backslide Posted July 18, 2020 Share Posted July 18, 2020 Hey all long time chaos player looking for a change of pace, have been gifted an old empire army and have the following to work with: Allegiance: Cities of Sigmar Leaders Freeguild General (100) Battlemage (90) Battlemage (90) Battlemage (90) Battleline 40 x Freeguild Guard (280) - Halberds and Shields 40 x Freeguild Guard (280) - Spears and Shields 20 x Freeguild Handgunners (200) 20 x Freeguild Handgunners (200) Units 20 x Flagellants (160) 20 x Freeguild Greatswords (320) 10 x Freeguild Outriders (200) 10 x Freeguild Pistoliers (200) Artillery Helblaster Volley Gun (120) Helstorm Rocket Battery (130) Total: 2460 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 234 I like the tempest eye spells and a more dynamic mobile army has an appeal I have a pile of old empire knights I was planning to use the outrider guns on them I suspect I can get 20 pistolers and 20 outriders out of it Quote Link to comment Share on other sites More sharing options...
backslide Posted July 19, 2020 Share Posted July 19, 2020 Hey all long time chaos player looking for a change of pace, have been gifted an old empire army and have the following to work with: Allegiance: Cities of Sigmar Leaders Freeguild General (100) Battlemage (90) Battlemage (90) Battlemage (90) Battleline 40 x Freeguild Guard (280) - Halberds and Shields 40 x Freeguild Guard (280) - Spears and Shields 20 x Freeguild Handgunners (200) 20 x Freeguild Handgunners (200) Units 20 x Flagellants (160) 20 x Freeguild Greatswords (320) 10 x Freeguild Outriders (200) 10 x Freeguild Pistoliers (200) Artillery Helblaster Volley Gun (120) Helstorm Rocket Battery (130) Total: 2460 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 234 I like the tempest eye spells and a more dynamic mobile army has an appeal I have a pile of old empire knights I was planning to use the outrider guns on them I suspect I can get 20 pistolers and 20 outriders out of it Quote Link to comment Share on other sites More sharing options...
Maddpainting Posted July 20, 2020 Share Posted July 20, 2020 BOOM, new faqs and points. I new Scourgerunners was going to 80/210, and they did.https://www.warhammer-community.com/wp-content/uploads/2019/10/5lv2Q42hrIDrrqNi.pdf Quote Link to comment Share on other sites More sharing options...
dekay Posted July 20, 2020 Share Posted July 20, 2020 (edited) 57 minutes ago, Maddpainting said: BOOM, new faqs and points. I new Scourgerunners was going to 80/210, and they did. Yup, as you predicted. They're still quite good, though. Edited July 20, 2020 by dekay Quote Link to comment Share on other sites More sharing options...
Maddpainting Posted July 20, 2020 Share Posted July 20, 2020 13 minutes ago, dekay said: Yup, as you predicted. They're still quite good, though. Yeah, my list went from 15 to 12, not a big deal IMO as other armies also got changes, ORB, DoT, STD, etc.. Taking 1 unit less isn't that big of a deal really. Quote Link to comment Share on other sites More sharing options...
WatcherintheWater Posted July 20, 2020 Share Posted July 20, 2020 Pretty happy with those changes. I've also been thinking about what would be the best way to incorporate KO into at TE list. A couple options, I see that could be fun and decent: Combat/ fast option - 9 Endrinriggers w/ combat weapons & some caster on a flying monster, who tries to cast the +1 attack spell. Probably the Lord-Arcanum on Tauralon is the best option. +1 attack makes the Endrinriggers a nasty unit, and if you give the Arcanum Swift as the Wind, and Zephyrite Banner, they are pretty threatning on turn 1, even with 24" deployment. The Arcanum could cast mystic shield on himself, for a 2+ save re-rolling 1's to be pretty tank too. Downside is that with no bonuses to cast, it's probably 50/50 that you get the +1 attack spell to go off. Shooting/teleporting option - Gunhauler, Endrinmaster w/ Dirigible Suit (& Hawk Eye), and 6 Endrinriggers w/ shooting weapons. For 520 points, you get a group of 8 models that can teleport around the board and put out some good shooting and have profiles that are well suited to take advantage of Hawk Eye (guns that naturally wound on 4s and 3s). Could be a good addition to list that are mostly footslogging, but does require you to have 12 total units. Defensive/cheap option - Arkanauts are cheap 4+ save battleline. 20 or 30 could be good for bubble wrapping. They are basically freeguild guard that cost 1pt/model more but has a 2 shot pistol. Anyone have success with any other KO/TE synergies? Quote Link to comment Share on other sites More sharing options...
Popisdead Posted July 20, 2020 Share Posted July 20, 2020 I don't know much about KO but I saw this on Twitter and thought it was neat. 3 1 Quote Link to comment Share on other sites More sharing options...
Alaric83 Posted July 21, 2020 Share Posted July 21, 2020 (edited) Hello guys! With the points reduction, I found a nice little 1000 points list for Tempest Eye. Not the most competitive, but decent and for sure very fun to play: Warden King Runelord 2*10 Ironbreakers 2*10 Hammerers Arkanaut Frigate 10 Arkanauts (embarked in frigate) 1000 points exactly. In Meeting Engagement this must be quite fun! What do you think? Edited July 21, 2020 by Alaric83 Quote Link to comment Share on other sites More sharing options...
Evantas Posted July 22, 2020 Share Posted July 22, 2020 17 hours ago, Alaric83 said: 1000 points exactly. In Meeting Engagement this must be quite fun! What do you think? Sounds doable but you need to break your force into spearhead, main body and rearguard. That seems a difficult decision for your force. Quote Link to comment Share on other sites More sharing options...
Kramer Posted July 22, 2020 Share Posted July 22, 2020 On 7/19/2020 at 2:15 AM, backslide said: Hey all long time chaos player looking for a change of pace, have been gifted an old empire army and have the following to work with: Allegiance: Cities of Sigmar Leaders Freeguild General (100) Battlemage (90) Battlemage (90) Battlemage (90) Battleline 40 x Freeguild Guard (280) - Halberds and Shields 40 x Freeguild Guard (280) - Spears and Shields 20 x Freeguild Handgunners (200) 20 x Freeguild Handgunners (200) Units 20 x Flagellants (160) 20 x Freeguild Greatswords (320) 10 x Freeguild Outriders (200) 10 x Freeguild Pistoliers (200) Artillery Helblaster Volley Gun (120) Helstorm Rocket Battery (130) Total: 2460 / 2000 Extra Command Points: 0 Allies: 0 / 400 Wounds: 234 I like the tempest eye spells and a more dynamic mobile army has an appeal I have a pile of old empire knights I was planning to use the outrider guns on them I suspect I can get 20 pistolers and 20 outriders out of it That’s a good base to start from. Have you tried a game with them yet? Also these are the old points. It might be worth checking the new ones and give the tempest eye battalion a look. With that many pistoliers and outriders it might be worth it. Quote Link to comment Share on other sites More sharing options...
JackStreicher Posted July 22, 2020 Share Posted July 22, 2020 What do you guys think about an ironclad in a TE army? Quote Link to comment Share on other sites More sharing options...
Tidings Posted July 22, 2020 Share Posted July 22, 2020 12 hours ago, JackStreicher said: What do you guys think about an ironclad in a TE army? I've been writing Ironclad lists, here's probably my favorite so far that I'll test on Saturday. Phoenix and PG are the main combat body that play in the most dangerous spot. Handgunners and Gyro tag objectives either separately, or as one element with the Hurricanum. Ironclad carries Arka Co and, if possible, stays near the Hurricanum for as many shooting phases as possible. In later turns, Gyro will speed off to tag objectives and Ironclad will dump Arka Co on an objective. Hurricanum casts Lifeswarm for Ironclad/Phoenix/PG as necessary, next turn Runelord dispels it and Hurricanum recasts it. 1 Quote Link to comment Share on other sites More sharing options...
JackStreicher Posted July 22, 2020 Share Posted July 22, 2020 1 minute ago, Tidings said: I've been writing Ironclad lists, here's probably my favorite so far that I'll test on Saturday. Phoenix and PG are the main combat body that play in the most dangerous spot. Handgunners and Gyro tag objectives either separately, or as one element with the Hurricanum. Ironclad carries Arka Co and, if possible, stays near the Hurricanum for as many shooting phases as possible. In later turns, Gyro will speed off to tag objectives and Ironclad will dump Arka Co on an objective. Hurricanum casts Lifeswarm for Ironclad/Phoenix/PG as necessary, next turn Runelord dispels it and Hurricanum recasts it. Looks nice! yet after the point updates the Irinclad costs only 480 pts =} Quote Link to comment Share on other sites More sharing options...
Skreech Verminking Posted July 22, 2020 Share Posted July 22, 2020 17 minutes ago, Tidings said: I've been writing Ironclad lists, here's probably my favorite so far that I'll test on Saturday. Phoenix and PG are the main combat body that play in the most dangerous spot. Handgunners and Gyro tag objectives either separately, or as one element with the Hurricanum. Ironclad carries Arka Co and, if possible, stays near the Hurricanum for as many shooting phases as possible. In later turns, Gyro will speed off to tag objectives and Ironclad will dump Arka Co on an objective. Hurricanum casts Lifeswarm for Ironclad/Phoenix/PG as necessary, next turn Runelord dispels it and Hurricanum recasts it. What's your reason for taking a runelord into your non Dispossessed list? Quote Link to comment Share on other sites More sharing options...
Tidings Posted July 22, 2020 Share Posted July 22, 2020 (edited) On 7/22/2020 at 2:28 PM, Skreech Verminking said: What's your reason for taking a runelord into your non Dispossessed list? Because he's dirt cheap, can dispel lifeswarm with +2, can unbind enemy magic with +2, and is a 3rd hero with for some scenarios is really important. 2 isn't enough.On top of that, he can give the gyro bonus to rend. In TE it's really easy for even a lone Gyro to get a nice shooting phase off on the first turn and be in the way - but that's just something to do in certain situations. EDIT: I was wrong, the Runelord can't use his prayer on a Gyro! Sad days. Still, I think the previous reasons are enough to make a case for him. Edited July 24, 2020 by Tidings 1 Quote Link to comment Share on other sites More sharing options...
AlmGandix3 Posted July 22, 2020 Share Posted July 22, 2020 15 minutes ago, Tidings said: Because he's dirt cheap, can dispel lifeswarm with +2, can unbind enemy magic with +2, and is a 3rd hero with for some scenarios is really important. 2 isn't enough. On top of that, he can give the gyro bonus to rend. In TE it's really easy for even a lone Gyro to get a nice shooting phase off on the first turn and be in the way - but that's just something to do in certain situations. He sadly can't buff the gyro since the gyro doesn't have the dispossessed tag. He can buff then with the greywater prayer though Quote Link to comment Share on other sites More sharing options...
Fyrenn Posted July 22, 2020 Share Posted July 22, 2020 re: ironclad, i've been trying to figure this out for awhile. I definitely want to do it, but not as a full shooty army - more shooting support. I kept going back between guns and company in the ironclad, but more recently I thought about using hitcher endinriggers or skywardens instead. i really wish i could find a way to get a third unit of KO in there, but 12 units is pretty tough when you consider the ironclad and hurricanum costwise... Originally i was relying on 60pt scourgerunners to fill 2/3 of my battleline, but that's all goofed up now so i'm really trying to figure it out. I was looking at more of an aggressive move idea where the ironclad does fire support but is for positioning charges from the skywardens (or endinriggers, not sure what's better). I use evocators on dracolines as a swift hammer alongside the skywardens (or edinriggers?) so i should have good coverage to hit any units held up by guard, etc... 1 Quote Link to comment Share on other sites More sharing options...
Tidings Posted July 23, 2020 Share Posted July 23, 2020 On 7/22/2020 at 3:08 PM, AlmGandix3 said: He sadly can't buff the gyro since the gyro doesn't have the dispossessed tag. He can buff then with the greywater prayer though Wow I missed that somehow, thanks for pointing that out! Quote Link to comment Share on other sites More sharing options...
Lord Hightower Posted August 1, 2020 Share Posted August 1, 2020 Hey guys, We are playing a lot of ME at the moment and I am testing a few cities lists. I tried some living cities lists with dragons but they had not enough punch. Now i would like to try a TE list, to see if its playable in the ME-setting. I thought about a list like this: Allegiance: Cities of Sigmar- City: Tempest's EyeMortal Realm: AqshySpearhead3 x Demigryph Knights (180)- Lance and Sword5 x Sisters of the Thorn (130)10 x Shadow Warriors (110)Main BodyFreeguild General on Griffon (320)- General- Shield & Runesword- Command Trait: Swift as the Wind- Artefact: Zephyrite Banner3 x Demigryph Knights (180)- Lance and Sword3 x Aetherwings (40)- AlliesRearguard3 x Aetherwings (40)Total: 1000 / 1000Extra Command Points: 0Wounds: 69 Fast and flexible list with 3 hard hitters, that can be buffed by the general. Shadow warriors to secure targets or sniper enemy heroes - sisters for magic support (strike of eagles and mystic shield). I prefer Aetherwings for a cheap and fast flying screen and to fill the rearguard with more bodies than with a scourgerunner. But the warscrollbuilder marks my stormcast-unit-maximum red because i have 2 stormcast-units at 7 units. Is it possible to play the second unit as an ally like i did? I tried that, but the warscrollbuilder still marks it red. Maybe someone could tell me if that list is legal and if its a warscrollbuilder-fault, or if allying that second unit is not allowed and i have to take a scourgerunner instead. Thanks for your feedback! Regards! Quote Link to comment Share on other sites More sharing options...
Evantas Posted August 1, 2020 Share Posted August 1, 2020 3 hours ago, Lord Hightower said: I prefer Aetherwings for a cheap and fast flying screen and to fill the rearguard with more bodies than with a scourgerunner. But the warscrollbuilder marks my stormcast-unit-maximum red because i have 2 stormcast-units at 7 units. Is it possible to play the second unit as an ally like i did? I tried that, but the warscrollbuilder still marks it red. Maybe someone could tell me if that list is legal and if its a warscrollbuilder-fault, or if allying that second unit is not allowed and i have to take a scourgerunner instead. Thanks for your feedback! Regards! Unfortunately you can't, you must have 6 non-stormcast units before the 2nd can be added. Quote Link to comment Share on other sites More sharing options...
NauticalSoup Posted August 1, 2020 Share Posted August 1, 2020 @Lord Hightower to expand on Evantas answer, SCE are not an ally of CoS. Similarly KO cannot be allies of Tempest's Eye and Sylvaneth cannot be allies of Living City. I guess they thought it would be confusing to have units from one faction that might be either within your allegiance or not. Quote Link to comment Share on other sites More sharing options...
stratigo Posted August 1, 2020 Share Posted August 1, 2020 On 7/20/2020 at 2:27 PM, WatcherintheWater said: Pretty happy with those changes. I've also been thinking about what would be the best way to incorporate KO into at TE list. A couple options, I see that could be fun and decent: Combat/ fast option - 9 Endrinriggers w/ combat weapons & some caster on a flying monster, who tries to cast the +1 attack spell. Probably the Lord-Arcanum on Tauralon is the best option. +1 attack makes the Endrinriggers a nasty unit, and if you give the Arcanum Swift as the Wind, and Zephyrite Banner, they are pretty threatning on turn 1, even with 24" deployment. The Arcanum could cast mystic shield on himself, for a 2+ save re-rolling 1's to be pretty tank too. Downside is that with no bonuses to cast, it's probably 50/50 that you get the +1 attack spell to go off. Shooting/teleporting option - Gunhauler, Endrinmaster w/ Dirigible Suit (& Hawk Eye), and 6 Endrinriggers w/ shooting weapons. For 520 points, you get a group of 8 models that can teleport around the board and put out some good shooting and have profiles that are well suited to take advantage of Hawk Eye (guns that naturally wound on 4s and 3s). Could be a good addition to list that are mostly footslogging, but does require you to have 12 total units. Defensive/cheap option - Arkanauts are cheap 4+ save battleline. 20 or 30 could be good for bubble wrapping. They are basically freeguild guard that cost 1pt/model more but has a 2 shot pistol. Anyone have success with any other KO/TE synergies? Plus on attack is quite good on endrinriggers. Good thing you're not allowed to do it with KO itself any more or something. Couldn't let KO units be better in their own army than in a TE army after all. 1 Quote Link to comment Share on other sites More sharing options...
Aelfric Posted August 1, 2020 Share Posted August 1, 2020 2 hours ago, NauticalSoup said: @Lord Hightower to expand on Evantas answer, SCE are not an ally of CoS. Similarly KO cannot be allies of Tempest's Eye and Sylvaneth cannot be allies of Living City. I guess they thought it would be confusing to have units from one faction that might be either within your allegiance or not. Or that you could end up with more Sylvaneth units in a Living City army than Cties units, for example. Quote Link to comment Share on other sites More sharing options...
WatcherintheWater Posted August 3, 2020 Share Posted August 3, 2020 On 8/1/2020 at 4:22 PM, stratigo said: Plus on attack is quite good on endrinriggers. Good thing you're not allowed to do it with KO itself any more or something. Couldn't let KO units be better in their own army than in a TE army after all. Yeah, the Khemist buff in the old KO book was nasty. That's basically what I was trying to replicate. The problem is you probably have less than a 50% chance of getting the spell off, given the casting value and chance of a dispel. Quote Link to comment Share on other sites More sharing options...
stratigo Posted August 3, 2020 Share Posted August 3, 2020 If it were possible, I'd run an entire KO army under Tempest eye rules Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.