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SentinelGuy

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Posts posted by SentinelGuy

  1. Aetherwings are still really useful for cheap chaff. Exorcist and Incantor make great spellcasters.

    Remember though that you cannot take Stormcast endless spells in 3rd ed.

  2. 8 hours ago, SchleuderMann2 said:

    Allegiance: Cities of Sigmar
    - City: Hallowheart
    - Grand Strategy:
    - Triumphs: Bloodthirsty

    Leaders
    Gotrek Gurnisson (435)
    - Allies
    Lord-Exorcist (95) in Warlord
    - Hallowheart 2nd Spell: Ignite Weapons
    - Lore of Whitefire: Sear Wounds
    Battlemage (115) in Vanguard
    - General
    - Command Trait: Veteran of the Blazing Crusade
    - Artefact: Whitefire Tome - All Spells
    - Hallowheart 2nd Spell: Warding Brand
    - Mortal Realm: Ghur
    - Universal Spell Lore: Levitate
    Celestial Hurricanum with Celestial Battlemage (280) in Warlord
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Hallowheart 2nd Spell: Sear Wounds
    - Lore of Whitefire: Roaming Wildfire
    Sorceress (95) in Warlord
    - Hallowheart 2nd Spell: Elemental Cyclone
    - City Role: General's Adjutant
    - Lore of Whitefire: Crystal Aegis

    Battleline
    10 x Dreadspears (90) in Vanguard
    - City Role: Honoured Retinue (Must be 5-20 models)
    20 x Freeguild Crossbowmen (210) in Warlord
    - Reinforced x 1
    10 x Freeguild Guard (85) in Warlord
    - Spears
    10 x Freeguild Guard (85)
    - Swords and Shields
    10 x Freeguild Guard (85) in Vanguard
    - Swords and Shields

    Units
    5 x Evocators (225) in Vanguard
    - 2x Grandstaves
    - Spell1: Universal Spell Lore: Flaming Weapon

    Endless Spells & Invocations
    Emerald Lifeswarm (60)
    Purple Sun of Shyish (70)
    Soulsnare Shackles (65)

    Core Battalions
    Vanguard
    Warlord

    Additional Enhancements
    Artefact

    Total: 1995 / 2000
    Reinforced Units: 1 / 4
    Allies: 435 / 400
    Wounds: 109
    It is not the most competitive list, however I think it will do quite well. Most of the damage will be made by gotrek who gets healed 2d3 per turn and if needed gets fly or plus to rum and charge by the battlemage. Evocators with +1 to damage and reroll wounds can get dangerous too. 20 crossbowmen are there for unleash hell (2attacks then ;) ) and the soulsnare shackles should block the front where gotrek not is

     

    Does flaming weapon work on the whole unit? I thought it only boosted the weapon of the caster.

  3. On 7/10/2021 at 10:04 PM, Exploder said:

    I'm looking into getting into AoS for third edition and CoS is one of the factions I'm considering, I love the idea of a magic and technology faction and my idea for it would be a magic heavy army consisting of battlemages, celestial hurricanum/luminark, phoenixies, endless spells, (LRL stuff like Teclis or something else if I'd go the settlers gain route) (maybe stormcast wizard since the comet looks so much fun) and for tech part it would be stuff like outriders with grenade launchers, handgunners, steam tanks, gyrobombers and artillery.

    I dunno which city would be the best for this idea, the phoenix city looks good, hallowheart is probably the best, settlers gain looks good since I'm up for LRL stuff, the city that makes grenade launcher outriders battleline also looks very appealing, if I could make like a very mobile army of them + luminarks/celestial hurricanums and maybe gyrobombers/phoenixes that sounds very fun.

    What do you guys think? Think CoS with the way I envision them be the faction for me?

    Unfortunately, you can't use the comet in CoS. Allied and coalition forces cannot take their endless spells. You could in the previous edition, but they've changed the rule.

    • Like 1
  4. On 7/9/2021 at 10:12 AM, Belathor said:

    I was listening to face hammer and he mentioned a living cities list that is supposedly mostly just stormcast but plays better. What list is this? Is it just the stardrake 4 fulminators and friends list?

    Only 1 in 4 units can be Stormcast, so I guess they mean most points spent on Stormcast?

  5. 4 hours ago, Thugmullet said:

    Technically their not the same spell. One is Amber Spear and the other is The Amber Spear. It's a little rules laywery I admit but still correct I believe.

    I personally will only run him in Hallowheart. Reason being I'd rather spend points elsewhere if he's not going to be a double caster AND he only has a  5 up save. Hallowheart he can get double cast and 5+*ward no probs. Unlock the core rules spells and then he's got a little bit more damage as well. Under this condition I think he's worth it. Anything less then I think 275 points can be spent better elsewhere.

    The fact that there are now 2 Amber Spear spells makes me question how much the person who worked on Excelsis actually plays CoS. It was a great opportunity to introduce a combat boosting buff spell and they totally dropped the ball and gave us a weaker version of what we already had (and which wasn't used because it's pretty bad to begin with).

    Why couldn't we have something like this? -

    The Bear's Anger, cast on 7+, target self only, adds 2 attacks to chosen weapon (mounts unaffected).

     

     

     

    • Like 1
  6. 4 hours ago, Popisdead said:

    The Sisters of the Watch are good but got hit hard twice (needlessly perhaps).  Going up?!?!?! in price was a shocker (did you ever see them in tournaments) and nerfing their stand and shoot to be -1 to hit was the second.  I would say they easily could have gone down in points and you still wouldn't see them being top tier.  I sure love them and will take a couple units of 10.  As you say, I guess one thing to consider is they are good vs monsters (chip through with MWs) and infantry (enough shots the bravery with the odd debuff could be quite drastic.

     

    There is a spell in the Sylvaneth Lore (re: Warsinger)that is rr 1s for to hit and wound.  It could help them.  WhenW Rs do indeed punch through the -2 and 2 dmg is good.  Frankly I still think 10 WRs with the second rank being perpendicular to the front rank (being sideways) is still good.  Perhaps +1 to hit from All Out Attack (since the NP and Hurricanum can be elsewhere) on them mitigates the dice spiking of wounding on 4s.  Yesterday I watched 5 rip apart one of the DoK medusa infantry girls.  

    Are Sylvaneth Coalistion for CoS?  Is that the 3rd ed change?  if so then sounds like a change.  However if they are still just 1/4 can be Sylvaneth the requirement for the EndSp is just being a Sylvaneth Wizard.

     

    Cinderfall Gaming did a bat rep.  here that was a surprising list but fun to watch.  Plus it isn't a stupid length like 3  hours so on 1.75 speed makes it easier to watch.

    They're a coalition choice in Living City now. They're allies for the others (not Greywater). 

  7. 4 hours ago, Neil Arthur Hotep said:

    He can get +1 to cast from allegiance abilities and an extra cast from an artefact in Settler's gain, although I suppose you can get the extra cast in any city now from the Arcane Tome generic artefact.

    You could also lean into the meme status of the Battlemage and give him Raging Outburst and the Blade of Leaping Bronze in the same city for +2 attacks and +1 to hit and wound with his wizard bonk. Sure, it also leaves him at -1 to saves, but that's not important, right?

    I quite like that. I wonder if you could sort of use him as a super assassin because nobody expects him to be any good. Give him the flaming weapon spell, take something else to act as the distraction and then turn him lose. I suppose it could work if you had another threat on the table that couldn't be ignored.

     

  8. Another point on the Fleetmaster - he's at his best in Hallowheart with the access to 2 spells a turn, but don't disregard his use as a general's adjutant in other cities. His price makes him easy to squeeze in if you have a general on foot and need a cheap follower to help get CPs.

  9. To be honest, most of the bad units are only terrible some of the time.

    Dreadspears and corsairs are excellent chaff units for a very low cost. They're faster than Freeguild and comparable in price. Eternal guard are the best non-elite line infantry, but that comes at a premium price and their buffs require them to stand still. With the objective game being so important now and the cost of everything going up, I think eternals are probably too expensive for such a static unit. 

    You're forgetting wild riders, the best cavalry in the book. Small footprint, hit hard and move like lighting. They're fragile, but also super cheap. These guys are a total sleeper unit in 3rd edition.

    Even the hated Fleetmaster gets some love in this edition. He's still about as much use as a wet blanket in combat, but he has the ability to take the arcane tome artefact, which makes him potentially our cheapest and toughest elf wizard. If you have limited points available, need an extra leader, and have an artefact slot free, he's the best we have. The 3+ save against shooting makes him more resilient than anything else in that points range.

    Scourge runner chariots - cheap blocker, useful to fill out battalions, fast objective grabber.

     

    • Thanks 1
    • Confused 1
  10. Based on the talk about the flaming phoenix above, I've taken another look at my Hallowheart list to see if I can move bits around and make it work instead for Excelsis.

    I'm not sure which Grand Strategy works best. Any ideas?

    Allegiance: Cities of Sigmar
    - City: Excelsis
    - Mortal Realm: Ghur
    - Grand Strategy:
    - Triumphs: Inspired

    Leaders
    Anointed on Flamespyre Phoenix (290) in Warlord
    - General
    - Command Trait: Cunning Foe
    - Artefact: Arcane Tome (Universal Artefact)
    Celestial Hurricanum with Celestial Battlemage (280) in Battle Regiment
    - Artefact: Amulet of Destiny (Universal Artefact)
    - Lore of the Ghurish Heartlands: Cower
    Runelord (100) in Warlord
    - Universal Prayer Scripture: Curse
    Assassin (80) in Warlord

    Battleline
    10 x Dreadspears (90) in Hunters of the Heartlands
    10 x Dreadspears (90) in Hunters of the Heartlands
    10 x Dreadspears (90) in Hunters of the Heartlands

    Units
    10 x Irondrakes (160) in Battle Regiment
    10 x Irondrakes (160) in Battle Regiment
    10 x Irondrakes (160) in Battle Regiment
    10 x Shadow Warriors (120) in Warlord
    5 x Wild Riders (120) in Battle Regiment
    5 x Wild Riders (120) in Battle Regiment

    Endless Spells & Invocations
    Emerald Lifeswarm (60)
    Geminids of Uhl-Gysh (80)

    Core Battalions
    Battle Regiment
    Hunters of the Heartlands
    Warlord

    Total: 2000 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 123

    The assassin is there to fill out the required subcommander slots to take the battalions. Not ideal, but it is what it is. The other options are a Cogsmith or Fleetmaster and they're both worse if you don't give them artefacts to aid them.

    The Anointed will have the flaming weapon spell. I've added Geminids to the list so that he can maybe use it to help stop overwatching and counter CAs.

  11. 14 hours ago, Zeblasky said:

    You know, I've just realised another good combo for this city - using Annointed on Fire Phoenix as General with a Cunning Foe trait. This is the only way to get Retreat and Charge in CoS, meaning that, besides getting that great trait bonus, you're also dealing Mortal Wounds with Wake of Fire every battle round. And with Phoenix mobility, you can have a good target selection. So this makes Fire variant much better than Frost one in this City. And if you manage to get a Rebirth as well... Oh boy.

    I like that idea.

  12. 2 hours ago, Ciliegioinfiore said:

    Guys what do you think about gotrek’s point reduction? Any suggestions for a 1000 points list based on him?

    I've not fielded him myself (I have a weird aversion to expensive heroes that I just can't shake), but I think having emerald lifeswarm nearby makes him rock solid, and it's now even easier to cast in a CoS list thanks to the errata. You'll want some cheap chaff like aetherlings, dreadspears, corsairs or freeguild with shields, and some fast moving objective grabbers and counter punchers like wild riders or shadow warriors. Get some solid ranged units in there - irondrakes or sisters of the watch with a supporting hero.

  13. 4 hours ago, Sleboda said:

    That's a very generous attitude, truly, but at that point is your opponent really in the hobby at all, or is he/she "just" a gamer in the level of a Monopoly player?

    I mean, the core of this wonderful experience of ours is the collecting, painting, and playing with models that look like the things they represent in the rules.

    If the only part a person is into is the pure tabletop tactics, that's fine, but it's hard to argue they are participating in a hobby. And even if they are, the are assuredly massively diminishing the experience for their opponents andn any onlookers.

    As to the financial piece, as harsh as this may sound, nearly all hobbies have equipment, fees, etc. that present financial barriers. You can't show up to an organized hockey tournament with a stick off a tree and tennis shoes instead of skates. You can't drive in a Formula 1 race with a bicycle. You can't have a game of chess, even, with 16 ball bearings as your pieces.

    You need the correct equipment. I certainly don't want to exclude people, but there is something to the reality that most activities like these do require you spend at least the minimal amount of money to make them functional and in keeping with what others have committed to doing.

    That's all very well, but some of us spent the minimum requirement needed for entry years ago. We've been committed to the company and the hobby for decades, back when they fostered creativity and encouraged conversions and kit bashing to enhance the game and the lore.

    Look at it this way - if I want to play tennis at a club, I can turn up in my cheap supermarket shorts and shirt. I can wear my old shoes and use my dads racket. Yes, I bought new balls because my old ones were worn out and new ones were required. Then I paid my entry fee and now I'm playing. At no point did an umpire go "You have cheap and old gear so please leave. Buy the latest most expensive clothing or don't come back."

    • Like 6
  14. 3 minutes ago, Zeblasky said:

    May be to do a huge nerf to Handgunners and Sisters of the Watch out of the blue, may be just to standardize such rules across the warscrolls, who knows. Honestly, even intent here is not quite clear. And GW love to say that we should always follow rules RAW, but here even that is not quite possible.

    I can kind of see why they might nerf SoW if they had concerns about mortal wound spam, but if that was the case they should also have smashed Lumineth Sentinels into the ground. I see no reason for nerfing handgunners really - were they that afraid of long guns?

  15. 13 minutes ago, Beliman said:

    My suggestion: never buy anything from GW just for the power-level and quality of their rules. 

     

    I mostly agree, but there comes a point when constantly losing with a pretty army kills the enjoyment of the hobby. I've seen so many people drop out after being disappointed with units they had spent hours building and painting. I actually think it's worse now because the prices are so high.

    • Like 7
  16. 5 hours ago, Zeblasky said:

    As an owner of 40 commitioned painted Sisters of the Watch, I feel slightly depressed right now, so does anyone has any estimates how soon a new FAQ could be made?

    Standard GW tactic of the past 15 years. Now you need to go out and buy Lumineth Sentinels or Irondrakes. 12 months down the line and they'll change the rules again and you'll need to buy something else.

    As for the ongoing conversation about people proxying, I long for the day that somebody kicks off about my 5th edition metal wood elf spearmen standing in for dreadspears or eternal guard. They're elves with spears and shields and I'll always make it clear what units are before the game begins. If people are incapable of grasping something so simple then they shouldn't be playing. In the old days there would be jokes about feeling the power of the dreadsock, but not many people probably get the reference now. 

    In my opinion GW needs to be careful as they're starting to sound like they're gatekeeping the hobby. It's going to be hilarious when they start showing all those old White Dwarf magazines with conversions and counts as pictures in Warhammer+, when they're a step away from banning that sort of thing from events altogether.

    • Like 4
  17. 1 hour ago, Zeblasky said:

    If you take the rules extremely RAW, this is the way to go. At the same time, this would be quite a big and an incredibly stupid nerf if this is the case. You get a universal ability, that you can use once, and your overwatch units can use it only once for free, instead of always having it no matter what AND without -1 to hit penalty. AND they are made more expensive at the same time. IF this the case, at the very least Handgunners and Sisters should cost 95 and 160 respectfully with such a huge nerf. They were heavily balanced around their overwatch after all.

    As an owner of 40 commitioned painted Sisters of the Watch, I feel slightly depressed right now x)

    This is how I'm reading it as well

  18. 4 hours ago, readercolin said:

    FAQ's are now out.

    Instead of just losing an ability entirely with no more empowered spells, Cities now casts endless spells with a +1 to their cast.  So at least we got some compensation.

    Handgunners/Sisters now get to use unleash hell without a command point being issued or spent.  Maybe someone else can answer the question of whether or not this means multiple units can unleash hell or not because the command isn't issued, or what happens if you issue the unleash hell command and then another unit charges a unit of handgunners.  I'm not 100% certain.

    It isn't exactly clear how the various cities (Tempest eye, living city, etc) are affected by the coalition rules.  Yes, there is still the 1/4 units can be from the other faction as part of the coalition rules, but what isn't clear is whether or not this means you can do something like 2/4 cities, 1/4 stormcast, 1/4 KO, or if the coalition rules are limiting you to 1/4 non-cities units period.  That being said, there is a very solid nerf in that the coalition units can't be generals, so I can no longer have a stormcast hero leading a bunch of cities dudes.

    Not being able to use Stormcast or Sylvaneth as general is a bit of a blow. I've just converted up a new thunderwolf riding elf lord which I was going to use as a Celestant on dracoth. Looks like I'll have to use something else as a general now :/

    Funnily enough coalition units can't be general, but can be bodyguard or advisor for the extra CPs!

  19. Not much in these updates really, it's mostly just tidying. All they did for CoS was make Freeguild spearmen +1 to wound when charged, and modified the handgunners and sisters of the watch rule. Total letdown. They could have fixed the rest of the useless units while they were at it. It's also impossible to run a Stormcast hero as general unless you play Hammerhal with Aventis. :/

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