Jump to content

GM_Monkey

Members
  • Posts

    179
  • Joined

  • Last visited

Posts posted by GM_Monkey

  1. BTW this is now answered in the core rule book errate in the FAQ section on page 6:

     

    PATH TO GLORY (CORE BOOK)
    Q: In Path to Glory, if a unit on my order of battle includes a model
    that is a Wizard but the rest of the models in that unit are not
    Wizards (for example, the Steedmaster in a Vanari Dawnriders unit
    of 3 or more models), does that unit count towards my order of battle
    limit of Wizard units?
    A: No

     

    • Thanks 2
  2. 2 minutes ago, gronnelg said:

    Are there any viable options for making a list primarly out of Wanderer units (and possibly a dab or two of Sylvaneth)? 
    Have Wandereres retained any of their old abilites, or gained new ones?

    Living city allows you to mix in Sylvaneth units, 1 in every 4. The wanderer warscrolls have been updated, so you can run a mostly wanderer force, however we now lack and hero choice or hero spellcaster, so a pure Wanderer is a little hard. But the main core is still there.

  3. 7 hours ago, TheArborealWalrus said:

    Hey, bit of a specific question. So in the last couple of games my free guild general (who might be a bit too much of a lynch pin currently) has been getting sniped first turn with very little I could do about it. Even with look out sir and a bodyguard he got obliterated first by ironblasters and then by bone reaper catapults. (forgot to say he was not in front, that's the goons' job) My city is from the realm of light so hallowheart felt right and then I of course picked the battleshock immunity trait (feel like the others should be better so there's more of a choice, but that's not the point of this post) which made him my opponent's top priority. I'm not sure how to protect him outside of using a dwarf as my freeguild general (which feels very wrong) to be invisible behind his human guards. Maybe make someone less valuable be the army general so at least I can keep his command ability? That's more mitigation of damage though. Plus I like the thematic nature of it being our regal leader to make the peasants fearless.

    Might just be a matter of luck, but any ideas?

    Couple of ideas...

    Hide him behind some LOS blocking scenery?

    Keep him out of range by deploying him far back in your deployment area?

  4. On 11/10/2019 at 1:32 AM, Tidings said:

    I use them interchangeably as Sisters of the Watch, Darkshards, or Crossbows depending on the list I'm building. They are generic archers and no one has ever had an issue with it, since my army is very heavily themed with several converted units. 

    Here's a shot of my army from today's tournament!
     

    TournyBoard.jpg

    What are the larger based model on the bottom left, the poses look amazing (well everything looks amazing!)

    • Like 1
    • Thanks 1
  5. On 11/3/2019 at 5:02 AM, Rogue Sun said:

    Has anyone tried or thought about going all in on a SotW build? Seems like it could be fairly devastating with the sheer amount of shots and mortal wound potential.  

    This is what I run 1 unit of 30 and a unit of 20. But the biggest issue is placement, you really have to be careful with your initial placement, not to close but not too far away. You've also got to place them with a hero close by to use the after shooting movement, so that they always have a big target within range next round. It's a tough challenge.

  6. 1 hour ago, Sennyo said:

    Hi later today I have a 1000 point game, not sure if it's meeting engagement yet but I've decided to go for a living city army. Hoping for some tips and possible changes. 

    List :

    Fleet master - general

    Sorcerer - adjucent

    Drycha

    1x scourgerunner 

    1x scourgerunner 

    20x Black guard - bodyguard

    5x sister of the thorn

    Sister of the Thorn are nice, but what the point without a Wanderers unit to cast the spell onto? Do you just want a fast moving caster?

  7. 1 hour ago, Sethiris said:


    The thing that kills is elemental cyclone. Rolls as many dice as there are models in a unit, on a 4+ it does a mortal wound. That effectively halves a unit per turn. In this game, it killed a whole unit per turn because he got lucky with the dice rolls and I didn't have any battleshock immunity.

    It's within 12" though, put I guess with 5 caster it difficult to guess which one is going to cast it? Or was he casting it though a spell portal or balewind?

  8. I think there is a kurnothi faction on the horizon and this is part of it. There was another rumour engine (the long braid I think) that hitted at more models after beast grave had been released. Just have to wait and see.

  9. 17 hours ago, SwampHeart said:

    Decided to give Living City a go this weekend at a little FLGS event. Took the weekend out at 3-0, overall I was really pleased with the list, I actually think it surpasses Hallowheart for me going forward. 

    List was:

      Reveal hidden contents

    Anointed on Frostheart Phoenix - General (Ironoak Artisan), Spear of the Hunt
    Runelord
    Battle Mage - Hysh, Life Surge
    Sorceress - Ironoak Skin
    Sorceress - Cage of Thorns
    20x Phoenix Guard
    20x Darkshards
    10x Bleakswords
    20x Iron Drakes
    10x Shadow Warriors
    5x Sisters of the Thorn
    Scourge Runner Chariot
    Scourge Runner Chariot
    Balewind Vortex

    I played against:

    Hedonites w/heavy BoC elements (my actual army I lent a friend) [Knife to the Heart]. This was a tough game but I know how (my) opponent's army worked inside out. I was able to use my fairly heavy shooting component to control the kind of damage he could do to me. I also deployed far off the line to take the bite out of his speed. One of the things that really impressed me with Living City here was that I had enough serious threats to take his objective that he couldn't just leave token models back to hold it. I won the major on turn 4.

    Legion of Grief [Focal Points] - This was a really great game, my opponent used a lot of movement tricks and positioned very well to help him stay competitive in the scoring. That said the ability to threaten one side of the board with Irondrakes and the Phoenix really let me bully him to keep a points lead. I did feel the burn for paying for decent rend on a lot of units in this game but even then the volume of dice the shooters put out overwhelmed a lot of the ethereal saves. Phoenix guard were very impressive in this game, especially when paired with having a -1 to hit and -1 to wound in some cases. 

    Seraphon [Duality of Death] - My toughest game of the weekend for sure, our local Seraphon player I think plays the army very well. He had lower drops than me so his goal was to take both objectives on turn one and then teleport off one objective and castle on another to basically force me to take the 2nd objective from his Dino Fort. I think the play was strong but he under estimated my shooting output and I was able to take one objective on the bottom of my turn - pairing that with a big double turn (I think his biggest mistake was going first this game) I was able to fully clear him from half of the table and then get aggressive on his side where on turn 4 I took his objective and broke his progressive scoring. Overall a really tight game and one that I'm sure could go both ways depending on a few key dice rolls.

    All in all I really liked playing Living City. I felt like the mobility was fantastic, the City has good synergy with a nice chunky Frostheart (who gets down to a 2+ if the Sisters get mystic shield off on him). Cage of Thorns was really helpful all weekend, it helped me slow down certain elements of my opponents army (and is down right nasty when cast on support heroes who need to keep wholly within for buffs). I'm sure there's room for improvement in the list (I'd love to get Soulscream in somewhere) but I really felt like LC gave me the opportunity to put together a well rounded list that could play most game types. 

    Hey man sounds cool, glad you're having success with the living city, I'm still finding it a little hard to get the placement of units correctly.

    Just a couple of questions though,

    How do you get the -1 to hit and -1 to wound? Is this a spell I've missed?

    How did you get the Frostheart Phoenix down to 2+ save? 4+ to a 3+ with any spell 12" but mystic spell re-rolls 1s on the save, unless I've missed this changing back?

  10. Seems today I'm gonna be disagreeing with you a lot.

    Phoenix guard and Eternal Guard server 2 different roles in the army. PG at 160 point with 2 attacks 3+ 3+ -1 rend  4+ save are the elite infantry role. Tougher version of Wildwood rangers, great swords and Executioners. EG at 130 points are the defensive hold your own objectives unit at 2 attacks 3+ 4+ 0 render 4+ save should be used to camp your objective and get the 1+ save, hit and wound bonus. Give them Armour of Thorns and they become immovable  with a 2+ save return MW on 6s. They are the expensive side of the objective holders like Freeguild Guard, longbeards and Dreadspears.

    Fear of MW on an 4+ save infantry blob is really not something I consider a lot.

    • Like 1
  11. 14 minutes ago, Raffonerd said:

    You wont make SW bodyguards. You have PG or EG for that. Plus, if they hit the assasin you will bless good for the favor. :)

    ...

    Yeah lets not hit the 11 point model, lets hit the 13 points or 16 point model (although this does give you another 4+)

  12. Just now, Raffonerd said:

    ....

    Ts 2 against 4 for a 5 wound guy it's more or less useless as long you have bodyguards. I mean it's not usefull spend any point for it.

    yeah 2+ save who needs it, And those debuffs and buffs so expensive for 40 points. I mean you could get half an assassin for that!

    The bodyguard is on a 4++ as well you know, and you do lose the bodyguard model so a shadow warrior you're losing 11 points a pop. 4 Attacks go though and you've lost more than that precious 40 points you saved.

  13. 2 minutes ago, Raffonerd said:

    .... The assassin does more or less the same for 40 points less. 

    No he doesn't.

    - The Assassin has save 5+ the Nomad Prince has save 3+ massive difference.

    - The Prince debuffs 1 hero with 16" with -1 to hit, cast and dispell.

    - He also buffs Sister of the watch, Wild rider, Wildwood rangers, Sister of the Thorn, Eternal Guard and himself (admittedly SotT and eternal guard don't benefit so much from it)

    Damage output is roughly the same with a average 4 damage for the NP and 2 + 1MW for the assassin.

    However with IronOak, the spear  and a CP the NP is 2+ save 4 attacks  hitting on 2+ wounding on 2+ rending on -2 and 2 damage. He's a beast.

    Like I said the assassin is okay but for me personnally he is not the better general.

  14. 1 hour ago, adreal said:

    So I read the princes command ability wrong

    "You can use this command ability at the start of your shooting phase or at the start of the combat phase. If you do so, pick 1 friendly Hero with this command ability. Until the end of that phase, add 1 to hit rolls for attacks made by friendly Wanderer units while they are wholly within 12" of that Hero. A unit cannot benefit from this command ability more than once per phase."

     

    So it's all Wanderer units wholly with 12". Okay if you're all bunched up but not amazing. Good if you've got spare CP and really want a block of 30 sisters of the watch or Wild wood rangers to remove something. Other then that you'll probably need it for inspiring presence because my god to these guys run away fast.

  15. 1 hour ago, Raffonerd said:

    I prefer Assasin as general for this city. It unlocks SW as Bline.

    I think some of the problems I have with this are:

    - He can be hidden for up to 2 hero phases so no chance of additional CP, plus who is the Adjutant that can keep up with a hidden Assassin.

    - 5+ save makes him very vulnerable

    - What Trait will you give him, Ironoak is okay but makes him a 4+ but his mortal wounds are unmodified so don't benefit from the +1 to wound. The other 2 won't work as well as he's gonna be hidden for 2 rounds maybe.

    But the beauty of Cities of Sigmar is we can all run completely different list which are completely valid, so if you want to do it go for you life. Tells us how it went. 

    • Like 1
  16. 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.

    • Like 1
  17. 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?

  18. 1 hour ago, Maturin said:

    Did you guys considered bringing Aetherwings ? They're 50 points for 3, if you put two 50 points units on the table, you've got 100 points more for your ambushing ones + since they're mvt 12", you could easily go grab an objective somewhere on your first turn if your opponent wants to play it smart and see what you're going to do.

    Can you get Aetherwings without buying stormcasts?

  19. So with the living city hidden pathways ability do we need to place a unit on the table before we place a unit in reserve? The wording is a little strange on on this.

    So for example I can do this:

    1. Shadow warriors in the shadows, 2. Sister of the Watch hidden pathways, 3. Dragon hidden pathways, 4. Eternal guards, on board here, 5. Nomad prince on board here etc

    Or do I need to do:

    1. Eternal guards, on board here,  2. Shadow warriors in the shadows, 3. Nomad prince on board here, 4. Sister of the Watch hidden pathways,  etc?

     

  20. 6 hours ago, Zappgrot said:

    I was wondering about something. 

    If I understand the rules right. 

    I could use the hiddenpaths to drop  this

    20  free guild crosbowmen x2 

    1 free guild general

    1 celestial hurricarum

    on someones flank

    And then unleash 80 2+2+ shots in their side.  (for on cp of course)

    Seems powerfull for 720p

    Yep you're right here (Wanderers have been able to do this for ages). However things to consider:

    -You 40 crossbowmen need to fit into a 6"wide strip at the edge of the board. That takes your range from the enemy down to 17" 7 rows to fit 40 guys in

    -You have to be 9" away from the enemy, so a screen unit can mess up any plans to hit that big juicy guy.

    -Once you've killed everything within 24" you're stuck out on the edge, (Living City CP helps, a lot with this).

    - With 4 drops in the hidden pathways you need 4 drops on the board.

    But yeah this is how I run my Sisters of the Watch, until of 30 coming in on the flank, killing everything with 18".

    • LOVE IT! 2
×
×
  • Create New...