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New collector - Anvilgard and Fyreslayers


SoSoCho

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Hello all :)

I am just about to start collecting AOS and I have a question. I would really like to collect Anvilgard but I also like the fyreslayers. Would it be possible and viable to have an main army of anvilgard with some fyreslayers as allies ? Would it be a good set up or bad ? (I already have a runefather on magmadroth). I hope yoy can help before I start splashing money :) I used to collect WH fantasy and I always liked the dark elves and dwarfs( troll slayers). 

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14 minutes ago, SoSoCho said:

Hello all :)

I am just about to start collecting AOS and I have a question. I would really like to collect Anvilgard but I also like the fyreslayers. Would it be possible and viable to have an main army of anvilgard with some fyreslayers as allies ? Would it be a good set up or bad ? (I already have a runefather on magmadroth). I hope yoy can help before I start splashing money :) I used to collect WH fantasy and I always liked the dark elves and dwarfs( troll slayers). 

Welcome to AOS!  I'm currently rebasing some of my old metal Dark Elf minis ( Darkling Covens 60 done - 30 to go) to add to my Cities forces; mainly my Wanderers army .  The Cities book is, in my opinion, great - you can fit units into any of the 7 cities really; they mainly offer different play-styles.  Many people regard Anvilgard as one of the weaker cities, but I'm going to give it a go, it speaks to me of the old days.  Certainly the Battletome gives us the capacity to compete with other factions on a level playing field now.

I don't know much about Fyreslayers, unfortunately.  They're strong rules-wise as a faction, but I'm not sure how strong they are taken as allies without their faction abilities.  They are cool models though.  

You could always collect both and have two armies. :)

 

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9 hours ago, SoSoCho said:

Thank you for your answer :) hmm anvilgard is considered weak ?

Anvilgard is like the other Cities of Sigmar, it has unique theme but some people consider it to not have the best city-based bonuses. Personally, I don't think you should make a choice purely on competitive viability unless you are absolutely set on playing competitively: If you like the theme and the design and have some buddies to play friendly skirmishes with, then they make a great army :) only my 2c

You can certainly collect both and ally them with each other up to 25%of your overall army points total (e.g 500/2000). Or you can field them under the Grand Allegiance Order but this has its own restrictions.

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On 11/21/2019 at 11:34 AM, SoSoCho said:

Thank you for your answer :) hmm anvilgard is considered weak ?

"Weak" might not be the best word. It works like that: Every city has its theme with which it's supposed to work best. Some of them (Hallowheart) have themes that allow many different army builds. Some (Hammerhal) are just universal. Some (Tempest's Eye, Living City) tend to work well with other builds outside of their theme.

And then there are some (Phoenicium, Greywater Fastness and, well, Anvilgard) that more or less want you to take their theme and invest heavily in it. Playing Greywater without artillery or Phoenicium without proenix temple contingent, while possible, leaves you with rules that don't support your force all that well.

For Anvilgard, their rules support pirates and monsters. So if you want to play Anvilgard, you sure as hell have to like their pirates and monsters. Like, you can play Tempest's Eye without any griffons, pistoliers and kharadrons. And it will, possibly, work. But if you build Anvilgard list without any monsters, you have nothing to put your free drakeblood curse on and you get nothing in exchange.

Also, there's a matter of battalion: In some cities, their battalions are basically a support element: Hallowheat's is a bunch of wizards. You take that, and then you build the rest of your army.  Anvilgard's is 3 battlelines, a hero and several support elements. It's basically a core of your army. If you take Anvilgard's battalion, well, that's how the main portion of your force will look like.

And it's all fun as long as you *want* your force to be built around corsairs, scourgerunners and so on. If you don't, well, that's where Anvilgard seems weak.

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You can also build Anviguard-Lists with Black Dragons, Order Serpentis / Darkling Covens. 2 Dreadlords each with artefact and drakenblood curse are pretty cool i think. 

I Like this city the most because of their Druuchi-theme. It remembers to Kar Karond of the old world. ^^

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Hmm I was thinking of building an army like:

1x sorceress

1x sorceress on black dragon

1x dreadlord on black dragon

1x fleet master

20x black corsairs

1x warhydra

1x kharibdyss

2x scourge chariot

10x drakespawn riders

And then maybe add witch elves if I have enough ally points.

Does that sound ok ?

In GW he suggested to add some stormcast as allies but I want witch elves or fyreslayers hehe

Edited by SoSoCho
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15 hours ago, SoSoCho said:

Does that sound ok ?

Sorceresses both need darking coven units to function properly, and are great at boosting said darkling coven units. Without any of those, they are a bit wasted. Compare to, say, battlemages, who work well regardless of army composition, and hurricanum is one of the best force multipliers availible.

Chariots get way better if used in units of 3. They get cheaper and one of them gains +1 to hit.

Corsairs are best taken in large units, with both fleetmaster's and anvilgard's command abilities supporting hordes best.

Drakespawn are... well, I *want* to like drakespawn, but they are very expensive for what they do. They certainly not make the list more competitive.

Additionaly, by going so monster heavy you end up with very few bodies for claiming objectives.

What traits, artifacts, curses, spells and so on do you plan to use?

 

As for why Khorne and Stormcast may seem OP compared to your army, consider the following:

Special rules for Cities give you boosted endless spells, which you don't use in current list. Spell portals combined with caustic spray are a very good Anvilgard combo.

Special rules for anvilgard involve, among other things, command ability giving battleshock immunity - makes sense only if you have at least 2 big units. You have none.

Anvilgard battalion is not bad if you have models, and you lack just 10 corsairs to be able to use it, get extra command points and artifact, and increase your chance of deciding first turn.

So if they seem stronger then you, it's partly because you're not using all your availible bonuses. It might change if you optimise the list a bit.

 

 

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16 hours ago, SoSoCho said:

In GW he suggested to add some stormcast as allies but I want witch elves or fyreslayers hehe

GW has a strange obsession with Stormcast. I'm pretty sure regional managers beat store owners who don't push them to every customer that walks in the door. Ally wise I think both will work well enough for regular games though Fyreslayers have a specific Mercenary Company you can bring.

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On 11/21/2019 at 11:34 AM, SoSoCho said:

Thank you for your answer :) hmm anvilgard is considered weak ?

The rules for it are just bad because they don‘t buff or synergise with any of your units. If you play Anvilgard you can consider yourself handicapped (it is also my fav. Faction lore-wise...). I‘d even advise against AG in friendly games since I don‘t think you can win against any newer army. Still if you like them just play them, maybe you even discover a way to play AG so it becomes strong ^_^

 

getting back to the question:

You can add a mercenary company consisting of Fyreslayers (no runefather) to your Anvilgard force which follows the rules for allies and costs you the Command point you generate at the start of your first turn.

 

example list:

 

Just play the Drakespawn knights as wild riders =}
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933A40DF-F4E3-4A2C-9AD9-1E577C9F9DB5.jpeg.b8a9275041e240c5adb9460dc62f143a.jpeg

Edited by JackStreicher
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4 hours ago, dekay said:

"Sorceresses both need darking coven units to function properly, and are great at boosting said darkling coven units. Without any of those, they are a bit wasted. Compare to, say, battlemages, who work well regardless of army composition, and hurricanum is one of the best force multipliers availible.

Chariots get way better if used in units of 3. They get cheaper and one of them gains +1 to hit.

Corsairs are best taken in large units, with both fleetmaster's and anvilgard's command abilities supporting hordes best.

Drakespawn are... well, I *want* to like drakespawn, but they are very expensive for what they do. They certainly not make the list more competitive.

Additionaly, by going so monster heavy you end up with very few bodies for claiming objectives.

What traits, artifacts, curses, spells and so on do you plan to use?

 

As for why Khorne and Stormcast may seem OP compared to your army, consider the following:

Special rules for Cities give you boosted endless spells, which you don't use in current list. Spell portals combined with caustic spray are a very good Anvilgard combo.

Special rules for anvilgard involve, among other things, command ability giving battleshock immunity - makes sense only if you have at least 2 big units. You have none.

Anvilgard battalion is not bad if you have models, and you lack just 10 corsairs to be able to use it, get extra command points and artifact, and increase your chance of deciding first turn.

So if they seem stronger then you, it's partly because you're not using all your availible bonuses. It might change if you optimise the list a bit."

 

Will you help me make a viable setup so I can start my collection? It is a bit of a jungle for me :)

 

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Alright, so first a few disclaimers:

1. I'm not a specialist when it comes to Anvilgard, so it won't be ultimately optimised.

2. I don't like the 'throw out your every model and buy new ones' approach when rating someones army, so I'm trying to include as much of what you originally liked as possible (especially in the monster departament. I know how disappointing it is when recommended amount of a monster you wanted to field is '0'

3. fyreslayer support is added based on the contents of their start collecting set. Sorry for not managing to squeeze a magmadroth in, it's an awesome model.

4. I'm afraid we'll all have to wait for the next general's handbook to use drakespawn without gimping ourselves, their cost is just too high to justify them for now. But in few month's, hopehully...

So, the list itself:

Allegiance: Cities of Sigmar
- City: Anvilgard (Illicit Dealings: Hidden Agents)
Sorceress on Black Dragon (300)
- Witch Rod
- Artefact: Drakescale Cloak
- Spell: Lore of Dark Sorcerey - Vitriolic Spray (Anvilgard Wizard)
Black Ark Fleetmaster (60)
- General
Sorceress (90)
- Spell: Lore of Dark Sorcerey - Vitriolic Spray (Anvilgard Wizard)
- City Role: General's Adjutant (Must be 6 wounds or less)
3 x Scourgerunner Chariots (150)
10 x Black Ark Corsairs (80)
- Vicious Blade & Repeater Handbow
- City Role: Honoured Retinue (Must be 5-20 models)
10 x Black Ark Corsairs (80)
- Vicious Blade & Repeater Handbow
30 x Black Ark Corsairs (240)
- Vicious Blade & Wicked Cutlass
30 x Darkshards (300)
Kharibdyss (170)
- Drakeblood Curse: Fell Gaze (Anvilgard)
War Hydra (170)
10 x Vulkite Berzerkers (160)
- Pairs of Handaxes
- Allies
Charrwind Beasthunters (120)
Umbral Spellportal (70)
Malevolent Maelstrom (10)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 160 / 400
Wounds: 166
 

Some explanation:

Part 1. Darkling Covens

Sorceresses are here to cast spell portal and vitriolic spray (one of the best spells in the cities, in my opinion). Whatever gets sprayed becomes a much better target for both corsairs and darkshards.

Sorceress on dragon is here to

a) have some hitting power, and with the cloak she can take some wounds in return, too.

b) have some mobility in case you're forced to cast the spray without portals. It's very short ranged and she's more likely to survive being mid field then her dragonless counterpart.

Darkshards: They do what they do best, they run forward and shoot. They're good at that. Especially if their target has been sprayed. Plus they serve as sacrifice fodder for the sorceresses.

Part 2: Charrwind Beasthunters battalion: vastly decreases your unit count for deployment, increasing the chances you'll get to choose who starts the game. Important. Gives you extra artifact, too but I't a matter of preference what and to whom you plan to give.

Fleetmaster: He yells 'at them' to the large corsair unit, making them remarkably better at combat. If needed, he'll make them immune to battleshock.

Corsairs: small units are chaff/support/objective grabbers. Large unit is your standard horde and should be treated as such. They're best buffed by the fleetmaster and with their target debuffed by a sorceress. Don't be too attached to them, they'll likely die. Just make them take something more expensive with them. As part of the battalion, they also get +1 to wound when fighting monsters, don't ever forget about it when something large charges them!

Scourgerunners: fast, good shooting, cause mortal wounds. Everyone likes scourgerunners.

Kharybdiss: with fell gaze it has a very strong bravery reducing aura. And it's a solid monster.

Part 3,the rest:

fyreslayers are here because you wanted them, and they're pretty solid in close combat. Also, they're two wounds each and can be used to block things wanting to charge your, say, darkshards. Overall not bad.

hydra: it's basically a distraction carnifex. kharybdiss is more important here, so every shot that goes to hydra, makes kharybdiss live longer. And with hydra's passive regeneration, it can survive quite a bit. If it gets to the fight, all the better, it's pretty good at eating things.

umbral spellportal: vitriolic spray is very short ranged. portal is here to help.

malevolent maelstrom: it's 10 points. Why *not* take it if there's a place?

 

Possible changes: illicit dealings. While extra command points are always solid, if you'd prefer another artifact or drakeblood curse, go for it. Also, fell gaze can be substituted tor acidic blood, whichever you prefer.

 

I'm not saying it's a best army ever, but I don't think you'll feel heavily outmatched using it against other battletomes.

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21 minutes ago, The Golem said:

dekay Since the list you're suggesting includes a batallion (the Charrwind Beasthunters), it also unlocks an additional artifact and a second Drake Blood Curse (for the hydra obviously).

Oh, yeah, forgot about the bonus curse. I'd recommend either jutting bones on dragon, or acidic blood on hydra.

As for the artifact - I mentioned it's a matter of preference here. Cloak on the dragon sorceress is a given, the other one is not all that crucial. Thermalrider cloak on foot sorceress to boost her mobility (short range on spray, yo), or Ignax's scales on Fleetmaster to make him live a bit longer or asphyxia censer for more offensive output... Best to find out what you need the most in such cases.

Also, I forgot to mention a command trait on the fleetmaster:

Slayer of monsters is pretty week, he won't kill a dragon by himself anyway. Both secretive warlock (one more potential spray caster?) and blackfang crimelord (drakeblood curse on all 3 monsters!) have their merits. Blackfang crimelord is a fun upgrade, because it's not tied to the general himself. Nevermind he got sniped, that hydra still has acid for blood.

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