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AoS 2 Cities of Sigmar Discussion: Hallowheart


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Is this decent list ? (I know adding 2 more Wizards instead of Warden King and Runelord is better but I want to still have them) 

 

Allegiance: Cities of Sigmar
- City: Hallowheart

Leaders
Warden King (110)
- General
- Trait: Veteran of the Blazing Crusade
Runelord (90)
- City Role: General's Adjutant (Must be 6 wounds or less)
Celestial Hurricanum With Celestial Battlemage (280)
- Artefact: Ignax's Scales
- Spell: Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
- Hallowheart 2nd Spell: Roaming Wildfire
Battlemage (90)
- Artefact: Whitefire Tome - All Spells
- Mortal Realm: Aqshy
Battlemage (90)
- Spell: Lore of Whitefire - Ignite Weapons (Hallowheart Wizard)
- Hallowheart 2nd Spell: Crystal Aegis
- Mortal Realm: Aqshy
Sorceress (90)
- Spell: Lore of Whitefire - Roaming Wildfire (Hallowheart Wizard)
- Hallowheart 2nd Spell: Sear Wounds

Battleline
20 x Ironbreakers (260)
- City Role: Honoured Retinue (Must be 5-20 models)
20 x Ironbreakers (260)
10 x Irondrakes (150)
10 x Irondrakes (150)
10 x Hammerers (140)
10 x Hammerers (140)

Battalions
Whitefire Retinue (140)

Endless Spells / Terrain / CPs
Malevolent Maelstrom (10)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 116
 

 

 

(idea is to mock special Runelords as Battlemages and old Anvil as Hurricanum)

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I would consider changing your ironbreakers. 30x ironbreakers and 10longbeards will save you about 50 points for an endless spell. And the bubble from the longbeards will help all your other dwarves. It also gives you a clearer buff Target for your runelord fnp save or any of your spells Drop the malestorm and upgrade to something else with the extra points.

Relatedly, consider consolidating the hammerers or irondrakes. The 2x smaller units is good too though. Can be in more places. 

You also might want a small fast unit to take objectives for t1 since you are pretty slow. chariots, pistoliers or gyrocopters are all solid, either alone or in groups

Without any dark elves, the sorceress is maybe not as good as another battlemages. Or consider 10x darkshards (quarrelers?) In there somewhere.

Just some ideas.i play something kinda similar and it works fine. I find I often get burried in my own deployment zone though and can't fight my way out ...

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On 12/8/2019 at 5:36 PM, eciu said:

Is this decent list ? (I know adding 2 more Wizards instead of Warden King and Runelord is better but I want to still have them) 

 

Allegiance: Cities of Sigmar
- City: Hallowheart

Leaders
Warden King (110)
- General
- Trait: Veteran of the Blazing Crusade
Runelord (90)
- City Role: General's Adjutant (Must be 6 wounds or less)
Celestial Hurricanum With Celestial Battlemage (280)
- Artefact: Ignax's Scales
- Spell: Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
- Hallowheart 2nd Spell: Roaming Wildfire
Battlemage (90)
- Artefact: Whitefire Tome - All Spells
- Mortal Realm: Aqshy
Battlemage (90)
- Spell: Lore of Whitefire - Ignite Weapons (Hallowheart Wizard)
- Hallowheart 2nd Spell: Crystal Aegis
- Mortal Realm: Aqshy
Sorceress (90)
- Spell: Lore of Whitefire - Roaming Wildfire (Hallowheart Wizard)
- Hallowheart 2nd Spell: Sear Wounds

Battleline
20 x Ironbreakers (260)
- City Role: Honoured Retinue (Must be 5-20 models)
20 x Ironbreakers (260)
10 x Irondrakes (150)
10 x Irondrakes (150)
10 x Hammerers (140)
10 x Hammerers (140)

Battalions
Whitefire Retinue (140)

Endless Spells / Terrain / CPs
Malevolent Maelstrom (10)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 116
 

 

 

(idea is to mock special Runelords as Battlemages and old Anvil as Hurricanum)

 

Think about what you want your list to do. Is it to stomp people or try out gimmicky fun things. Or is it perhaps a bit of both. I'm not very experienced, but I'd say that your list is probably not competitive, but perhaps it's what you want to use to have a fun time!

 

If you want to be competitive. Think about what is going to happen on turn 1. What will you buff with what and which spells will you use. Imitate that you are playing a game. Think it over step by step. Think about how you will beat the meta armies. Look at each unit and consider their role.

 

What can unfortunately happen is that you have 9 drops. So likely you will not decide who starts. So against anything that can get to you, they will on turn one. And then you will have a hard time recovering the board with only slow units. You could get a Soulscream bridge in there to help out. 

 

Also, keep in mind the Hurricanum will not give your sorceress +1 to cast. So you are taking her for the warscroll spell (which is a good spell), but for a cost.

 

Also, you have essentially picked sear wounds 3 times and roaming wildfire 3 times (while you also have chain lightning which has the same effect). You realise that you can only use one of the same spells per round right? I'd definitely get more diversity, the other spells are just as good if not better (warding brand is nuts, elemental cyclone too).

 

Also you are not benefitting from our buffed endless spells.

 

 

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I'm trying to do a Hallowheart list dark elves based for a tournament. Please let me know what you guys think about it. I know I could be batter involving any cities of sugar unites but I care about the theme so I'd like to use mostly  elves units.

Allegiance: Cities of Sigmar
 - Mortal Realm: Aqshy
 - City: Hallowheart

LEADERS
Sorceress (90)
- General
- Command Trait : Warden of the Flame 
- Spell : Lore of Whitefire - Roaming Wildfire (Hallowheart Wizard)
- Hallowheart 2nd Spell : Ignite Weapons

Sorceress (90)
- Spell : Lore of Whitefire - Warding Brand (Hallowheart Wizard)
- Hallowheart 2nd Spell : Crystal Aegis
- City Role : General's Adjutant (Must be 6 wounds or less)

Sorceress on Black Dragon (300)
- Witch Rod
- Artefact : Ignax's Scales 
- Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
- Hallowheart 2nd Spell : Ignite Weapons

Sorceress on Black Dragon (300)
- Witch Rod
- Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
- Hallowheart 2nd Spell : Elemental Cyclone

UNITS
30 x Black Guard (420)
20 x Darkshards (200)
- City Role : Honoured Retinue (Must be 5-20 models)
20 x Darkshards (200)
5 x Tree-Revenants (80)
- Allies
5 x Tree-Revenants (80)
- Allies

ENDLESS SPELLS / TERRAIN / COMMAND POINTS
Geminids of Uhl-Gysh (60)
Soulscream Bridge (80)
Soulsnare Shackles (40)
Ravenak's Gnashing Jaws (30)
Quicksilver Swords (30)

2000p

I'm also tempted to change the 2 tree revenants units with 1 unit of three scourgerunner chariots

Edited by Alessio
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On 12/14/2019 at 8:07 AM, Alessio said:

I'm trying to do a Hallowheart list dark elves based for a tournament. Please let me know what you guys think about it. I know I could be batter involving any cities of sugar unites but I care about the theme so I'd like to use mostly  elves units.

Allegiance: Cities of Sigmar
 - Mortal Realm: Aqshy
 - City: Hallowheart

LEADERS
Sorceress (90)
- General
- Command Trait : Warden of the Flame 
- Spell : Lore of Whitefire - Roaming Wildfire (Hallowheart Wizard)
- Hallowheart 2nd Spell : Ignite Weapons

Sorceress (90)
- Spell : Lore of Whitefire - Warding Brand (Hallowheart Wizard)
- Hallowheart 2nd Spell : Crystal Aegis
- City Role : General's Adjutant (Must be 6 wounds or less)

Sorceress on Black Dragon (300)
- Witch Rod
- Artefact : Ignax's Scales 
- Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
- Hallowheart 2nd Spell : Ignite Weapons

Sorceress on Black Dragon (300)
- Witch Rod
- Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
- Hallowheart 2nd Spell : Elemental Cyclone

UNITS
30 x Black Guard (420)
20 x Darkshards (200)
- City Role : Honoured Retinue (Must be 5-20 models)
20 x Darkshards (200)
5 x Tree-Revenants (80)
- Allies
5 x Tree-Revenants (80)
- Allies

ENDLESS SPELLS / TERRAIN / COMMAND POINTS
Geminids of Uhl-Gysh (60)
Soulscream Bridge (80)
Soulsnare Shackles (40)
Ravenak's Gnashing Jaws (30)
Quicksilver Swords (30)

I would put those 40 darkshards into one unit if you could. Cmd pt them from the sorceress to run and shoot and you are putting 80 shots onto just about any target you want. Add a few buffing spells to them before you shoot them up the field and they will become a big nuisance.  Tree-Revs are very useful for 80 pts!

I';m not crazy about the Sorceress on Black Dragon... I like the Luminark and Hurricanum much better. But if you are staying narrative, the dragons are fine. I just wish they here tougher like the Dreadlord on Dragon (3+ save with his shield vs the Sorcess has a 5+)

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10 hours ago, Calebexnihilo said:

I would put those 40 darkshards into one unit if you could. Cmd pt them from the sorceress to run and shoot and you are putting 80 shots onto just about any target you want. Add a few buffing spells to them before you shoot them up the field and they will become a big nuisance.  Tree-Revs are very useful for 80 pts!

I';m not crazy about the Sorceress on Black Dragon... I like the Luminark and Hurricanum much better. But if you are staying narrative, the dragons are fine. I just wish they here tougher like the Dreadlord on Dragon (3+ save with his shield vs the Sorcess has a 5+)

Thanks I will try to make some place for 1 more battleline in order to unify the darkshards. Yes I think the tree revenants are great allies Too. They are cheap and that do a wonderful job thanks th air teleporting ability

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1 minute ago, Calebexnihilo said:

Ouch. That's a HUGE nerf. Can't stack it and you have to take the wounds. Wow.... This sucks!

So much for "Masters of magic"... 😢

You have to use a Celestial Hurricanum, Lumynark of Hysh, or a Monster caster, then use sear wounds right after on the very model. It's a nerf because now you're almost obligated to heal right after using the CA whereas you could have relied on 4++ against MW with the aqshy artifact.

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3 minutes ago, Maturin said:

You have to use a Celestial Hurricanum, Lumynark of Hysh, or a Monster caster, then use sear wounds right after on the very model. It's a nerf because now you're almost obligated to heal right after using the CA whereas you could have relied on 4++ against MW with the aqshy artifact.

Yep. Spells are this armies currency... And I don't want to have to spend one to make up for my own ability. 

This kills the standard Ignax+Luminark builds for the channeling unit.

Thanks GW. 😒

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I feel it makes it more balanced. It says nothing about healing the wounds back, so you can still take X mortal wounds and then just heal them back. So can still take Ignax scales in case you roll a 5/6 on wounds and heal back the others. Even getting a +2-4 will help spells massivly

I am relooking at doing a cities list with Gortek atm after LVO, and Hallowheart seem the best option with support magics

Looking at:

Hallowheart

Annointed (General) Veteran of the Blazing Crusade 
Knight Incantor (Adjutant), elemental Cyclone, Sear Wounds, Ignax scales
Battlemage of Ghur, elemental cyclone, sear wounds
Sorceress: Roaming wildfire, Ignite weapons
30 Phoenix Guard
20 Dark Shards (retinue)
10 Dark shards
Gotrek Gurnisson
10 Shadow Warriors
Quicksilver Swords
Emerald Lifeswarm
Everblaze Comet
Purple Sun of Shyish

 

Bubble the casters with OG in front and big unit of 20 darkshards behind as fire support. Unit of 10 camps an obj and the shadow warriors get another/character assassinate.

Use Ghur spell to make Gotrek fast, and magic to keep him and the PG alive. 6 spells a turn give good support but and the endless spells should help do damage 
 

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20 hours ago, Calebexnihilo said:

Statistically once per game you will probably roll a 1 for arcane channeling... Just hope you don't accidentally negate it by planning your army's synergies too well. Lol

 I still think the hallowheart list is VERY VERY solid.

You just need to rework you relics settings.

 

Now it's not an "headless chicken" casting phase but you need at least , to think about who and what to cast..

 

just my opinion

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Trying to maximize on MW output while still having bodies. Effective?  No idea...


Mortal Realm: Aqshy
Celestial Hurricanum With Celestial Battlemage (280)
- Spell: Lore of Whitefire - Roaming Wildfire (Hallowheart Wizard)
- Hallowheart 2nd Spell: Sear Wounds
Luminark of Hysh With White Battlemage (270)
- Artefact: Ignax's Scales
- Spell: Lore of Whitefire - Warding Brand (Hallowheart Wizard)
- Hallowheart 2nd Spell: Sear Wounds
Battlemage (90)
- General
- Trait: Veteran of the Blazing Crusade
- Artefact: Agloraxi Prism
- Spell: Lore of Whitefire - Ignite Weapons (Hallowheart Wizard)
- Hallowheart 2nd Spell: Elemental Cyclone
- Mortal Realm: Aqshy
Battlemage (90)
- Spell: Lore of Whitefire - Crystal Aegis (Hallowheart Wizard)
- Hallowheart 2nd Spell: Warding Brand
- Mortal Realm: Hysh
Sorceress (90)
- Spell: Lore of Whitefire - Roaming Wildfire (Hallowheart Wizard)
- Hallowheart 2nd Spell: Ignite Weapons
- City Role: General's Adjutant (Must be 6 wounds or less)
20 x Freeguild Guard (160)
- Halberds and Shields
- City Role: Honoured Retinue (Must be 5-20 models)
10 x Freeguild Guard (80)
- Halberds and Shields
20 x Freeguild Handgunners (200)
20 x Freeguild Handgunners (200)
20 x Freeguild Handgunners (200)
Whitefire Retinue (140)
Purple Sun of Shyish (50)
Quicksilver Swords (30)
Emerald Lifeswarm (50)
The Burning Head (30)
Balewind Vortex (40)

Total: 2000 / 2000
Extra Command Points: 1
Wounds: 127
 

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I played two games with this yesterday.  Won against Nighthaunt and Seraphon.  I don't own a Hurricanum/Luminark yet.

Against Nighthaunt was Three Places of Power.  He got an early lead because of his mobility.  But then I tabled him and controlled two objectives to surpass on points.

Second game against Seraphon was the one with two objectives that you just flat win the game if you control both at the beginning of the round.  There was an opportunity where if I rolled a 27 on 6 dice for Rind the Winds Aetheric, I would have stolen the game early.  But I didn't roll a 27, so he had the chance to dump tons of bodies to protect his objective in future rounds.  It became clear that I couldn't clear his objective and take it.  And he was unable to remove the Phoenix Guard from my objective, so it was going to go to kill points.

Allegiance: Cities of Sigmar
 - Mortal Realm: Aqshy
 - City: Hallowheart

LEADERS
Knight-Incantor (140)
- Spell : Lore of Whitefire - Warding Brand (Hallowheart Wizard)
- Hallowheart 2nd Spell : Elemental Cyclone
Lord-Arcanum on Gryph-Charger (220)
- Artefact : Agloraxi Prism
- Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
- Hallowheart 2nd Spell : Roaming Wildfire
Sorceress (90)
- Artefact : Ignax's Scales
- Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
- Hallowheart 2nd Spell : Ignite Weapons
Battlemage (90)
- Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
- Hallowheart 2nd Spell : Elemental Cyclone
- City Role : General's Adjutant (Must be 6 wounds or less)
- Mortal Realm : Hysh
Battlemage (90)
- Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
- Hallowheart 2nd Spell : Roaming Wildfire
- Mortal Realm : Azyr
Anointed (100)
- General
- Command Trait : Famed Spell-hunter

UNITS
20 x Phoenix Guard (320)
- City Role : Honoured Retinue (Must be 5-20 models)
30 x Darkshards (300)
10 x Darkshards (100)

BATTALIONS
Whitefire Retinue (140)

ENDLESS SPELLS / TERRAIN / COMMAND POINTS
Everblaze Comet (100)
Aethervoid Pendulum (50)
Emerald Lifeswarm (50)
Geminids of Uhl-Gysh (60)
Prismatic Palisade (30)
Purple Sun of Shyish (50)
Umbral Spellportal (70)

I brought the Palisade to help block charges and ranged attacks.  It helped a little bit, but ultimately could be cut.  I never cast the Sun.  I usually didn't want to, and the one time I did, I failed the casting roll.  It was late game, going to kill points tie breaker, and I didn't want to risk losing another hero for the CA bonus because the Sorc was dead and the LAoGC had 2 wounds currently allocated.

The Pendulum is occasionally amazing, but most turns does nothing.  Lifeswarm is pretty gross with Phoenix Guard.  Portal with Elemental Cyclone killed 24 Chainrasps turn 1 in the Nighthaunt game out of a unit of 40.  Comet killed a couple more, and he had to spend a CP to keep them from running.

Darkshards do a surprising amount of damage just from sheer weight of shots.  I need to start using the dice rolling app for them.  Should also try to set up Ignite Weapons for them.

I'm considering dropping the Sun and Palisade for a Bridge.  The hero phase is kinda draining playing this list.  But it's fun.  There are still times where I feel like I have wasted casts and no good spells, so theres some optimization that can be done just with spell selection, turn optimization.  And things like when to use a cast to dispel an endless spell.  The two dispels from the Anointed is nice.

Also learned that casting the Comet at full distance and then not moving up means that I won't get to cast it the next turn because it will be out of dispel range.

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On 12/22/2019 at 4:40 PM, crkhobbit said:

I played two games with this yesterday.  Won against Nighthaunt and Seraphon.  I don't own a Hurricanum/Luminark yet.

Against Nighthaunt was Three Places of Power.  He got an early lead because of his mobility.  But then I tabled him and controlled two objectives to surpass on points.

Second game against Seraphon was the one with two objectives that you just flat win the game if you control both at the beginning of the round.  There was an opportunity where if I rolled a 27 on 6 dice for Rind the Winds Aetheric, I would have stolen the game early.  But I didn't roll a 27, so he had the chance to dump tons of bodies to protect his objective in future rounds.  It became clear that I couldn't clear his objective and take it.  And he was unable to remove the Phoenix Guard from my objective, so it was going to go to kill points.

Allegiance: Cities of Sigmar
 - Mortal Realm: Aqshy
 - City: Hallowheart

LEADERS
Knight-Incantor (140)
- Spell : Lore of Whitefire - Warding Brand (Hallowheart Wizard)
- Hallowheart 2nd Spell : Elemental Cyclone
Lord-Arcanum on Gryph-Charger (220)
- Artefact : Agloraxi Prism
- Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
- Hallowheart 2nd Spell : Roaming Wildfire
Sorceress (90)
- Artefact : Ignax's Scales
- Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
- Hallowheart 2nd Spell : Ignite Weapons
Battlemage (90)
- Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
- Hallowheart 2nd Spell : Elemental Cyclone
- City Role : General's Adjutant (Must be 6 wounds or less)
- Mortal Realm : Hysh
Battlemage (90)
- Spell : Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
- Hallowheart 2nd Spell : Roaming Wildfire
- Mortal Realm : Azyr
Anointed (100)
- General
- Command Trait : Famed Spell-hunter

UNITS
20 x Phoenix Guard (320)
- City Role : Honoured Retinue (Must be 5-20 models)
30 x Darkshards (300)
10 x Darkshards (100)

BATTALIONS
Whitefire Retinue (140)

ENDLESS SPELLS / TERRAIN / COMMAND POINTS
Everblaze Comet (100)
Aethervoid Pendulum (50)
Emerald Lifeswarm (50)
Geminids of Uhl-Gysh (60)
Prismatic Palisade (30)
Purple Sun of Shyish (50)
Umbral Spellportal (70)

I brought the Palisade to help block charges and ranged attacks.  It helped a little bit, but ultimately could be cut.  I never cast the Sun.  I usually didn't want to, and the one time I did, I failed the casting roll.  It was late game, going to kill points tie breaker, and I didn't want to risk losing another hero for the CA bonus because the Sorc was dead and the LAoGC had 2 wounds currently allocated.

The Pendulum is occasionally amazing, but most turns does nothing.  Lifeswarm is pretty gross with Phoenix Guard.  Portal with Elemental Cyclone killed 24 Chainrasps turn 1 in the Nighthaunt game out of a unit of 40.  Comet killed a couple more, and he had to spend a CP to keep them from running.

Darkshards do a surprising amount of damage just from sheer weight of shots.  I need to start using the dice rolling app for them.  Should also try to set up Ignite Weapons for them.

I'm considering dropping the Sun and Palisade for a Bridge.  The hero phase is kinda draining playing this list.  But it's fun.  There are still times where I feel like I have wasted casts and no good spells, so theres some optimization that can be done just with spell selection, turn optimization.  And things like when to use a cast to dispel an endless spell.  The two dispels from the Anointed is nice.

Also learned that casting the Comet at full distance and then not moving up means that I won't get to cast it the next turn because it will be out of dispel range.

I really like your list. I think there is a lot of really really good ideas in there.

 

I'm running a completely different list myself. Yet quite the same.

 

Played yesterday and have made some changes. Also running 5 mages like yourself now, though no Gryph-Charger. I've got 2 Battlemages a sorceress, Hurricanum and a Knight Incantor. 

 

I do run a bridge, and 40 Handgunners who benefit from the no-movement and the Hurricanums +1 hit. My screen is also a 40 man Freeeguild Guard as I can soak up a lot of wounds that way and return many from Warding Brand.

 

A suggestion can be to include a Balewind Vortex to have a bigger threat range on turn 1 with a Battlemage. You can throw out both Chain Lightning and Roaming Wildfire for some pretty wild damage. Add the Comet and Elemental Cyclone through a portal. Perhaps even a Geminids. That's a lot of damage on turn one. If the opponent sets up far behind in deployment then you just let them go first. 

 

I've also added 10 Shadow warriors. Did you find yourself in need of something with deepstrike? I think it can really force your opponent to waste points defending deep.

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On 12/22/2019 at 7:25 AM, Malakithe said:

Trying to maximize on MW output while still having bodies. Effective?  No idea...


Mortal Realm: Aqshy
Celestial Hurricanum With Celestial Battlemage (280)
- Spell: Lore of Whitefire - Roaming Wildfire (Hallowheart Wizard)
- Hallowheart 2nd Spell: Sear Wounds
Luminark of Hysh With White Battlemage (270)
- Artefact: Ignax's Scales
- Spell: Lore of Whitefire - Warding Brand (Hallowheart Wizard)
- Hallowheart 2nd Spell: Sear Wounds
Battlemage (90)
- General
- Trait: Veteran of the Blazing Crusade
- Artefact: Agloraxi Prism
- Spell: Lore of Whitefire - Ignite Weapons (Hallowheart Wizard)
- Hallowheart 2nd Spell: Elemental Cyclone
- Mortal Realm: Aqshy
Battlemage (90)
- Spell: Lore of Whitefire - Crystal Aegis (Hallowheart Wizard)
- Hallowheart 2nd Spell: Warding Brand
- Mortal Realm: Hysh
Sorceress (90)
- Spell: Lore of Whitefire - Roaming Wildfire (Hallowheart Wizard)
- Hallowheart 2nd Spell: Ignite Weapons
- City Role: General's Adjutant (Must be 6 wounds or less)
20 x Freeguild Guard (160)
- Halberds and Shields
- City Role: Honoured Retinue (Must be 5-20 models)
10 x Freeguild Guard (80)
- Halberds and Shields
20 x Freeguild Handgunners (200)
20 x Freeguild Handgunners (200)
20 x Freeguild Handgunners (200)
Whitefire Retinue (140)
Purple Sun of Shyish (50)
Quicksilver Swords (30)
Emerald Lifeswarm (50)
The Burning Head (30)
Balewind Vortex (40)

Total: 2000 / 2000
Extra Command Points: 1
Wounds: 127
 

Watch out with Ignax Scales. Since the FAQ Arcane Channeling is only wounds taken. If you channel on a unit with Ignax Scales you might not get any plusses at all.

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7 minutes ago, Rune said:

I really like your list. I think there is a lot of really really good ideas in there.

 

I'm running a completely different list myself. Yet quite the same.

 

Played yesterday and have made some changes. Also running 5 mages like yourself now, though no Gryph-Charger. I've got 2 Battlemages a sorceress, Hurricanum and a Knight Incantor. 

 

I do run a bridge, and 40 Handgunners who benefit from the no-movement and the Hurricanums +1 hit. My screen is also a 40 man Freeeguild Guard as I can soak up a lot of wounds that way and return many from Warding Brand.

 

A suggestion can be to include a Balewind Vortex to have a bigger threat range on turn 1 with a Battlemage. You can throw out both Chain Lightning and Roaming Wildfire for some pretty wild damage. Add the Comet and Elemental Cyclone through a portal. Perhaps even a Geminids. That's a lot of damage on turn one. If the opponent sets up far behind in deployment then you just let them go first. 

 

I've also added 10 Shadow warriors. Did you find yourself in need of something with deepstrike? I think it can really force your opponent to waste points defending deep.

Good feedback.  Shadow Warriors would be great - they're on my to-get list.  Would be nice just to have something that can get around the board, just like the bridge.

I had a Vortex, and then dropped it for some reason in the list building process and then forgot about it.  I think it would help the list.  There's a few times where there just isn't anything I can really cast due to range.

I hate spending a hero slot and 100 points on an anointed, but the PG are just so good.  One game had a -1 to be hit realm spell that I stacked with Pha's Protection to make them -2 to be hit.  Opponent really struggled to get any damage through.  Another game, they protected my objective while standing in cover with Mystic Shield.  I ended that game with only one PG dead.

Definitely have some room to play with the endless spells.  I might split the PG into two units of 10 to get the shards up to 40 and use them with the Bridge and Ignite Weapons.  80 attacks at 3s & 3s.  I'll get a Hurricanum eventually.

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6 hours ago, crkhobbit said:

Good feedback.  Shadow Warriors would be great - they're on my to-get list.  Would be nice just to have something that can get around the board, just like the bridge.

I had a Vortex, and then dropped it for some reason in the list building process and then forgot about it.  I think it would help the list.  There's a few times where there just isn't anything I can really cast due to range.

I hate spending a hero slot and 100 points on an anointed, but the PG are just so good.  One game had a -1 to be hit realm spell that I stacked with Pha's Protection to make them -2 to be hit.  Opponent really struggled to get any damage through.  Another game, they protected my objective while standing in cover with Mystic Shield.  I ended that game with only one PG dead.

Definitely have some room to play with the endless spells.  I might split the PG into two units of 10 to get the shards up to 40 and use them with the Bridge and Ignite Weapons.  80 attacks at 3s & 3s.  I'll get a Hurricanum eventually.

I would like to try your list but I don't have the units. 

If I were to go bridge I'd probably use a shooting unit that benefits from standing still. Sorta feels wrong not to, even though the Darkshards are amazing.

Alone, 40 freeguild guards with sheilds would soak up the same amount of wounds as 20 Phoenix Guard. Both units got the same save, FG is twice the number of units but PG ignore half the wounds. But with your Emerald Lifeswarm, and like you made me realise the easier possibility of standing in cover I can totally see them be more tanky. You'd have to evaluate if you do get those buffs/spells of though. I'm just loving the warding brand spell.

The issue is more that you get another drop due to the prince I guess. So if you were to get Shadowwarriors you now have 6 drops :(. 

 

 

 

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47 minutes ago, Rune said:

Alone, 40 freeguild guards with sheilds would soak up the same amount of wounds as 20 Phoenix Guard. Both units got the same save, FG is twice the number of units but PG ignore half the wounds. But with your Emerald Lifeswarm, and like you made me realise the easier possibility of standing in cover I can totally see them be more tanky. You'd have to evaluate if you do get those buffs/spells of though. I'm just loving the warding brand spell.

BUT, bring back 6 dead Freeguild Guard with the Emerald Swarm and your opponents says : MEH
Bring back 6 Dead PG back to life and your opponents goes : HOLY COW COS IS OVERPOWERED NEEDS TO BE NERFED OMEGERD

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11 minutes ago, Maturin said:

BUT, bring back 6 dead Freeguild Guard with the Emerald Swarm and your opponents says : MEH
Bring back 6 Dead PG back to life and your opponents goes : HOLY COW COS IS OVERPOWERED NEEDS TO BE NERFED OMEGERD

Haha I agree absolutely. That's why I mentioned the swarm. If you are healing them in close combat, chances are your opponent could get some models back too though. Regardless PG and Emerald Lifeswarm is great. It comes with a price tag though.

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25 minutes ago, Rune said:

Haha I agree absolutely. That's why I mentioned the swarm. If you are healing them in close combat, chances are your opponent could get some models back too though. Regardless PG and Emerald Lifeswarm is great. It comes with a price tag though.

You just need to heak the desired unit then move the spell as far away from your foe as possible. I did it vs Ironjaws. 2.10 Handgunners, 20 SoTW behind a 20 PG bunker. Mawcrusha spat then hit handgunners in combat, they all died. He killed 7 PG too with MC and 6 gore guntas. Next phase I brung back 6 of them! Between Magic and 20Sotw his MC + 6 gore guntas were dead. My PG only had to mop up :)

Edited by Maturin
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