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Pariah7echo

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Posts posted by Pariah7echo

  1. Its also possible Bleakswords and Dreadspears get combined to free up a warscroll. They're probably the only unit in the game thats the same kit and has 2 warscrolls just for different weapon options. I could also see the Hurricanum and Luminark lose the option to not have a battlemage on them, but thats pure speculation.

  2. 8 minutes ago, Aleser said:

    I just watched Gnarlwood video on WH+ and they mentioned all warcry warbands alongside Sylvaneths and Ogres so those really might be last 2 warbands. Also not sure if this artwork is reused but I can see GOATS.

     

    dada.jpg

    I think this is originally from on the of the WHFB beasts books. But I'm probably wrong. It certainly looks familiar.

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  3. 5 minutes ago, Neverchosen said:

    Silly aside but I was reading the Genestealer Cults article and it made me realize how cool it would be to have a similar army in AOS that is partially composed of Cities of Sigmar models in secret service to another force and then I realized that would be such a cool way to integrate Silent People. Human cultists that wish to wake their Insectoid Overlords but otherwise blend into the forces of order. They can have cool heroes that are awakened Silent People issuing forth secret decrees on how to help awaken their slumbering brethren and then there could be parasitic entities attached to humans to fill out the reset of the force. 

    I dunno just a strange thought that occurred while reading the article. 

    So what they're maybe doing with the Horns of Hashut and the chaos dwarves?

  4. 1 hour ago, Asbestress said:
      Reveal hidden contents

    rOx70d4QXgtYFbb9.jpg

    image.png.7fb9d15e306d59f923bfd55c642ec51d.png

    Looking at the Marshal variants again...

    Could the yellow ones be showing us our first glimpse of the Greywater colour scheme?

    The other ones imo clearly look to be from Hammerhal Aqshy, with the red and orange colours and iconography on the shield, but these guys are different. Their outfits themselves have the signature "vibrant industrial yellow", and cogwheel-like black pattern, with the Marshal's cape looking more like a water resistant poncho than a general's regal robe. And of course, he has two pistols, blackpowder weaponry being the specialty of the Fastness. Their basing (more visible in the reveal video) also looks more "swampy", with yellowish grass and mossy looking ground.

    If this is the "new" Greywater scheme (yellow and black), I might even reconsider my move away from the city for army theming (and if we get ample amounts of guns and artillery 😛)

    Am I just being too hopeful or does any else see this in them?

    Isn't the existing Greywater scheme yellow and black? Or is it technically yellow and dark grey? Either way, adding the cogs probably makes this the new greywater scheme. I feel like GW likes to add cogs to any faction that supposed to be associated with mechanical things or industry.

  5. I mean if we really are getting cities ogors, the imperial guard as a blueprint makes sense to an extent. Outside of tanks really, but I guess if they give us a new steamtank we'd have our Leman russ equivalent.

     

    Marshall (Company Commander)

    Infantry squad (platoon)

    New cannon (Heavy Weapons team)

    Knights (rough Riders)

    Ogors (ogryn)

    Chicken walker? (sentinel)

    Gyrocopter/bomer (Valkyrie)

    Steam tank (Leman Russ)

     

    This actually works better than I thought.

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  6. I don't think there's anything on the schedule currently. But I wouldn't be surprised if there was one on whatever Saturday Leviathan goes on preorder. At some point they have to show us the rest of the new nids and whatever other space marines they're launching with. And I think they did that with a preorder reveal show for indomitus.

     

    Kansas City open tournament is June 2-4th. So maybe there will be a preview show at that? Otherwise I think we're waiting till ATC which is the end of July.

  7. So I wanted to see the probable new unit list written out so I could figure out which units of my army would go where. Figured others might want to see it completed as well. I didn't include any of the unique characters/units. Assuming the list is right this could actually be a fairly tight roster with limited unit overlap. Hopefully they fix the keyword bingo in the process.

    HEROES (current 19)

    • Anointed
    • Anointed on Flamespyre
    • Anointed on Frostheart
    • Assassin
    • Azyrite General
    • Azyrite General on Monster
    • Azyrite Mage
    • Azyrite Priest
    • Black Ark Fleetmaster
    • Cogsmith
    • Dreadlord on Black Dragon
    • Runelord
    • Sorceress
    • Sorceress on Black Dragon
    • Steam Tank With Commander
    • Warden King

    BATTLELINE (Current 9)

    • Azyrite Guard
    • Azyrite Gunners
    • Ironbreakers
    • Longbeards

    ARTILERY (Current 2. Unsure on walker location)

    • Azyrite Artilery
    • Azyrite Walker

    BEHEMOTH (Current 7)

    • Flamespyre
    • Frostheart
    • Kharibdyss
    • Steam Tank
    • War Hydra

    OTHER (Current 22)

    • Azyrite Knights/Outriders
    • Azyrite Elite
    • Azyrite Ogors
    • Black Ark Corsairs
    • Black Guard
    • Dark Riders
    • Drakespawn Knights
    • Executioners
    • New Flagellants
    • Gyrobomers
    • Gyrocopters
    • Hammerers
    • Irondrakes
    • Phoenix Guard
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  8. Its a little weird honestly. Over in the Mortals redesign thread I felt fairly confident (based on @Whitefang Likes) that the Darkling Covens and Order Serpentis would be the ones to leave (and eventually get redesigned in Malerion's Shadow elves). With this new rumor IDK how to feel. On the one hand I get to keep playing Cities, on the other it means no new models for years.

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  9. As much as I want the icon to be Malerion, someone on Reddit pointed out it also looks like Belakor's head. As much as they seem to be pushing his subfaction with the new tome that would make way more sense.

     

    50 minutes ago, Baron Klatz said:

    The new DoK tome confirmed Morathi-Khaine actually was able to eat his soul. ‘Tis a pity, was hoping he’d get the Eltharion treatment but under Malerion as a shadow suit of living armor.

    This also makes me sad Was hoping he'd make it out and be something. Like anything. Would have loved to recreate the classic art of him fighting N'Kari.

  10. 2 minutes ago, Baron Klatz said:

    My money’s on Slaanesh Hedonites.

    3 reasons:

    1. We don’t have a Malerion tome for a Ulgurothi legion warband to go into.(no soup kitchen here!)

    2. We still need some story beats on what happened to the Hedonites forces that were repelled from besieging Excelsis in Broken Realms.

    3. Hedonites have a right to their icon looking like Malerion’s old mask since the new twin slaanesh gods are his siblings via Slaanesh using Morathi-Khaine’s essence in the birthing process.

    IMG_0716.png

    I'm sorry what? How did I miss that bit of lore?

    Side question: Did they ever confirm what happened with Aenarions soul after broken realms?

    Does anyone remember what order the Lumineth got their Underworlds warband? Was it after the first book or at basically the same time?

  11. 6 hours ago, Skreech Verminking said:

    if they are able to use that artefact to cast the spell warplightning vortex, why shouldnmt the beasts of chaos not be able to summon the sigil of tzeentch, if one of their hero has the right keywords to do so

    Except that Tzeentch isnt an ally for Beasts. Beasts of Chaos only have 1 ally and that's Slaves to Darkness. We're not allowed to take any Tzeentch units (other than the ones in our faction profile) so why would we be allowed to take the Burning Sigil? Hell, we still can't take Slaangors and they have the Beasts of Chaos keyword on their warscroll.

    Cities isn't allowed to take Stormcast or Sylvaneth or Daughters of Khaine or Lumineth endless spells and they can actually coalition/ally them in. So clearly just being able to cast a spell doesn't mean you can put it in your list.

    2 hours ago, Beliman said:

    We have a rule that specially allows that:

    Btw, there is a FAQ about Endless Spells from allies or Coalition units:

    This is the rule I was referencing earlier. Thanks for quoting it.

  12. On 9/22/2022 at 12:50 AM, MarkWallbanger said:

    Thanks for the input, definitely liking the look of 4 fulminators. I've put together a hallowheart list based on what you've suggested and think I'll be giving it a go next game: 

     - Army Faction: Cities of Sigmar
         - Army Type: Hallowheart
         - Grand Strategy: No Place for the Weak
         - Triumph: Inspired
    LEADERS
    Celestial Hurricanum with Celestial Battlemage (290)***
         - Artefacts of Power: Whitefire Tome
         - Spells: Crystal Aegis, Elemental Cyclone, Ignite Weapons, Roaming Wildfire, Sear Wounds, Warding Brand
    Battlemage (100)***
         - General's Adjutant
         - Spells: Ignite Weapons, Sear Wounds, Warding Brand
    Runelord (95)***
         - General
         - Artefacts of Power: Arcane Tome
    BATTLELINE
    Irondrakes (340)*
    Freeguild Guard (85)**
         - General's Retinue
         - Sergeant
         - Standard Bearer
         - Drummer
         - Freeguild Sword and Shield
    Freeguild Guard (85)**
         - Freeguild Halberd
    OTHER
    Dracothian Guard Fulminators (460)*
    Phoenix Guard (350)*
    ENDLESS SPELLS & INVOCATIONS
    1 x Chronomantic Cogs (40)
    1 x Umbral Spellportal (70)
    1 x Purple Sun of Shyish (70)
    CORE BATTALIONS
    *Bounty Hunters
    **Expert Conquerors
    ***Command Entourage
         - Magnificent

    TOTAL POINTS: 1985/2000

    I might also try looking into a a living city list that'll allow me to alphastrike with fulminators and irondrakes to try take out some of the big threats early. Cheers!

    Personally I'd swap the spell portal for a bridge. Irondrakes really don't want to walk up the field. And in a pinch you can use it to teleport the fulminators or something else across the battlefield. I'd also try and swap a squad of freeguild guard for longbeards. the re-roll ones to wound can be big with the irondrakes when your dice decide to betray you. Also your battle mage should only have 2 spells known not 3. For whatever reason the app lets you pick more than you're allowed to.

  13. 5 hours ago, Baron Klatz said:

    There is Stormcast news though but intriguingly it’s at the end of the Soulbound Blackened Earth Rpg:

    ”From among the caravans arriving from the free cities, those from Excelsis also bring rumours of a great evil stirring in the Realm of Amber that could threaten all of the Mortal Realms. Strange and twisted creatures have begun to emerge from a stretch of wild Ghur known as the Gnarlwood; rumours say that the Astral Templars of Valourhall seek assistance in solving this mystery, but are reluctant to ask for it directly. (For more on adventures in the realm of Ghur and the city of Excelsis, see the upcoming Soulbound supplement Era of the Beast.)”

     


     

    "Strange and twisted creatures"? Emerging from a forest? Well that sounds like Morghur! Beast of Chaos revamp hype train all aboard!!!!

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  14. Well that article is flat out wrong based on the current core rules faq. Question 1 under 27.1 flat out states that you cannot include endless spells, invocations or faction terrain features from an allied faction or a coalition faction. It does leave the door open with an 'unless stated otherwise', but I haven't seen anything in the tzeentch book that specifically allows beasts (or slaves) armies to add the sigil to their armies. Just being able to cast it isn't enough in my opinion.

  15. 4 hours ago, Dolomedes said:

    The big winner spell for me though, is the 'Burning Sigil of Tzeentch', at 50 points. The Tzaangor Shaman can cast it, as it's a 'Disciples of Tzeentch' wizard. 18" range, cast on 5+, no movement. At the end of the movement phase, roll D6 for each unit within 9" (including yours). On 4+ take D3 mortal wounds. If any models are slain, before you remove the model, you can set up a 'Tzeentch chaos spawn' within 3" of the unit.
     



     

     

    Beasts can't take the Burning Sigil as its not in our pitched battle profile list. Still +3 to cast taurus or any other critical spell once per game is pretty great considering we don't get any other pluses to cast usually.

  16. 1 hour ago, xking said:

    I hope they add back in the Swifthawk Agents, Order Draconis and the Eldritch Council. Maybe redo them.

    These are all more likely to show up in Lumineth than Cities at this point. heck weren't the swordmasters part of the Eldritch Council anyway? I'm honestly a little surprised the flying chariots weren't part of the Wind temple. They'd make more sense there than they ever did in High elves.

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  17. 14 minutes ago, Gothmaug said:

    Nothing that I've heard yet. IF I had to guess, I'd look at whatever armies came out in 2020-2021 that don't already have a battlebox. Lumineth realmlords and Kruelboyz i'm guessing. And we didnt get a Stormcast box last year, so were due for one thisyear. Probably with Vanguard troops and perhaps one of the mounted dragon models. 

     

    Anyhow thats my guess. 

     

     

    Lumineth got a box last year. That said Stormcast and Kruelboyz feel like safe bets. Slyvaneth also feel safe since they got a decent release. Id guess slaves are out and slaanesh and tzeentch both got ones recently so maybe nurgle is the 4th? Death got 2 last year so that's why I excluded them.

  18. So I've been working on a cities army and the goal is to keep everything dark elf related. I got tired of only using their warscrolls though so I wanted to expand. I came up with the idea to have a priest of khaine become obsessed with guns and so were born my elven irondrakes. (Pictures are terrible because I don't have a lightbox)20220920_184541.jpg.5b20a1b3d6bb607f096e4c8d644055fe.jpg20220920_184715.jpg.2062aaa6f29eec7e99c19736df2c2bbb.jpg

    They're mostly Dark Eldar I had lying around kitbashed with some skitarii guns. I'm working on painting some long beards based on the older dark Eldar warrior kit with corsair swords and executioner heads (their old like longbeards would be. Ha.)

    And not quite a conversion but my demigryph knight stand ins. 20220920_184810.jpg.c6c3d29040ff18472f96d7f502a866ab.jpg

    Next up is an Altar of Khaine conversion for a hurricanum/luminark and steam tanks from dark Eldar Raiders.

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  19. 1 hour ago, Baron Klatz said:

    @Pariah7echo @Public Universal Duardin

    Well this is might be bigger news than even the Mega-Gargant.

    (The Blackened Earth supplement pdf just came out)

    That’s a bloody aelf!

    unknown.png
     

    “> You have a wry smile and expression, and like to see the best of the city and its people, despite your social position. You keep the points of your ears hidden away beneath your hair, as you know from experience that your Aelven ancestry colours some people’s opinion of you, and as a Greycap corporal, you know that first impressions matter.”

     

    Also small retcon on the Council of the Forge which used to be an only-Duardin Disposessed city is now a joint human/duardin ruled city. So it does seem they’re upping the race mixes in the Cities of Sigmar.(thank the God-king)

    Also Greywater not only has train stations to get around the massive city it’s so large but they have giant Steam Tank rail guns so large you can battle on the cannon barrels.

    unknown.png

    Well its helpful they made elves with guns cannon since just finished painting up 20 elf-irondrakes! Nice to know the elves aren't leaving the cities anytime soon. Now to decide if my next project is creating elven steam tanks or dragon ogre shaggoth mega-gargants, decisions decisions.....

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