Jump to content

SerialMoM

Members
  • Posts

    75
  • Joined

  • Last visited

Posts posted by SerialMoM

  1. I built two Cities of Sigmarwarbands with my Mortheim models

     

    one is my witch hunter warband, for which is use the greatsowrds rules for the flagellants.

     

    The other is a mercenary warband, for which many models are used as sword and shield freeguild guards.

     

    it is not super competitive but it brings back nice Mortheim memories.

    62B1CF84-5799-461A-A109-845E8ED13CC1.jpeg

    3FA11CC0-9B57-472C-A7A9-6CCCF013B508.jpeg

    • Like 6
  2. On 9/21/2020 at 4:20 PM, Dankboss said:

    Are there any spellcasters in regular warbands?

    As for the troops, it's clear to me that they specifically chose which ones, as to avoid stepping on each other's toes, as is the case in CoS proper. They also chose which ones were appropriate for Hammerhal, hence the Freeguild focus. I'm sure we'll see other cities with other choices appear in future.

    I remember that the Lumineth do have a spellcaster.

     

    I am also missing longbeards. 

  3. I also had my first game with them yesterday.

     

    Played two skyfires including leader, 3 arcanites and 3 Tzaangors.

     

    I did not thought they were strong. The skyfires are nice but the rest lacks melee combat power.

     

    Maybe a Tzaangor enlightened is superior to a skyfire. but I do not have the models for them. Maybe a gaunt summoner on disc would be nice when I finally dominate my first territory.

  4. I played the the first time yesterday.

     

    3 Fleshhounds including leader and 6 bloodletters was my set up.

     

    The fleshhounds are awesome. Quick and strong in close combat and their special quad is exceptional strong with 5s or 6s.

     

    The bloodletters are fine for their points. All in all a nice warband. I did not use the juggernauts a I think the fleshhounds are better.

     

     

  5. On 8/22/2020 at 7:15 PM, Lord Krungharr said:I like that army list.  You have many tools at your disposal.

      I would probably go with the Billowing Ash Cloud spell on the Firebelly and keep him running up close to the iron guts or stonehorn.  

    Take the vulture on the Huskard    Good for sniping little heroes and it avoids the to hit roll altogether    Also he’s only 300 points now per the FAQ/Errata    

    I would also probably change the Metalcruncher to Black Clatterhorn; if the Stonehorn runs into a tar pit horde of low save guys metalcruncher wont do much.  The rend-2 Frosthoof Mount trait can be pretty good too actually.  

    Do you have a few bits you from which can make a cauldron?  Then one of your butchers could become a Slaughtermaster.   Same points but extra utility away from the mawpot.  

    Thanks for your feedback. My huskard model only has a crossbow and no vulture. Maybe I try it next time. I love mortal wounds especially against Nighthaunts. The Metalcruncher really worked well.

    I need to work on a cauldron for the slaughtermaster.

    On 8/23/2020 at 12:12 PM, Grugg said:

    Just noticed you have 2 artifacts: the mandatory splatter-cleaver on the FL but also have another on the first butcher.

    Unless I'm mistaken, you have no battalion so you need to drop the wizardflesh apron.

    In the campaign I conquered a region with a storm vault so I could  take an extra artefact.

    I won the game, but I nearly lost it when I attacked with my Thundertusk when I should not have. The huskard is just plain  bad in close combat, he was killed by 13 Ghrimgast reapers in one close combat round. But ist was my mistake.

    the Match Winners were the stonehorn (of course) and the firebelly ( fiery whirlwind is so strong).

    My magic was working quite well, but I thought I did not had the resilience. I won with my firebelly having one wound, everything else died. Had  a small advantage in victory points.

     

     

  6. On 8/16/2020 at 10:33 AM, SerialMoM said:

    Hallo you all, I am playing a campaign game against Nighthaunts tonight.

     

    this is the List I came up with.

     

    It is magic heavy, has a lot of characters, not so many troops .

     

    may aim was to have a medium hard list, but maybe ist is too weak.

     

    I only own  one stonehorn, this I can not change.

     

    What do you think?

    0FEEEF74-90E3-4C0A-8CED-168F1BA8E3A5.jpeg

    Do you have any feedback on this list ?

  7. Hallo you all, I am playing a campaign game against Nighthaunts tonight.

     

    this is the List I came up with.

     

    It is magic heavy, has a lot of characters, not so many troops .

     

    may aim was to have a medium hard list, but maybe ist is too weak.

     

    I only own  one stonehorn, this I can not change.

     

    What do you think?

    0FEEEF74-90E3-4C0A-8CED-168F1BA8E3A5.jpeg

  8. Yes I did, played a mixture of cavalry, bowmen, spearmen and a hammer guy.

    the cavalry with leader is very fast and strong, the reach of the spearmen is insane and the bowmen are usuable. The hammer guy is really slow .

  9. 9 hours ago, GrimDork said:

    I'm interested in playing some meeting engagements. I didn't pick up GHB 2019.

    Does anyone know if just buying the GHB 2020 will be enough?

    Are the rules for meeting engagements fully repeated in GHB 2020 or will I need GHB 2019 as well?

    You only Need GHB 2020. I personaly like the Meeting Engagement rules.

     

    Where can I download the points from the newer battletomes? I did not find the document. Thanks

    • Thanks 1
  10. Hello again, 

     I just built an Fyreslayer warband and use my dwarf treasure hunter minis for them. I think the dwarfs mini fit better to the rules than the pure Fyreslayers.

     

    1x Hearthguard Berserker (w/axe) Leader = Hammerer leader
    3x Vulkite Berserker (Dual Wield) = Slayers with 2 axes 
    3 x Auric Hearthguard = Thunderers
    2 x Vulkite Berserker (shield/axe) = longbeards with shields.

    B268423C-752A-49BF-BAE9-BC0EF177B62A.jpeg

    • Like 2
    • LOVE IT! 2
  11. 9 hours ago, Bloodgut said:

    So I've been mathhammering out some stuff and analysed the unit options.

     

    Leaders

    =======

    First I'll compare the Glutton Leader with the Irongut Leader. The Irongut is 30 points more expensive and you get 1 extra toughness, 1 extra strength and 2+ damage and crit, but at the cost of 1 less attack and loss of the Ironfist ability which is a bad ability, so no great loss there.

    Despite the greater damage the 2 leaders actually put out a very similar amount of damage, thanks to the Glutton's extra attack. Too keep things simple and without filling the post with ton's of maths,  the Glutton Leader will do slightly better against Toughness 3 and 4 enemies. While the Irongut will do slightly better against toughness 5 and 6 enemies. 

    Considering that only really Stormcast have any toughness 6 units, and that there isn't really that many Toughness 5 units in the game anyway, I would say the Glutton Leader edges it here at least as far as damage goes.

    While the Ironguts greater toughness of 5 looks good, both leaders are at 40 wounds each and will take a lot of activations to bring down regardless.

    So unless you really need that strength 6 to crack open some toughness 5 enemies, say a Stormcast list, I think the Glutton Leader is the way to go.

    But how does the Leadbelcher leader stack up against the other leaders? You trade in the powerful melee damage for a weaker melee attack and a really powerful ranged attack. The ranged attack itself is one of the most damaging ranged attacks in the whole game whilst also being pretty point efficient. And the melee attack isn't awful, one of the best you will find on a ranged attacker. He also has access to the Ogor Quad ability.

    With 10 inch range you will be getting double shots. When double shooting the ranged damage is actually better than the other 2 leaders. With the Quad ability you can reach some really big damage. If your quad is 5 or 6, then the damage averages the same as using the the Leader Double ability but without the need for taking down an enemy.  But Rampage is strictly better unless you get 5 or 6 and are targeting a toughness 5/6 enemy.

    The leadbelcher Leader has the same 4 toughness and 40 wounds as the Glutton Leader,  as well as being 35 points cheaper ( 85 points cheaper than the Irongut leader). Plus his melee profile actually means he can handle himself against weaker units that try to interrupt his shooting.

    Overall I would say it is a toss up between the Leadbelcher Leader and the Glutton Leader. You could take a regular Leadbelcher for access to the quad, but the regular Leadbelcher's melee profile is quite a lot worse than the Leadbelcher's leader melee attack, meaning they might struggle to get out of combat once they are in it. They also only have 30 wounds, so are not as survivable.

    The Glutton on the other hand gets the best use out of the Leader double ability. He will most easily one shot Toughness 3&4 enemies giving him access to the ability most often.

     

    Units

    ========

    Irongut vs Glutton with Ironfist vs Glutton with paired weapons. This fortunately is a very easy decision. The Glutton with paired weapons beats the other 2 hands down. Even the Glutton with Ironfist is better than the Irongut, unless the they are up against toughness 5 enemies. But its a moot point since the Glutton with paired weapons is better against even toughness 6 enemies than the Irongut is against any toughness. The only thing the Irongut has over the other 2 is toughness 5. But you will have to pay 25 points for it on top of the much weaker attack profile to get it. 

    The amount of damage you lose to get the Ironfist ability by taking the Glutton with Ironfist is not worth it. Besides you will be too busy using your doubles for extra movement and getting your leader to activate again with the other double abilities. 

    The clear winner here is the Glutton with paired weapons. They are one of the most point efficient units in the whole game.

    I already kind of went over the Leadbelcher already when talking about the Leader. The ranged attack is great  and you get access to the quad. As already mentioned though the melee profile is not great. It's not much better than a gnoblars attack profile. At 230 points he is almost as expensive as the Leadbelcher leader (250) and quite abit worse (-10 wounds, bad melee). If he gets caught in combat he will probably not be able to fight his way out of it quickly enough without support.

    Gnoblars are maybe the the mvp of the whole warband. Don't let the bad stats fool you. They are incredibly point efficient at 45 points, one of the best in the whole game.. Even with the bad ability (your triples are gonna be better spent on Inspiring Presence anyway). In groups they can be highly deadly and act as awesome chaff to keep your Ogors out of harms way. Excellent for filling out the rest of your warband once since you can only really take 3 or 4 ogors max.

     

    Listbuilding

    ========

    While it seems like we have good variety in what we can pick, we actually don't. If you pick 4 Ogors you are going to leave yourself light on bodies. With 1 or 2 Ogors, you will be relying on too many gnoblars, while super point efficient, arent hard hitting, die easily, and can struggle to get their numbers into combat with only 1 inch reach. And if your Ogor(s) die you will be without your useful abilities, in particular the movement double ability.

    Taking any of the non Ogre leaders which isn't the Glutton with dual weapons and maybe the Leadbelcher feels like you are just punishing youself. 

    The only real option I think there is, is in what leader you take. All three are viable, but taking the leadbelcher leader will often result in you being able to squeeze in 1 extra Gnoblar most of the time due to him being the cheapest leader.

    I think @nkicik already posted the best 4 Ogor list.

    - Leadbelcher Leader

    - 3 x Gluttons with dual weapons

    - 3 x Gnoblars 

    Any other 4 Ogor list you can put together would just end up either being worse and/or having less bodies

    I think the sweet spot is probably 3 Ogors, but only if you can get to 10 bodies. Playing 3 Ogors with 9 bodies is probably just worse than the list above. Swapping an Ogor out for just 2 gnoblars doesnt seem worth it.

    - Leadbelcher Leader

    - 2 x Gluttons with dual weapons OR 1 x Glutton with dual weapon & 1 x Leadbelcher

    - 7 x Gnoblars 

    Once you start going 1 or 2 Ogors, it just becomes Gnoblar spam, which might actually be good.

    - Irongut Leader

    - 15 x Gnoblars.

     

    Thank you, very helpful analysis.

  12. My list is similar, but I will use my old dwarf models, Mordheim style. 

    1x Hearthguard Berserker (w/axe) Leader = Hammerer leader
    3x Vulkite Berserker (Dual Wield) = Slayers with 2 axes 
    3 x Auric Hearthguard = Thunderers
    2 x Vulkite Berserker (shield/axe) = longbeards with shields.

     

    I will post a picture soon 
     

  13. The one mentioned above is strong

    Ishlaen (Leader)

    1 Morsarr

    3 x Thralls

    4 x Reavers

    I played only against them ( both were ishlaen eels)

    9 Models, extremely fast, good damage output, nice range combat.  Great for objective based  victory conditions. 

×
×
  • Create New...