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Barbarian Borelord

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Posts posted by Barbarian Borelord

  1. On 12/16/2022 at 7:07 PM, Gilles.of.Augustine said:

     

    • High Elves:

      • 2 High Elf Princes on Griffons (Counts-as for Freeguild General on Griffon?)

      • 2 High Elf Mages (Battle Wizards?)

      • Many* High Elf Archers (Counts-as for Sisters of the Watch?)

      • 20 Lothern Sea Guard (Count-as for Sisters of the Watch? More corsairs?)

      • 20 Sword Masters (Counts-as for Wildwood Rangers? Freeguild Greatswords?)

      • ~20 Phoenix Guard

      • 10 Ellyrian Reavers (Counts-as for Sisters of the Thorn? More Dark Riders?)

      • 5-10 Dragon Princes (Count-as Wild Riders? More Drakespawn Knights?)

    If you're asking what would best count as these things I would say:

    - Freeguild General on Griffon sounds good, although if those models are ones that I think they are they might be somewhat small compared to the Karl Franz general on griffon model. Maybe consider Fulminators, although they cannot fly.

    - Battle wizard or Sorceress.

    - Darkshards.  Or Crossbowmen, but with Darkshards they keep their elven speed.

    - There's not really a ranged unit that is also a somewhat good melee defender (maybe Irondrakes, but then why are those elves so slow?) but I would say Corsairs are the closest.

    - Swordmasters still have a warscroll in Warhammer Legends, otherwise I would say Executioners.

    - Phoenix Guard are still what they are.

    - Could be Dark Riders, although I think that's a useless unit. Maybe Outriders.

    - These too have a warscroll in Legends (called Dragonblades), otherwise I'd say Demigryph Knights if you want them to be really kickass, or Drakespawn Knights if you want them to be a bit less kickass. But Wild Riders I think are too fragile to be represented by Dragon Princes (and also useless).

  2. Well it looks like Bretonnia is gonna be one of the first factions to be featured in Warhammer the Old World, so you're in luck. And I think that when those models come out at least some of them will also be added to the Cities of Sigmar roster, perhaps with Kislevite and Cathayan models as well (making the CoS roster even more crowded). 

    By the way, if you love Arthurian legend: I have written comic that is partially about the Celtic Arthur and Myrddin legends: if you want you can read it for free here: https://www.deviantart.com/valkyriescomic/gallery/75244801/koningen-en-valkyrja-s-3

    • Like 1
  3. 13 hours ago, Lord Krungharr said:

    My only thought for the bomber is keeping a unit of 2 behind a mob of Ironbreakers.  Every one of my turns (assuming they're not shot down), they could move forth and back 6" each way doing 2D3 MW on the unit in combat to assist the dwarves on the ground.  And taking pot shots with their clatter guns.  But for sure the Copters have more versatility and usefulness, if for nothing else than their extra speed.

    I think the Flamespyre Phoenix would do a better job at that. But for both the Phoenix and the Gyrobomber I think it is necessary to bring back the option to make them run or retreat and still deliver their fly-over mortal wounds. Right now that isn't possible and I think that makes them both underpreforming units.

    • Like 2
  4. The Gyrobomber I think is pretty useless, it's a cheap unit for delivering MW's but I doubt it would survive for long enough to do a bombing run more than once, so you might as well take the Gyrocopter.

    The Copter I think has three uses: firstly as very mobile cannon fodder - in my latest game I send two of them plus a Grundstok Gunhauler right into an Urruk Warclans horde to be slaughtered there, to keep them busy while my Outriders shot them to pieces. Secondly: as objective grabbers. Thirdly: the steam gun does make them good against a massive horde of infantry: you put them right in front of a horde of 40 goblins or skaven and you give them a free sauna with 40 attacks for every Copter you got there, as long as they are in the limited range, 

    • Like 1
  5. On 9/23/2022 at 6:24 AM, Lord Krungharr said:

    That's a very interesting army; do you have that many Outriders?!  Why not skip the Vanguard and do a Command Entourage for the artefact, then dump 1 unit of Outriders to augment the Steam Tank to a Commander, then you could net 2 Battle Regiments to decrease your drops to 5?  That way you'd be more likely to get first turn if you wanted to control the flow of the game better from the start.  You could probably then also fit in an Endless Spell of some sort (Shackles might be good).

    I salute the use of Gyrocopters!  

    After I sell off some stuff, some KO ships may find their way to my Cities collection of Duardin.  

    At this point I have only half the outriders, but I have ordered the other half. The reason why I didn't do Command Entourage is because my usual opponent always makes sure he has like 2 or 3 drops in total, so there's no point in trying to 'outdrop' him. Also the aim of this list is that it doesn't matter who takes the first turn: it is supposed to be equally unpleasant for the opponent.

    The Steam Tank is just there to rush forward and be a meatshield (metal shield?) against the enemy melee units, keeping my Outriders safe: I don't expect it to do much damage and I see little use for a Commander, but another 5 Outriders around a Hurricanum with Hawk Eyes can do a lot of damage. You see my opponent plays Lumineth and Ironjaws, so I have to prepare against both an avalanche of melee units as well as having all my spells be disspelled.

    Yes Gyrocopters can do a ton of damage to horde units: I mean if the two of them would park in front of a group of 40 goblins: that's potentially 80 attacks in total: and not even that bad (3+ and 4+ and -1 rend)

    Anyway, thanks for the compliments :)

    • Like 1
  6. My problem is that I always lose in roll-offs to determine the turns, so this list is build around the idea of making almost each unit deal damage in the first turn of the first round. Outriders and Crossbows shoot the enemy, while the tank and flying machines keep the enemy melee units away for at least one turn. Outriders should all huddle around the Hurricanum, giving them 1+ to hit and to wound. The Freeguild General does the same for the Crossbows. My tests show I can deal between 40 and 50 wounds in the first turn with 4+ to save.

     

    Allegiance: Cities of Sigmar
    - City: Tempest's Eye
    - Grand Strategy:
    - Triumphs: Inspired
    Celestial Hurricanum with Celestial Battlemage (290)*
    - General
    - Command Trait: Hawk-eyed
    - Artefact: Patrician's Helm
    - Lore of Eagles: Strike of Eagles
    Freeguild General (100)*
    - Artefact: Seerstone Amulet
    Doralia ven Denst (115)*
    - City Role: General's Adjutant
    Runelord (95)**
    - Universal Prayer Scripture: Heal
    5 x Freeguild Outriders (115)**
    5 x Freeguild Outriders (115)*
    5 x Freeguild Outriders (115)
    5 x Freeguild Outriders (115)
    5 x Freeguild Outriders (115)
    5 x Freeguild Outriders (115)
    20 x Freeguild Crossbowmen (200)
    - Reinforced x 1
    1 x Gyrocopters (80)
    1 x Gyrocopters (80)
    1 x Grundstok Gunhauler (155)
    - Main Gun: Drill Cannon
    Steam Tank (195)
    *Warlord
    **Vanguard
    Artefact

    Total: 2000 / 2000
    Reinforced Units: 1 / 4
    Allies: 0 / 400
    Wounds: 136
    Drops: 15
     

    • Like 1
  7. If I'm not mistaken, the warscrolls from Warhammer Legends are an official part of Age of Sigmar. So why do I rarely see any of them mentioned here? The ones from the Order Alliance are all but one aligned with Cities of Sigmar so I think there's lots of possibilites there. Swordmasters for instance I think could be very good melee infantry for the price of 140 points...

  8. On 6/24/2022 at 10:30 AM, Thugmullet said:

    So I'm looking at Alarielle now. I think her new warscroll looks good, price seems fair as she now comes back to life and she's still got her summon.

    What I'm curious about is that she needs overgrown or Woods to do it. All  I can  see is the Treelord Ancient as only option for a wood that we know will work 100%  (her spell also yes, but Im not risking 800 points on something that may not happen).

     

    Where are you getting this from? My most recent information on Alarielle is from the Kragnos book; I do not know what this coming back to life and overgrown business is about...

     

    EDIT: Never mind, I figured it out already.

  9. On 6/4/2022 at 4:11 AM, Thugmullet said:

    All tanks should also be named. With names written on there sides like WWI tanks. Tanky McTank Face being an obvious choice.

    Just saying.... 😁

    I gave the commander of my Steam Tank a name: Lieutenant Gruber.

    I never use him though because I wasn't impressed by his preformance...

    • Haha 2
  10. On 5/11/2022 at 6:22 PM, Popisdead said:

    I think they need spears in addition to their bows to be Avelorn.  

    Sisters of Avelorn/Watch have swords. Are you thinking of Handmaidens of the Everqueen? I had one of those, acting as a Lord-Imperatant.

    60 Sisters would hit like a truck, but I think an army like that would be a bit too monotonous for me... 30 are already eating up a lot of points.

  11. On 4/29/2022 at 2:11 PM, Neil Arthur Hotep said:

    I have done the math on a full suite of Rocket Batteries before, and while they are not good, they are at still more efficient than Steam Tanks at long range. I was actually moderately impressed with the Greywater battalion during 2.0, which could be used to buff Cities artillery to the point where they could pretty reliably shoot a god model off the table turn 1. But now, without access to shooting twice and without being as buffable as they used to be, they can only manage a 6 wound foot hero most of the time. Which certainly is a huge flavour fail: The best use for our unreliable, inaccurate rocket artillery is not softening up opposing battleline or shelling buildings, but sniping little support characters with pinpoint accuracy.

    The Hellstorm should be more like Roaming Wildfire and Chain Lightning if they want to reflect the idea of inaccurate rockets flying all over the place: hitting a target and also the target 6'' next to it. Or maybe it doesn't hit the intended target at all but it does the one next to it...

  12. I played a game with this list this afternoon against my brother in law's Gloomspite Gitz. I always get the short end when rolling for priority and so he had a double turn that cost me dearly. Still, at the end of the 3rd round it was a draw: we had an equal amount of victory points. This was 90% thanks to Alarielle and the 30 Sisters of Avelorn (or Watch, I prefer Avelorn) who both were an absolute beast on the battlefield, they practically wiped out all the opposition. Alarielle was at 1 wound left on one point and back to 16 at the start of the next hero phase. Also useful were the Kurnous Hunters with Greatswords she summoned, who were quite underwhelming in damage output but surprisingly tanky.

     

    Allegiance: Cities of Sigmar
    - City: Living City
    - Grand Strategy:
    - Triumphs:

    Leaders
    Glade Lord (100)*
    Freeguild General
    - City Role: General's Adjutant
    Araloth (110)*
    Nomad Prince
    - General
    - Command Trait: Ironoak Artisan
    - Artefact: Wardroth Horn
    Alarielle the Everqueen (740)*
    - Lore of Leaves: Ironoak Skin
    Handmaiden of the Everqueen (175)
    Lord-Imperatant

    Battleline
    Sisters of Avelorn (540)*
    30 x Sisters of the Watch
    - Reinforced x 2
    Glade Guards (105)*
    10 x Freeguild Crossbowmen
    Glade Guards (105)*
    10 x Freeguild Crossbowmen
    10 x Eternal Guard (125)*

    Core Battalions
    *Battle Regiment

    Total: 2000 / 2000
    Reinforced Units: 2 / 4
    Allies: 0 / 400
    Wounds: 93
    Drops: 2

    • Like 2
  13. I am confused about the update for Alarielle; it says: 

    Add the following: ‘If this unit is part of a Sylvaneth army, it knows all of the spells from the Lore of the Deepwood in addition to the other spells it knows.’

    So would that mean she suddenly forgets the Deepwood spells when being in a Living City army? But her warscroll already said that she knows the Lore of the Deepwood, and this update says to add this line, not delete or replace anything. So what is going on here??

  14. 4 minutes ago, Boar said:

    Generally speaking yes (vs rend 0), but stacking of save bonus will offset rend.

    I'm not sure I follow... From what I was told nothing can be stacked anymore, be it 'to hit', 'to wound', 'to rend' or  'to save'. 

  15. 23 minutes ago, Aloth_Corfiser said:

    Also I am not sure if Doralia's Bolts would inflict double damage against Lumineth Units (because the Unit Leader is a Wizard) or if this is kind of a blind spot in the ruels right now.

    Oh yeah, about that: I am going to propose to my opponent that we consider the Luminth Units wizards when they get the Power of Hysh spell off the ground, and otherwise they're not. In anyway, the Lumineths are a rather wizard-heavy army, there will be plenty of work for Otto and Helga (that's how I call them :D ).

    • Like 1
  16. Having painted and glued them together I have to say they look really good and detailed, but there is one thing: it seems that compared to older models they have more realistic body proportions. Which is not a bad thing in isolation, but when standing next to the others it feels kinda inconsistent. I have them standing next to Empire State Troops and Sisters of Avelorn right now and compared to those their heads look so tiny. It's a minor issue though, I am glad I got them and I trust they will be very useful in the match tomorrow against Lumineth Realmlords.

    • Like 1
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