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KydbrookP

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Posts posted by KydbrookP

  1. On 7/27/2022 at 3:01 AM, Thugmullet said:

    Any played experiences of how the new GV units have affected Cities?

    I’ve only played a couple of games, but I’ve found putting Demigryphs in Bounty Hunters makes them useful - partly because it makes them deal more damage, but also because it makes them a priority target for opponent, and in TE, if you sit them in cover, they’re on a 1+ save (without mystic shield or AAD) in turn 1, so opponent can waste a lot of resources not killing many of them.

    I imagine Drakespawn would work the same (although perhaps more difficult to fit all five in cover).

    • Like 2
  2. Thank you for setting up this thread.

    I’m interested in thinking about this the other way around: how do I make a list that is a positive experience to play against? A list that presents a challenge but isn’t too frustrating?

    I expect I want to avoid:

    too much shooting

    alpha strikes

    unkillable units

    a long hero phase


    But it would be OK to lean into:

    Manoeuvrability

    Some Tankiness

     

    I’m collecting CoS, and I’ve got a core of a Griffon, Demigryphs and Phoenix Guard, which all seem OK (they don’t kill too much, or die too easily). Any other thoughts? Are highly swingy things fun to play against?

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  3. Thanks so much @readercolin, that’s really helpful. I see your point re: the battlemage’s 6+ save. 

    I’ve got quite a few of these models, so will give a list like this a try (just might swap in crossbowmen for Irondrakes for now).

    I do like the idea of the Runelord though - I know it’s not reliable, but if stars aligned and he did manage to cast Aura and Curse, those Phoenix Guard and Protectors would do a lot of mortals wounds.

    Thanks for the advice

  4. I'm looking at Tempest's Eye for the first time, and wondered what more experienced players thought of a little combo of:

    • Ghur Battlemage (general) with Aura of Glory (and maybe Arcane Tome and Strike of Eagles)
    • Stormcast Protectors (General's Retinue)
    • Yndrasta
    • Emerald Lifeswarm

    Basic idea being: With Aura of Glory and two Starsoul Maces, the Protectors do 4 x D3MW on 2+s, plus the 19 attacks with the Glaives on 3+,3+,-2. I work that out as an average of 7MW and 8 normal wounds at rend -2. 

    The Ghur spell (Wildform) gives them +2 run and charge, so together with TE abilities, they could run 11-16" turn 1, to get them onto an objective. They also have a 1+ save in turn 1.

    The Battlemage can pass on wounds to them on a 4+, and then heal them (and/or himself, or Yndrasta) with Lifeswarm, which he casts with a +2 (as he's in Ghur and casts endless spells with +1). Yndrasta can bring back one Protector per turn, if she's landed nearby (e.g. if popping over to heal herself).

    So together, the little unit of Battlemage and Protectors might be quite tough to budge from an objective, could send out a few long-range moral wounds (with Strike of Eagles), and heal other units, and could provide a bodyguard for a shooting unit (e.g. a Hurricanum)

    Worth trying?

    • Like 1
  5. On the subject of causing too many mortal wounds, I've been taking the Hurricanum, and assuming that since it has a missile attack, it can Unleash Hell. Since the Storm of Shemtek attack doesn't roll to hit, presumably it doesn't suffer from the usual -1 to hit, so (on zero damage) just rolls three die and for every 2+ it's D3 mortals. Am I playing it right?

    (Similarly with Dracothian Guard, since their missile attack doesn't roll to hit anymore). 

    • Like 1
  6. 10 minutes ago, Yziel said:

    Does the Living Cities ability Hunters of the Hidden Path count as a move for Irondrakes' Blaze Away?

    I think no, according the FAQ:

    Quote

     

    Q: Some abilities allow a unit to be set up ‘instead of making a normal move’. Does a unit set up with such an ability count as having moved?

    A: No, unless the ability specifically states otherwise.

     

     

  7. 33 minutes ago, Rahatlin said:

    Hey everyone.

    So with new update on how armor save can be modified to max +1 (General's Handbook pg. 71 "Save Roll") Eternal Guards seems off with their natural +1 bonus if they didnt move which kidna sucks. You cant eighter all out defence them anymore or whats even worse - their synergy with Sisters of the Thorn is kidna ruined now :/

    Am i missing something here or this is indeed the case? Coz i am a bit of a downer now, just finished painting 20 EG's ....

    I think it’s max +1 save after rend, so against anything with rend -1 you can still AOD

  8. 8 hours ago, swarmofseals said:

    I know nobody is talking about it now, but I've been playing a lot of cities and doing quite well. Tempest Eye, Living City, and Anvilgard are all very strong and I'm sure Hallowheart can be quite nice as well.

    Out of interest, what do you find is working well for you? Any unexpected standout units?

  9. Any thoughts on this list?


    Army Faction: Cities of Sigmar
    Army Type: Living City
    Battlepack: Pitched Battles
    Points Limit: 2000 pts
    General: Dreadlord on Black Dragon
    Grand Strategies: Hold the Line
    Triumphs: Inspired

    Units
        Celestial Hurricanum with Celestial Battlemage 
            Battlefield Role: Behemoth, Leader
            Enhancements
                Spells: Lifesurge
            Points Cost: 280 pts
        Dreadlord on Black Dragon (General)
            Battlefield Role: Behemoth, Leader
            Enhancements
                Command Traits: Ironoak Artisan
                Artefacts of Power: Amulet of Destiny
            Points Cost: 290 pts

    Core Battalions
        Hunters of the Heartlands
            Gotrek Gurnisson (Ally) 
                Battalion Slot Filled: Troops
                Battlefield Role: Other
                Points Cost: 435 pts
            Demigryph Knights 
                Battalion Slot Filled: Troops
                Battlefield Role: Other
                Points Cost: 175 pts
            Dracothian Guard Fulminators (Coalition Ally) 
                Battalion Slot Filled: Troops
                Battlefield Role: Other
                Reinforced: Once
                Points Cost: 460 pts
        Vanguard
            Freeguild Crossbowmen 
                Battalion Slot Filled: Troops
                Battlefield Role: Battleline
                Points Cost: 105 pts
            Freeguild Crossbowmen 
                Battalion Slot Filled: Troops
                Battlefield Role: Battleline
                Points Cost: 105 pts
            Drakespawn Chariots 
                Battalion Slot Filled: Troops
                Battlefield Role: Battleline
                Points Cost: 80 pts
            Black Ark Fleetmaster 
                Battalion Slot Filled: Sub-commander
                Battlefield Role: Leader
                Points Cost: 70 pts

    Total Points: 2000 pts

     

    I just wanted to try Gotrek to maybe have a chance against big monster heroes.

    Crossbows to clear screens for Fulminators, weaken enemy shooting, or just stay out of the way to get Hold the Line. Demigryphs as a mobile anvil/speedbump. Gotrek to head to the middle, so Fulminators and dragon can take on one half of the board, and enemy can’t respond easily without running into him. Chariot and Fleetmaster really making up the numbers, but could sit on an objective and chariot can always use strike and melt away to grab an undefended one across the board.

    Any thoughts?

  10. 7 hours ago, readercolin said:

    A unit can issue the command ability to themselves, but they have to be wholly within 18" of a hero to do so.  This would be reading the rule as written, and following the exact wording of the rule, but since nothing about the rule says that a hero has to issue the command, the unit can do it to itself.

    Thanks - this second one was my interpretation of the RAW too - just a shame as when I first saw Fulminators had Elite I thought they could go it alone.

  11. So someone clever in another thread asked if Ghur battlemages get +1 casts for all pitched battles, as they’re all in Ghur for now.

    If so, could be a good pick? Hide him behind a Hurricanum to avoid sniping, and he’s +2 casting; +3 for endless spells. Give him the generic extra spell artefact and cogs and he’s casting three spells - maybe keeping out of sight and supporting with his own +2 charge spell, Ironoak Skin and mystic shield or an endless spell?

  12. 5 hours ago, Zeblasky said:

    So, after realisation, that instead of Spear of the Hunt you can give your Dreadlord Amulet of Destiny for that sweet 5+ wardsave, I will be doing exactly that. It hugely boosts both his tankiness and healing on him. Damn, if only I could make him a general as well (for Ironoak Artisan) and take him with shield, then he would become close to Annointed Phoenix levels of tankiness.

    I’ve been thinking the exact same thing. I’ve got handgunners and crossbows as battleline, so thinking of making him general: with IA, shield and all out defence he gets a 3+ save even on -2 rend, then a 5+ ward. He still might not kill that much, but he could get into opponent’s territory and pin down some units for a while.

  13. 14 hours ago, Zeblasky said:

    Now, which one is better? Totally depends on what you want.

    Thanks so much for this analysis. Lots to think about. Reckon I’ll end up buying sisters, proxying old archers as crossbows (if opponents allow) and trying out both.

  14. I’ve been trying to decide whether to buy SotW or crossbows, and think I’m veering towards crossbows. If I’m dropping sisters into hidden paths to try to take out enemy shooting, the enemy only needs to put their glass cannon more than 7” behind their flank screens and the sisters can’t reach. Whereas crossbows with 24” range seem trickier to defend against. And much cheaper in points now too.


    What do people think?

  15. 4 minutes ago, Zeblasky said:

    Ah, damn, I misread, sorry. I though you were still talking about Living City. Living City has a command trait for casting a spell, not an artifact, but new generic artefact is much better for that.

    By the way, Deepmire Cloak on a Nomad Prince in cover, while being in melee with a ranged unit is hilariously trollish. Imagine an Ironclad that HAS to fire on Nomad prince, because he is the only thing within 3, but he CAN'T.

    Yeah, artefact does seem better than the Druid trait. Feel like maybe some interesting uses.

     

    Trolling with Deepmire Cloak is a great idea

  16. 9 minutes ago, Popisdead said:

    They could go back and fix those warscrolls for us,.. but GW is a moving forward company, not a looking back these days.

    All character/hero monsters got better.  Access and whatnot has opened up so he hasn't gotten worse.

    If he is not a wizard he can cast one spell from the Lore of Leaves.  Doesn't make him a wizard unless there is a BRB item that does it.

    The generic artefact does seem to make him a wizard:

    Arcane Tome: The pages of this ancient grimoire grant the bearer arcane power.
    The bearer becomes a Wizard that knows the Arcane Bolt and Mystic Shield spells. They can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. If the bearer is already a Wizard, they can attempt to cast 1 additional spell instead.

  17. 5 hours ago, The Red King said:

    So some real life struggles left me with no painting motivation for the last few months so it isn't a big step but ita a big step for me that I finally finished one of my converted fulminators and present him now in all his painted glory (all bases will be done together at the end)

     

    Unfortunately I lack the wild rider/sylvaneth bits to finish the other 4 but I have at least 1 more on the paint table now.

    20210522_161134.jpg

    20210522_161102.jpg

    20210522_161111.jpg

    Awesome work! You’ve really made these fit in Living City. I reckon it should earn you some lucky charges on the table.

  18. Love the idea of using Shadowstalkers. I happen to own them (as I got my sons the Warcry box for Christmas and neither choose them as their warband) so inspired to add them to a list. 

    How does this seem?


    CITIES OF SIGMAR - LIVING CITY (2000p)

    LEADERS:

    Freeguild General (general) (100)
    Druid of the Everspring Circle - Cage of Thorns

    Battlemage Chamon (Adjutant) (110)
    Ironoak Skin

    Dreadlord on Black Dragon (300)
    Crossbow, Lance
    Spear of the Hunt

    Celestial Hurricanum with Battlemage (280)
    Lifesurge

    Knight-Azyros (100)


    BATTLELINE:

    10 x Handgunners (100)
    20 x Crossbowmen (200)
    3 x Demigryph Knights w Halbards (180)

    OTHER
    4 x Concussors (440)

    ALLIES
    9 x Khainite Shadowstalkers (100)

    Soulsnare Shackles (40)
    Extra Command Point (50)


    Possible plans would involve sending the Dragon and Concussors with the Hurricanum and Knight-Azyros to strike from a flank (lots of mortal wound shooting and then charge), and then the Freeguild holding the centre, and Shadowstalkers teleporting where needed. Or swap it around, and deep strike the Freeguild together.

    I was thinking halbards rather than lances for the Demigryphs as the idea is to move them together with the handgunners to take an enemy charge. With the general’s command ability, the handgunners would be +1 hit and wound on their overwatch, and then I’d expect enemy to focus on killing the Demigryphs before they can attack back (hitting and wounding on 2s) potentially leaving the gunners alive for another turn, and the enemy in range of the crossbows. I tried this against a Slyvaneath army: they got charged by Durthu, the gunners bracketed him, one Demigryph survived and together they killed him the next turn, so it seemed to make a decent anvil. 

    Any thoughts?

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