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Fazhak

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  1. Enjoying the new Beasts of Chaos. It feels even more like a skirmish game now, rather than a larger scale one, yet it remains fun. Part of that is likely simply a matter of point costs reducing the amount of figures on the table. Another aspect is probably related a bit to nostalgia, as the release of a new book is an opportunity to reflect on past iterations of the hobby and game. Fortunately, it is still a good time. My current list leans heavy into Centigors, as I am finding them to be really quite good. I was a big fan of "smashmouth" Beastmen back in Fantasy and a maxed out unit of Centigors has a bit of that feel. I aim to deploy them on a flank, run them into a particularly troublesome unit or (even more likely) a block of battleline, and then pair their threat with an ambushing Doombull that charges in tandem with the Centigors thanks to my general's command trait. It is surprisingly effective. As noted previously in this forum, the Bestigors might have been underrated when the book first released. Readers seemed to look for Bestigors to be either a hammer or an anvil. Their strength, as I think rightly observed since, is that a solid unit of Bestigor can adequately accomplish a bit of both roles. That block of Bestigor, which I try to deploy on the opposite flank from the Centigors, grinds up quite a bit while also being a dependable defensive unit. Interestingly, the Gor unit is resilient, too. The Allherd trait is a solid engine for a well-positioned deployed unit, especially one that is meant to support Rituals of Ruin. In this case, Allherd functionally makes that Gor unit immune to battleshock, as more often than not that is the selection used by the Great Bray-Shaman which routinely accompanies that unit. Dragon Ogors remain a dependable way to hold backfield or remote objectives and positions; their self-healing is helpful and their toughness can surprise an opponent. Likewise, opponents can be startled by the ambushing Beastlord who is suddenly deployed with 10 Gor thanks to its artefact. It is a small trick, yet interestingly effective. Here is the list. I look forward to your feedback and thoughts. Until then, happy wargaming! Allegiance: Beasts of Chaos- Greatfray: Allherd- Mortal Realm: Hysh- Grand Strategy: Desecrating Brayherd- Triumphs:LeadersGreat Bray-Shaman (95)*- General- Command Trait: Bestial Cunning- Lore of the Twisted Wilds: Primal Dominance- Aspect of the Champion: Leadership of the AlphaBeastlord (145)*- Artefact: Brayblast TrumpetDoombull (180)*- Artefact: Slitherwrack HelmBattleline20 x Gors (220)**- Two Gor-Blades- Reinforced x 120 x Bestigors (400)**- Reinforced x 115 x Centigors (510)**- Reinforced x 2Units3 x Dragon Ogors (225)*3 x Dragon Ogors (225)*Core Battalions*Warlord**Galletian VeteransAdditional EnhancementsArtefactTotal: 2000 / 2000Reinforced Units: 4 / 4Allies: 0 / 400Wounds: 139Drops: 8
  2. I appreciate this. It sounds like we agree about the list itself and are instead honing in on the organization of it all. I want to test whether going first makes a difference with this new battletome, yet given your points I am open to exploring an alternative organization. Turns out I can swap out the Doombull for a Jabberslythe and thereby keep the list largely intact. This swap doesn't cost me strategically, as the Doombull was positioned to be (akin to a Jabberslythe) a support Hero hunter anyway. In this alternative organization, I simply move the Artefact and Aspect of the Beast to my general. Here's how I would arrange the units into three different core battalions: Vanguard Great Bray-Shaman (general) (95) #1 3 Dragon Ogors (225) #2 3 Dragon Ogors (225) Linebreaker Great Bray-Shaman (95) Cygor (210) Jabberslythe (160) Galletian Veterans 15 Centigor (510) #1 20 Gor w/ Paired Hacking Blades (220) #2 20 Gor w/ Paired Hacking Blades (220) Endless Spells Ravening Direflock (40) Do you truly think the above is a better organization than the Battle Regiment?
  3. Thanks for this feedback! Regarding Centigors, one of Popisdead's tricks addresses attacking in multiple ranks with Centigors: turn the front rank sideways and the back rank can attack with their Gutpiercer Spear because such have a 2" reach. Granted, the back rank will not get their Clawed Forelimbs attacks, yet those had no base Rend anyway. I'm likewise not too concerned about maximizing the Gor units, as those are more for screening opposing units, holding objectives, and resourcing Rituals of Ruin, than being hammers themselves. I'm thinking the one-drop might be useful in this initial exploration of the battletome's dynamics. Maybe such won't be important, yet I'm wanting to go for it now given how early attacks and positioning seem particularly useful with this new battletome. I like Primal Dominance. It casts on a 5, which is significant; the perhaps more noteworthy buffs cast on a 7, which likely hits only about half the time without bonuses. It has an 18" range, which is a distance that informs how I use my Great Bray-Shaman given their enhanced Rituals of Ruin. I think the spell's effect is significant: countering many of the benefits (and monstrous rampages) of Monsters can make a big difference for how the Gor units (which I team with the Great Bray-Shaman) perform. Lastly, I'm actually wanting to case Mystic Shield and my endless spell with this list, so having a Lore spell with occasional utility isn't the opportunity cost it might be in other lists. Does the above make sense? What do you (and others) think?
  4. Enjoying the new battletome, which is strangely somehow a bit of a throwback to pre-AoS Beastmen. By that I mean that there seem to be more opportunities for a variety of units engaging across the field, each hitting quickly and hard, rather than the chaff screens that seemed to characterize this faction's play more recently. I like the Rituals of Ruin, which offer up effects that compensate for the unlikeliness of our spells or prayers succeeding. I agree with the point made in previous points that the wounds from Rituals of Ruin need to be passed off to units, with the possible exception of the Shaggoth. Other heroes need to pass the wounds to support their own survivability. I am enjoying my centigors again. Fielding 15 is often unexpected by opponents and, with All-Out Defense, the unit has significant resilience with good damage output. A solid roll for a first turn Blood Taunt, which pulls a battleline unit out of position, followed by reasonable performances from the centigor unit during both the shooting and combat phases, can make a big impact from the onset of the game. Ambush remains more a complement to the army, rather than something on which to go all-in. I use it to target opposing heroes (with warherd) and secure distant objectives (with thunderscorn). To that end, the Doombull has its artefact "The Knowing Eye" to increase the odds that I have a command point for either the Forward to Victory or All-Out Attack command actions, or that the extra move the artefact provides addresses such concerns. Here's my current list. I suspect there will be revisions, as the faction's new dynamics become clearer, yet it seems fun and productive. For instance, I am presently going with Desecrating Brayherd as my Grand Strategy, given the synergy between Allherd and the Gor units' enhanced Rally mechanic, yet I might explore other options. I welcome your feedback and, as always, happy wargaming! Faction: Beasts of Chaos Greatfray: Allherd Realm: Hysh Grand Strategy: Desecrating Brayherd LEADERS * #1 Great Bray-Shaman (95) General Command Trait: Propagator of Ruin Spell: Primal Dominance * #2 Great Bray-Shaman (95) Spell: Primal Dominance * Doombull (160) Artefact: The Knowing Eye Aspects of the Champion: Leadership of the Alpha BATTLELINE * 15 Centigor (510) - Full Command * #1 20 Gor (220) - Full Command - Paired Hacking Blades * #2 20 Gor (220) - Full Command - Paired Hacking Blades ADDITIONAL UNITS * #1 3 Dragon Ogor (225) * #2 3 Dragon Ogor (225) BEHEMOTHS * Cygor (210) ENDLESS SPELLS Ravening Direflock (40) BATTALIONS * Battle Regiment TOTAL POINTS 2000/2000
  5. I address the recent usefulness of the Jabberslythe in the second post on this page. With both the increased Rend from the Herdstone and the new Entropic Miasma Monstrous Rampage option, for its point cost the Jabberslythe can be a helpful anti-Hero unit to include in the monster option in a Battle Regiment. With its innate -2 Rend, the abovementioned recent additions, and its Spurting Bile Blood, you can fly it into a problematic Hero (likely one on a mount) and dependably grind that opposing asset down. Though somewhat a bit of overkill in many situations, a successful cast of a Shaggoth's Sundering Blades spell can functionally allow a Jabberslythe to ignore an opposing Hero's 2+ armor save; there are few such can openers in the game. This is a role Beasts of Chaos needed to fill, as big monster-riding Heroes could be a bit of a challenge for Beasts of Chaos' somewhat glass cannon heavy hitters. Backed up by Cockatrice blockers, a single Jabberslythe can be a solid compliment to a well-rounded list. The list previously posted on this page also addresses the Dragon Ogor question. Supported by Shaggoths to ensure the Dragon Ogors re-reoll 1s, my Dragon Ogors with glaives dependably churn out strong damage while enduring a bit longer than expected. The glaives' increased reach allow the units to be a bit more adaptable to situations wherein placement is otherwise tricky. In all, the additional Battle Traits from both this White Dwarf and Broken Realms: Kragnos are helpful; not game-changing, but rather game enhancing. The Dragon Ogors, like the Jabberslythe, now fulfill their roles more consistently and competently, allowing me to provide my opponent a more competitive challenge with a wider range of models while also having more fun.
  6. I've updated my own Beasts of Chaos list following release of the new rules. I had delayed doing so after the point reductions, as I wasn't certain how to use the newly freed points. With the new rules, I finally found a niche for the Jabberslythe that seems to work, which helps round out the list's strengths as reported discussed. The Jabberslythe has an innate -2 Rend, so with the new Herdstone bonus to Rend and the Jabberslythe's new Entropic Miasma Monstrous Rampage option, it can reduce a Hero with a 3+ armor save to no armor save. With its own attacks and its Spurting Bile Blood ability, the Jabberslythe now can be a solid threat to a troublesome Hero; I fly it directly into that threat and let it hopefully lock that target down for a bit. My Jabberslythe, my three Cockatrices, and my Thunderscorn units all move 12" (the Thunderscorn functionally, dependably move at least 12" due to a combination of Creatures of the Storm and Horn of the Tempest). This lets me hopefully shape the center of the battlefield favorably, while my Warherd units follow and my Brayherd battleline units either ambush (the Gor unit) or serve as the Herdstone's sacrifices (the Ungor unit). The list now moves even more quickly than its previous iterations while benefiting from additional blocking Cockatrices. I use two of the three as blockers or rear objective holders, with the third Cockatrice flying toward opposing terrain features to use the Smash To Rubble Monstrous Rampage option. I've made my Doombull my general, for both flavor purposes (I like the concept of a gluttonous Doombull, with a bodyguard of Bullgors, leading a ravaging herd) and to benefit from the Gorger command trait. The healing that command trait provides allows my Warherd units to typically survive a bit longer, letting me hopefully charge a target, shatter it, and then heal up in preparation for a second target next round. I might swap that command trait out for Rampant Juggernaut, yet for now I'm enjoying it. As a use of my final 45 points, I am testing out the Doomblast Dirgehorn. My Dragon Ogor Shaggoths have the option of casting it after engaging an opposing unit, typically casting it turn two and positioning it for maximum effect. I might swap it out for the recently updated Chronomantic Cogs which I would likely place near the Great Bray-Shaman tending the Herdstone. Likewise, for flavor, I'm still considering the realm choice for this list. Here's the list. I look forward to your feedback and happy wargaming! Allegiance: Beasts of Chaos- Grand Strategy: Beast Master- Triumphs:LeadersDoombull (115)*- General- Command Trait: GorgerDragon Ogor Shaggoth (155)*- Lore of Dark Storms: Sundering BladesGreat Bray-Shaman (100)**- Lore of the Twisted Wilds: Savage DominionDragon Ogor Shaggoth (155)**- Artefact: Horn of the Tempest- Lore of Dark Storms: Sundering BladesBattleline6 x Bullgors (260)*- Pairs of Axes- Reinforced x 120 x Gors (150)**- Two Gor-Blades- Reinforced x 110 x Ungors (70)**- Mauls & Half-ShieldsUnits1 x Cockatrice (95)*1 x Cockatrice (95)*1 x Cockatrice (95)*6 x Dragon Ogors (250)*- 6x Draconic War glaives- Reinforced x 16 x Dragon Ogors (250)**- 6x Draconic War glaives- Reinforced x 1BehemothsJabberslythe (165)*Endless Spells & InvocationsDoomblast Dirgehorn (45)Core Battalions*Battle Regiment**Battle RegimentTotal: 2000 / 2000Reinforced Units: 4 / 4Allies: 0 / 400Wounds: 181Drops: 2
  7. Regarding ideas which might have a new life in 3rd edition... At first, I thought the new edition's Reinforcement rules would once again put our Centigors back in their respective display cases. Upon reflection, though, I think the new edition might have a place for them. The new edition's board size is the reason for this reevaluation. The no man's land between deployment zones in the new edition can be 22 inches across. A unit of 10 Centigor, when deployed near a Great Bray-Shaman, have a first turn movement of 18"+d6" (14" base + 1" Beast Banner run buff + 3" Great Bray-Shaman move buff + d6" run). This makes the Centigor a particularly good shock troop, one which has more starting threat range than many cavalry units in the game. They remain rather undependable and flimsy, but with the new command abilities and core battalions they can be pretty flexible and open up some addition options. I'm intrigued by how my Centigors might play and look forward to hearing your own feedback from using them, too. Happy wargaming!
  8. Here's my current list. In terms of deployment, I'm finding people are giving the new battalions a shot. This means I have a chance to out-position them, even if at five drops I'm possibly still going second. I tend to deploy the units in the Warlord battalion first, leading with the Gors unit being placed into Ambush, followed by Grashrak and its crew being placed at the Herdstone, then placing the Doombull and Dragon Ogor Shaggoth at various locations. This order means that, even four drops into deployment, I have given up very little information to my opponent. I thus hopefully end up deploying my entire Battle Regiment in advantageous positions on my fifth placement. As noted in my previous comments, the Gors scramble in my opponent's backfield while Grashrak and its crew staff the Herdstone's sacrificial fires. The Warherd units inflict casualties, hopefully knocking out my opponent's battleline units. The Thunderscorn units park on midfield objectives and grind down challengers, with a Dragon Ogor Shaggoth likely roaring to deny my opponent access to command abilities during the combat phase while the list's endless spells deny my opponent access to Inspiring Presence. The Cockatrices fly to block charge lanes, destroy my opponent's faction terrain, maybe attack small monsters, and otherwise create nuisances for my opponent. Most of the units (the Gors, the Bullgors, and the Dragon Ogors) re-roll ones, a decision I made both to maximize impact and as a bit of a tribute to the old Primal Fury rule. I picked Hysh for the list's realm solely for flavor (I imagine the army as a collection of dreaming beasts which never sleeps), as I do not think there is a mechanic benefit to be had in that selection. I look forward to your feedback! Thanks and happy wargaming! Allegiance: Beasts of Chaos- Greatfray: Allherd- Mortal Realm: Hysh- Grand Strategy: Beast Master- Triumphs:LeadersDragon Ogor Shaggoth (185) in Battle Regiment- General- Command Trait: Dominator- Artefact: Horn of the Tempest- Lore of Dark Storms: Sundering BladesDragon Ogor Shaggoth (185) in Warlord- Lore of Dark Storms: Sundering BladesDoombull (115) in Warlord- Artefact: Blade of the DesecratorGrashrak Fellhoof (150) in Warlord- Lore of the Twisted Wilds: Savage DominionBattleline6 x Dragon Ogors (300) in Battle Regiment- 6x Draconic War glaives- Reinforced x 16 x Dragon Ogors (300) in Battle Regiment- 6x Draconic War glaives- Reinforced x 120 x Gors (150) in Warlord- Two Gor-Blades- Reinforced x 1Units6 x Bullgors (310) in Battle Regiment- Pairs of Axes- Reinforced x 11 x Cockatrice (95) in Battle Regiment1 x Cockatrice (95) in Battle RegimentEndless Spells & InvocationsHorrorghast (65)Ravening Direflock (50)Core BattalionsBattle RegimentWarlordAdditional EnhancementsArtefactTotal: 2000 / 2000Reinforced Units: 4 / 4Allies: 0 / 400Wounds: 153
  9. Quick observation: Beasts of Chaos are one of the few factions with access to two different ways to stop Inspiring Presence. Both the Horroghast and Ravening Direflock spells prevent use of that Command Ability. I've found that a unit of six Dragon Ogors, backed by a Dragon Ogor Shaggoth casting/controlling these spells, has a solid way to pin and grind down opposing units. It's a helpful utility; not game winning in itself, but a useful addition to the Thunderscorn toolbox. I run two such Thunderscorn pairings. Being able to park on midfield objectives and deny challengers access to Inspiring Presence is both surprising to my opponent and useful to me. Meanwhile, my two Cockatrices hunt faction terrain and the occasional smaller opposing monsters, my Warherd units inflict casualties, and my Brayherd units either scramble in my opponent's backfield or staff the Herdstone's sacrificial fires. Like Bullgors, I recommend using Dragon Ogors in units of six or more. At their minimum unit size, they might be a bit too vulnerable to an opponent's mortal wound tricks, but at a unit size of six or more I think Dragon Ogors can be supported for success. Team each such unit with an accompanying Shaggoth, so to (1) benefit from re-rolling 1s on attacks and (2) deny opposing units access to Inspiring Presence.
  10. If the new environment turns out to be particularly rough during the Battleshock Phase, I might very well change the above list to be Allherd to benefit from that Greatfray's Bestial Might ability. If I do make it Allherd, I'll likely reorganize the list so to use a Warlord battalion and a Battle Regiment battalion. This then becomes a five drop list. While I could keep it with the above organization, remain two drop, and still be Allherd, my Thunderscorn would lose the benefit of the Horn of the Tempest artefact. I like the option of run and charge Thunderscorn. To therefore have two artefacts, I would have to take a Warlord or Command Entourage battalion. In doing so, I would lose the coordinated "first strike" potential on my Thunderscorn charges, since my general would lose access to Lightning-fast Monstrosity, but Dominator is nonetheless a good command trait. I would likely give my Doombull the Allherd's Blade of the Desecrator, letting it better hunt down what I expect will be more prevalent units of 10 models. Below is how I suspect an Allherd version of my list would be organized: BEASTS OF CHAOS (1995pt) Greatfray - Allherd Realm - Undecided at this time WARLORD (600pt) Dragon Ogor Shaggoth - 185pt - General - Command Trait: Dominator - Artefact: Horn of the Tempest - Spell: Sundering Blades Grashrak Fellhoof - 150pt - Spell: Savage Dominion Doombull - 115pt - Artefact: Blade of the Desecrator x20 Gors - 150pt (1st of 4 Reinforced Units, 1st of 3 Battleline Units) - Pair of Gor Blades BATTLE REGIMENT (1285pt) Dragon Ogor Shaggoth - 185pt - Spell: Sundering Blades x6 Dragon Ogors - 300pt (2nd of 4 Reinforced Units, 2nd of 3 Battleline Units) - x6 Draconic War-glaives x6 Dragon Ogors - 300pt (3rd of 4 Reinforced Units, 3rd of 3 Battleline Units) - x6 Draconic War-glaives x6 Bullgors - 310pt (4th of 4 Reinforced Units) - Pair of Bullgor Axes Cockatrice - 95pt Cockatrice - 95pt ENDLESS SPELLS (110pt) Wildfire Taurus - 110pt
  11. I feel good about the opportunities this new edition creates, even though I do wonder about "rule creep" complicating a system that was originally marketed as "four pages is all you need." Ultimately, I think these new changes can be a good thing and I'm intrigued by where it all goes. I'm exploring the following list's possibilities and having fun with it. This two drop build moves very quickly to take the center of the table. It is currently organized as two Battle Regiment battalions; while I might later explore a reorganization as one Warlord battalion and one Battle regiment battalion, for now the two drop option is interesting to me. By the way, much of the list re-rolls hit rolls of 1, which is both functionally helpful and a fun, thematic callback to Warhammer Fantasy's Primal Fury rule. For example, I position each Dragon Ogor unit with a Shaggoth, so to hopefully ensure the Dragon Ogors' Storm Rage buff. Grashrak Fellhoof and its Despoilers staff the Herdstone, positioned to focus on Primal Call sacrifices and perhaps give the Gor unit an initial speed buff should I choose not to use the Gor unit for ambushing. The two Cockatrice fly for blocking and monstrous rampages. The Shaggoths and Dragon Ogors are surprisingly resilient, given their multiple options for healing, and are especially good at holding objectives. This list's speed also helps it overcome delaying tactics an opponent might deploy by using chaff as speedbumps. In the best case scenario, should I be positioned for early charges, I hopefully can cast Wildfire Taurus successfully with the non-general Shaggoth-Dragon Ogor unit pair, charge with both that pair and the general Shaggoth-Dragon Ogor unit pair, so that I get to attack with all Shaggoths and Dragon Ogor units prior to my opponent being able to activate a meaningful counterattack. This involves: (1) the Lightning-fast Monstrosity Shaggoth general attacking at the start of the combat phase before activations, (2) its paired Dragon Ogor unit attacking as my first activation, and (3) the other Shaggoth-Dragon Ogor pair attacking the charged target of the Wildfire Taurus-debuff before that target gets to hurt them. Here's the build: BEASTS OF CHAOS (1995pt) Greatfray - None Realm - Undecided at this time #1 BATTLE REGIMENT (880pt) Dragon Ogor Shaggoth - 185pt - General - Command Trait: Lightning-Fast Monstrosity - Spell: Thunderwave Grashnak Fellhoof - 150pt - Spell: Savage Dominion x6 Dragon Ogors - 300pt (1st of 4 Reinforced Units, 1st of 3 Battleline Units) - x6 Draconic War-glaives x20 Gors - 150pt (2nd of 4 Reinforced Units, 2nd of 3 Battleline Units) - Pair of Gor Blades Cockatrice - 95pt #2 BATTLE REGIMENT (1005pt) Dragon Ogor Shaggoth - 185pt - Artefact: Horn of the Tempest - Spell: Sundering Blades Doombull - 115pt x6 Dragon Ogors - 300pt (3rd of 4 Reinforced Units, 3rd of 3 Battleline Units) - x6 Draconic War-glaives x6 Bullgors - 310pt (4th of 4 Reinforced Units) - Pair of Bullgor Axes Cockatrice - 95pt ENDLESS SPELLS (110pt) Wildfire Taurus - 110pt
  12. I'm increasingly convinced that the real benefit of Hallowheart is not in its unique command ability. Casting is a random effect in itself and the command ability is also random in the scope of its buff. While there is a bit of a "feast or famine" dynamic to building around the command ability, the significant issue for me is that using the feature costs two resources: wounds and command points. Both are finite and I think better spent on options that are far less random in their results. That which makes Hallowheart really interesting and somewhat unique is instead its resiliency. My army has mostly 4+ or better saves, ignores harmful spells on 5+, and is often immune to battleshock. Few factions get access to all those benefits, which are readily available to multiple Hallowheart builds. Veteran of the Blazing Crusade is a great command trait and surprisingly underappreciated, as an 18" battleshock immunity aura is significant. Plus, Hallowheart has access to a heal spell to hopefully help keep that aura going into the late game. With a general on one side of the board and a unit of Hammerers with Dispossessed hero on the other, Hallowheart armies can often fight to the last. Further, in a current meta environment with strong magic from Lumineth Realm-Lords, Seraphon, and multiple Chaos factions, the 5+ to ignore harmful spells can be clutch. Lastly, even while not focusing on the command ability, I still get to benefit from Hallowheart spells and additional casting opportunities by fielding Sisters of the Thorn. Their increased movement, let alone additional wounds, help me take objectives while keeping up with the advance of my fighting force. Hope this helps and looking forward to the conversation!
  13. Hello! As I wait for an update to my main army, I'm exploring Cities of Sigmar and its play. I've discovered the following list to fun and surprisingly effective. I look forward to your feedback and thoughts! I use Vengeful Revenants to discourage attacks on my Steam Tanks, so that ability serves a more passive purpose in this list. Instead, I focus on how my Phoenicium Steam Tank Commander can learn the Golden Mist spell to heal nearby Steam Tanks. The Anointed on Flamespyre Phoenix either supports the Phoenix Guard units or charges forward to complicate my opponent's plans in the center of the board. The attractiveness of the latter option is enhanced by its Phoenix Pyre Ashses artefact and Phoenix Reborn ability. Each Phoenix Guard unit in teamed with one of the two Anointed. Those forces are then used to secure my flanks and pressure those of my opponent. The Ironbreakers move forward centerfield, screening the Steam Tanks, and benefit in combat from Inspiring Presence via the Steam Tank Commander. The list grinds out its opposition while packing a surprising punch of its own. Allegiance: Cities of Sigmar- City: PhoeniciumMortal Realm: GhyranLeadersSteam Tank with Commander (230)- General- Command Trait: One with Fire and Ice - Golden MistAnointed of Asuryan on Flamespyre Phoenix (300)- Artefact: Phoenix Pyre AshesAnointed (100)Anointed (100)Battleline30 x Ironbreakers (270)Steam Tank (180)Steam Tank (180)Units20 x Phoenix Guard (320)20 x Phoenix Guard (320)Total: 2000 / 2000Extra Command Points: 0Allies: 0 / 400Wounds: 128
  14. Hello! While awaiting an update to my main army, I've been exploring Cities of Sigmar. I'm finding the following list to be both fun and rather competitive. I welcome your feedback, as I am interested in examining what seems most helpful, what could be refined, etc. The concept is for the non-Order Serpentis units to move forward, taking center objectives and positioning for countercharges on the following turn. With their innate immunity to battleshock, the Hammerers are respectable threats to my opponent even prior to receiving buffs. The general's Honored Retinue is typically the target of the Ironoak Skin and Pha's Protection spells, which if cast successfully mean that any attacks targeting that unit are penalized -1 to hit and -1 to wound. That unit, alongside the general and adjutant, move to take the center of the board, claiming an objective and hopefully positioning to potentially maximize the targets available for the Warden King's Ancestral Grudge command ability in following rounds. The Runelords each support a different unit of Hammerers, activating those units' Kingsguard ability; each of those teams are then used to secure my flanks, take backfield objectives, or otherwise complicating my opponent's rollout. The Dreadlord on Black Dragon and two units of Drakespawn Chariots are held in reserve via the Hunters of the Hidden Paths rule, deploying first turn on my opponent's flank in position to charge the biggest threat. Each shoots with their respective Repeater Crossbows during the first shooting phase, so to become eligible for the Strike then Melt Away command ability. Depending on how many command points I have available, as many of those Order Serpentis units as possible then benefit from the Strike then Melt Away command ability to move within charge range of my opponent's biggest remaining threat. In the resulting alpha strike, unless my opponent has special rules in play from their faction to negate the following, the Chariots will do their Scythed Runners damage, the Dreadlord on Black Dragon will get its first strike attacks via Spear of the Hunt, and one of the Chariot units will resolve its attacks all before the charged unit can respond. This hopefully compels my opponent's attention while the Dispossessed units continue their own advance. I look forward to your feedback and conversation! Allegiance: Cities of Sigmar- City: Living CityMortal Realm: GhyranLeadersRunelord (90)Runelord (90)Warden King (100)- General- Command Trait: Druid of the Everspring - Ironoak SkinBattlemage (110)- Lore of Leaves: Lifesurge- City Role: General's Adjutant- Mortal Realm: HyshDreadlord on Black Dragon (300)- Lance of Spite & Repeater Crossbow- Artefact: Spear of the HuntBattleline20 x Hammerers (280)- City Role: Honoured Retinue (Must be 5-20 models)20 x Hammerers (280)20 x Hammerers (280)Units3 x Drakespawn Chariots (210)3 x Drakespawn Chariots (210)Endless Spells / Terrain / CPsExtra Command Point (50)Total: 2000 / 2000Extra Command Points: 1Allies: 0 / 400Wounds: 130
  15. Quick updates... thank you for the suggestion of collapsing the Freeguild Greatswords into a single, 20-model unit. That was a helpful call. I also changed the Runelord's artefact to the Agloraxi Prism. Keeping the Runelord alive to ensure the Hammerer unit's immunity to Battleshock is important; the Agloraxi Prism, combined with Look Out Sir!, helps deter opportunistic sniping. Overall, the list is surprisingly competitive and fun. Please let me know if you have any further feedback to share, even if simply to note what strengths you see in it which I could continue to enhance. Thanks again!
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