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FlipRecoil

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  1. After doing a Greywater Fastness list a while ago I thought I'd balance it out with a Living City list. Turns out I really like them. Allegiance: Cities of Sigmar- City: Living CityMortal Realm: GhyranLeadersTreelord Ancient (260)- General- Command Trait: Druid of the Everspring- Artefact: Wardroth HornLord-Celestant on Dracoth (200)- Tempestos Hammer & ThundershieldFreeguild General (100)Battleline30 x Freeguild Crossbowmen (300)10 x Ironbreakers (110)10 x Freeguild Guard (80)- Swords and Shields10 x Freeguild Guard (80)- Swords and ShieldsUnits4 x Fulminators (440)6 x Kurnoth Hunters (380)- GreatswordsEndless Spells / Terrain / CPsExtra Command Point (50)Total: 2000 / 2000Extra Command Points: 1Wounds: 134
  2. After doing a Greywater Fastness list a while ago I thought I'd balance it out with a Living City list. Turns out I really like them. Allegiance: Cities of Sigmar- City: Living CityMortal Realm: GhyranLeadersTreelord Ancient (260)- General- Command Trait: Druid of the Everspring- Artefact: Wardroth HornLord-Celestant on Dracoth (200)- Tempestos Hammer & ThundershieldFreeguild General (100)Battleline30 x Freeguild Crossbowmen (300)10 x Ironbreakers (110)10 x Freeguild Guard (80)- Swords and Shields10 x Freeguild Guard (80)- Swords and ShieldsUnits4 x Fulminators (440)6 x Kurnoth Hunters (380)- GreatswordsEndless Spells / Terrain / CPsExtra Command Point (50)Total: 2000 / 2000Extra Command Points: 1Wounds: 134 General idea of the list as follows - Fulminators and Celestant use the Living City special deployment to get close to something. Use the CA so the Fulminators can shoot then move and then charge. Kurnoth hunters are the anvil that can be buffed by the Treeman. Crossbowmen with general for many many shots. Guard are there for objective grabbing. Ironbreakers because I had exactly enough points and they are just going to be more survivable objective grabbing. Thoughts?
  3. Out of interest what do you all reckon to this one? I was just messing about with the idea of Varanguard but no Archaon. Keeping the cav theme. Allegiance: Slaves to Darkness- Damned Legion: Knights of the Empty ThroneLeadersKnights of the Empty Throne Varanguard x 6 (560)- General- Command Trait: Inescapable Doom- Artefact: Grasping Plate- Mark of Chaos: NurgleKnights of the Empty Throne Varanguard x 3 (280)- Artefact: Corrupted Nullstone- Mark of Chaos: NurgleChaos Sorcerer Lord on Manticore (260)- Mark of Chaos: Nurgle- Spell: Mask of DarknessBattleline5 x Chaos Knights (160)- Ensorcelled Weapons- Mark of Chaos: Nurgle5 x Chaos Knights (160)- Ensorcelled Weapons- Mark of Chaos: Nurgle5 x Chaos Marauder Horsemen (110)- Javelin & Shield- Mark of Chaos: Nurgle5 x Chaos Marauder Horsemen (110)- Javelin & Shield- Mark of Chaos: NurgleBehemothsChaos Warshrine (170)- Mark of Chaos: NurgleBattalionsPlaguetouched Warband (180)Total: 1990 / 2000Extra Command Points: 1Wounds: 119
  4. Thanks! I forgot about the Karkadrak's CA tbh! I'm sure play testing will win me over with other marks in the long run. What's sort of cav list are you running?
  5. Hey, thanks for the input! Honestly, I chose Slaanesh because it fits more with the paint scheme I had in mind for them. Also, re-roll charges and exploding 6's seems like it could make the Knights and Chariots more punchy and make the most of the battalion special rule
  6. Cool makes sense. I'm thinking of putting lances in a 10 man unit for the 2" and extra punch on th charge. Splitting the other one into 5 and keeping ensorcelled weapons seems like a good plan. Ravager command ability will let me bring in more Marauder Horseman too. I'll be keeping the mounted theme throughout though. Because thematic!
  7. Allegiance: Slaves to Darkness - Damned Legion: RavagersLeadersChaos Lord on Karkadrak (230)- General- Command Trait: Eternal Vendetta- Artefact: Cloak of the Relentless Conqueror- Mark of Chaos: SlaaneshChaos Sorcerer Lord on Manticore (260)- Artefact: Blasphemous Cuirass- Mark of Chaos: Slaanesh- Spell: Mask of Darkness- Ravagers Command Trait: Bolstered by HateBattleline10 x Chaos Knights (320)- Ensorcelled Weapons- Mark of Chaos: Slaanesh10 x Chaos Knights (320)- Ensorcelled Weapons- Mark of Chaos: Slaanesh5 x Chaos Marauder Horsemen (110)- Javelin & Shield- Mark of Chaos: Slaanesh5 x Chaos Marauder Horsemen (110)- Javelin & Shield- Mark of Chaos: SlaaneshUnits1 x Gorebeast Chariots (150)- Greatblade- Mark of Chaos: Slaanesh1 x Gorebeast Chariots (150)- Greatblade- Mark of Chaos: SlaaneshBehemothsChaos Warshrine (170)- Mark of Chaos: SlaaneshBattalionsRuinbringer Warband (140)Endless Spells / Terrain / CPsEightfold Doom-sigil (40)Total: 2000 / 2000Extra Command Points: 1Wounds: 129 Been looking to make a low model count/cab heavy list for a while now. Slaves to Darkness seemed perfect. Living for the the charge. Mark of Slaanesh everywhere for extra attacks and charges. Karkadrak to lead the Knights and Chariots, Marauders to objective grab, Sorcerer to hopefully be somewhat of a survivable anvil and set the doom sigil up where fighting is thickest. Any advice welcome. Haven't made a chaos list before.
  8. Based off what you said I came up with this alternative. Dropped Bloodtoofs for straight Ironjawz to get access to Brutish Cunning. Had 30pts left over so just dropped in an endless spell. Thanks for the advice! Allegiance: Ironjawz - Warclan: Ironjawz Leaders Orruk Megaboss (140) - General - Command Trait: Brutish Cunning - Artefact: The Golden Toof Orruk Warchanter (110) - Warbeat: Killa Beat Orruk Warchanter (110) - Warbeat: Killa Beat Orruk Warchanter (110) - Warbeat: Fixin' Beat Orruk Weirdnob Shaman (120) - Artefact: Great Green Visions - Lore of the Weird: Da Great Big Green Hand of Gork Battleline 6 x Orruk Gore-gruntas (320) - Jagged Gore-hackas 6 x Orruk Gore-gruntas (320) - Jagged Gore-hackas 6 x Orruk Gore-gruntas (320) - Jagged Gore-hackas 5 x Orruk Brutes (130) - Pair of Brute Choppas - 1x Gore Choppas 5 x Orruk Brutes (130) - Pair of Brute Choppas - 1x Gore Choppas Battalions Ironfist (160) Endless Spells / Terrain / CPs Ravenak's Gnashing Jaws (30) Total: 2000 / 2000 Extra Command Points: 1 Wounds: 151
  9. Hey! 1st ever Ironjawz list. I like the idea of a fairly low model count army that's all about the charge. Plus I love the Gore Gruntaz models. Allegiance: Ironjawz - Warclan: Bloodtoofs Leaders Orruk Megaboss (140) - General - Command Trait: Get Da Realmgate - Artefact: Quickduff Amulet Orruk Warchanter (110) - Warbeat: Killa Beat Orruk Warchanter (110) - Warbeat: Get 'em Beat Orruk Weirdnob Shaman (120) - Artefact: Great Green Visions - Lore of the Weird: Brain-busta Battleline 9 x Orruk Gore-gruntas (480) - Jagged Gore-hackas 9 x Orruk Gore-gruntas (480) - Jagged Gore-hackas 10 x Orruk Brutes (260) - Jagged Gore-hackas 5 x Orruk Brutes (130) - Pair of Brute Choppas Battalions Ironfist (160) Total: 1990 / 2000 Extra Command Points: 1 Wounds: 160 So here's my thinking - The big gruntas units get buffed by the Warchanters and head forth to lay waste. The Bloodtoofs artefact let's me teleport one for free too. The 10 brutes follow up to mop up and take on any bigger multi-wound units. The 5 brutes mainly hang back to hold home objectives and go where needed. The shaman tries to generate more CP and spits out some MWs. There is an alternative version that simply has 12 Gore-gruntas instead and a Megaboss on Mawcrusher. Idea remains the same except the Mawcrusher also lays waste. Any feedback welcome!
  10. Definitely something for me to think about. I also really love the Volley Gun models anyway. Recently I've been toying with the idea of using a Luminark too. Again mainly for the model, but the buffs and Burning gaze against mobs seem really useful.
  11. So I posted a while back about a mobile armoured list for Cities. After some feedback I've come up with my second iteration of it. Leaders- Steam Tank Commander (General) (230)DrillmasterSteam-piston armour- Cogsmith (60)Macroscope- Cogsmith (60) - Lord-Ordinator (140)Units - 20 x Freeguild Guard (Battleline) Spears (160) - 5 x Pistoliers (100)- 5 x Pistoliers (100)- Gyrocopter (70)- Gyrocopter(70) Behemoths - Steam Tank (Battleline) (180)- Steam Tank (Battleline) (180) Artillery - Helstorm Rocket Battery (130)- Helstorm Rocket Battery (130)- Helstorm Rocket Battery (130)- Helstorm Rocket Battery (130)Battalions- Greywater Fastness Artillery Company1990/2000 The extra cogsmith is there just to help heal the tanks. The Lord-Ordinator can be swapped out for a unit of Irondrakes if things are a bit too "all eggs in one basket". Pistoliers were chosen simply to add some more mobility over a 20 man unit of handgunners. Any advice welcome.
  12. Never thought about the run and charge. That makes a lot of sense! If I also tried out a Heraldor, I could drop the aetherwings and take an additional command point. I've never seen aetherwings played so I don't know how pivotal their role is.
  13. I like that list a lot! If I removed the Castellan and the vortex I could run mine with a Vexilla and a unit of aetherwings and it'd play pretty similar. I've always been under the assumption that's it's the Dracolines and Arcanum that drop down to get those 9" re-rollable charges?
  14. What was the list you ran? As for the battleplan for the rest of the list - Sequitors were intended to hold objectives with the castellan to help them do that a bit better. The raptors were there mainly for harassment purposes with an ungodly amount of shots and reducing the enemies charge range. Celestian Vortex is there simply because I had a spare 30 points.
  15. This is my first go at making a 1k list for a casual tournament happening at my local gaming store. I bought the Soulstrike box a while ago and want to make the most of the models found there. Any thoughts and advice are welcome. Here are my two ideas so far. The first one is just based around the models I have and what I think will be fun, the other is a little bit more try hard. Allegiance: Stormcast Eternals - Stormhost: Celestial Vindicators Lord-Arcanum on Celestial Dracoline (210) - General - Command Trait: Single-minded Fury - Artefact: Stormrage Blade - Spell: Celestial Blades - Mount Trait: Pride Leader Lord-Castellant (120) 5 x Sequitors (120) - Stormsmite Mauls and Soulshields - 3x Stormsmite Greatmaces 5 x Sequitors (120) - Stormsmite Mauls and Soulshields - 3x Stormsmite Greatmaces 3 x Evocators on Dracolines (260) 3 x Vanguard-Raptors with Hurricane Crossbows (140) Celestian Vortex (30) Total: 1000 / 1000 Wounds: 54 And the one that's a little more try hard - Allegiance: Stormcast Eternals - Stormhost: Hammers of Sigmar Lord-Arcanum on Celestial Dracoline (210) - General - Command Trait: We Cannot Fail - Artefact: God-forged Blade - Spell: Celestial Blades - Mount Trait: Pride Leader Gavriel Sureheart (120) Lord-Exorcist (90) - Spell: Lightning Blast 5 x Sequitors (120) - Stormsmite Mauls and Soulshields - 3x Stormsmite Greatmaces 5 x Sequitors (120) - Stormsmite Mauls and Soulshields - 3x Stormsmite Greatmaces 3 x Evocators on Dracolines (260) Chronomantic Cogs (80) Total: 1000 / 1000 Wounds: 52
  16. Hey thanks for the advice! Leaders- Steam Tank Commander (General) (230)DrillmasterSteam-piston armour- Cogsmith (60)Macroscope- Cogsmith (60) - Lord-Ordinator (140)Units - 20 x Freeguild Guard (Battleline) Spears (160) - 5 x Pistoliers (100)- 5 x Pistoliers (100)- Gyrocopter (70)- Gyrocopter(70) Behemoths - Steam Tank (Battleline) (180)- Steam Tank (Battleline) (180) Artillery- Helstorm Rocket Battery (130)- Helstorm Rocket Battery (130)- Helstorm Rocket Battery (130)- Helstorm Rocket Battery (130)Battalions- Greywater Fastness Artillery Company1990/2000 2nd draft. I still like the idea of a second cogsmith for healing purposes. But if removed I have 70pts to play around with.
  17. Hey thanks for the advice! My thinking behind the second Cogsmith was to have him run around to help the steam tanks stay alive as only the commander has a way of getting wounds back. The Lord-Ordinator I didn't even think about but that does seem pretty great. As for the wizard, I was just thinking he may be of use when a dispel is really needed or a well timed Transmutation of Lead. What's your opinion on Outriders? I was torn between them and just straight up taking handgunners.
  18. Hey, I've been writing up my first 2k list for Cities of Sigmar and I'm trying to base it on a more mobile Greywater force. The idea for the paint scheme is Vietnam War flavoured, so I've tried to go as mechanised as possible. Any and all advice welcome Leaders - Steam Tank Commander (General) (230) Drillmaster Macroscope - Battlemage (110) Choking fumes Realm of Chamon - Cogsmith (60) Steam-piston armour - Cogsmith (60) Units - 5 x Outriders (100) - 5 x Outriders (100) - Gyrobomber (80) - Gyrobomber (80) Behemoths - Steam Tank (Battleline) (180) - Steam Tank (Battleline) (180) - Steam Tank (Battleline) (180) Artillery - Helstorm Rocket Battery (130) - Helstorm Rocket Battery (130) - Helstorm Rocket Battery (130) - Helstorm Rocket Battery (130) Battalions - Greywater Fastness Artillery Company 2000/2000 My own thoughts so far are I am torn between pistoliers and outriders, but outriders just seem to fit my theme better. Handgunners would also work but are just less mobile. I have no idea if Gyrobombers are worth it but the idea of painting them up as Hueys is too hard to resist.
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