariot, Determine unit and roll for MW, do not remove any models until you repeated the process for each other Chariot, then remove casualities). No Point Changes so far.

Edited by Charleston
Link to comment
Share on other sites

Order Serpentis:

Dreadlord on Black Dragon:

Noxious Breath now counts as ranged attack, resolved the rame way. Damage table was cropped down: From even 3-damage-steps into smaller steps, reaching the lowest profile now with 10+ wounds. Movement shrunk also by 2" for all damage steps. An overall nerf here. Weapon Stats unchanged but rework on rules: Lance now -2 Rend and 2D on Charge, Tyrant Shield gives +1 to save instead of rerolls, Ecile Blades now reroll all misses, not only on a 1. "The Price of Failure" Rule is gone (ignore morale for Order Serpentis in 14"). CA reworked from "Reroll all failed Wound Rolls for the selected Order Serpentis Unit within 14" in the combat phase (Note: Used in Hero Phase)" into an 18" wholly within bubble that grants +1 to wound for Order Serpentis Units. Activated at beginning of Combat step, explicitely unstackable. 20pts cheapter.

All in all the "Heavy Cavallery" Block for CoS. When there are no abilities that improve thoose units even further, there is little to no point in taking Drakespawn Knights over Demigryph Knights, assuming the point costs mentioned ealier are correct. Dreadlord seems like a strict nerf to me.

Link to comment
Share on other sites

Idea for a tempest eye list. Comes in just under 2000 with the new points (new artifacts, command traits unknown atm). 

Allegiance: Tempest's Eye

Leaders
Warden King (100)
Runelord (80)
Celestial Hurricanum With Celestial Battlemage (380)

Battleline

Units
20 x Hammerers (280)
20 x Hammerers (280)
30 x Irondrakes (540)
10 x Freeguild Pistoliers (240)
10 x Freeguild Pistoliers (240)

total: 2140 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 131

The pistoliers provide a screen for the duardin to walk up behind. Buffed irondrakes provide heavy shooting. Huricanum buffs and shoots. Hammerers hold the objectives and counter charge anything that gets through. 

Link to comment
Share on other sites

6 hours ago, Syrex said:

For anyone looking for points (Let me know if I made any mistakes, he ran through them pretty quickly)

Hellblaster Volley Gun - 120
Hellstorm Rocket Battery - 130
Bleakswords - 90/320
Darkshards - 100
Dreadspears - 90/320
Eternal Guard - 130/330
Freeguild Crossbow - 100
Freeguild Guard - 80/280
Freeguild Handgunners - 100
Ironbreakers - 130/330
Longbeards 110/270
Celestial Hurricanum - 220
Flamespyre Phoenix - 200
Frostheart Phoenix - 220
Kharybdis - 170
Luminark - 210
Steam Tank - 200
War Hydra - 170
Annointed - 100
Assasin - 80
Battlemage - 90
Black Ark Fleetmaster - 60
Cogsmith - 60
Freeguild General - 100
Nomad Prince - 120
Runelord - 90
Sorceress - 90
Warden King - 110
Annointed on Flamespyre - 300
Annoinyed on Frostheart - 320
Battlemage on Griffon - 300
Celestial Hurricanum w/ Battlemage - 280
Dreadlord on Black Dragon - 300
Freeguild General on Griffon - 320
Luminark w/ Battlemage - 270
Sorceress on Black Dragon - 300
Steamtank w/ Commander - 250
Black Guard- 140
Dark Riders - 110/360
Demigryph Knights - 180
Drakespawn Chariots - 80/210
Drakespawn Knights - 170
Executioners - 130/330
Flagellants - 80/280
Greatswords - 160/420
Freeguild Outriders - 100
Freeguild Pistoliers - 100
Gyrobomber - 80/210
Gyrocopter - 70/180
Hammerers - 140/360
Irondrakes - 150
Phoenix Guard - 160/420
Scourgerunner Chariots - 60/150
Shadowarriors - 110
Sisters of the Thorn - 130
Sisters of the Watch - 160
Wild Riders - 130
Wildwood Rangers - 130

Why no Excelsior Warpriest ? Why???? ......😹

Link to comment
Share on other sites

8 hours ago, Remus Prime said:

I’m a little confused, have we lost the excelsior warpriest along with all of the old war priests?  And the Witch Hunter too?  I’ve consumed a lot of the AoS Black Library stuff, and I’m really surprised if we’ve lost all of these, unless I’m missing something.  The narrative needs mortal followers of Sigmar...that’s where all the Stormcast come from!

It was also a bit glum to listen to Blacktalon: First Mark that had a Swifthawk chariot as a character.

 

38 minutes ago, Artobans Ghost said:

Why no Excelsior Warpriest ? Why???? ......😹

Huge oversight that they didn't included a single devoted of sigmar hero, synergy wise or lore wise... Especially since flagellants are still there with the devoted keyword. Very messy imo.

 

 

5 hours ago, Laststand said:

Idea for a tempest eye list. Comes in just under 2000 with the new points (new artifacts, command traits unknown atm). 

Allegiance: Tempest's Eye

Leaders
Warden King (100)
Runelord (80)
Celestial Hurricanum With Celestial Battlemage (380)

Battleline

Units
20 x Hammerers (280)
20 x Hammerers (280)
30 x Irondrakes (540)
10 x Freeguild Pistoliers (240)
10 x Freeguild Pistoliers (240)

total: 2140 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 131

The pistoliers provide a screen for the duardin to walk up behind. Buffed irondrakes provide heavy shooting. Huricanum buffs and shoots. Hammerers hold the objectives and counter charge anything that gets through. 

Your celestial hurricanum points need updating

Edited by Zanzou
  • Thanks 1
Link to comment
Share on other sites

45 minutes ago, Zanzou said:

 

Huge oversight that they didn't included a single devoted of sigmar hero, synergy wise or lore wise... Especially since flagellants are still there with the devoted keyword. Very messy imo.

 

That is a bit crazy. In the 14 years of war hammer life, the warrior priest then excelsior warpriest where my all time favourite models/fluff. When the warpriest came out, I though brilliant transition. I felt good that that would survive. 

I have to say, I am sorry of this oversite. A real downer. I do hold out hope it will come back. 

Link to comment
Share on other sites

Anointed on Frostheart Phoenix seem quite sick in Living City with the +1 save / +1 to wound warlord trait, (effectively at +2 save with the buff from casting, otherwise base +3). Add +4 fnp against wounds and mortal wounds, flat 1w heal each round, access to D6 heal spell, -1 to wound aura ... not to mention that you can do this also with Stardrake (but Phoenix is tankier)

Add 6 Kurnoth hunters with Scythes and Arch Revenant to buff them with his command ability and the Living City artifact (total +2 attacks)  for some dmg output, sturdy battleline options in Phoenix guard and Ethernal Guard with +2 save in the open with the spell from Sisters of the Thorn ...

Some nice synergies are there for sure 

 

 

  • Like 2
Link to comment
Share on other sites

53 minutes ago, Ravenrei said:

Anointed on Frostheart Phoenix seem quite sick in Living City with the +1 save / +1 to wound warlord trait, (effectively at +2 save with the buff from casting, otherwise base +3). Add +4 fnp against wounds and mortal wounds, flat 1w heal each round, access to D6 heal spell, -1 to wound aura ... not to mention that you can do this also with Stardrake (but Phoenix is tankier)

Add 6 Kurnoth hunters with Scythes and Arch Revenant to buff them with his command ability and the Living City artifact (total +2 attacks)  for some dmg output, sturdy battleline options in Phoenix guard and Ethernal Guard with +2 save in the open with the spell from Sisters of the Thorn ...

Some nice synergies are there for sure 

 

 

Ghyran also gives you the buffed emerald lifeswarm, doesn't it? Bringing back D6 phoenix guards or heal D6 to your anointed looks quite nice for 50pts.

I was thinking about either bringing the kurnoth/arch revenant combo or maybe drycha (because she's a beast) with a few Tree-Revenants for their teleport ability. Did I misread something or can Drycha move 18" with the living city command ability (if she managed to shot the enemy 18" away) and then charge?

There are so many combos with 50% CoS, 25% stormcast and 25% Sylvaneth.

Edited by spenson
Link to comment
Share on other sites

2 hours ago, spenson said:

Ghyran also gives you the buffed emerald lifeswarm, doesn't it? Bringing back D6 phoenix guards or heal D6 to your anointed looks quite nice for 50pts.

It does indeed. Imagine the face on your opponent, when you raise those PG he just worked very hard to kill :D.

Link to comment
Share on other sites

Is it just me, or do Sisters of the Thorn seem pretty great in a Hallowheart list?

They're Wizards, so get to cast a 2nd spell. Their signature spell copped a fairly large hit, but they also dropped to 130pts...

Edited by Syrex
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...