I brought a LoG list to a Cities of Sigmar fight and got wrrrrreeeeeccccckkked. Twice.
Both games were 1500. Both times my Cities player brought the Hammerhal city with a battalion.
I brought the following:
Hereos: Dreadblade Harrow (General, Vassal, Aetherquartz Brooch), Kurdoss Valentian, Guardian of Souls (Dread Withering), and a Necromancer (Wail of Doom)
Battleline: Chainrasps x20, Chainrasps x10. Other: Bladegheists x20, Reapers x20, Myrmourn Banshees x8
Game 1 was a total failure. I rolled horribly, not saving any CP despite the two chances at it, and not stealing any CP. I also didn't know what his army could do, so I had no recourse against his 2+/2+, 6s do mortals in addition to wounds, and "spend a CP and fight again" shenanigans. I went first, lost my Bladegheists en masse on my turn-his counter attack, and then lost the rest of them on his turn. He got the double turn and pretty much finished me off.
Game 2 was much better in terms of die rolls. Kurdoss stole himself 5 CP, and the refunds happened almost every time. But, all the CP in the world couldn't save me. I now knew where his damage was coming from, so I decided to smash into it head on hoping I could take out his sea of wounds. I made some mistakes with hero positioning, but overall the real brick wall was just the sheer amount of damage he could dish out even when he wasn't charging. By the top of turn 4 I conceded, him having done over 99 wounds to me before we stopped counting and me only doing 20. At no time did any unit engaged with him last more than one exchange.
What I learned:
Cities have the best "fight again" ability in the game? NH's WoT is unanswerable for that first attack, but you need to land that natural 10 charge roll. LoG's Necromancer's Danse is a cast, so a chance to never even get it off and it can be unbound. Meanwhile Hammerhal can generate up to 4 CP a turn (I think) and it just costs one for any of their units to fight again. Add that to his 3+ saves and aforementioned 2+/2+ and all he had to do was wait until my units were exhausted and just choose one or two of his to reactivate and wipe whatever was in front of them.
Banshees? I didn't know he wouldn't have any casting so they were never empowered. Didn't matter much, they appeared from the grave to sit on an objective only to evaporate when attacked. His 30 wounds per turn average made their 8 laughable.
LoG gravesites only prolonged my torture. Instead of being wiped out in turn 2 I was able to stick it out with 3 unit resurrections to last until turn 4. But with no way to shroud my own guys or reduce incoming damage "temporary" was a key word for my guys in addition to "summonable". Losing Shademist, GoS's lanterns to help his healing, and losing the Shroudguard and Chainguard battalions are huge hits to our survivability.
KoSoES and ST would have been better heroes to take. The KoS extra attack for a CP is likely the best buff I could give out, and if I'm lucky enough to get a Danse off those two have great synergy. ST's reroll 1's for everyone, and Bladegheists getting to reroll all failures from him or his Chainghasts, would do a huge favor to my damage output. Not having The Condemned battalion really hurts.
Sorry for my ranting, but I'm not really sure what my trouble was. My list was janky, for sure. I didn't know what he was going to bring and I tried to cover the spread. I feel like LoG is stronger than pure NH, but maybe not? Or was it just the overwhelming OPness of the new Cities book?
What do you guys think?