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FlipRecoil

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Posts posted by FlipRecoil

  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 City
    Mortal Realm: Ghyran

    Leaders
    Treelord Ancient (260)
    - General
    - Command Trait: Druid of the Everspring
    - Artefact: Wardroth Horn
    Lord-Celestant on Dracoth (200)
    - Tempestos Hammer & Thundershield
    Freeguild General (100)

    Battleline
    30 x Freeguild Crossbowmen (300)
    10 x Ironbreakers (110)
    10 x Freeguild Guard (80)
    - Swords and Shields
    10 x Freeguild Guard (80)
    - Swords and Shields

    Units
    4 x Fulminators (440)
    6 x Kurnoth Hunters (380)
    - Greatswords

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Wounds: 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 City
    Mortal Realm: Ghyran

    Leaders
    Treelord Ancient (260)
    - General
    - Command Trait: Druid of the Everspring
    - Artefact: Wardroth Horn
    Lord-Celestant on Dracoth (200)
    - Tempestos Hammer & Thundershield
    Freeguild General (100)

    Battleline
    30 x Freeguild Crossbowmen (300)
    10 x Ironbreakers (110)
    10 x Freeguild Guard (80)
    - Swords and Shields
    10 x Freeguild Guard (80)
    - Swords and Shields

    Units
    4 x Fulminators (440)
    6 x Kurnoth Hunters (380)
    - Greatswords

    Endless Spells / Terrain / CPs
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Wounds: 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 Throne

    Leaders
    Knights of the Empty Throne Varanguard x 6 (560)
    - General
    - Command Trait: Inescapable Doom
    - Artefact: Grasping Plate
    - Mark of Chaos: Nurgle
    Knights of the Empty Throne Varanguard x 3 (280)
    - Artefact: Corrupted Nullstone
    - Mark of Chaos: Nurgle
    Chaos Sorcerer Lord on Manticore (260)
    - Mark of Chaos: Nurgle
    - Spell: Mask of Darkness

    Battleline
    5 x Chaos Knights (160)
    - Ensorcelled Weapons
    - Mark of Chaos: Nurgle
    5 x Chaos Knights (160)
    - Ensorcelled Weapons
    - Mark of Chaos: Nurgle
    5 x Chaos Marauder Horsemen (110)
    - Javelin & Shield
    - Mark of Chaos: Nurgle
    5 x Chaos Marauder Horsemen (110)
    - Javelin & Shield
    - Mark of Chaos: Nurgle

    Behemoths
    Chaos Warshrine (170)
    - Mark of Chaos: Nurgle

    Battalions
    Plaguetouched Warband (180)

    Total: 1990 / 2000
    Extra Command Points: 1
    Wounds: 119
     

  4. 2 hours ago, Graywater said:

    Lances only do an average of 2-3 more damage than ensorcelled weapons on the charge for a unit of 10, and do significantly less when not charging. With no way to grant bonus attacks, and without running a chaos lord for the double pile in, id recommend sticking with ensorcelled weapons. 

    I've been planning out a similar cav based list, but playing with khorne or nurgle marks. Khorne gives access to bloodsecrator buffs and the aura effects make lances actually a decent choice, while nurgle supports what I think the Knights do best- pinning units and acting like a wide tarpit with decent output. Getting the +1 to save with the warshrine prayer and -1 to hit from shooting with the general's aura make the Knights tough to shift. What are your thoughts as to going slaanesh?

    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

  5. 56 minutes ago, Wraith said:

    Ok, so that makes it impossible for the general to have two traits anyway.

    What about the list? Would he be better off splitting the Chaos Knights into four units of five each, so to maximise the MW from the battalion trait?

    Also, he needs chaff to help ensure the heavy cavalry and chariots get the charge. He needs to have those ones charge. I guess he could use the Marauder Horse for screening. Or drop something to get some Untamed Beasts or allied Ungor Raiders.

     

    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!

  6. 1 hour ago, EMMachine said:

    @FlipRecoil The General doesn't get the "Ravagers Command Trait" the entry in the Warscroll Builder only exists because normally only general can get a command trait, but in a Ravagers army 5 different models can have a command trait, so the entry is for the models that aren't your general.

    Ok, makes sense. Cheers! 👌

  7. Allegiance: Slaves to Darkness

    - Damned Legion: Ravagers

    Leaders
    Chaos Lord on Karkadrak (230)
    - General
    - Command Trait: Eternal Vendetta
    - Artefact: Cloak of the Relentless Conqueror
    - Mark of Chaos: Slaanesh

    Chaos Sorcerer Lord on Manticore (260)
    - Artefact: Blasphemous Cuirass
    - Mark of Chaos: Slaanesh
    - Spell: Mask of Darkness
    - Ravagers Command Trait: Bolstered by Hate

    Battleline
    10 x Chaos Knights (320)
    - Ensorcelled Weapons
    - Mark of Chaos: Slaanesh
    10 x Chaos Knights (320)
    - Ensorcelled Weapons
    - Mark of Chaos: Slaanesh
    5 x Chaos Marauder Horsemen (110)
    - Javelin & Shield
    - Mark of Chaos: Slaanesh
    5 x Chaos Marauder Horsemen (110)
    - Javelin & Shield
    - Mark of Chaos: Slaanesh

    Units
    1 x Gorebeast Chariots (150)
    - Greatblade
    - Mark of Chaos: Slaanesh
    1 x Gorebeast Chariots (150)
    - Greatblade
    - Mark of Chaos: Slaanesh

    Behemoths
    Chaos Warshrine (170)
    - Mark of Chaos: Slaanesh

    Battalions
    Ruinbringer Warband (140)

    Endless Spells / Terrain / CPs
    Eightfold Doom-sigil (40)

    Total: 2000 / 2000
    Extra Command Points: 1
    Wounds: 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.
     

    • Like 1
  8. 1 hour ago, meatpipeline said:

    The list looks good.  The only thing I see is that base size of the Gore-gruntas in large units is going to cause problems moving and getting into combat.  The question you'll need to figure out is if units of 9 are the right number.  If you can only get 5 or 6 into combat, then are the extra "wounds" really buying you anything?  Does 9 give you a better counter-punch after you take a hit?

    My gut feeling is that 3 units of 6x is better, as it allows you to spread the board and get them all into combat when necessary.  Moving to this spread still keeps the overall hitting power of the list, but lets you get better use out of your models.  It would still fit into an Ironfist.  This is an easy change to make, so I'd recommend playing a few games as is and seeing the pros/cons of 9x Gore-gruntas.

    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. On 9/25/2020 at 11:08 AM, Neil Arthur Hotep said:

    I posted this on reddit recently, might be intersting for you:

     

    I think you know you are not building a top competitive list if you go with Greywater artillery and steam tank spam, so no need to mention it. I would reconsider the second Cogsmith, though.  If you want him to support your Steam Tanks, he's just too slow to keep up and his healing is kind of weak. Your tanks should be rushing foreward and, well, tanking things. Can't have them wait around for a Cogsmith with his stumpy little legs. I'd say just get another Gyrocopter instead, they are fastly more effective if you have three.

    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)
    Drillmaster
    Steam-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 Company

    1990/2000

     

    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. 5 hours ago, Evantas said:

    Dracolines already have a 12' charge and can re-roll charges inherently.  If they drop-down from the sky they can't cast Empower on themselves, which is actually like a ~15% damage boost that you'll miss out on. 

    I find that with Heraldor buff, they can advance and charge, which extends the threat range by a lot.  If you burn a CP for 6' advance, they can run 18' and still have a rerollable charge, so it's quite a reliable 25' threat range, hence my preference for a Heraldor. 

    That's also why are usually set-up on the ground, and they can quite often get in a T1 charge on the smaller ME map.

    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. 24 minutes ago, Evantas said:

    Allegiance: Stormcast Eternals
    - Stormhost: Celestial Vindicators

    SPEARHEAD
    Lord-Arcanum on Celestial Dracoline (210)
    - General
    - Command Trait : Single-minded Fury
    - Artefact : Stormrage Blade
    - Spell : Lightning Blast
    - Mount Trait : Pride Leader
    3 x Evocators on Dracolines (260)
    - 2 x Grandstaves
    - Lore of Invigoration : Celestial Blades

    MAIN BODY
    Knight-Heraldor (100)
    10 x Sequitors (240)
    - Stormsmite Mauls and Soulshields
    - 5 x Stormsmite Greatmaces
    3 x Vanguard-Raptors with Hurricane Crossbows (140)

    REARGUARD
    3 x Aetherwings (40)

    Meeting Engagement Format, went 4-2 with this list, lost to another SCE (mainly due to map layout and my own mistakes) and a Petrifex.

    Dracolines murder whatever they touch, except really really hard targets.  The block of 10 Sequitors is the main objective holder/anvil,  heraldor helps them or the dracolines get favorable engagements. Raptors and aetherwings drop from the sky to threaten other objectives or engage wherever they are needed.  

    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. 3 hours ago, Evantas said:

    The first one is similar to what I ran, I think it's fine. Go run with it first. 

    My only suggestion is to get a heraldor, vexillor, or gavriel to improve your chances of getting the charge off with your sequitors.

    Another important thing is the thinking behind the list. Why are the units inside? 

    From what i can see, your LA and cats are your main hammer. Not seeing the battleplan so much with the rest tho.

    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)
    Drillmaster
    Steam-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 Company

    1990/2000

     

    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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