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Mace108

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Posts posted by Mace108

  1. My group made the game much more exciting and faster by speeding up how quickly the hostiles spawned. So when they died or ran the card would immediately be replaced with a card face down and when a face down card was next activated they would come on the board. This i believe made the hostiles come in faster because don't wait until their turn to replace the card face down. We also limited how many destiny dice each player could use to one (excluding the last player), made it harder. 

  2. 51 minutes ago, Frowny said:

    People usually play Pistoliers in Tempest Eye, in the battalion, and there they are very very strong. 

    That being said, even with most of their damage in the shooting phase, they still struggle to get all their bases in if you have too many, so even then, people usually run some outriders as well. Usually a 2:1 or 3:1 Pistolier:Outrider ratio, 

    Yeah good point so ideally two units of 10 if running 20 pistoliers in total. 

  3. 3 minutes ago, Trickflo said:

    Part of the reason I chose cities is that the lists feel more open ended and I've been kind of buying for lots of potential lists without fully commiting to one. The pistoliers seem like a good was to get in lots of attacks before the combat phase starts by shooting then charging and shooting again but I'm not sure how feasible that will be in real game situations with a 9 range. I used to play death and until recently mostly played on a small kitchen table so I don't have a lot of experience with shooting or full sized games.

    I think Pistoliers are a the best choice, even 20 of them. Most games of AOS start 18 inches away or 24 inches away. So it is very possible you can get in range turn 1 because Pistoliers move 12 inches.  If you play Temptus Eye they can move an extra 3 inches in the first turn :)

    The run/retreat and still being about to shoot is good for the Outriders, but it is not worth it compared to the damage potential from the Pistoliers.  The ability to shoot, charge, shoot, then still getting to attack in combat means each Pistolier gets 8 attacks the turn they charge! So that unit of 10 Pistoliers gets 80 attacks.  If a Celestial Hurricum with Battlemage is right behind them with Hawk Eye (Temptus Eye) then they get +1 to hit and +1 to wound  (missile weapons only) making them a very powerful alpha strike. 

  4.  

    2 hours ago, Trickflo said:

    Does anyone have experience with pistoliers vs outriders the pistoliers seems a bit better but in an actual battle idk how much the extra range would matter.

    I wish, I have been waiting to buy them for ages. The came back in stock but then sold out straight away.  😔

  5. Back in feb/march this year I decided I was going to collect a new army. I decided on a cities of sigmar army because I loved the flagellants models. 

    3 months later I had spent $$$ and effort to painted up 30 hand gunnners, 40 flagellants, the Celestial Hurricanum with battle mage, 2x battle mage, free guild general, 30 crossbowmen, 20 phoenix guard also painted up some shadow warriors and the soul scream bridge. 

    Went along to a grand tournament in Australia. I  ran the hallowed heart list with a strategy of using the soul scream bridge to gain movement, Arcane channeling with searing wounds to get plus to cast, warding brand on the flagellants,  pha protection on PG, etc.  Played 5 games, lost 4 out of the 5. The meta included many really good, fast hard hitting armies and although I still had fun overall at the GT I didn't really like playing my army. I actually recorded how many spells went off each game, and even with the CH/BM giving the large plus to cast I still failed a large number of spells  (around 20 casts) over the 5 games. 

    Sticking with the models I switched to temptus eye. After the GT during the next couple of months I played 3 to 4 games and roughly I dropped a battle mage for a knight incantor to get an auto dispel, split the crossbowmen into 3 x 10, dropped the free guild general and flagellants for aetherwings and evocators on dracolines. After playing through several games with temptus eye I really enjoyed the faster movement turn one and the extra save. 

    I have just played a one day tournament using temptus eye and won 2 out of 3 games, almost wining the 3rd game (initiative roles!), the list I used was a more optimsed temptus eye list and have found even more ways to optimise it now. I am loving playing the temptus eye lists. 

    I guess the reason I am posting this is so if someone else drops $$$ on a new army based on theory hammer in cities and does not love the play style once they have collected it, then keep switching it up, as cities has huge amounts of options, you will be able to find your play style by switching some units around, changing the battle traits etc. 

    good luck, have fun! 

    • Like 2
  6. 9 hours ago, Aloth_Corfiser said:

    I have a question for the Freeguild Experts here:

    Are there enough Helmets in the Freeguild Guard and the Crossbowmen/Handgunner Kits respectively, to assemble all 10 Models with a Helmet?
    Don't get me wrong, I like feathered Hats, however I would like to have a universal look on my (hopefully future) models. 😃

    I have built 40 hand gunners recently and there were not enough helmets. You have to use the hats with feathers. I actually cut many of the feathers off. I didn't mind leaving a few. 

    • Like 1
  7. I played my first cities of sigmar game last night. I took the hallowheart list below. I found it difficult to go for all the objectives at once. I could only really contest 2 objects and the game had 3 per side. I did table my opponent but they won on objectives. Something I am thinking about is how I play the objectives with cities. Anyone got advice? 

    Allegiance: Cities of Sigmar
    - City: Hallowheart
    Mortal Realm: Aqshy

    Leaders
    Battlemage (90)
    - General
    - Command Trait: Warden of the Flame
    - Lore of Whitefire: Warding Brand
    - Hallowheart 2nd Spell: Ignite Weapons 
    - Mortal Realm: Hysh (-1 to hit a friendly target)
    Battlemage (90)
    - Lore of Whitefire: Warding Brand
    - Hallowheart 2nd Spell: Ignite Weapons
    - Mortal Realm: Ghur (+2 to run and charge on a friendly target)
    Freeguild General (100)
    Celestial Hurricanum With Celestial Battlemage (280)
    - Lore of Whitefire: Sear Wounds
    - Hallowheart 2nd Spell: Roaming Wildfire

    Battleline
    40 x Flagellants (280)
    Freeguild Crossbowmen, proxied with Peasant Bowmen (300)
    30 x Freeguild Crossbowmen
    30 x Freeguild Handgunners (300)

    Units
    20 x Phoenix Guard (320)
    10 x Shadow Warriors (110)

    Endless Spells / Terrain / CPs
    Soulscream Bridge (100)

    Total: 1970 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 156

  8. On 4/15/2020 at 12:51 AM, zilberfrid said:

    I think you may be hopping on too many legs there.

    Gunners can work wonders, especially with a General with them and in groups of 10. Crossbowmen work well against very lightly armoured things, but dark riders and especially steam gyrocopters work even better.

    Demis are murderous on the charge, but I am afraid they need a bit more mass and support to work well.

    Cities has nice magic, but your list doesn't have it.

    I have no opinions about Stormcast, I don't know them well, but do think Phoenix Guards are about the strongest unit Cities has, and using more bodies will be able to protect more of your units.

    I'd go for something like the following:

    General 100

    10 Handgunners (retinue) 100

    10 Handgunners 100

    20 Freeguild Guard 160

    This is your core. It stays in your area to have battleshock immunity. 460 points

    Now we want a few other things, wizards, hammers and objective grabbers.

    Wizards: Sisters of the Thorn, Hurricanum, Battlemage, Sorceress (battlemage on Griffin is trash, Luminarch and Sorceress on dragon not worth it at 1000 points), 

    Hammers: Dark Riders, Pistoleers, Demigryphs, Gyrocopters. The gunners don't have enough range to be damage dealers everywhere, the crossbowmen will really miss their rend.

    Objective grabbers: Dark Riders, Pistoleers, Sisters of the Thorn, Shadow Warriors. Gyros and demis have less bodies.

    Special mention: Scourge Chariots: really nasty fast units with quite a sticker shock. I won't risk you calculating the real-world cost of these monsters, but a few sprinkles here and there.

    A few options for the remaining 540 points:

     

    Very mobile:

    Sisters of the Thorn 130

    Sisters of the Thorn 130

    Dark Riders 110

    Pistoleers 100

    Gyrocopter 70

    Two fast wizards, Pistoleers and Dark Riders as chargers and objective grabbers and the Gyrocopter deletes 1/3 of a lightly armoured group. You could do more Dark Riders and a Scourge Chariot, and you wouldn't be wrong.

     

    Murdering light armour

    3* Gyrocopters 180

    Pistoleers 100

    Hurricanum with battlemage 280 (with your shooters)

    Quite a monetary expense, but I believe these will translate the best to any Cities list you may want.

     

    Dark Elves:

    Sorceress 90

    Darkshards 100 (they'll get eaten by the Sorceress)

    3* Scourge Chariots 150

    5 Dark Riders

    5 Dark Riders

     

     

    10 Shadow Warriors 110

    Battlemage 90

    20 Dark Riders 360

    The single group of Dark Riders is quite fearsome, and not ridiculously points expensive per model, they can charge, or be on an objective and shoot.

     

    Start of the Battalion

    General on Griffin 320

    Demigryphs 180

    Demigryphs 180

    This means changing your core to 2* handgunners (200) and a Battlemage (90), or go all in, and replace that core with the rest of the battalion.

    Why do you say hand gunners are only good in groups of 10. I haven't played with them but was planning on getting a unit of 30 and using a soul scream bridge to move them directly where I want them. I was also looking at running a unit of 30 crossbows in the same army to hold my objective and have the range to deal damage while doing so. 

  9. 6 hours ago, Rune said:

    It really is loads of fun. Currently my favourite list.

     

    The heroes and Phoenix guard are the core of the list. Flagellants too, but you can also use Freeguild Guards with halberds. For the rest I've been using various different units.

    The Flagellants die so easily. They'll buff your whole army with +1/+1 for the entire combat phase. Try and put your opponent in a situation where he is likely to give you that buff. If they charged they have +2/+2 themselves, and with the Phoenecium command ability they get to fight when they die. Which triggers their own warscroll ability, so a unit of 10 will get 37 attacks on +3/+2. 

    Behind them you've got your Phoenixes. One to drop mortals on their backline (consider giving it Thermal Rider cloak, possibly accompanied by Gyrocopters), and one to engage with the enemies strongest unit. 

    Knight-Azyros is there to provide the Human keyword for Flagellants, but also to be a tanky hero with great movement they can keep the +1 save on the Phonixes by being within 12" when he heals them.

    Re-roll 1s isn't too bad either. 

    Battlemage is there for Phas Protection and another source or command points and +1 save for the Phoenix.

    Behind the screen of Flagellants there are the Phoenix Guards. Who will hit on +2/+2, and re-roll all hits and wounds for great stable damage. 

    Lastly I've been experimenting with different high damage units to really benefit from the "Death frenzy". Wild riders are pretty decent. Demis could be used too. Also tried with a Prime. Greatswords is what I'm going to try next.

     

    Give it a try! I can try and record a game next when I have one, but the sound will be in Danish so might not be so interesting for you.

    Wow that is amazing! 

    I am impressed, have you been to any tournaments with that list? Have you had any trouble against lists that shoot or battle plans which require you to get lots of different objectives? 

    I am worried that Phenix Guard will be costed higher once the new GHB comes out, I have not yet purchased 30 of them because of that and COVID-19...

    My collection of a cities of sigmar army has been really slowed by COVID and I really don't think GW will open back up when they said they will. 

  10. On 4/1/2020 at 5:34 PM, StapMyVitals said:

    I'm not going to say Flagellants are some undiscovered super unit that's going to dominate the meta, so it's fully possible your opponent will screen effectively and that'll be that. However, there's screening, and there's screening so that not a single model of your blob of Movement 6 troops get within 6" of their vulnerable enemy hero after pile-in. I suspect that the latter will be a much greater tactical challenge. If even a single Flagellant gets within 6" of a soft target, and the battleshock phase is devastating enough for you, that can be a choice hero sniped by the sacrifice of quite a cheap unit.

    Yeah I also think that it would be fun to be able to do that. 

  11. On 3/25/2020 at 2:37 AM, StapMyVitals said:

    I've fielded Flagellants a few times and I can tell you that they're awful in a vacuum, but their high number of attacks mean that as soon as buffs start affecting them, they are capable of becoming blenders. With room for +3 to hit and +2 to wound before they're at 2+/2+, there's no such thing as a redundant buff on a Flagellant.

    They require more tactical thought than most units and positioning is key, since you want them in combat at the same time as other troops so that ideally they can strike after their opponent and reap the additional attacks they get from taking damage.

    The other reason that positioning is key is their battleshock ability. Get into combat with a powerful unit and make sure that one of the opponent's heroes is within 6" of one of the Flagellants, then in the battleshock phase it's entirely possible to spring a nasty surprise on the enemy by having a bunch of fleeing Flagellants assassinate the hero. Doing a mortal wound on a 4+ is statistically a pretty good use of a Flagellant so Bravery penalties are actually not as scary for them as they are for most hordes (unless you're not within 6" of an enemy).

    They break a couple of other traditional rules as well: because they have no armour save, mortal wounds aren't a big deal to them, and because they get extra attacks after taking casualties, enemies who always strike first can even find themselves at a disadvantage.

    Overall, I love them, though they will often disappoint. They're at their best in big units, with buffs from, e.g. the Celestial Hurricanum, Knight-Azyros, and various command traits and artifacts, attacking (or at least screening against) high-value targets. They're at their worst fighting cheap enemy battleline, unsupported. If you're looking for an anvil for enemies to get bogged down against, almost any other Cities of Sigmar melee infantry does it better. If you're looking for sneaky tricks and you have ability to outmaneuvre the enemy, you'll be pleasantly surprised by Flagellants.

    How do do you use them if the other player is going to be screening everything? I was thinking maybe they will be good against OBR because they do mortal wounds and I avoid the 3+/3+ save. 

  12. 19 hours ago, Marc Wilson said:

    I feel the Phoenix Guard will be unaffected by points changes in the GHB as they're well costed as a stand alone unit. The only doubt seems to be if GW do away with massive regiment bonuses for the 30. Handgunners win out over crossbows for two reasons. Firstly there is a increasing need for rend in the game, and secondly they work will with the bridge, so don't really need the extra range since they'll be 9-16" away and get the bonus for not moving. The bridge is absolutely key to the list, the list doesn't work without it - it has little speed nor reach. Luckily the bonuses to cast, +3 to +8, make it a virtual certainty.

    I'm not sure about the Stardrake in hallowheart - you don't really need that extra + to cast, but I know it has been used to good effect in Living City.

    Thanks man. Yeah I am not sure the stardrake is a great idea, what good do you think the stardake could do if had ignax for 4+MW, searing wounds could heal the stardrake back d6 wounds, also he could be minus 1 to hit through the battle mage hysh spell and also spend the CP to reroll 1s to hit. Do you think it could have a roll? Or should it just be another unit of Phoenix guard instead? 

  13. 22 hours ago, Marc Wilson said:

    I took the following to the Dutch Open and wound up coming 5th.  40 Flagellants with Warding Brand was a constant, if not game winning feature. For their points they certainly have a use, more of a defensive than offensive threat - making your opponent think twice about charging them. However, they are great at charging and tagging powerful combat units. They definitely accounted for a couple of Stonehorns and Ghoul Kings  over the weekend.

    "Allegiance: Cities of Sigmar
    - City: Hallowheart
    Mortal Realm: Aqshy

    Leaders
    Celestial Hurricanum With Celestial Battlemage (280)
    - Artefact: Thermalrider Cloak
    - Spell: Lore of Whitefire - Sear Wounds (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Warding Brand
    Sorceress (90)
    - Spell: Lore of Whitefire - Roaming Wildfire (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Ignite Weapons
    Battlemage (90)
    - Artefact: Whitefire Tome - All Spells
    - Mortal Realm: Hysh
    Battlemage (90)
    - Spell: Lore of Whitefire - Elemental Cyclone (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Ignite Weapons
    - City Role: General's Adjutant (Must be 6 wounds or less)
    - Mortal Realm: Azyr
    Battlemage (90)
    - General
    - Trait: Famed Spell-hunter
    - Spell: Lore of Whitefire - Roaming Wildfire (Hallowheart Wizard)
    - Hallowheart 2nd Spell: Elemental Cyclone
    - Mortal Realm: Ghur

    Battleline
    40 x Flagellants (280)
    20 x Freeguild Handgunners (200)
    - City Role: Honoured Retinue (Must be 5-20 models)
    10 x Freeguild Handgunners (100)

    Units
    30 x Phoenix Guard (420)
    5 x Khinerai Heartrenders (90)
    - Allies
    3 x Aetherwings (50)

    Endless Spells / Terrain / CPs
    Geminids of Uhl-Gysh (60)
    Soulscream Bridge (80)
    Umbral Spellportal (70)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 90 / 400
    Wounds: 142

    This is awesome!!

     

    How did you choose between hand gunners and crossbows and how do you use them?

    Also I worry that the Phoenix guard will get nerfed by the time I paint enough of them. 

    How do you use the soul scream bridge? Is it really worth it as I figured most people would learn how to block it out. 

    I was thinking about a Stardrake because I have one, it adds to +1 casting and could be good against hordes. What are your thoughts? 

     

  14. On 2/25/2020 at 8:33 PM, Stega314 said:

    Hey guys, looking for some advice for a game coming up this Friday. We're playing total commitment from the GHB 2019, and I'm playing against Ossiarch. I've got two lists I'm considering taking, but not sure which to go for. My opponent normally had katakros, a catapult, 2 or 3 smaller heroes, 3 x 10 guard, a harvester and a unit of SIX (I know) necropolis stalkers.

    I'm weighing up between Hammerhal and Hallowheart. I've got an extra command point with hammerhal and its basically all the minis I have in my collection. Hallowheart is based more around ****** loads of magic and hoping for mortal wounds whereas my hammerhal plan is to hold one side and advance on the other with my more offensive troops. What do you guys think I should go for? Any constructive criticism welcome. Thanks.

     

    Screenshot_20200224-104954_WH AoS.jpg

    Screenshot_20200224-105006_WH AoS.jpg

    Screenshot_20200224-105044_WH AoS.jpg

    Screenshot_20200224-105048_WH AoS.jpg

    Screenshot_20200224-105050_WH AoS.jpg

    I am keen to take a list with flagellants so keen to know what you think about them. I saw you took them in the hallowheart list. 

  15. Has anyone talked about or seen people using flagellants in a hallowheart list and giving them warding brand? I was thinking a unit of 20 could be a fun unit to take as a chaff wall to evocators on dracolines. I also thought that a stardrake could be a good unit to take as an tanking screen for the +1 to cast, ranged damage and can might be durable using the D6 heals spell. 

    Screenshot_20200309-170050.png

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