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Myrdin

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  1. There was a baler mounted Sorceress on cold one: I was considering getting this one to run her as a an ally with my DoK that I am building (project on hold... CoS has priority ), Just to get a chance of using this brilliant sculpt. heck I`ve seen a HE paintjob for her as well and the miniatures looks amazing regardless of color scheme. I would like it very much, were the regular human heavy cav to make a return together with a mounted version of the general. Also the current on foot model looks lame so something different, like the suggestion of the cover picture being made into one sounds great. .... And, I would like to see this translated to the other heroes, Like Dreadlord on Cold one and Wanderers Nomad Prince who could get a mount and a ranged weapon option as well. Its kinda pitiful that the only ranged hero we have is the Cogsmith, despite the book including all 3 elf factions. (Yes. I know technically Dreadlord can have the Xbow, but other than Livign city ambush build no one is really gonna use that anyway, so I dont count this one.)
  2. Ah... right right > < Love the book but with so many things and combinations I sometimes get lost in the hype of a "new cool build idea" Not really a fan of magic, especially the instant teleport magics, so I dont really look at spells like that. Thats why I thought about DoBD running the curse instead of a Kharibdys. But I guess a Wildform would do well on the big gribblies. (Its kinda funny... I still have the old spell cards from WFB... wildform is completely different than what it once used to be > +1S/T or both if empowered)
  3. At first I wanted to ask you how in the ever living glory of Sigmar, did you get to a -5 value ? But then checking the individual abilities I noticed that the curse is -2 not -1 as I originally thought. DAM* this is some scary stuff ! For anyone who might be wondering about how you get there: -1 for Kharibdys, -2 for the Drake Curse, -1 for Dark Riders, -1 for General on Gryf, And yes, these all do stuck. *I can see this in a Living city. Ambush a Dreadlord with the -2 Curse, GoG and a MSU Dark Riders, bring them close to each other on the same flank. Two big scary, hard hitting monsters, and a 5 man Cav unit for a -4 Discipline. Two flying monsters seem more wieldy to me due to their speed, and DR can easily keep up being a light cav unit. ....Remember the days when Tzeentzch was the big Magic guy and Slaanesh used to Leadership Bomb your units where half of your army was constantly fleeing ? Yeah ? well....move aside you two! Cities of Sigmar are the big doug now!
  4. Well... ok but then that means you cant make a non Aqshy / Ghyrian City... I mean looking at the book right now, every single city we have, is either Aqshy or Ghyrian. And since there is no "make your own" we are stuck with either this or that, regardless of which city is actually picked, it will be one of these. That means that even if we wanted a city from Azyr, we CANT really have one. ....hmmm I think I am finally getting it. So basically we ARE stuck with the one or the other realm. And as such there is really no point in drafting your city from a different realm, simply because we cant, as we have to pick one of the 6 cities and they HAVE to be either Aqshy or Ghyrian. So technically I have access to Aqshy and Ghyrian artifacts, in addition to the 3 predefined for the City that is from the one or the other. ...well I guess thats still more than some other armies have, though I thought for a moment we can have cities from any of the realms. Jesus Christ..... I like this book. I really do, but this is some seriously confusing sh*t to me >< There was no darn reason for them to complicate it to such a degree. Just do the typical "Temple/Greatfray/Skyport/etc, thing, and it would have worked out just nicely. ....chance is I got it completely wrong again. But I guess I`ll just stick to what is in the book. Not gonna try different realms and stuff. Thanks a lot for explaining. I am not thick headed per say, but I have never come across this type of rule build up / mechanic that is so convoluted. Have hard time wrapping my head around it just from reading the explanation.
  5. I am sorry to be a bother, and thank you for answering Would it be to much to ask for an example sample of a non Aqshy/Ghyrian city build army ? No need to fiddle with the points, rather is mostly for me to fully understand how it clicks together, especially for characters and artifacts/traits, due to the line in your comment that I highlighted. So you could have, lets say a Tempest Eye City, but you choose to set it in Azyr. That means you can use Azyr artifacts, but no the 3 ones designated for Tempest Eye in the CoS book. Correct ?
  6. Would that list include lots of Melusai Stalkers and Khinerai Lifetakers, with 400pts points of allied Drakespawn cavalry in the mix ? (I love all 3 of the mentioned units, but darn they are not good haha. Especially the Lifetakers are just painful, despite how cool they look) On another note > I really wish you best of luck on getting that crazy Tomb King.... errr Anvilgard chariots army up and ready. Make sure to play Mad Max Fury Road music whenever you roll out onto the field
  7. Allright, thanks for claryfying the realm thing for me guys. I am sure I wasnt the only one confused about this so hopefully someone else can also benefit from that info On another note, but still tied to the realms things. > So if my city is not Aqshy or Ghyran, what artefacts and traits can I still access, since those from the City are specific to that realm ? I cant use the general handbook ones, since I am playing Allegiance Cities of Sigmar, not GAOrder ? I know its a noobish question, but up till now I only played BoC in AoS, and always took Allegiance BoC, never the GAChaos one. So I am not 100% on how this works, and googling it most of the times people ask about number of artifacts and multiple of the same, but never about this. So if my City is not Aqshy or Ghyrian, I am not able to take ANY artifact at all, bar the Malign sorcery ones, which are tied to realms.... and if we dont play a game with realms, I get no artifact at all. Is that a correct conclusion ? (please say no.... that would totally suck)
  8. So there is something I am a little bit confused in regards to the Cities, Realms and Wizards, so if anyone could help clear this up for me I`d be grateful. *Each of your Cities must be from either Aqshy or Ghyran. *Your BattleMages must choose one of the Realms to use that realms spell. *Your Endless spells are empowered by the realm by default, when playing CoS *Luminark and Hurricanums +1 if the battle is in Hysh / Azyr Soooo.... you might already guess my question here but.... How the heck does this fall into each other ? If my City must by Aqshy or Ghyran, and all units from that City must be the same, as per pag 63 WARRIORS OF THE REALMS rule, it means I cant really choose a different realm for my Battlemages because they have to be the same as the remainder of the army, meaning I can only ever have Aqshy or Ghyran city and as such only can use spells that are tied to those cities. Now for Endless spells I understand this. Basically they ignore the realm that is chosen by the city, and the realms the game is taking place in. Instead they are ALWYAS casted in their Empowered form, as if the realm the battle is taking place is was their own. This is clear. But then how does the Luminark and Hurricanum fall into all of this ? Both the magic carriages have an ability that gives +1 to Casting if they are in Hysh / Azyr. But if I can ever be in Aqshy and Ghyran realms....... Good lord.... or alternatively if I CAN choose my city to be in another realms (which I dont think is possible since the rule clearly states it has to be Aqshy or Ghyran realm otherwise I cannot use that realms abilities, traits and artifacts,) IF I choose lets say HYSH or AZYR does Luminark and Hurricanum get their boost, even if the battle does NOT take place in that realm ? (meaning we as players agreed to not play using any specific realm) ? I mean the army would be treated as being from that realm, but the game is not taking place there. Do I get the +1 to cast if the army is from Hysh or Azyr but the battle is not taking place there ? Also in that case again, the same question for the Battlemage > Can he choose a spell from a different realm, other then the one he belongs to, since he has to be part of the army and belong to the same realm ? .....Good lord, this whole Realms mumbo jumbo is confusing the ever living poop out of me. I know this is a loaded multi question but if anyone can shed some light on how does it all work to make it a bit clearer, that would be fantastic.
  9. Wait...I am a little confused here, are you not limited to only those pitiful 3 artifacts and 3 trait each of the Cities have ? Where did you get the list of these items from ? I thought each realm offered only a single artifact for you to pick from so I tend to skip them completely (since our group does tend to ignore playing the Realms for casual games). @CB42 Love the way you described the chariots ! If you would be a salesman good Sir, consider me Sold on this idea ! No really though, I too think those chariots are pretty darn nice. fast, durable shooty platform that can easily capture and hold objectives. And the price is fantastic as well. I found myself shimming one almost in every list I drafted simply because there is no other unit in the entire book that costs 60pts ! (and they DO things for those 60 pts unlike filler units in some other armies).
  10. Seems like this wasnt really a match up determined by skill and planning, but a match determined purely by luck. Seems the rolls were completely in your opponents favor and you got avarage ones at best. I know it very well, when the dice gods are against you, the best of planning and strongest of warscroll wont help. Those 10 Wild riders would be amazing, had they not been denied the charge. The fact that his boar boyz were able to do so much T1 could however serve as a learning point for you, to hide your bombers and wild riders with a screen or in the back line. Those are Orks, they will come to you, there is no need to go out there and meet them. I hope you get a chance for a rematch, with the same lists. Hopefully with luck more evenly distributed and you taking note of what could happen t1 I believe, reading your batt. rep you would be able to do a lot better had those Copters and light cav not get rofl stomped in the very early stage of the game. Anyway thanks for the Battle Report ! Was fun, and I wish you better luck next time ; )
  11. I believe so (if anyone knows the answer to this 100% please feel free to correct me). At least thats how it would make sense to me, as the two abilities that allow you to reserve are just that... two different abilities. One that has a prerequisite of a 1 for 1 unit ratio for its use, the other that does not have any requirements to be used at all. Example: On table Freeguild General 3x10 Freeguild Guard 1x10 Freeguild Gunners = 5 units on the table Living City reserves (ability that can be used only with Living City) 1x Nomad Prince 2x10 Sisters of the Watch 2x5 Wild Riders =5 units in reserves as per the Living City special rule Non Living City ability reserves (universal abilities that allow for reserve, with any other City) 1x Assassin 2x10 Shadow Warriors. Of course no one is stopping you to put Shadow Warriors and the Assassin in the reserve and bring them on the table via the Living City ambush. But you will have to not only state that before the game, but also accommodate for them with additional 3 extra units put on the table. Honestly their own ambush is much better then the Living City one, so there is very little reason for you to do it that way, but there is the option to do so. Just keep in mind that if you should choose to do so you need to make room for this in the list, and also let your opponent know, so they are not confused when you use them in that way instead of their own way they tend to come on the table, should your opponent be used to that.
  12. Living city ambush works pretty much the same as BoC ambush. Its a 1 for 1 ratio. 1 unit on board = 1 unit that can be set up in reserves and coming via ambush. In regards to Shadow Warriors its different, they have no prerequisite for this, but at the same time the dont count towards the "on table" limit either if you choose to reserve them. If you are deciding your ambush and on table setup, ignore the shadow warriors and deal with everything else first, and then slap them on to reserves after. The funny/sad thing is that the Living city one is much better then the BoC one. For BoC ambush you have to place the units in reserves on the board at the end of your first turn. 2nd if you have artifact or play a specific Greatfray. For the Living City you have time up till round 4.... thats pretty insane for some late game strats ><
  13. Thank you for this ! I was just contemplating the differences between the Dragon and Gryffon. I had a Living city Gryffon build and was wondering if there is any reason to run a Black Dragon, especially with a crossbow. This, while comparably less killy than the Gryffon build is much more point at the location and ensure it gets in there. Still removing a lot of stuff and buying precious time for the remainder of the army. Heck it might be possible to run both. The dragon is the perfect Distraction Carnifex, while the Gryff would be the anvil and hammer in one, getting there Turn 2 ..... hmmm I am really liking this idea.
  14. Well Considering that running CoS instead of pure Wanderers opens up tons of options on how to deal with them I`ll throw in some examples, but there are more of them for sure. 1, Shadow Warriors. These guys can pop out anywhere, and with their shooting profile getting better when in cover, if you can get them in there you are looking at 2+/3+/-1/1 shots that can remove jezzails, characters and the warp cannon within a single round of your shooting. Watch the surprised face of you Skaven friend as you do to him, what is he used doing to you. If you really want to add a bit more spice in there, drop a Assassin into that unit for extra spice. 2, Freeguild Pistolers. Very mobile, cheap, 2W fast cav that can dish out surprisingly high amount of shots thanks to their ability that allows them to shoot again when charging. 200pts gives you a fast platform with 20W, with 20 shots x2, which are followed up by another 20 cc attacks. I`ve seen some people speculating on running a huge block of 40 of them for maximum dakka. 3, The Chariots offer a fast and fairly cheap tarpit. that you can hurl forward at Stormfiends, to buy yourself one turn until you get your killy stuff in range. Oh... and they deal D3 MW on charge each. Great way to start a tarpit on those pesky Stormfiends. The other chariots instead have a nice scary mini balista mounted on them. And if you run them as singles you can make all of them into Beastmasters, making it hit on 2+. 4, Gyrocopters and Gyrobombers are pretty interesting choice as well, but they dont fit the Wanderers theme. 5, Hydra and Kharybdiss...... yes, drown your skaven opponent in these monsters from the seas. Hydra can heal up nicely, even more so with Living city, and Kharybdiss can reduce Bravery as well as murder things nicely. 6, Dark riders.... if you go with Kharybdiss add in Dark Riders. -2 Bravery is no joke for low Bravery armies like Skaven. Running multiple of the big nom noms, allows you to stack it up even higher. **Now Its not clear from your comment, whether you have tried the new Warscrolls. Wild riders are my favorite suicide unit from CoS. Good on charge due to the buff to Spear wielding Cav. 5 of them can dish out 20W (thats the maximum potential, in case you manage to hit and wound every single attack). 10 of them can remove units and monsters. There are many other options open to you with the CoS book. Not just the units but the Cities themselves. All the cities bring some seriously nice abilities to bear. I think once you start fiddling around with the "new" stuff thats now suddenly accessible to you, you will be able to get so much more mileage out of your wanderers since there will be other units that can fill up for the weakspots your list might have had up till now.
  15. So looking at the two big gribblies: General on Griff and Dreadlord on Dragon which one do you think is better ? Honestly the 15" movement for Griff, and its Wound table detoriating after 3 wounds instead of 2 makes it look very nice, and add the fact that Runefang is -1 D2 weapon unlike the Exile blade I think the Griff is overall better, even when factoring in the Dragons pretty lame shooting skill. I was thinking of Living City General on Griffon. Ironoak Artisan trait, Spear of the Hunt for Artifact. Take the Runefang + free-guild shield combo. You are looking at a 13W 2+ 15"Move Flying monstrosity, that attacks first if it charged. Has 5A 3+/+/-2/2 from the rider, and regenerates 1 wounds at the start of each of your hero phases due to Living City. This thing is, at least on paper is fast, hits like a truck and can shrug off huge spectrum of enemy attacks bar MW. If you can get Emerald Lifeswarm, or run two wizards with Lifesurge, with the innate +1W heal from the City, unless killed outright in a single phase this thing will be a constant threat to pretty much anything in its own weight category (and some above). Even without the Wizards and spells thats pretty scary 320pts of flying nonsense right there which will require your opponent to commit either specialist units (auto mortal wound nonsense and such) or wast quantities of fire/combat power. Sounds like a pretty solid and functional Distraction Carnifex. Dreadlord can be run similarly, but even if you ran Pair of exile blades, to get those rerolls its still just DMG1, and in such a case you are loosing out on +1 Save from the shield, and are also only M12". Not really trade off worthy mere 20 points
  16. Mierce Miniatures, have a few miniatures of Beastmen riding Razorgors (also their razorgors are very very nice looking, been using the unmounted version of these for Razorgors myself) if you are looking for something like that. The way I used them before I got enough chariots was, instead of a second rider, the Gor was placed on the base. I gave him a spear and a horn, making him something like a huntsman. Similar to how foresters and hunters used to be forerunners for nobles, tracking down the prey and then leading the nobles to it for them to hunt it.
  17. You could run them as Gyrobombers, if you could add some nice fitting bits to represent the bombs. Like some stones with holy sigils, or pieces of sigmarite terrain, or the shrine from the old Bretonia miltia, etc. Think the seraphon pterodactyls that can drop the firebombs. I mean its just something to think about if you have more then one of those and still want to use them
  18. Same here. I got 3 of the orc ones, 2 scratch build ones and one of the old metal Beastmen Chariots, where the Bestigor looks the same as normal gors, only with a two handed axe, and both of them are about the scale of a plastic ungor rather than the Gors and Bestigors most of us are used to 😛 As for the crew for the crew I have 3x the good old Khazzrak with his whip as the driver. Managed to fish em up cheap and since Khazzrak as is is now not playable I found the miniature to be of great use driving the chariots instead. Though he takes a bit more space due to his pose, so fitting in another miniature is kinda hard on the orc chariots (the scratch build ones are nice and wide).
  19. 1* Thanks. Looking forward to trying how it works together on the table 2* I asked the question wrongly. What I mean to say was whether the battalions are tied to the keywords like "Free Guild, Darklings, Wandereds, etc" or whether they are tied to something else. But searching for It I can see they are tied to the specific Cities, and then to specific unit keywords, rather then just the units. Really ? Because I already have my hard copy since this Monday. Though I havent had the chance to read it properly yeat (just flipping through the pages quickly). Hmm, in that case good job my LGS for obtaining it early
  20. Any one else here waiting for Battlescribe CoS release ? Was hoping GWs Warscroll builder will be up to date with the release, but ofc that would be expecting to much I guess. Considering how many units there are, and if like me, you are not interested in the most delicious cheese combos, rather you want a nice fun or thematic army, I find it difficult to pick and choose, and even more so build the list (thus I hope we can see a Battlescribe update for CoS soon). I wonder if its viable to mix and match units, rather then building your own separate mini factions. I am mostly looking at mixing Feeguild and Wanderers, since Freeguild no longer has Archers. It seems to me that stuff like Sisters of the Watch, and Shadow Warriors dont really need the buffs from their respective hero to be effective as their in built abilities are self reliant. Meanwhile the Freeguild does need their general to become truly scary (many people here have already pointed out its not impossible to get 2+/2+ on their units with the correct setup. Thats really nothing to sniff at). On the other hand I am looking at the Dark elf chariots (I know I know, they are not DE anymore, but it gets the message across) and I find them fairly nice. I have not yet had the option to properly sit down and read page after page after page of how things mix and mash with each other, but is it correct to assume there are battalions who include most units options, rather then all of them being tied to separate subfactions ? (FG, Wanderers, Phoenix temple, etc etc)
  21. Great idea. I`ve been lost for a while now, as so many varied CoS thread popped up in such short amount of time
  22. Exactly. I mean, I am in a FB buy/sell/trade group for all that is Warhammer. I can not tell you how many times there were people shopping for the old, sometimes even ancient metallic miniatures. Every time I saw some of these super old miniatures and thought to myself "darn, these are some really old sculpts, I wonder if this person is gonna find somebody who wants to buy them" there were always several different buyers fishing for that one ancient piece of Warhammer history I to have been ogling the old Khornegors for my BoC (while also hoping BoC garnered enough popularity for us to get actual new Khorne/Slan/Pestigors to go in line with the new amazing Tzaangors.... alas it seems the hype for BoC wasnt as great since the Slanesh and Khorne updates have been done and no new "Gors" have been announced ..... *sniff*) despite the sculpts being rather old even when compared to my regular BoC miniatures. So there certainly is appeal to some of the older sculpts and there most assuredly are people who find them attractive enough to add to their collections.
  23. @Kyriakin and @RuneBrush I hope you prove me wrong. By Sigmar I hope you do. I would love to see CoS get more fleshed out as a "create your own theme" army with generic human/elf/dwarf residents being made customizable into the most non generic settings and themes one can thing off. Eexample: as I mentioned before in the CoS thread and posted some picutres, my CoS is all Nippon-Cathay oriented. The Asian aesthetics and mythology is strong with it, and this is something I imagine would be amazing for all the other CoS players to have the opportunity to do, their own thematic Cities in whichever setting they wish for it to be.... after all the realms are massive and Infinite so who is to say, there is no City like this or that in some remote corner of the world ? ... now granted that might not be the case as pretty much all of the models used for that thematic army I mentioned are non GW (bar the Pheonix which is perfect fit.), which would make people shop elsewhere, but still. It would be nice. But giving the book a quick glance before bed yesterday, I am more or less happy. Bunch of interesting stuff, thematic armies potential for those who like me enjoy that sort of thing, cheese potential for those who want to dominate tournaments. And a huge clear open area of un-written lore for your city/army ready for you to breath life into it either with a pen, keyboard or a brush
  24. As far as I have read this discussion, the argument presented on the first page boils down to "I dont like it, therefore it must go". Luckily the answer is simple in that case: If you absolutely cannot stand the old Empire looks of the miniatures and the general theme of the Mortals of the Realms, please feel free to choose another of many different lines of miniatures and armies on the shelves. But just because you dont like them, gives you no right to decide for others in wanting them gone. There are many loyal fans who have been waiting for CoS, mostly because they love their old armies. I for one like the new sculpts, kits and miniatures AoS has going for. You can see the improvement that was done through out the years. But at the same time I do love me some old fashioned Empire/Wanderers/Dwarf armies as well. This by itself contradicts the argument of people who like the old stuff hating AoS, and vice versa. And I am surely not the only one like this. I do agree it would be absolutely baler to get new sculpts for CoS sub factions, and slowly phasing out the oldest miniatures with new better, more detailed,more dynamic looking ones. We have seen how nice the new kits are, so getting even more puffy trousers and even wider hats and longer mustaches is something I wouldn't mind to see. But I wish to keep the general theme of the army as is. The reason there is such a huge diversity between the factions is that each of them has a strict character and theme, and they follow this theme. If all of them suddenly lost their core identity we would end up with "generic army 1, generic army 2, generic army 3, etc". At which points there is no more selection possible as it all is the same. The different looks, visual and mechanical (as in army mechanics) is what makes choosing your own army that much more important to you and every other player. Stripping these things off, is akin to killing the game in its core On the note of new models: I am still kinda bummed that CoS have no human knights, neither Empire or Bretonian. The only horse riding humans are the shooty light cav option. I assume breeding, raising and training a warhorse to be much easier then a Demigryph chocobo monstrer or some other new obscure monster type mount the SCE are riding on. As such it make little sense for them to remove those, but ah well. The book is officially out on the shelves for what... 2 days ? I picked up mine just yesterday, and that was the earliest date I could get it from our local store. Its really a poor judgment to pull rainclouds over the parade immediately after the launch especially since a wast part of the player-base has been clamoring for this for a long time now. (And lets be honest here, I very much doubt we will see a CoS 2.0 release in the future ever again. This is like the last huraaa for these people and their legacy armies, before the old stuff gets completely squatted sometimes in the lifespan of AoS 3.0. So doing this is kinda tactless.)
  25. Oh boy! Reading through you guys posts, I believe for people like me who mostly want to play old school Empire focused army, with a little bit of this and that from the rest, there has been much in terms of improvements. Greatswords and Demis especially, being some of my favorite units from before. Since I tend to build more thematic lists then competitive cheese ones, I am REALLY looking forward to picking this book up once it hits the shelves
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