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Raffonerd

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Posts posted by Raffonerd

  1. 2 minutes ago, GM_Monkey said:

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

    Just a couple of questions though,

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

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

    Spell are Sorceress one + Bmage hysh = -1 hit

    -1 Wound living city spell

    Lvg City Command trait +1 Ts and +1 to wound (only on anoited).

    • Thanks 1
  2. 16 hours ago, SwampHeart said:

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

    List was:

      Hide contents

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

    I played against:

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

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

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

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

    Why spear of the hunt if effects only the knight?

  3. 15 hours ago, schwabbele said:

    My guess volume of shots. Ballistae or the dwarfs are just better at it and have better range. 

    Waywatcher is better then those if he does not move. If you have also azyros wounds rises too. (can reach 28" range)

    The only negative point is that it's one model. (less wounds and less presence on objectives). But he also good against enemy shots. (-2 to hit). He's also better then a ballista with ordinator (true that ballista has rand 2, but if you count 110 + 140/3 or 4) you see that WW is better per point).

  4. 24 minutes ago, l1censetochill said:

    Haven't seen a lot of SCE lists with Gotrek, and honestly I can understand why - in an army that already lacks bodies due to elite, over-costed units, we just can't afford to spend that many points on a single model. We also often struggle with mobility (Scions and Relictor are all that keep us in the game, really) and chaff screens, which Gotrek ain't gonna help with.

    While I don't doubt there are fun SCE armies out there with Gotrek, I just don't really feel like he does enough to help us win. He's a tough, single-model anvil, and is super killy, but has such a limited threat range that it's not hard for a decent opponent to just zone him out for a good chunk of the game. We've already got cheaper, similarly-durable anvil options that put more bodies on the table, and between our hammer units and shooting we don't lack killing power. When we lose, we usually lose on objectives (and to Slaanesh, but that's a whole other subject). Gotrek is unlikely to change that.

    Others may disagree, and I'm certainly no master strategist/listbuilder, so there may be builds I'm not thinking of that would be great. But personally, if I wanted to spent 500+ points on a single model, I'd probably just go with a Stardrake with Ignax Scales over Gotrek. Sure, he's nowhere near as killy, but at least he's got the mobility to get into the opponent's face on turn 1 and pin/body block units to keep them off objectives for a couple turns.

    Gotrek is bad  guys. Yesterday only one guy over 60 had him. 0 - 4 win lose ratio. 

  5. 4 hours ago, Fundre said:

    Very similar to my list. I find that you do want one big unit of evos. Try get one unit to 10 and maybe drop 5 seqs... 
    Another thing, the phalanx's empower only works on 2 seq units. I run 2 x 10 seqs to get the best chances of empower and other buffs. my 3rd battle line is 5 seqs

    image.png.a5e1740a02a8965662a37c36fc43a926.png

    I was thinking about Hysh too. Did you tryed this list? Pros Cons? Match ups? 

    I've done a 2 days event this weekend ending 3 -2 with this list. Last game I've played bad and had bad luck, so I could have won the last one. Anyway, I've found a bad match up (DoK - 90 Witches) the third which was authomatically lost cause he won the initiative the second turn. 

    As the meta seen, I would have changed evocators + weaver with desolators.

    Allegiance: Stormcast Eternals - Mortal Realm: Ghyran
    - Stormhost: Anvils of the Heldenhammer
    LEADERS
    Spellweaver (100)
    - Heartwood Staff
    - Allies
    Knight-Azyros (100)
    - Artefact : Soulthief
    Knight-Heraldor (100)
    Knight-Incantor (140)
    - General
    - Command Trait : Deathly Aura
    - Spell : Azyrite Halo
    Lord-Relictor (100)
    - Prayer : Translocation
    UNITS
    3 x Aetherwings (50)
    10 x Evocators (440)
    - 10 x Grandstaves
    - Lore of Invigoration : Speed of Lightning
    9 x Vanguard-Raptors with Longstrike Crossbows (510)
    5 x Liberators (100)
    - Warblade & Shield
    - 1 x Grandblades
    5 x Liberators (100)
    - Warblade & Shield
    - 1 x Grandblades
    5 x Liberators (100)
    - Warblade & Shield
    - 1 x Grandblades
    ENDLESS SPELLS / TERRAIN
    Geminids of Uhl-Gysh (60)
    TOTAL: 1950/2000 EXTRA COMMAND POINTS: 1 WOUNDS: 109
    LEADERS: 5/6 BATTLELINES: 3 (3+) BEHEMOTHS: 0/4 ARTILLERY: 0/4
    ARTEFACTS: 1/1 ALLIES: 100/400

    Hidden Agendas:
    Invade
    Slay
    Seize
    Centre Ground
    Retake
    Conserve

  6. 15 hours ago, GM_Monkey said:

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

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

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

    130 points for sit and hold is to much in my opinion.

    Sequitors for 130 are wide better. Arakanout company for 120 are wide better, liberators for 100 are better. :)

    Welcome to the new wanderers world. And if you want to really sit and get an objective, you need to avoid mortal wounds. If not against FEC Slanesh you are meat.

    Anyway, I was also considering a couple of War Hydras instead of durthu. Opinions?

  7. 13 hours ago, Aelfric said:

    The old base size chart put Nomad Prince on a 32mm base.  Is this still the case as the picture on their website looks like he's on a 25.  It doesn't say what base he comes with in the description.  My Nomad Prince is currently on a 25 and I am kitbashing a second, so want to make sure I get it right.  Hasn't mattered much up to now, as I've been playing other armies while waiting.

    Download from WH community the pdf: Base Sizes (updated on march 2019).

    In there all wanderers are 25 mm wit exclusion of prince which is 32 mm.

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  8. 13 hours ago, FattBooM666 said:

    I played it last tournament even though I went 2-3 it was only one game vs a khorne that wrecked me (I wasn't allowed to deep strike that turn) other two I lost was vs another khorne  and a Slaanesh. Went down to priority roll or I would have went 4-1 if I won both :P

    I went an expensive army.

    Allegiance: Stormcast Eternals -

    Stormhost: Hammers of Sigmar

    Leaders Lord-Arcanum on Gryph-Charger(220) - General - Trait: We Cannot Fail  - Spell: Azyrite Halo - Mount Trait: Wind Runner Lord-

    Relictor (100) - Artefact: God-forged Blade  - Prayer: Translocation Gavriel

    Sureheart (120)

    Battleline

    20 x Sequitors (440) - Tempest Blades and Soulshields - 9x Stormsmite Greatmaces

    5 x Sequitors (130) - Tempest Blades and Soulshields - 3x Stormsmite Greatmaces

    5 x Sequitors (130) - Tempest Blades and Soulshields - 3x Stormsmite Greatmaces Units

    10 x Evocators (440) - 10x Grandstaves - Lore of Invigoration: Celestial Blades

    10 x Decimators (360)

    Total: 1990 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 137

     

    First game a seraphon took 1st, summoned units, sniped my relictor, screened up.  I was on terrain that gave me 1x CP with general so I had +9 on my t1. I still got a great engage. Won 13-12 score 

    2nd game vs Nagash and several reapers, big bubbles around nagash and a screen so I cant flank.  Gives me turn, I was like ok.. let's see if I get azyrite halo and teleport of on my 5man seq. And I went in hard with 10 decimators first with massive X attacks with 2" reach. Did a small 2man train with evocators. Smashed the reavers and reapers. Nagash flees summons more reapers. We come to t4 and out of time. I won by 14-13 points. 

     

    3rd game vs khorne (not allowed to drop) big turtle game nothing happening until t3. Big loss.

    4th vs another khorne. Skarbrand  BT, skull reapers and so on. Gives me 1st turn I just get inside the objectives get 3 points. And dont drop. He thought I was to smash wall, he is forced to move up for points. He leaves a small gap of his screen. I drop 20 seq to skarbrand left side to bait him/sacrifice. And at the area he has a gap I go in hard with evocators on bloodthirster Fury and decimators on bloodwarriors. So I manage to snipe BT he piled skarbrand vs 20xseq. Kills almost the whole unit and is locked his t2. Roll off for t3 he wins it. Several activations, skarbrand kills everything. I'f I won roll my game :)

    last vs slaanesh he wrecked everything, so I was to go for secondary. He killed my 20x seq I managed to get them back on a 5+!!! 

    I teleported then 9" on one of his objectives, I am holding 3/4 if you controll all 4 t3 you win. I had 3 and at 4th I had 5 seq and arcanum. Vs 5 chaos warriors and a bit further away a keeper. So if I win priority t3 I could have taken last and actually won. But he won It and had like 90 depravity, mass summons and he won. (Was great opponent and game) 

    but it's an old style with many counters against... 

    I've seen one list that has done pretty good. 

     

    The list is solid for sure. 

    The thing is that you have only melee units, so imao you would drop decimators for more buffing/mobility stuff. Castellant & Vexillor in order to stay to the full melee list. Last point you could add prosecutors with javelin: 3x1 or 3x2.

    The other option is to grap some shooting stuff: 3x2 hurricane bows. This hallow to slow charge move of slanesh/korne, screen units, weak monsters (lower down stats on table). 

    Let me know if you test these options, because I love this kind of list and I would play it myself.

  9. 2 hours ago, Hodges said:

    So Anvilstrike is obviously all the rage and has been for quite a while. I was wanting to make my own version of the list, and after some tinkering this is what ive come up with. Interested to hear thoughts.

    Lord Relictor - General, Translocation

    Knight Azyros -  Soulthief

    3 x 5 Liberators

    9 Raptor Longstrikes

    9 Raptor Hurricanes

    6 x 3 Aetherwings

    2 x 10 Shadow Warriors 

    Extra CP

    2000 points. 

     

    From what I can tell, the 9 Longstrikes and a Relictor are the core of the standard list, everything else is flexible. So the thinking behind this is I want to try and play a stronger scenario game than most Anvil lists do. I have 15 drops, so I will be able to see exactly where everything is going before deciding on anything important. I also have enough drops to put anything I want into the sky. I envision the Longstrikes starting on the board to double tap, with the Hurricanes up high. Hurricanes can pop down anywhere to obliterate a screen (also solid for dealing with Gotrek). Everything in the list is fast and can quickly adapt to shifting objectives. Shadow Warriors seem like the perfect compliment to Anvilstrike too - pop up on objectives, help finish off things nearly killed by Raptors. Deep striking the Hurricanes down behind a screen of Shadow Warriors will also help to keep them alive. 

    Im a little unsure on so many Aetherwings but want to try it out. So many fast small units should be a pain to deal with. Can also quite easily mess with big screens by charging either end of the line, annoyance game plan basically. Help to protect the Raptors along with the Shadow Warriors. 

    The negatives of my list I think are pretty obvious - there's zero melee threat and very few characters. If I lose the heroes, I lose the option to double shoot - which is obviously a big issue. The lack of a melee threat might be mitigated by the lists ability to shoot and stall, will test and see. If the Hurricane Raptors disappoint, they can be swapped out for 10 Evocs instead.

    Thoughts on the list? Reckon it can work?

    clearly it wont work. Try this against sylvaneth and you will see.

  10. 1 hour ago, adreal said:

    I like my blob of 20 eternal guard, but I had them before the book  came out, where as if I was building a list now I probably would look towards Phoenix guard.

    I see your point. I have 30 EG too.  It s very bad to see them in the shelf. But PG are overall more durable against magic and fat guys with MW. Also they can run/charge free (important because now you cannot move with hedges as before).

  11. 6 minutes ago, adreal said:

    I like having the nomad prince as my general, but I want to play as close to pure wanderers as possible, and I'm taking a second one to outflank with 30 sisters. 

    He could be a little bit cheaper, but hey, atleast we kept him

    The big problem here is that you are forced into EG as a bline. Which is not so good now imao.  20 PG is a better option as we have only 1 infantry unit on the field to grab the focal objective.

    If only wild riders would have been bline with prince.....

  12. 4 minutes ago, Yawn said:

    We are blessed with solid defensive infantry, good behemoth choices from sylvaneth/phoenix with innate healing, a good spell lore, great shooting, and plenty of mobility options. Not much to complain about in terms of that.

    If only our one warscroll battalion didn't suck and our command point generation wasn't so poor😭

    Hell yeah. Wanderers seems to be a bit downgraded here. If we had the chance for a free move from the hedge as a command ability would be a lot better.

    Also, the battalion is very bad :(. Plus in other cities there are much space for them. Maybe in hallowed only.

  13. 2 minutes ago, Yawn said:

    I don't think the NP is the best general unless you commit hard to SoTW and buff them with him - at least 20-30 depending on points level. Considering they get their double shooting when arriving by ambush, 41-61 shots hitting on a 2+ is quite nasty.

    I agree that the assassin w/ shadow warriors BL is better otherwise, though. I think the NP should be 100 pts not 120.

    Totally agree. Maybe at 100 can make sense. 80 would be a pick, like before. Remember that abilities are more or less the same as before.

  14. 1 minute ago, rockmanko said:

    yea, just I am new and want to clarify any specific adv of Bline choice

    Good. The thing is: 

    Blines are obligatory and usually they are not very efficient units. So first step is to detect which "tax" units are efficient. This means, usually, understand which elite unit is good and can be taken as bilne. Why this, because normal Blines (generic ones) are worse then elite units, but can be a good choice if your general option is very strong (cheap and effective). Barely speaking strategies are usually 2: 1) Take a general that unlocks effective blines, 2) spend less you can in blines and general.

    In this canse we are trying to apply the 1) one. Spend less but picking effective stuff which can be synergic with the city rules.

  15. 3 minutes ago, Bigscaryflorister said:

    I have the scourgerunners for first turn grab, but the idea I think is to kill the majority of stuff haha. Also planning on uses the SotT for mid game grabs, and there’s shadow warriors for backline obj, or stealing theirs ;) but ye, I wouldn’t mind another blob... but where? 🤷‍♂️

    But if you find 40 x 2 Scheletons?

  16. 10 hours ago, Bigscaryflorister said:

    So After a few games, I’ve come up with this idea. Thoughts? 

    Nomad prince - 18”battleshock immune

    azyr battlemage -1hit vs missile artefact

    hysh battlemage 

    lord arcanum adjutant 

    lord exorcist ignaxs scales

    2x 5 SotT

    2x3 scourgerunners

    30 eternal guard 

    10 shadow warriors

    everblaze comet

    portals

    shackles

     Pallisade

    Balewind

    whitefire battalion

    exorcist dude spamming CA, and then low value spells, mystic etc.

    arcanum getting prime electrids d6 likely, and -1 hit spell, and using cycle of the storm if the exorcist does actually kill himself haha

    azyr spamming wildfire, lightning and cyclone atop his balewind, 

    chariots being chariots, and road blocks

    SotT cheap Battleline casters 😁 

    eternal guard getting buffed by sisters, 2+rr1 saves, 2 chances at mw back 

    Got options first turn and second, 6 drops 

     

    You don't have mass for objectives. I will consider at least 20 PG for bodyguard the general on an objective.

  17. 11 minutes ago, GM_Monkey said:

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

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

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

    My idea for this  city is something like:

    Base:

    30 SoW

    3x 10 SW

    Assassing (Iron, General)

    Azyros

     

    20 Pg (bodyguards)

    2 x 1 Scourge Chariot 

    Cp

     

    From here you can go for 

    1) Durthu , incantor (480)

    2) Desolators 6 (-1 Azyros) (600)

    3) Dricha, Incantor (460)

    4) Alarielle (560)

     

  18. 1 minute ago, GM_Monkey said:

    No he doesn't.

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

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

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

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

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

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

    To buff you need Cps, and you don't have them. Cause here you have battleshock phase also. 

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

  19. 13 minutes ago, GM_Monkey said:

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

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

    - 5+ save makes him very vulnerable

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

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

    The thing is that more or less an assasin does the same damage as the prince. Ts is not a problem as long as you have 20 EG or PG that shares wounds with you. Plus SW can appear everywhere. This gives you a better chance of position in the first turn. Cp generation is the same as the one with the prince if you want (and costs 40 less points). Also SoW must be 20+ in order to benefit from the command ability without wasting CPs on a 10 man unit.

     

    I'm speaking against my love for wanderers guys. I'm pretty disappointed in how they managed wanderers units in this book.

    PS: I don't think I will go for this city. It seems to be to weak anyway. Pretty bad for my wanderers but it's as it is. I will go Hallow or nothing (which means other books, like pure stormcast in where i can ally 2 waywatchers or 3 wayfinders + azyros for example).

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