Jump to content

Arkhanist

Members
  • Posts

    79
  • Joined

  • Last visited

Posts posted by Arkhanist

  1. Given it's not been corrected in the FAQ, and that everyone else I've seen comment concurs, yes, the 1 in 4 unit rules applies separately to each type. The legal extreme is thus 1/4 CoS, 1/4 SCE, 1/4 KO and 1/4 allies. So from that perspective, a quick count of your units says that that's a legal list. Only allies have the points limit in addition, and you're just below that; with 2/13 stormcast, 3/13 KO and 2/13 allies, each is below 1/4.

    • LOVE IT! 1
  2. 3 hours ago, Hannibal said:

    I like the model and rumors had it that you can run them as battleline if you also field some kind of character steam tank.

    That's correct; you can add a commander to a steam tank for 50 pts which makes it a hero plus a couple of abilities; and if one is your general then steam tanks become battleline. This also means a tank with commander can take an artefact - like the thermalrider cloak. Flying steam tank!

    They are great models and a classic unit. The rules are not trash tier, but general consensus is that they're not particularly competitive for the points. So definitely 👍 for casual games, less so for competitive cut-throat games.

  3. Basically, yes. Since CoS has special (overall more beneficial rules) for our 'not-allies' like stormcast that means they can't be taken as conventional allies, we can't take the battalions, even though we can take the units that make them up and they have the CoS keyword!

    But yes, we're not the first tome to have issues with battalions because of that particular FAQ. Beasts of Chaos battalions was a mess until they fixed them as a special case in their Errata; it's still fairly broken for several Death factions if I remember correctly.

  4. 3 hours ago, bilbo said:

    Hey all,

    ++NOOB WARNING++

    Boychick has been warhammering me into the ground for about six months now, and now only communicates in dice rolls. Beat em / Join em, I've given in and reckon that CoS and Living City interest me enough to jump in. Currently corralling an army out of assorted D&D figures, toy soldiers, matchstickmen etc. until payday kicks in.

    I've got the germ of an idea from this: namely, an upstart offshoot of the LC setting up in a Wyldwood, deep in jungle on the edge of the Vindpool and occupied by a ragtag band of misfit humans and a few WWR, with some kind of dryad component. Backstory is that the General (human, female) was the lover of a SCE general - based on Neave Whatsername - and, through some unfortunate Thing in Her Past, had to take up the 'offer' of starting a colony and leaving the City.

    Further misfortune means that the chosen spot has, of course, been chosen before, and the colonists disturb a necropolis and thus find themselves fighting off a bunch of Undead (kiddo plays Nagash, see).

    Thus far can imagination take me. I need to know:

    - if my human female general can have any sylvaneth-like traits? I see her as a retired badass with new skills,  growing a settlement in the woods and somewhat grumpily taking up arms again.

    - what are my artillery options? I seem to have formed the idea that a lot of the archery units have been squatted, which is upsetting.

    - I want a bunch of females,  too. Are there any human women in AoS? Secondly, the relief force (lead by General's ex-lover,obvs) are going to be all female. Which might be tricky.

    -  Is my idea bollocks?

     

    Oh yeah. And hi.

    B

     

    Ello :)

    There's a lot of scope for your own background in Cities, and a bunch of us are doing 'counts as' cities already, so no issues on that front - the more the merrier!

    Cities is also one of the most conversion-friendly armies, both because of the relatively 'low fantasy' models, and the scope for your own backstory.

    In terms of female models the aelves have by far the best range, as Aelfric lays out; either already female units, or since they share much the same bodies in dual-kits, you can swap in the existing plastic female aelf heads on pretty much any aelf and have it work.

    The next best is stormcast eternals - Sequitor and Evocator multipart kits come with 2 in 5 female bodies, with helmet or bare headed, and they're not radically different from the male models in the set; if you can live with the slightly stockier chests, you can just add human female heads to all of them and they look fine. To avoid too many duplicates, you can get the forgeworld stormcast eternals female heads.

    There are also some other female stormcast; most of the the easy to build stormcast sets have 1 in 3 female models, one of the ballista crew is female and there's also naeve blacktalon. Most of the older kits pre soul wars (liberators, cavalry, heroes) are male only though. That said, the armour is so big compared to the heads it wouldn't look super out of place to put female heads on them too.

    statuesque 'heroic scale' female heads are designed to convert larger male-sized GW models, while the heroic scale narrow female heads work better on slighter or originally female models.

    e.g. heroic

    Heroic1.jpg

    vs heroic narrow

    narrowgw3s.jpg

     

    For normal sized slighter human models, e.g. freeguild, the narrow-scale also looks a better fit, especially if you keep some of the original male heads. All the freeguild models are male, but sufficiently clothed (and usually with breastplates) so you could get away with just smaller head swaps, e.g. the statueque heroic narrow options - but I'll come back to this with an even better option in a minute.

    For more heavily armoured women, 'borrowing' 40k sisters of silence definitely works - Sisters of Silence vigilators are a perfect stand-in for greatswords, and would also work great for a female freeguild general, with statuesque heroic narrow head-swaps optional (obviously you wouldn't use the gun versions)

    narrowGWbobs.jpg

     

    Another great source of bits for female human models is anvil industries - the range is biased towards 40k imperial guard, but they have several bits that you could convert freeguild units with some carving/chopping, particularly some of the torsos combined with statuesque female head swaps; hussars for cavalry, cuirass for freeguild guard and crossbelts for crossbows/handgunners, for example.

    F-Hussar-F-400x400.jpg.8c8d7cea51d7c4fa28b97c4526d86051.jpgF-Cuirass-F-400x400.jpg.5d65060a5686b67c4b3573387f7dc957.jpgF-Cross-Belt-F-400x400.jpg.92d97b401fb9742c1c112895b2ef663b.jpg

     

    Most of the rest of the female models out there don't fit GW scale; the frostgrave soldiers II box would be great, but they're a head shorter than GW's 'heroic' scale, and the hands are noticeable smaller - they're 'pulp' or 'true' 28mm scale rather than GW's effective 32mm scale these days. If you weren't mixing and matching though, it could work as the basis for an entirely female unit.

     

    North-Star-Frostgrave-Soldiers-II-0.png?

     

    One exception is reaper minatures; they have a bunch of single-pose female models, that would work fine for characters or the odd female model and blend right into GW size.

    Lastly, merely for completeness, if you can live with very exaggerated ******, there's *some* raging heroes models that fit in freeguild, but their range is mostly near-naked (or completely naked) dark elves or chaos in 'joints don't work that way' poses so not to my taste personally.

     

    • Like 2
  5. 42 minutes ago, SwampHeart said:

    You can use the Cleansing Phalanx as an allied selection (thus subject to all usual requirements) and the units that make up the battalion would also be allies. I've attached the relevant FAQ section as to the 'why' of this. 

    There is a question mark over using certain allied battalions, precisely because of that FAQ entry.

    Cleansing Phalanx has an allegiance of "Stormcast Eternals" (this is specifically mentioned a couple of questions later)

    Quote

    Q: Some warscroll battalions included in battletomes do not have a faction listed above their title. How do I determine which faction they belong to for the purposes of allegiance abilities?
    A: The battalion belongs to all of the factions in that battletome. For example, the warscroll battalions in Battletome: Stormcast Eternals are part of the Stormcast Eternals faction.

    So, the 2nd part of the FAQ applies, as a Cities of Sigmar army is a different Allegiance to Stormcast Eternals.

    Specifically,

    Quote

    An army can include a warscroll battalion of a different allegiance to the rest of the army, but if it does so the units in it do count against the limits on the number of allies the army can have (and the points for the battalion and the units in it count against the points limit that can be spent on allies in a Pitched Battle).

    Cities of Sigmar can't take Stormcast Eternals as Allies as they're not on the Allies list; same as Tempest's Eye can't take Kharadron Allies, and Living City can't take Sylvaneth Allies. Instead of course, we have our custom rules. e.g.

    "1 in every 4 units in a Cities of Sigmar army can be a STORMCAST ETERNALS unit. Those units gain the CITIES OF SIGMAR keyword and the city keyword chosen for your army."

    This is somewhat akin to the behemoth or artillery restrictions, where we can have X amount of those units but not a separate points section as allies do - and of course, they get the CoS keywords, which allies don't. 

    So going by the Core Rulebook Designer's Commentary as written; if we're using a battalion from a different book we have to count the points for those stormcast units and the battalion itself in the allies section - which we can't use for Stormcast, even though we can take the units themselves by another mechanism.

    I had hoped this would get resolved one way of the other in the CoS Errata, but no joy so far.

     

  6. 6 minutes ago, Amradiel said:

    I love the KO models. How is the best way to max out on KO models in Cities of sigmar?

    Take Tempest's Eye as the city. They have a rule that up to 1 in 4 units can be Kharadron, and they gain the city keyword so benefit from city rules, no limits on points. You'll need to keep the CoS units cheap to take a bunch to give you more Kharadron slots. Pistoliers and outriders are pretty cheap points-wise, are battleline in Tempest's Eye, and can be used in the Tempest's Eye battallion (with a freeguild general and even 2 gunhaulers) so that's one place to start.

    Bear in mind Kharadron are one of the very last 1.0 tomes (only 4 left to do) so are expected to get a new battletome in the next 2-3 months, which may impact on what are the best units.

    • Like 1
    • Thanks 1
  7. 9 minutes ago, Kloefklaffer said:

    Hello everyone, a friend of mine wants to start his journey in AoS with the free cities and stormcasts but we are unsure how these can be mixed since he doesnt have a battletome yet.

    Can all stormcast troops and heroes be used in the free cities?

    Is there a limit on how many stormcast you can put in your army?

    Are stormcast warscrolls included in the free cities tome? or does he have to buy both battletomes?

    You can use any stormcast unit or character you like in any city, they all gain the appropriate city keyword to benefit from city rules, but not stormcast host bonuses.

    You can have a maximum of 1 in 4 units be stormcast but no point restrictions.  This does limit you somewhat.

    The stormcast warscrolls aren't included, but you can get them for free from the unit pages on games-workshop.com or the AoS app.

  8. 1 hour ago, Gaz Taylor said:

    Do I think GW kits are expensive? Yes, but then they are the best model kits in the world, especially when compared to others. Yes some models from other companies are amazing but GW consistently makes kits that are a joy to put together and use.

    I agree with you on the new kits being extremely good technically, with one caveat I'll come to in a minute. But they also sell a lot of old models, particularly in 40k, where some armies are still slogging on with models that are 20 years old. They might have been recut with extra accessories, but they kept the same main models - or finecast. Compared to models from say Artel W, or victoria miniatures to pick just 2, GW does not look good in comparison, yet those kits continue to relentlessly rise in price too. Blood Knights, 5 for £61.50!

    Of course, the cities of sigmar book was the reason they ended a lot of older kits, and effectively ended their rules too. GW are being much more aggressive at killing off older factions (rather than updating their models) than they dare to with 40k. Still rather salty on how many dispossessed models I've got that are effectively useless now (some still technically have warscrolls and points, but won't survive the next handbook and it's not like dispossessed were in a good place ruleswise before). The various other factions in CoS have seen similar butchery of their options. I do have a legions of nagash army, I'm fully expecting that to get mostly squatted in the near future.

    So yes, the new kits are lovely, but it's such a lottery, as they rarely update older factions but launch entire new ones instead. Will your new faction get a handful of units then get forgotten about (kharadron & fyreslayers)? Will your models hang about for many years never getting an update (classic undead, say hello zombies), or will they just get wiped out when GW wants to sell the new shiny? Will a key character be in a very limited run box that's sold out before it even releases, and never be seen again?

    Lastly, that caveat. The models are very detailed and the layout engineering is basic genius to eliminate seamlines etc, but at the cost of much more monopose design. The legs + torsos are almost always a single layout, only certain arms fit certain torsos; often the only significant decision is which head to pair with which body, so the unit looks very repetitive. It makes conversions and posing significantly tougher, not least as all those detailed dangly bits are moulded across multiple parts so you can't swap things about without major reconstruction; and you have to be good to make it fit in with the existing detail. So you mostly have to like the kit as it comes, and live with the repetition.

    This isn't a discussion about value for money or prices because those are ultimately subjective - of course my opinion is no more valid than anyone else's. But the above issues, in combination with the - for me - eyewatering prices, are what have impacted on my purchasing dropping off dramatically.

    • Like 2
    • Thanks 1
  9. I have definitely had a bad plastic crack habit over the years, but my purchases have dried right up. In previous years I would likely have bought the new ossiarch box, but that kind of impulse buy is just too much now. I've largely been limited to just the special box deals with heavy discounts the last couple of years (with online 3rd party discount on top) making it still affordable, but even those are getting rediculous.

    So now I'm putting a dent in my backlog (some of which is repaints), and recycling old minis by buying some new parts from bits sellers or other conversion companies to update weapon options, heads etc instead of buying new.

    The irony is that being middle aged on a decent wage I can afford to buy at the current prices, but they feel such a rip off now it really counteracts that 'so coool' impulse purchase for something new, or a cunning conversion - and once that passes, and I remember my massive backlog, I just go back to mostly painting what I already have. Even the 'boxed' games which I've usually found hard to pass up have gotten to silly pricing levels and I don't buy, like titanicus.

    Repeatedly seeing units be killed off before I can even finish painting/updating them is disheartening with every new book, and I'm seriously considering selling off a whole bunch of older models which would literally be a first ever for me.

     

    • Like 3
    • Confused 1
    • Sad 1
  10. The effect of doing burning skulls/bone/ghosts/fire successfully all follow roughly the same pattern; basically layer in reverse. You start with the lightest colours first, then layer successive darker colours over the top in smaller amounts, leaving the lighter paint in the 'hotter' inner recesses. To speed things up, you can do the mid-layers with heavy drybrushing, then transition to controlled highlighting with thin paint (which is kinda glazing-adjacent) for the final stages. You can obviously simplify a bit for small areas, but the principles are the same. Also works great for weapons, so you could extend the effect there to give them a bit more pizazz.

    Great tutorial here.

    22-bloodthirster-1.jpg?w=656

    • Like 1
    • LOVE IT! 1
  11. I see what you're aiming for, but I fear Contrast could end up coming out a bit too blotchy for the effect you're after.

    I'll suggest a different paint to get that effect; a colour change metallic, possibly adjusted with a light drybrush and/or wash. Two that spring to mind are from turbo dork.

    The first is turbo dork dark net. It's a pretty dark paint already, but a great subtle effect; it does change as you rotate the model to give dark blue-green highlights. It is a sod to photograph. To make it look less polished/reflective, you can use a matt coat varnish over it; it keeps the colour change effect, but it is a bit more muted. You could do a light drybrush with a lighter green just to boost the edges.

    turbodork-paints-darknet.jpg.b3bea79dfff5a26c47c0033f5f9c07eb.jpg

    The other option would be Turbo Dork electrum - here seen on the wing webbing between the spars; it's a darkish gold/green combo (you can see the two colours on each wing).

    69050816_701924496916674_880641557260938

    You would want to darken down the crevices with a wash to get it closer to black. So either black templar significantly thinned with contrast medium, applied in a couple of thin coats; or another combo I've found effective without being blotchy is nuln oil mixed about 50/50 with contrast medium with acts like a 'super wash' - it seeks out crevices without pooling on the surface, if you wanted a lighter effect. Again, a matt varnish finish would make the surface less metallic/polished.

    Turbo dork paints are easiest applied with an airbrush over a black primer, but can also be applied as two or three thin coats by brush - just do the brush strokes in the same direction.

    I have a pot of dark net, if I get time in the next few days I could try and whip up a couple of test minis for you if you're interested.

    • Like 1
  12. 1 hour ago, SwampHeart said:

    Because you aren't supposed to play mono Dispossessed, or mono Wanderers, or mono anything. The book is called Cities of Sigmar and is about playing with armies of the Cities which are blended forces that represent the various factions in that city. The sooner people grasp this the better. 

    The problem is that dispossessed are middle of the road. They weren't exactly strong before, they all got nerfed or squatted bar hammerers, and in CoS there's basically an equivalent or better unit in every slot point per point - and they've all got faster movement. Irondrakes can easily be replaced by darkshards, or crossbowmen, or sisters of the watch. Longbeards are a sad joke now, and ironbreakers are slower, less tough and do less damage than phoenix guard. Hammerers are hard hitting but fairly easy to kill - and slow. You're better off taking sequitors, or the various cavalry options. Basically, they don't seem to have considered movement at all when pricing units. Sure drakespawn knights suck, and that sucks; but the remnants of the dispossessed faction are all basically meh now.

    Have a look at the lists people at putting up, and see how many people are including any dispossessed who *aren't* old dwarf players trying to make use of the handful of units that are left. It's hardly any. It doesn't help that none of the batallions include dispossessed.

    Can we spend a lot of effort and points buffing them and replacing the squatted units with freeguild etc to try and make them work? Sure, and that's what old dwarf players are doing, because we already have the models, aned you can still get a fun list for non-competitive play at least - that's what I'm doing. But ultimately you could replace every single dwarf unit in a list with other CoS ones and have a stronger, more flexible army. And that's a shame.

    • Thanks 1
    • Sad 2
  13. 6 hours ago, dekay said:

    In general, yes, I agree. Hard to argue with numbers.
    However - to count bonuses for standing still into this equation, we assume the unit is shooting in range that can be easily moved, ran, and charged through (damn, some things in this game have insane speed). Those units have 16-24 range. In case of crossbowmen it might be a bit of a challenge, but charging irondrakes without giving them a chance to shoot is not particularily hard. Sisters will get their reaction shot at least, so they get a bit of a pass here ; )

    So, if they get an opportunity to fire its either because they're screened (thus we need to factor the cost of the screen in), opponent made a mistake (and that's not something we can count on) or, as you said, we're using the bridge - which can just fail, leaving huge chunk of our force either useless or, at best, forced to lose their bonuses and move. And it hinges on one casting roll. I'm personally not willing to bet effectiveness of 500+ points of my force on a single roll.
     

    And, because I don't trust the bridge, I'd go darkshards route ; ) Darkshards are solid. They will move, get in range and shoot. Might burn some CP to make that move further. There's not much enemy can do about it, and it can't really fail (same with arkanaut skyhooks with similar results) .

     

    Skyhooks are great and arkanaut horde will be your friend then ; ). Or, if you're a gambling man - soulscream bridge shenanigans ; )

    A big factor for me is I already have 30 irondrakes and as many old warriors I can greenstuff into longbeards as I could possibly want, ironbreakers, hammerers, plus some old empire 1st gen plastics (with metal arms!) which I can convert; while I don't have any elves at all :)

    So it's a case of making what I have work with some additions more than anything else -an entire new CoS infantry army ain't cheap!

    Dark shards are a very useful unit for flexible firepower on the move, no doubt at all, and quite possibly the best unit for that in the book (though I do think pistoliers in the battallion given them a run for their money). But to be fair I think all decent sized missile units want a screen now, as there are armies that will get across the board turn 1 in numbers. And given we're a relatively high drop army due to lack of battalions, it's not going to always be about us pushing up to hit them, but weathering the alpha strike.

    As you say, the bridge is a risk. but I see it as more of a bonus if you can pull it off; irondrakes can push up hard too on foot, if not as efficiently that 1st turn. That 2+ against shooting on 1st turn also makes them a tough unit to get rid of in one round.

    What's really nice is that multiple approaches look viable; just in tempest's eye, we're seeing gotrek + old school dwarves, infantry elf heavy, freeguild gunline, monster mash, cavalry for days...

     

    • Like 3
  14. 5 hours ago, Knight of Ruin said:

    Conclusion:
    Irondrakes are better than thunderers IF standing still OR shooting at units with a 3+ save or better. 

    Thunderers are better than irondrakes if the unit is required to move, or against weak hordes with a 5+ save or worse.

     

    Disclaimer: 

    There is no math here, just dice rolling. I did attempt to account for the Rule of Averages by doing each scenario multiple times, and i do not feel the dice were overall against me, or in my favour.

    Irondrakes firing twice are definitely nasty, particularly when buffed up. You suggest the soulscream bridge for the thunderers, but it helps the irondrakes even more as they don't count as moving - which means plonk them 24" up the table (more really, since they can be wholly within 6" of each end) and fire twice. Give em a chaff screen and a runelord, and they should definitely give your opponent a headache as they should be able to just sit there and blaze away. Make the chaff screen longbeards for extra beardiness :)

    You could use a sorceress and a sacrifice from a unit of darkshards to get a +2 on the bridge cast, and then they can also run up and fire twice (or use the bridge) to supplement the irondrakes against weaker units, or use something like bleakswords as the chaff screen.

    Alternative a hurricanum to help buff everything in the middle table with +1 to hit and +1 to cast on the bridge for a battlemage; and outriders or thunderers to take advantage of it too with some flexibility of movement.

    I do love that there's so many choices!

     

  15. Kharadron aren't a competitive army, at all, in the tournament scene. Their one thing is they're not bad at shooting, but they're not terribly cost effective, and really struggle against horde and 'activation wars' melee. Take them because you like the models and the fun of it, in games which aren't cutthroat tournament training. They're not bad, particularly in CoS which can mitigate some of their weaknesses; it's just they're not outrageously filthy good which is a requirement for maximised efficiency.

  16. 17 hours ago, Jator said:

    I think it was around twelve when a classmate lent me a White Dwarf and I get hooked. I was already a fantasy fan into LotR and Dragonlance, and I started collecting a few minis and monopose plastic boxes in a disjointed manner. I even asked for the 4th edition box for Christmas (Grom vs Eltharion) and manage to get a single game at the LFS where I played D&D.
    But the lack of money, skill (for painting) and a gaming group frustrated me and I gave up on the hobby.

    Years later, with all the End Times fuzz, I realized that I had money and knew friends into the hobby, so I jumped in (Some might say it wasn't the best moment, but hey, people were underselling their armies).

    Honestly, I get bitter when I think about all the years I missed, so stories like the ones shared by @Minis by Night and @Televiper11 helps me reconciling with myself.

    The irony is that as a teenager I lacked money for the hobby but had plenty of time so ended up with some real oddball stuff painted in outrageously bad schemes (many from a couple of friends who donated their unwanted models as they quit). As a middle aged dad I have much more money to buy new stuff, but lack the time to paint or play! Many people end up taking a break, or several, from the hobby. Just finding other things more interesting (the opposite sex being a common one) or just moving on is entirely normal.

    So don't stress about the time you missed - you spent it living your life! You're in a place now where you've found a 'new' hobby you enjoy, and that's always a good thing, no matter when it happens.

    I shoved my old models into storage in my 20s due to girlfriend, time, space, job - and despite several aborted attempts didn't really get back into it until my late 30s. Though mostly painting and smaller board games I can play with my wife rather than full-on tabletop, though I like to fantasise about one day having fully painted armies to a decent standard again - hopefully before my kids are old enough to start playing! Got a humongous backlog to get through first... I might not have much time, but that I can spend I do enjoy.

    My four year old twins show great interest whenever I'm painting or constructing, wanting to 'help' - so the latest is I let them 'sand' the models like daddy - with polishing sticks 😄

    So there's definitely hope I'll end up inducting them into the hobby in a few years! Muhahaha.

    • Like 1
    • Thanks 1
  17. 1 minute ago, zilberfrid said:

    They still could get buffed by General on Griffin (and technically foot), because they are Freeguild.

    I don't think you can use the General on horse, because he was part of a warscroll that's been updated. Similarely, militia is out as well.

    Yes, they could get buffed if you're using the new warscrolls for the units which gained the freeguild keyword. The GHB merc companies were written for the old general alliance warscrolls, obviously, leaving a few holes! I've just spotted that the merc general is 0-1, so yeah, since he no longer has a warhorse option on the current scroll, you just can't take him; I was thinking there was a direct conflict where the company instructs you do something you can only do with an outdated warscroll, which you normally can't do.

    Next update to the GHB will presumably clean this up, and maybe sooner if it gets FAQd.

  18. 44 minutes ago, zilberfrid said:

    Double, but since I'm here, I think the Nimyard rough riders would get the City keyword (for instance, Hammerhal), am I correct in assuming that?

    This would give vanguard deployment to all armies for just a command point.

    Kinda but not in the way you're thinking, I think? Mercenaries come from your allies allotment, though ignore the usual keyword restrictions for allies, and it does say this:

    "In addition, a MERCENARY unit cannot be the army’s general, cannot use or benefit from your army’s allegiance abilities, and cannot be a named character." and

    "Instead of setting up a unit from this mercenary company on the battlefield, you can place it to one side and say that it is scouting as a reserve unit... Any number of units from this mercenary company can be set up this way."

    So yes, the units bar general would have the CoS keyword (given they're freeguild units; the freeguild general has to have a horse, so must use the old warscroll I suppose) and arguably would get a city keyword too given the wording of the CoS allegiance rule; but couldn't take any benefit from it. And no other unit that's not in the merc company can use their deployment tactic.

    But I'm not sure what you mean by 'vanguard deployment'? Any army can use the rough riders for the 1cp first turn cost + points etc, but they're still effectively treated like allies for the 1 in 4, points and don't get allegiance abilities.

    As an aside, the reason I don't think that rule applies to mercs as retinue/adjutant is because they're not using (or benefiting from) the allegience ability, the CoS General is; they're only the enabling target - e.g. "If you pick a retinue, your general gains the following ability"

  19. My initial thought was 'probably not', but I agree with zilberfrid after reading the allegiance ability again; the abilities come when you pick a CoS general, and it only requires a "friendly unit" and "friendly HERO" as the targets, respectively. Double checking the core rules, "models from your army are referred to as friendly models" - so if it's in your army, it can be chosen as retinue or adjutant (subject to the additional restrictions of model count etc).

    I guess if your general trusts a bunch of cuthroat mercs to take a bullet for him, who are we to argue? ;)

  20. 5 hours ago, Knight of Ruin said:

    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!

    Glad I'm not the only one thinking of a big unit of hammerers, irondrakes (+king&runelord) and hurricanum to have a badass heavy infantry force push hard up the board 1st round to murder from the centre! It might not be as effective as a cavalry/monster list, but I have dwarves and freeguild models already, not elves and monsters...

    I'm not *entirely* convinced there's really room for Gotrek in a 2000 point list, but its definitely a  fun idea. Sorceress + cheap sacrificial darkling unit feels kinda dirty in a dwarf list, but is a decent way to get off cogs or soulscream bridge. The latter is tempting to just bounce the irondrakes and/or hammerers forward in one go - and the drakes can fire twice on the first turn without needing Rapid Deploy either.

    Hurricanum doesn't buff the sorceress +1 to cast though, only collegiate arcane wizards alas IIRC.

    • Like 1
  21. Player-made cities can be in any of the realms (apart from Azyr, maybe?) - Rikki's city is in Ulgu, for example.

    All the current host 'count-as' cities are only from Aqshy and Ghyran. So depending which city keyword you pick forces the source realm choice, bar Hammerhal, where you can pick either. So the net effect is that you can only choose from Aqyshy or Ghyran realm artefacts (as appropriate) or the city-specific ones of your host, which is a restriction, but one all CoS armies have.

    But for fluff purposes, it's not really an issue.

    • Like 1
  22. Welcome in, I think Cities of Sigmar is indeed a way 'in' to AoS for us players with older collections that haven't been very good up until now - it's certainly finally got me dusting off my old dwarfs to join AoS. I'm no AoS vet, so I can't speak to that side of it, but I can give you my twopenneth.

    Quote
    • In background terms, would there be any 'oddness' to most AoS players to have an army completely consisting of Dwarfs? 
    • Similarly, would the absence of blackpowder tech seem odd, or could that be explained by the city being based in (say) the Realm of Beasts?
    • The Cities of Sigmar book means I have to pick a city. How can I reconcile that with the question above?

    GW seem to be going quite a long way towards encouraging customisation and fluff for Cities of Sigmar. There's this community article, in which 2 of the 3 cities showcased are entirely player invention.

    So in terms of rules, you have to pick 1 of the 7 - but there's no rule requiring you to paint them a certain way, nor what fluff you can use with them. So although you need to use one of the existing keywords instead of making one up, you can have your own city with your own scheme and fluff, and just have it fight 'as' Tempest's Eye or whatever. The only wrinkle is that realm artifacts can only come from the official city realm, so if your fluff city is based in Ghur, but you play as say Living City, your artifacts can only come from their realm, the realm of life, but that's a pretty minor problem. Tournaments that give bonus hobby points for using the 'official' scheme for your army may also penalise you, but that is also a pretty minor issue in the grand scheme.

    As long as what you have is clearly represented on the table to match the warscroll, and can't be confused for something else you'll be fine.

    It's not hard to imagine duardin in the Living City (or equivalent fluff version) forsaking gunpowder, or indeed even being a primarily duardin city, so I think in terms of background, you have a lot of flexibility to do whatever takes your fancy.

    33 minutes ago, apologist said:
    • The new Cities of Sigmar allows me to use lots of my models as-is – the majority are Ironbreakers, Longbeards and Hammerers. However, I've also got a regiment of dwarfs with crossbows (veterans of 3rd ed. Warhammer, when I last properly played!). Am I better off using these to count-as Free Cities Crossbows, or is there a way to 'ally in' dwarf Quarrellers?
    • Do dwarf clan warriors  (i.e. not the elite Ironbreakers, Hammerers etc.) exist any more? Is there a way to field them within the Cities of Sigmar book, or will they have to be counts-as Freeguild Guard?

    The old dispossessed that got dropped still have warscrolls with points. They can't be allied into CoS as 'dispossessed' aren't an allowed ally faction. Personally I'm reluctant to use my old ones as count-as freeguild crossbowmen (or thunderers as handgunners) as the movement values are different to other duardin and they do still exist as a valid unit - just not in that particular army, so mine are getting a long deserved retirement. Others intend to count as because they're 'close enough', so it rather depends upon how local group feels about 'counts as' generally, and yours sound easily flexible enough to do that.

    Similarly, the old war machines are gone bar the gyros.

    For old warriors, they're easily distinguishable from ironbreakers and hammerers, so the best bet is to use them as Longbeards. Greenstuffing on longer beards is optional, but a fun project. Many of my old metal warriors are old enough to legally drink, so I have no problem to count them as veterans!

     

    In terms of making a functional army, three units and two characters isn't much to build with. There's a *lot* of other warscrolls in the book, plus allying stormcast, kharadron or sylvaneth depending on 'host' city. Dwarfs are maybe not the most competitive units in the book as they lack a battalion, but they're still plenty solid to build an army around. But wood elf archers or dark elves or freeguild or stormcast ballista can fill in your missile gap, there's monsters and cavalry aplenty and whatever flavour of magicians you think fits.

    Nice looking dwarfs, I'm sure it'll be a great looking army whichever way you go.

    • Like 2
×
×
  • Create New...