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Thugmullet

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Posts posted by Thugmullet

  1. 43 minutes ago, Neil Arthur Hotep said:

    It's probably the best character to put it on. I am still a bit split on the Warhammer. It's cool, but it adds, like, 2 damage per activation. I don't know if it's even worth it, really.

     

    I get that, honestly. I am planning a monster-heavy list with the Griffon and Tahlia Vedra at some point, and I think I won't be putting the Hurricanum in that, either. It does not pair that well with fast stuff that wants to move around a lot and charge, since its buff range is pretty small (9" wholly within). Great with Steam Tanks, though, and probably in some other situations.

     

    I am definitely interested in hearing about your experiences with Lethis. The prayers look like they should be fun and impactful. Make sure to get those games in before 4th drops and we move to battle formations.

    Iv been putting the artifact on the lance actually.

    It's 3+ 3+ - 3 rend and 4 damage on the charge. With the order for an extra attack it's 5 attacks. All goes to plan he's also following strait on from the strike first dragon on same unit. It's a lot of fire-power. Drops off if he's not on the charge but I just gotta trust I can get the charge off first and they should kill whatever they touch. There best buddies my griffon and dragon.

  2. 9 hours ago, Neil Arthur Hotep said:

    I will add my impressions real quick. I have had three games so far post-scroll. So far, I am still winning (or at least competeing).

    I have run Fusilisers twice since the nerf. I find that they still do OK damage against low-armour targets. But how valuable is that, really? Their Unleash Hell is really bad now. It was a big threat with the added mortals, now it barely matters. A block of 20 is unwieldy and needs to be protected, necessitating screens. That, coupled with the higher points, makes me agree that they are not really worth it right now. With current rules, I'd like to see them at 140 or so points.

    I am thinking of switching to Cavaliers for a bit. I had a test game using Misthavn, and getting that juicy first turn charge is pretty easy.

    I have not had that problem because my list runs a Hurricanum and Alchemite. They save a lot of points on All-Out Defense and Attack. I think more human  lists should look into the Hurricanum. It pays for itself every game for me.

    Yeah, same for me. I have tried running heal and the Blackwater artefact on a priest Steam Tank, but didn't need it in the one game I brought them. I will keep testing. For the Tanks, save stacking still helps keep them alive pretty well, but not being able to heal them 3d3 is certainly a noticable downgrade. 

    Again, the Hurricanum helps a lot with this. Can't recommend it enough. Between Chain Lightning and Storm of Shemtek, it contributes a lot.

    I am also not at all shy about charging Zenestra into combat for an extra 2d3.

    I currently run 10 and 20 infantry blocks, but they just die if a hammer gets into them. So, accurate. They occasionally live if they are on a 3+ save, 5+ ward, at least. But you really cannot count on the Zenestra ward being up all the time. 

    Feeling this one pretty strongly in my human only list. I have never got the two shooty tactics to work. Mount the Charge and Raise the Banner are managable, though.

    I like your list and I like this idea. I have personally not movef out of humans because the opportunity cost is so high, though. The Tanks and Hurricanum are very good for me, and they all benefit a lot from the Alchemite, Zenestra and Command Corps. Every human unit I add also benefits from them, so I am personally hesitant to dip into elves or dwarves.

    Consider just save stacking with AoD, Finest Hour and Mystic Shield. Most of the time, just two buffs are effectively unrendable. Sometimes even just one.

    Plus, I think you don't get Blizzard and a lore spell. Or are you spending an enhancement on it?

    Let me know how that works out for you! I ran the number on Lethis once and came to the conclusion that, for my list, it was not quite worth it. The removing ward prayer in particular has a high chance not to add any value, although it is certainly a magic bullet against those high ward characters (if you can roll a 4+).

    I want to run Lethis because it's just the coolest city, but so far I am still sticking with Hallowheart and Misthavn. Not sure which on I prefer yet. Well, realistically it won't matter in 3 months, anyway.

    Hi mate. Good feedback Ty.

     

    I'm running the battalion for the extra spells. Iv got the hammer for the griffin for the damage and rend. I'm not super keen for blizzard but iv got a tough local meta. I'm at 3 drops best I can do no matter what. In my meta if you don't go 2 drops you might as well go 6, Iv got anough screens to go second no probs and can get on points first turn with anough chaff to form a double line against ogres or IJ etc if they go the double and take first. Army functions well in a counter strike situation as well. so it's just a why not thing. I'm swapping out spells to try them out in game as I go but blizzard keeps people on there toes. I take it out for friendly games but. Hurricanum is great. It's one of my big loves with COS. My issue is to take it I'll be dropping the Steamtank or one of the monsters. And I want both. Im basically running the griffin and dragon as one monster so don't want to split them up. Don't want to drop the stank as it's doing what I would traditionally use the frost pheonix for. 100% I miss it. But I'm siding with the tank and going without the command point. For now at least. Iv only played 1 game with lethis. Iv been using mysthavn.. The hero move on monsters etc is top shelf. Might go back if lethis doesn't help much.. Prob with lethis is it's strong, but only if your rolling 4+ on the day. We'll see how it plays out.

     

     

     


    😊Ii

     

     

     

     

    • Like 1
  3. Threads a little slow. Posting up to get the ball rolling. I was thinking we have had a few months now to refine our lists.

    How's everyone finding things?

    Iv been refining my list as time goes on and finally starting to get some traction on a list I like, suits my play style and has an ok chance of winning with me as pilot (I'm an average player).

    Iv moved away from the fusiliers now. Iv decided I don't like the points sink and I personally don't play castle lists very well anyway, which is what the fusiliers were leading me towards.

    My main concerns with the lists iv been running are

    1) I'm finding COS very command point heavy. I'm always running short of what I need.

    2) limited healing for heroes

    3) limited mortal wound output for use against warded targets.

    4)theres so much offensive output in the game now, combined with high movement, lots of mortal wounds and lots of recursion any big blocks of infantry I'm taking are either dying before they can get in or are trading against units that come back.

    5) hard to get battletactics.

    So here's my attempt to work around some of this.

    HEROES :

    Freeguild General on Griffin (priest) mortal w prayer

    Dreadlord on Blackdragon

    Steamtank with commander (priest) heal prayer

    Cavilier commander (priest) command point prayer

    Sorceress on foot

    Battlemage

    BATTLELINE:

    3x dreadspears MSU

    Freeguild caviliers

    OTHER:

    Quester soulsworn (allies)

    2x scrougerunner chariot.

    City is Lethis. 5 drops. 3 battalions.

    Mixed bag of an army but offers a large toolkit.

    . 6 elf units to help with the book BT for charging 3 elf units in a turn.

    . 7 mounted units to help with BT for taking point with mounted units only.

    Chariots added to help with souround and destroy BT and extra layer of chaff. Count as mounted.

    The dreadspears are in MSU and are not the 4+ ward elves because they effectively do the same job as the large blocks anyway and still allow the +2 cast for the sorcy girl. Saving 210 points by not running a block of 20 4+ ward guys.

    Both foot heroes are blizzard wizards.

    Battlemage has spell for making Stank 2+ unrendable save.

    Sorceress has Tenebreal blades for black dragon.

    Black dragon and the griffin are to operate as battle buddies. The dragon pops his command for strike first and both mosters go in together. Both are held back behind the MSU chaff for a counter strike my next turn and the griffin has countercharge so that the black dragon can always countercharge AND get strike first in apponant turn.

    Stank to operate as a tarpit.

    Quester soulswarm because they have the teleport, high wounds, 3+ save and count as 18 on objectives in enemy and neutral zones.. They can hit hard. Love this unit. Too powerful for your apponant to ignore. And they have to protect there rear with assets powerful anough to counter them at least until they use that teleport.

    The cavaliers hero is there for strike first. Combined with the dragon strike first this is very strong.

    It allows the dragon, griffin, cavaliers and cavalier hero all to get there attacks in before the apponant can activate anything at all. Strong but also requires a bit of luck and planning, got it off once so far only but it minced through 40+ wounds in 1 turn, wiped the middle of the table and won the game.

    Lethis picked as it offers

    an additional heal the steam tank wants,

    Removal of wards to counter our lack of MWs

    And an additional command point on a 5+ which if it goes off is very needed.

    Mortal wounds on 6 for the army.

    Got some more games coming up soon, we'll see how the lists goes against some different armies. It's going to be very weak against some apponants but I'm hoping in these match ups it's got the legs to keep getting BTs over 5 rounds and at least compete on points.

    Hope you all don't mind the novel here, I'm bored and wanted to start the convo up a bit.

    What armies have you all been playing as?

     

     

     

     

     

     

    • Like 1
  4. Played my first game last night with the fusiliers without blazing weapons mortals. Used a unit of 20. Played against Nurgle. Tough match up. I'll play them again, one games not anough but my initial takeaway is that there not worth there points anymore. Here's my logic. They really want 2 heroes in surport. You need one order for movement.. If you don't, then there not getting there fortified position and so there not getting there 2 shots. But you really also want the second hero to have counterfire ready to go. Counterfire is a very strong deterant for enemy shooting, I think it's strong and it's real protection for the other units around them. They also need a screen. So now we're up to 600+ points invested in 40 shots 4+ 4+ - 1 1 damage. But there actually more expensive than this. Because you absolutily need the comand trait for +1 +1..the points investment is just too big without it. That means your general has to be one of those 2 little heroes. That's an opurtunity cost of not being able to use another command trait on something else. That's a pretty easily killed general, You also really need to go Greywater because this unit really needs to do something every turn with its cost. So that's an extra command point every turn. And that's another opurtunity cost there, a big one actuly. I ran mysthavn last night. The abiility to move out of phase is strong. Espiesially for getting your hammers into position with out triggering redoply etc.. Great stuff. The result but, I was made to go second (I'm 2 drops) and I played that game with 1 command point per turn because one had to go to that shooting unit every time it shoots. I was starved the whole game. Hammers had to go in without all out attack, defences had to be done without all out defence, units with low bravery had to take rolls on runming away, run rolls that had to get me somewhere important had to be rolled. Just starved for points in every turn of every battleround.

    Now, if that fusiliers unit did those extra mortals, it might be worth it because there roll is removing or at least profiling an important enemy unit per turn. They should be scary. But with out the mortals. Bloody pathetic. - 1 rend.. Who cares, every target just all out defenced. I don't think the unit did more than 6 points of damage in any turn. Yes it was nurgle, yes they have wards. But that's my point, this is a 600 point unit. It should be killing or profiling monsters at this cost. It was also one of the only sources of mortals in the army. This unit could not even kill an 8 wound, 200 point character with a 4+ save and 5+ ward. It did 6 wounds. Sorry about the long rant, I admit I'm salty about this. But I just don't understand why GW comes down on cities like this I really don't. Iv played them from day 1 of there first book. Iv played them a lot. I'm left with an army of 1 wound, low bravery, no mortal wound protected no mortal wound producing units that will find a hard counter (more than 1 for sure) in every tourniment played. I actually preferred the old book rules. We don't even have co alition units now to plug the gaps.

    There's some other build options, I can see that, but there's really no other sources of reliable mortals that can put out to the spot I want them when I want them. I'm not interested in running 10 chariots or 6 Steamtank or these types of spam lists. There's nothing wrong with them, but I just dropped hundreds of dollars on new units already. I'm not spending hundreds more to have them change a warscroll and end up with 5+ of the same unit gathering dust in the cupboard. I think cities are going to be in a rough spot competitively going forwards.

    Again, thanks for listening to this rant.  I just gotta get the salt out. I feel better all ready.

    I know cities will be a fun army to play as usual, and fun to play against as well. I'm just disapointed, I thought for the first time we might have a shot of having a truly competitive book with multiple builds.. But I just suspect now we're back to we're we were.. Bottom middle. And we're also going to be one of the last books for AOS 4..power creep will not be fun for us.

    • Like 1
  5. On 1/2/2024 at 11:55 PM, Rachmani said:

    Nice to hear. Right now it seems I have just about 170 points left.

    Cities humans were more expensive than I thought. But that’s not a bad thing necessarily, less models to spend a lot of time on sounds good.

    List so far consists of:

    - A Mashall on foot

    - A warforger

    - A marshal on horseback

    - The ogre dude

    - 2x 10 steelhelms

    - 20 or 2x10 Fusiliers

    - 10 knights

    - 10 wildcorps hunters

    - 1 cannon

    - command squad

    with 170 points left I could add another 10 fusiliers or a command squad, but some more magic sounds good as well. Just makes those points really awkward.

    I‘ve also considered dropping 5 knights but haven’t given it more thoughts than that.

    For 170 points I'd take a battlemage. Add the 6" range modifier from warscroll and go the spell that shuts down commands received by that unit. IF you get that spell off on a unit that your shooting with fusiliers  there not auto passing battleshock that phase. That can be big. Doesn't work out you still got mystic shield, an extra order and an extra unbind. The 60 points you can go on extra spell and maybe still come in under 2000 for the triumph.

  6. 14 wounds on a 3+ with 5+ ward.

    Monster. 28 damage on at least rend 2

    Run and charge, retreat and charge. Flying. 12 inch move.

    For 360 points. That's incredible for Sylvaneth.

    I don't think there's an army that couldn't use this guy.

    He's going in all my lists.

     

    • Like 1
  7. 13 hours ago, Neil Arthur Hotep said:

    I have been looking at the Questors Soulsworn from Warcry for Stormcast allies. 

    Pros:

    • Cool looking melee knight guys
    • Deepstrike on warscroll
    • Capture for 3 per model
    • 3+ save/3 wounds

    The only problem for me is that they are kinda expensive at 230.

    I recently ran this unit at a 5 game event with my Sylvaneth list. They were excellent for there price and did a good job. Outside of there teleport once per game they were a bit slow however. If not running Sylvaneth I would probably be more inclined to run 2 units of Tree Revs instead for the points. They were fine defense wise but there - 1 rend meant they were never really doing much damage against anything that mattered. At least with the tree revs you got some extra cheap screens and it makes getting 2 of your 5 BTs a lot easier.

     

    Quick edit.

    They are VERY cool looking unit. Like in my opinion Def one of the best looking SCE units easy.

     

    • Like 2
  8. I think the fusiliers are costed for there potential in large units and the buffs they can take. Call it GW lack of being able to balance this type of unit or laziness or whatever but it puts fusiliers in a funny spot.

    They are expensive. Whether that's a balanced cost depends on what role you want them to play in your army. For a casual game, maybe with  MSU running around then on a per unit cost.. There probably over costed.. But casually maybe fun. Couple wounds here, couple there, lose a few, who cares.

    But.. Put 30 of them in a comp list, build your army around it a buff the ****** out of them and there playing an army role and doing stuff the rest of your army can't do. Buffed (including orders) your looking at 30' range, 60 shots on 3+,3+ at 1 rend and doing MW on 6. That's an average 10 mortals at 30' and prob another 10 wounds after saves are rolled. Couple of battalions and it's in a 2 drop list. 1 if you go small on the heroes.

    So these guys are potentially removing key enemy linchpin units from the game turn 1. That's there army roll. And that's potential role is what you are paying for in points costs and the base 4+ 4+

    Big investment, say 600 points. Your going to come up short army wise somewhere else, your going to have to build around this, it's not a balanced swiss army knife build. But played well there going to be game winners I think.

    • Like 2
  9. 8 hours ago, JCBhatesblank said:

    My original plan was to paint different units from different cities, going for a united forces kinda thing, but I was kinda crapped on by folks at the local Warhammer store because 'you have to pick one' apparently to fit in. 😅

    I still kind of want to go with that, because they're my little toy soldiers, but I may end up settling on Misthavn just to amp up the Mordheim gritty feels I want to mess with in regards to style. 

    I'm not  a GW hater or anything like that, I think there just another company making money, and I really like there products. I say this to set the tone for when I say :

     

    The best thing you can do in this hobby to enjoy it the most in my opinion is not play at official GW stores.

    They see those tables as an opurtunity to capture an audience for as long as possible to sell more product. Those tables are not there for you, there there for GW.

    This is fair anough, they spend the wages, time and money to set them up, but it should be acknowledged.

    I know in some places it is hard to find groups, but if you can you should try finding a local group not associated with any sales store. No one in these groups would give an F about how you paint your minis, I'd be surprised if they weren't surportive in fact.

    GW don't want you to use different colour schemes because that way you spend more to try different factions. They did this with space marines. It's just part and parcel of GW ******.

    You paint your army any damm way you like mate. And if people don't like it. F em.

    I sure am not painting a single faction colour. I'll be doing my own colour scheme. One of the coolest things with cities is that you can be a different army everytime you play. I don't want to be locked into one faction

    As a quick edit. I think your idea is very good. You can simply say lore wise that for whatever reason different cities have contributed a few units each to field an army because neither one had the men spare to send a full army themselves. That works for me. I may pinch this idea myself. 👍😁

     

     

    • Like 2
  10. On 8/11/2023 at 3:08 PM, Beliman said:

    I suppose that they are the next ones with elfs and dwarfs to be removed.
    I would never suggest to buy any of this kits, unless you love their design and/or you plan to play TOW.

    I suspect the models that were removed were removed less because of anything to do with Cities and more to do with them being part of the Old World release armies. I don't think GW wants too much cross over between the two. So I would think that dwarfs and dark elfs would be removed in the next book from COS to allow them to go to Old World and I think the Griffin stayed prob because ol King Karl is dead in the new story and they'll get a new kit to replace him. Don't know of course, just a thought.

    • Confused 1
  11. 17 minutes ago, Thugmullet said:

    I think Cavaliers are the stand out in the new book. On paper there a great unit. And well pointed for there warscroll. My concern is what are they going to do in the game that makes me want to bring them.

    They have the tools to work well (good synergy with there mounted hero), good movement and excellent charge bonuses and they will hit better than say dragons for similar points.

    But what is there army role? Alpha strike? Sure they can do this, but they don't fly and they deliver there mortals after combat, not after charge, so that alpha is just going to run into a cheap screen I think.

    Are they a hammer?  Sure. But now I'm paying 1/4 of my army (360 + 120 hero) to have fast cavalry that needs to hang back behind a screen (more points) so there ready for a counter charge.. I can use cheaper, harder hitting units for that.

    And there no anvil at this cost for 20 wounds, even on a 3+..theres two much mw output from good armies around now for them to be used in that role for there cost (Varius, give me back my Elves 😂)

    So tldr.. I think there a sign of my concerns for COS with the new book. I think the problem COS had wasn't in points or units. We had good units at good points cost that worked very well in synergy with other units. I think what we lacked was army wide tools that allowed us to compete with the army wide tools the newer books have.

    We still have no teleports, so we can't move a unit accross the table to reposition as the battle unfolds.. Those shooters out of range now in the bottom left quater when the actions now in the top right. Too bad, march em up there at 5' a turn. See you in turn 5 buddy 😂

    We have no flying that counts and what units that can fly are sub 300 point monsters. They will just melt if they have to take on a Vampire lord for instance, but who else can do it? The cavaliers, they don't fly but that Vampire does, so there not getting a charge in there, that Vampire lord is nice n safe behind his screen. Against an alpha, there's a real chance of pinning this army for the first few turns.

    Basically, we're fast but without flying or teleports the army wide mobity is low and the army will be slow to react to changes in the battle. And pinning!!

    There's no bonuses for unbinds Anymore, so in this meta that's not great.

    Shooting looks ok. But to get it working it'll need point investment. And now I'm just playing a shooting army in a game where movement is king. It'll go good against some armies but pretty much nowhere against others like Nurgle or the water elf idiots.

    Spells are excellent that's for sure. But we also lost our cast bonuses, and again that's in a meta of spells when there's a lot of armies out there with buffs to u binds now.. So that's not going to be reliable.

    I have other concerns but I'll stop there, this is too long as is.

    I also want to say that I'm aware I Havnt played it yet. I'm open to being completely wrong and there could just be a new style of play I Havnt rapped my head around yet and so I can't see what the army style will be. I hope this is the case.

    The new book will Def be better than the old. No doubt here, it I think will also be a fun book to play and play against. I'm happy with what theve done.

    But from a perspective of tourniment play, I don't think there addressed the problems that made the old book non competitive in this environment. It's mid level tourniment book, 2/3 or 3/2 type of thing. There's just armies out there we won't have the tools to beat consistently. It's the last book as well, or second last anyway. So as time goes on power level will drop.

    I do hope I'm cometely wrong and please excuse the novel.

     

     

     

     

    Double post. Sorry all. . Can admin remove please?

  12. I think Cavaliers are the stand out in the new book. On paper there a great unit. And well pointed for there warscroll. My concern is what are they going to do in the game that makes me want to bring them.

    They have the tools to work well (good synergy with there mounted hero), good movement and excellent charge bonuses and they will hit better than say dragons for similar points.

    But what is there army role? Alpha strike? Sure they can do this, but they don't fly and they deliver there mortals after combat, not after charge, so that alpha is just going to run into a cheap screen I think.

    Are they a hammer?  Sure. But now I'm paying 1/4 of my army (360 + 120 hero) to have fast cavalry that needs to hang back behind a screen (more points) so there ready for a counter charge.. I can use cheaper, harder hitting units for that.

    And there no anvil at this cost for 20 wounds, even on a 3+..theres two much mw output from good armies around now for them to be used in that role for there cost (Varius, give me back my Elves 😂)

    So tldr.. I think there a sign of my concerns for COS with the new book. I think the problem COS had wasn't in points or units. We had good units at good points cost that worked very well in synergy with other units. I think what we lacked was army wide tools that allowed us to compete with the army wide tools the newer books have.

    We still have no teleports, so we can't move a unit accross the table to reposition as the battle unfolds.. Those shooters out of range now in the bottom left quater when the actions now in the top right. Too bad, march em up there at 5' a turn. See you in turn 5 buddy 😂

    We have no flying that counts and what units that can fly are sub 300 point monsters. They will just melt if they have to take on a Vampire lord for instance, but who else can do it? The cavaliers, they don't fly but that Vampire does, so there not getting a charge in there, that Vampire lord is nice n safe behind his screen. Against an alpha, there's a real chance of pinning this army for the first few turns.

    Basically, we're fast but without flying or teleports the army wide mobity is low and the army will be slow to react to changes in the battle. And pinning!!

    There's no bonuses for unbinds Anymore, so in this meta that's not great.

    Shooting looks ok. But to get it working it'll need point investment. And now I'm just playing a shooting army in a game where movement is king. It'll go good against some armies but pretty much nowhere against others like Nurgle or the water elf idiots.

    Spells are excellent that's for sure. But we also lost our cast bonuses, and again that's in a meta of spells when there's a lot of armies out there with buffs to u binds now.. So that's not going to be reliable.

    I have other concerns but I'll stop there, this is too long as is.

    I also want to say that I'm aware I Havnt played it yet. I'm open to being completely wrong and there could just be a new style of play I Havnt rapped my head around yet and so I can't see what the army style will be. I hope this is the case.

    The new book will Def be better than the old. No doubt here, it I think will also be a fun book to play and play against. I'm happy with what theve done.

    But from a perspective of tourniment play, I don't think there addressed the problems that made the old book non competitive in this environment. It's mid level tourniment book, 2/3 or 3/2 type of thing. There's just armies out there we won't have the tools to beat consistently.

    I do hope I'm cometely wrong and please excuse the novel.

     

     

     

     

    • Like 1
  13. 5 hours ago, Austin said:

    How do people feel about allies? I’d like to include either Annihilators or Fulminators as a sort of back line defender for the gun line, with some bite. 

    Without there ability to drop in and do mortals and not be on the board to get shot I think Annihilators would be over costed for that use. I think Fulminators would not offer the wounds for staying power for what you want to do and really there best used on the offence.

    I think quester soulstorm would be a good unit for this. About the same cost or cheaper but with 18 wounds on a 3+, good strike potential whether they charge or get charged and you get a warscroll teleport, which is an extra tool not found in cities which gives you the ability to quickly orient them from defensive to offensive latter in the game. They can hang around the back, cover back board and then later when not needed for that they can transition to anywhere else on the board and they will count as 18 on an objective (wholly outside you zone),  and still have some good punch. You also get the bonus of the apponant having to worry about and cover for this unit until you use that teleport. Really suitable unit for this purpose I think.

    • Like 2
  14. On 7/22/2023 at 5:35 AM, Alpidur said:

    What do you thinks guys about the new GH? 

    Battletactics are hard!!

    I'm going to start running the vesperal gem so we got one marked off. Plus strike and fade that's at least two. Doing that and keeping 2 drops with Durthu however is a problem. I think maybe Spiterider Lancers are now looking to be worth running at under 400 points as re-enforced unit. The new coherency rules are a bonus here as well. At 440points for a 6 man I think Kurnoth swords are worth a look too, but they will really require getting the new realm spell off consistently for extra rend to make them as reliable as the scythes to be my main hammer.

    That's my initial impressions. More games needed to really see how it pans out.

    So far I'm pretty happy, looks like positive changes for us.

    • Like 1
  15. Entmans advise is good.

    Cities is in an unknown place right now.

    We don't know when the new rules are out, we don't know what units are being cut but we do know it's going to be a complete revamp. So spending big cash and time right now is a risk.

    Personally I'd prob just finish that pile of shame and play what you got. Maybe pick up a unit here or there if it becomes obvious you want it  after playing a bit.

    What you have is very playable. You got a hurri, a good monster, plenty of chaff and some shooting units that can go OK if you play them OK.

    Those demigriff knights go pretty good and you've got plenty of them to use.

    I'd also look into maybe getting a few Stormcast units if you do want to expand. COS can make good use of stormcast as they will still use your COS army rules if you play them and worst case after the army shake up you should still get good play from them. Some Fulminators, Stormdrake Guard or Celestant Prime will all add good units to your army at not much risk.

     

    But basically what you have is fine. It's not meta and you won't be carving up tables but you'll go alright, win some games and Learne the rules while you decide what works for you and doesn't.

  16. 3 hours ago, Azamar said:

    You complete the tactic if a unit that was set up using the “from the woodland depths” rule made a charge. That rule includes both walk the hidden paths AND strike and fade, both of which involve you removing the unit and setting it up elsewhere. 

    Thanks mate.

    I did not see that at all. Makes sense now.

  17. On 1/4/2023 at 2:06 AM, KarrWolves said:

    You know you can complete Harness the Spirit Paths with a move + charge and then use Strike and Fade? That's one of the easiest BT to complete.

    Can you explain this please. I'm not trying to be a pain but I don't understand how you complete this BT without setting up the unit with its teleport. It seems pretty watertight with the rules. How does a normal move qualify. Not sure what I'm missing here. Understand I want you to be correct here.. I just don't see it.

  18. 8 hours ago, Rahatlin said:

    Seeing new GHB reveals - i wonder what would be good less than 10 wounds, no mount, non unique hero to take for Gallatrian Champion thingie - most of the obvious choices are unique unfortunetly ( Drycha, Indrasta, Celestant-Prime etc.)

    Im looking for something that could go in the frontline along with the unit and hit a punch

    Any ideas? 

    There's really not a lot I think.

    Not hitty guys anyway. I think Knight Azyros might be OK.. I also have been eyeing off the Akhelion King. Both have speed to play with and some good damage for there size.. They might function ok for a small hero not in the new battalions.. That can get themselves to places on the table to get those new battletactics done. We'll have to see what the compete rules and bonuses are first but I think. The Akhelion king is prob a bit pricey and won't take artifacts (if there any good anyway)  so he's prob not a good choice but other than those 2 I can't see much that pops out as really good. Maybe also an assassin or 2 as they are at least cheap and can deepstrike in with some shadow warriors or the like... I'm sure more will become obvious with time when we start to get a better feel for what these small heroes actual job on the table will be. And surely there's some stormcast heroes that will be OK.

  19. 3 hours ago, Lord Krungharr said:

    I forgot about those sneaky Battle Tactics; Desecrate Lands has been challenging with Dwarves, even fast Gyrocopters aren't enough models to usually pull it off (I like to summon the Infernoth with an allied Runesmiter so I don't usually tunnel him with HGBs, even when I play full Fyreslayers).  

    I have some spare Phoenix heads and flamey wings.  I might be able to cobble together a Dwarfy constructed mecha-phoenix of some sort, make or just paint it frosty somehow...and Annoint a Dwarf to keep the fleshy aelves out of my army.  The trees don't count for that 🌲

     

    Yeah good move.

    Everyone knows you can't trust elves. 😊

  20. 3 hours ago, Lord Krungharr said:

    I've just made a Sylvaneth army, but only because I found some cheap old metal Treelords, and then just went all in on big stompy trees....and then 30 little old metal trees.  The teleporting of the Tree Revenants is intriguing.  The Living City with Dispossessed was my first City since the short-ones are slow, figured the outflanking might help with that.

    Since they kinda nerfed the Strike and Melt thing, has that really changed much of anything?  Seems like it could still prove useful for getting slowpokes that can shoot anything a little bit further along the way in some cases.

    Knight Draconis vs a Frostheart or Flamespyre Phoenix w Spear of the Hunt....or pair of Stormdrakes?  Which is better for the points?  The Knight Draconis is certainly a brutal combat monster.  But the Anointed ward of a Phoenix is tasty.  Pair of drakes is pretty solid because of the wound bulk plus double breath.

    I'll definitely use a Treelord though in my next Living City game.  The last-strike effect thing plus the Lash and Tendril thing are very very good.  Plus it's a tree!

    I'll normally run a unit of 2 Stormdrake Guard AND a frost pheonix in my lists. I'll use the Frostie as a tank. His speed is great to get to the apponant hammers before they go off on me first and if he can tank 500+ points for a turn or two... great. That's one less hammer to worry about while I manouver the rest of my army around. With arcane tome and the heal spell (or flaming weapons if you want less durability but more punch) he's a good chance of keeping his 3+/4+ save/ward regardless of rend he's facing. I'd use the Knight Draconas instead but if I was looking for a damage dealer hero however.

    Dragons I use as a fast light hammer. Great for pinching objectives from weaker units and there speed is great in letting them get to another spot to surport attacks. Free re roll with charge is also pretty good now we've lost strike and melt away to move closer. No command point needed, which is great.

    Iv tried Strike and Melt away on the new Gosimid archers. It goes OK with them. You can drop them in and then use it to spread them out and cover some extra ground or get them inboard away from there 6' drop in. It's nothing ka boom... But does ok when needed. Whether it's worth a command point and a hero to drop within 18inches but.. Mmm IDK.

    Tree revs are highly recommended. I'll have them in every army I do if I can spare the points... Even as allies with out army buffs. These guys can get the points for capturing scenery pretty much in whichever turn you want, you can reposition them as chaff anywhere you want to plug gaps in an emergency and they are great for getting the points for having two units in apponant zone as you really only have to get one unit there and then pop these guys in. There so good for there points. They won't kill much, but they can be worth 4 victory points in a game, for there cost.. Thats gold.

    Like others have said with them, I'm started looking at Tempest Eye lately to see if it has anything more to offer. I'm a little addicted to the 1 point heal in hero phase and great spell lore from this city  however.

    • Thanks 1
  21. 18 minutes ago, Jaskier said:

    The profile you are thinking of was a fake. The one in your book that has an ability called "Rite of Life" is correct. 

    Thank you. I thought so but just wanted to hear it from someone else as I really wanted that other profile lol.

    Must say but, for 840 points she really should be rend 3 on those beetle melee attacks if she can only do 20 points of damage BEFORE saves. It's a bit small for a God profile. Having said that she still looks good and usable for what she can do.

     

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