I have been thinking a lot about tempest eye, and the potential for movement shenanigans.
This is what i found:
- First turn +3 Move
- Always +1 Run
- Chronomatic Cogs +2 move/charge
- Mucisians +1 run/charge
- Wildform (Ghur Battlemage) +2 run/charge
- Command Trait +1 to Charge rolls for units wholly within 12.
- Command Ability: Rapid Redeploy (run and shoot)
- Command Ability Sorcerers
- Artificat: Re-roll Charges wholly within 12" of bearer
Now, this leaves us with a few choices.
Black guard can suddenly move 11" run 5"-10" and then charge 7"-17", re-rolling the charge. for a total of 23"-38" threat range.
But black guard can only get +1 attack from hand of Glory, and +1 to hit from nearby sorceress. Since the sorceress needs to keep up, she needs to be on a dragon. No problem normally, because you can then take a sorceress on foot and take some darkspears as support, shadow warriors for remote objectives, and scourgerunners for harassament. But i want Gotrek, and feel that a dragon is too expensive, and also that i need multiple threats to make sure Gotrek makes it to its destination. I do think that if you are not running Gotrek, the Dark Elves do this tactic better due to the sorceress command ability.
Enter Hammerers and Iron Drakes. For this setup, i will not use the Command Trait for +1 to charge, but rather use the Hawk Eyed trait.
Allegiance: Cities of Sigmar
- City: Tempest's Eye
Mortal Realm: Aqshy
Gotrek Gurnisson (520)
- Allies
Warden King (110)
Runelord (90)
- General
- Trait: Hawk-eyed
Sorceress (90)
- Spell: Lore of Eagles - Aura of Glory (Tempest's Eye Wizard)
Battlemage (90)
- Spell: Lore of Eagles - Celestial Visions (Tempest's Eye Wizard)
- City Role: General's Adjutant (Must be 6 wounds or less)
20 x Irondrakes (300)
30 x Hammerers (360)
10 x Darkshards (100)
Chronomantic Cogs (80)
Extra Command Point (50)
Total: 1790 / 2000
Extra Command Points: 1
Allies: 520 / 400
Wounds: 88
This list has the following Idea
Irondrakes in the middle, gotrek on one side of the irondrakes, Hammers on the other side. Runelord, Sorceress, and Battle Mage need to linger between the hammerers and Irondrakes to provide the buffs.
I can no longer run and charge, but i now don't have just 1 threat that moves up the board. There is now 3 really hard hitting units that the opponnent has to think about.
Sorceress sacrifices the darkspears to cast cogs on a 5+
Hammerers will gain Wildform from the battle mage and runs (thus move 13+D6).
Irondrakes get Rapid Deploy Command ability (thus moves 9+D6 for a total of 25+d6" threat range).
Gotrek will run aswell for 6" + D6
in Turn 1 this means the Irondrakes will most likely light up their first target with 1 shot each, -2 Rend (from runelord), and 2+ to wound (hawk eyed).
in turn 2, the Irondrakes can stand still, and shoot twice!
in turn 2, the Hammerers can charge (13"-23" threat range), and gain Warden King Command Ability, Aura of Glory, for 4/3+/3+/1 each.
Gotrek will either be able to just charge, or not charge in until turn 3, that depends how aggressive combat units have been towards the Irondrakes.
I still have 210 points left. I can either demote the darkspears to bleaksword, and add the Celestial Hurricanum without battle mage. This will provide +1 to cast on the sorceress, and +1 to hit on Irondrakes and Hammeres if i place it right. Making both units a lot deadlier, and casting cogs on 4+! However, i can also add in 2-3 Gyrocopters or scourgerunnners, endrinriggers, or shadow warriors for some harassment and remote objective scoring.
What do you all think?
I personally think that Tempest Eye is very interesting and that you can build some fun stuff with this city!