kenshin620 Posted October 12, 2019 Share Posted October 12, 2019 I suppose you could be really cheeky and buy a razorwing flock and have each razorwing model be a separate base for count as aether wings. (Or the BoC endless spell) Quote Link to comment Share on other sites More sharing options...
adreal Posted October 13, 2019 Share Posted October 13, 2019 How are people dealing with the low amount of cp we get in this city? Quote Link to comment Share on other sites More sharing options...
Graftonianman Posted October 13, 2019 Share Posted October 13, 2019 Well, the adjutant isn’t reliable. I just played one game and didn’t roll a single extra CP! Quote Link to comment Share on other sites More sharing options...
overtninja Posted October 14, 2019 Share Posted October 14, 2019 I played a game this weekend, 2v2, with a Living City army at 1250, almost entirely Wanderers. My list was a NP with Ironwood Artisan and the Spear of the Hunt, a Ghur Battlemage adjutant with Ironoak Skin, 20 EG, 10 WWR, 5 Wild Riders, 10 SotW, 5 SotT with Cage of Thorns, and two groups of 10 Shadow Warriors. My ally was a Nurgle player who had a Sorcerer on a Manticore, Rotigus, three groups of Plaguebearers, and a Choas Beast. Our opponents were an FEC army with a group of 12(!) Crypt Horrors, an Archregent, and a couple other buff heroes and a Tzeench player with 6 surfer Enlightened, a LoC, a Magister, and a bunch of acolytes, and horrors. My general observations are that EG properly buffed with Ironoak Skin and the SotT signature spell are scary enough that not even an imperial crapton of Crypt Horrors wants anything to do with them. Sadly, my Wild Riders bounced off the Crypt Horrors and failed to do any significant damage - 4s to wound is generally atrocious, at least for me. I'm still going to keep them, as a sample size of 1 is not even a blip, but I can see that they'll be very swingy - and probably worth putting 10 on the field for more certain damage output. Because of the nature of scenario, a lot of my cooler tricks didn't come into play - I didn't get my NP into combat, and there were too many things happening on the periphery for me to properly buff the units I got into combat. I did infiltrate with my SotW, which did serious work, both on their attack and overwatch - their MW generation is pretty satisfying. I did get to use the LC command ability to shoot-and-scoot my SotT out of harm's way, and I can see the clear potential there. I also infiltrated with my WWR and got the charge into the LoC - and chunked a goodly amount of wounds off, even with 10 models. In retrospect going with 10 EG and 20 WWR would probably have been enough to kill the dude - good to keep in mind for later. Also, +1 to run and charge with a musician is wonderful in CoS. Really helpful! Lastly, the real standout unit for me were the Shadow Warriors (The only not-Wanderers in the list!). I infiltrated first turn with one of them and killed the enemy Magister before he could magic our faces off, and the second group came in the next turn to menace the Archregent and tie up the Horrors in combat for just a bit longer, which really helped out. For their utility and damage output, they are definitely useful to bring to any game, especially for their points. 3 Quote Link to comment Share on other sites More sharing options...
overtninja Posted October 14, 2019 Share Posted October 14, 2019 (edited) 14 hours ago, adreal said: How are people dealing with the low amount of cp we get in this city? I think this city leans pretty hard into alpha-striking and burning command points very fast and early, and so the long-term generation of them isn't as much of a consideration. If you're banking on punching a large hole in your opponent's offensive capability with your initial assault, you really won't have the legs to go for a longer match if that fails, so it's not going to matter as much as it would in a more grindy, less tricky city, which is going to need those command points to grant battleshock immunity, reroll hits, and otherwise shore up infantry blocks. edit - On the converse, if it strikes you, you could go for a second-turn offensive push and bank your command points, which would give you 2-4 to use on your second-turn assault, 3-5 if you bought an additional command point for your list. That should be enough to carry out your ambush, which is largely the point of the city's strategy. Edited October 14, 2019 by overtninja Quote Link to comment Share on other sites More sharing options...
GM_Monkey Posted October 14, 2019 Share Posted October 14, 2019 15 hours ago, adreal said: How are people dealing with the low amount of cp we get in this city? It's not a strength of the city, you've got to rely on the 1 you get a turn and any other you get from the adjutant is a bonus. Quote Link to comment Share on other sites More sharing options...
Paul Buckler Posted October 14, 2019 Share Posted October 14, 2019 Heading of to the Bloodshed in the Shires event in 2 weeks, taking this Allegiance: Cities of Sigmar- City: Living CityNomad Prince (120)- General- Trait: Ironoak Artisan - Artefact: Deepmire Cloak Battlemage (90)- Spell: Lore of Leaves - Lifesurge (Living City Wizard)- Mortal Realm: GhurKnight-Azyros (100)20 x Eternal Guard (260)5 x Sisters of the Thorn (130)- Spell: Lore of Leaves - Cage of Thorns (Living City Wizard)20 x Sisters of the Watch (320)- City Role: Honoured Retinue (Must be 5-20 models)3 x Scourgerunner Chariots (150)3 x Scourgerunner Chariots (150)6 x Desolators (600)Extra Command Point (50)Total: 1970 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 131 Have had about 10 games so far, reasonable results, felt in most games barring a priority roll here and there. Liking the cities so far, lots of options but keep coming back to the Living city as my choice. 3 Quote Link to comment Share on other sites More sharing options...
Raffonerd Posted October 14, 2019 Share Posted October 14, 2019 (edited) 2 hours ago, Paul Buckler said: Heading of to the Bloodshed in the Shires event in 2 weeks, taking this Allegiance: Cities of Sigmar- City: Living CityNomad Prince (120)- General- Trait: Ironoak Artisan - Artefact: Deepmire Cloak Battlemage (90)- Spell: Lore of Leaves - Lifesurge (Living City Wizard)- Mortal Realm: GhurKnight-Azyros (100)20 x Eternal Guard (260)5 x Sisters of the Thorn (130)- Spell: Lore of Leaves - Cage of Thorns (Living City Wizard)20 x Sisters of the Watch (320)- City Role: Honoured Retinue (Must be 5-20 models)3 x Scourgerunner Chariots (150)3 x Scourgerunner Chariots (150)6 x Desolators (600)Extra Command Point (50)Total: 1970 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 131 Have had about 10 games so far, reasonable results, felt in most games barring a priority roll here and there. Liking the cities so far, lots of options but keep coming back to the Living city as my choice. Basically my first list for this city. Which problems did you find out mostly? What do you think about: - 1 Prince - 6 Desolators + 1 Assasin general + 3x10 Shadow warriors + Durthu GhyrStrike You have 2k as Total. Edited October 14, 2019 by Raffonerd Quote Link to comment Share on other sites More sharing options...
GM_Monkey Posted October 14, 2019 Share Posted October 14, 2019 7 minutes ago, Raffonerd said: Basically my first list for this city. Which problems did you find out mostly? What do you think about: - 1 Prince - 6 Desolators + 1 Assasin general + 3x10 Shadow warriors + Durthu GhyrStrike You have 2k as Total. What are your battleline with -1 Prince? Quote Link to comment Share on other sites More sharing options...
Raffonerd Posted October 14, 2019 Share Posted October 14, 2019 5 minutes ago, GM_Monkey said: What are your battleline with -1 Prince? Shadow Warrior. best bline in cities. Quote Link to comment Share on other sites More sharing options...
Paul Buckler Posted October 14, 2019 Share Posted October 14, 2019 29 minutes ago, Raffonerd said: Basically my first list for this city. Which problems did you find out mostly? What do you think about: - 1 Prince - 6 Desolators + 1 Assasin general + 3x10 Shadow warriors + Durthu GhyrStrike You have 2k as Total. Desolators are more tanky than Durthu, much quicker as well and Sisters need prince to really work at their best. Shadow warriros are a good unit, considering swapping a unit of chariots for them at some point potentially. But having played the warriors they aren't as amazing as some make out, and die very fast. Quote Link to comment Share on other sites More sharing options...
Popisdead Posted October 14, 2019 Share Posted October 14, 2019 19 minutes ago, Raffonerd said: Shadow Warrior. best bline in cities. I’m not sold on that. Same shots as SotW but rend and sotw get better with ambush and the NP. Weight of fire can make up for rend. 1 1 Quote Link to comment Share on other sites More sharing options...
GM_Monkey Posted October 14, 2019 Share Posted October 14, 2019 4 hours ago, Popisdead said: I’m not sold on that. Same shots as SotW but rend and sotw get better with ambush and the NP. Weight of fire can make up for rend. The mortal wounds make up for rend I find, you get a got block of 30-40 hits and you're averaging 5-7 mortal wounds plus the weight of saves they have to do. 1 Quote Link to comment Share on other sites More sharing options...
adreal Posted October 15, 2019 Share Posted October 15, 2019 I have been really faffing about with what to add to my models that survived the culling, finally decided to go with something. I'm going to add in the anvilgard start collecting box, everything is pretty cheap in the box, so my list will look like Nomad prince- general, druid of the Everspring circle, ironoak skin Nomad prince- spear of the Hunt Battlemage- cage of Thorns Black ark fleetmaster 20 eternal guard 30 sisters of the watch 5 sisters of the thorn-life surge 10 wild wood rangers 5 wild riders 10 Shadow Warriors 10 black ark corsairs- crossbows Scourge runner chariot- high beast master War hydra Extra command point Plan is for the sisters and a nomad prince to hidden path, and just put out the hurt Eternal guard, battle mage, prince and sisters of the thorn to form a bunker on a objective Hydra, wild riders, wwr, chariot and corsairs to do things in the middle Quote Link to comment Share on other sites More sharing options...
rockmanko Posted October 15, 2019 Share Posted October 15, 2019 Hi Living City fellows, I need some advise on battleline / units advise Thinking if I should add more hunters or Wild Hunter Or I need some shooting units? ---------------------------------------------------------------------- Leaders Points Nomad Prince (General) 120 Battlemage / Sorceress 80 Battlemage 80 Lord-Celestant 100 Lord-Castellant 120 Arch-Revenant 100 Battleline Eternal Guard (20) 260 Sister of the Watch (20) 320 Sisters of the Thorn 130 Kurnoth Hunters (3) Sword 200 Emerald Lifeswarm 50 Extra Command Points (1) 50 Total Points 1610 1 Quote Link to comment Share on other sites More sharing options...
Frowny Posted October 15, 2019 Share Posted October 15, 2019 Well, I would drop the arch revenants. Hunters are very self sufficient. His best thing is his command ability which you don't really have a great Target for. I would also drop the celestant and castellant. Support heroes with nothing to support. Alternatively you could add 10 sequitors who are amazing with a castellant Now you have a nice strong 1250 point list. From there I would add what you think is cool or awesome. Maybe a drycha for assassination charges or some shadow warriors for more cool tricks. Quote Link to comment Share on other sites More sharing options...
rockmanko Posted October 15, 2019 Share Posted October 15, 2019 1 hour ago, Frowny said: Well, I would drop the arch revenants. Hunters are very self sufficient. His best thing is his command ability which you don't really have a great Target for. I would also drop the celestant and castellant. Support heroes with nothing to support. Alternatively you could add 10 sequitors who are amazing with a castellant Now you have a nice strong 1250 point list. From there I would add what you think is cool or awesome. Maybe a drycha for assassination charges or some shadow warriors for more cool tricks. Thanks! I will consider it Originally I just think celestant and castellant is cool so I add in! 1 Quote Link to comment Share on other sites More sharing options...
Osprey07 Posted October 15, 2019 Share Posted October 15, 2019 What's your guy's opinion on using old warhawk riders as gyrobombers? 1 Quote Link to comment Share on other sites More sharing options...
GM_Monkey Posted October 15, 2019 Share Posted October 15, 2019 2 hours ago, Osprey07 said: What's your guy's opinion on using old warhawk riders as gyrobombers? it would be fine with me, but as always depends on who you are playing and what the rules are, I've been toying with the idea of using mine as that as well, 2 Quote Link to comment Share on other sites More sharing options...
Raffonerd Posted October 16, 2019 Share Posted October 16, 2019 (edited) In my opinion Np is unefficient for its cost. 1 cp + 120 points = 170 to have +1 hit. You can put 30 SoW then which is better. Assassin general is a low cost supporting hero that can be useful everywhere and unlocks the SW as bline. Edited October 16, 2019 by Raffonerd Quote Link to comment Share on other sites More sharing options...
kore5022 Posted October 16, 2019 Share Posted October 16, 2019 Sorry unsure if this has been discussed before but would using The Sunderblade on a griffin general count as a shooting attack for the living city command ability? Quote Link to comment Share on other sites More sharing options...
dekay Posted October 16, 2019 Share Posted October 16, 2019 19 hours ago, Osprey07 said: What's your guy's opinion on using old warhawk riders as gyrobombers? I have some of those and planned to use them as prosecutors - better fit for the profile in my opinion, gyrobomber has both toughness and firepower of a bit greater scale than what you'd expect from a guy on a bird ; ) Also, a question to Living City players: has anyone tried using a horde of 20 dark riders for the ambush-shoot-move-charge tactic yet? Quote Link to comment Share on other sites More sharing options...
rockmanko Posted October 17, 2019 Share Posted October 17, 2019 16 hours ago, Raffonerd said: In my opinion Np is unefficient for its cost. 1 cp + 120 points = 170 to have +1 hit. You can put 30 SoW then which is better. Assassin general is a low cost supporting hero that can be useful everywhere and unlocks the SW as bline. Can you put the general aside at the start of a battle? Even if you do I think you will still miss the HERO phase for 1/2 chance CP farming Prince is not only +1 hit for one units but all units within the range +he got an extra skill (the bird)? Quote Link to comment Share on other sites More sharing options...
MOMUS Posted October 17, 2019 Share Posted October 17, 2019 Living city is quite good at mitigating the books main weaknesses (no CP, not easy to get first turn) Attached is the list I’m thinking of, it’s essentially a change host -with elves (Tree Host?) Emphasis on mobility and threat range. Everything that can move fast or shoot long range would start on, while the archers and drycha would ambush. Mounted sisters will really help with endless spells getting exactly where I want, magic loads and then shoot loads more to wipe off units. Tried to have as many multiwound to benefit from regrow. Quote Link to comment Share on other sites More sharing options...
adreal Posted October 17, 2019 Share Posted October 17, 2019 4 hours ago, rockmanko said: Can you put the general aside at the start of a battle? Even if you do I think you will still miss the HERO phase for 1/2 chance CP farming Prince is not only +1 hit for one units but all units within the range +he got an extra skill (the bird)? So I read the princes command ability wrong Quote Link to comment Share on other sites More sharing options...
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