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SwampHeart

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Posts posted by SwampHeart

  1. 12 minutes ago, Raffonerd said:

    This point is not so clear about this. Because phoenix says: artifactes affects only anoited attacks. So, this excludes affecting the mount with everything: strike first too.

    It is absolutely clear - it is spelled out in the rule of the relic.

    image.png.51657558c60ee67f5c2258c52c41a987.png

    As you can see it says (and their mount)  - there is no room for this to be interpreted any other way. 

  2. 5 hours ago, Raffonerd said:

    Why spear of the hunt if effects only the knight?

    Affects the mount for the purpose of fight first on the charge (which is what really matters) - the bonus rend for the rider's Halberd is just icing. 
     

    5 hours ago, GM_Monkey said:

    How do you get the -1 to hit and -1 to wound? Is this a spell I've missed?

    How did you get the Frostheart Phoenix down to 2+ save? 4+ to a 3+ with any spell 12" but mystic spell re-rolls 1s on the save, unless I've missed this changing back?

    @Raffonerd hit the nail on the head. Ironoak Skin and Pha's protection give you the -1 to hit and wound and Ironoak Artisan give you +1 to save and wound taking the Frostheart to a 3+ and then casting Mystic Shield (assuming you're in the range for the Phoenix's ability) gets you down to a 2+ (and obviously re-roll 1s from Mystic Shield). 

    • Thanks 1
  3. 1 hour ago, Bayul said:

    When can we expect the next FAQ? Next summer with the GHB?

    Winter (December/January). AoS and 40k are on the same large FAQ cycle (twice a year) with a game update (CA/GHB) once a year. That said we are supposedly getting points adjustments twice a year now rather than once a year according to GW. 

    • Thanks 1
  4. Decided to give Living City a go this weekend at a little FLGS event. Took the weekend out at 3-0, overall I was really pleased with the list, I actually think it surpasses Hallowheart for me going forward. 

    List was:

    Spoiler

    Anointed on Frostheart Phoenix - General (Ironoak Artisan), Spear of the Hunt
    Runelord
    Battle Mage - Hysh, Life Surge
    Sorceress - Ironoak Skin
    Sorceress - Cage of Thorns
    20x Phoenix Guard
    20x Darkshards
    10x Bleakswords
    20x Iron Drakes
    10x Shadow Warriors
    5x Sisters of the Thorn
    Scourge Runner Chariot
    Scourge Runner Chariot
    Balewind Vortex

    I played against:

    Hedonites w/heavy BoC elements (my actual army I lent a friend) [Knife to the Heart]. This was a tough game but I know how (my) opponent's army worked inside out. I was able to use my fairly heavy shooting component to control the kind of damage he could do to me. I also deployed far off the line to take the bite out of his speed. One of the things that really impressed me with Living City here was that I had enough serious threats to take his objective that he couldn't just leave token models back to hold it. I won the major on turn 4.

    Legion of Grief [Focal Points] - This was a really great game, my opponent used a lot of movement tricks and positioned very well to help him stay competitive in the scoring. That said the ability to threaten one side of the board with Irondrakes and the Phoenix really let me bully him to keep a points lead. I did feel the burn for paying for decent rend on a lot of units in this game but even then the volume of dice the shooters put out overwhelmed a lot of the ethereal saves. Phoenix guard were very impressive in this game, especially when paired with having a -1 to hit and -1 to wound in some cases. 

    Seraphon [Duality of Death] - My toughest game of the weekend for sure, our local Seraphon player I think plays the army very well. He had lower drops than me so his goal was to take both objectives on turn one and then teleport off one objective and castle on another to basically force me to take the 2nd objective from his Dino Fort. I think the play was strong but he under estimated my shooting output and I was able to take one objective on the bottom of my turn - pairing that with a big double turn (I think his biggest mistake was going first this game) I was able to fully clear him from half of the table and then get aggressive on his side where on turn 4 I took his objective and broke his progressive scoring. Overall a really tight game and one that I'm sure could go both ways depending on a few key dice rolls.

    All in all I really liked playing Living City. I felt like the mobility was fantastic, the City has good synergy with a nice chunky Frostheart (who gets down to a 2+ if the Sisters get mystic shield off on him). Cage of Thorns was really helpful all weekend, it helped me slow down certain elements of my opponents army (and is down right nasty when cast on support heroes who need to keep wholly within for buffs). I'm sure there's room for improvement in the list (I'd love to get Soulscream in somewhere) but I really felt like LC gave me the opportunity to put together a well rounded list that could play most game types. 

    • Like 5
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  5. 1 hour ago, Alessio said:

    Do you know if i can take an old battalion like Thrall warhost (Darkling coven) in a Hallowheart army? Does it count as allies maybe?

    You cannot - it is neither a legal selection for a Hallowheart army or an ally. Its Allegiance is Darkling Covens which isn't a legal CoS ally. 

    • Like 1
  6. 14 hours ago, mmimzie said:

    I think i agree, but disagree that you need the pg unit. 

     

    I use PG here illustratively - I personally rate PG because my list needs a tarpit but I'm more pointing out that you need to keep the points open to run bodies of some sort. 

    My issue with the small chaff walls is that - in my experience - there are too many second combat activations out there that can eat through multiple small chaff in a turn. I prefer the value you get out of Pha's'd Phoenix Guard with Warding Brand on them. I've yet to get hit by a unit that actually tangles well with them. That said there is always going to be meta differences that impact how and what you select. Both options maintain the same goal which is creating space for your wizards to get work done and to allow your smaller fast moving units to get outside and score/create pressure. 

    • Like 2
  7. 13 minutes ago, zilberfrid said:

    The problem is that many of the molds are reaching or passing 10 years in age, and every new human, CoS elf or disposessed model they made was not included in CoS (the Warhammer Quest ones).

    The question what GW will do once a mold wears out is a very valid one.

    Production molds aren't the same as masters, GW has (likely, I have no inside information) been cutting production molds for years. A master can be 20+ years old and still viable to cut production runs from, I still use a mold from 1989 at my job. 

    • Thanks 1
  8. 27 minutes ago, stratigo said:

    And probably wrong to boot. 
     

    cities of Sigmar is a soup army though. Like legions and like orruks (except more so)

    Incorrect - there is no soup in AoS. Being able to select multiple types of models =/= soup. Soup = getting access to more than one set pf unique army (allegiance) abilities, something that occurs in 40k (and is awful) and not in AoS. I'd highly suggest DakkaDakka or Bolter and Chainsword if you enjoy 40k, this is an AoS forum where people who enjoy AoS discuss it. They don't come here to be talked down to about the balance of the game compared to 40k. I stopped playing 40k because of the attitude that a certain player base has and I certainly have no interest in being exposed to that attitude in an AoS forum.

    Back to Hallowheart - I really think people need to get past the need to take 6 wizards in the Whitefire Council. It is a full blown trap that prevents you from being able to buy enough bodies to win games. Realistically 4 Wizards is enough in a council to get all the output you need and still leaves you with enough points to put a big unit of PG on the board. 

    • Like 6
  9. 13 minutes ago, JackStreicher said:

    😂🤣 sure, a friendly game army speaks tomes of knowledge 🤣😂

    you were also that guy who suggested that AG would work with a one-trick pony which relies on too many spells actually succeeding. That‘s all I need to know beardling 😉

    I didn't even respond in the WhatsApp (I haven't typed in WA since I joined). But I do think its fair to go ahead and show everyone the list you were running:

    -Assassin
    -Fleetmaster - General, Asyphixa Censer, Dabblings in Sorcery
    -Dreadlord on Blackdragon - Venomfang Blade, Jutting Bones, Exile Blade
    -Sorceress - Sap Strength
    -Sorceress - Vitriolic Spray 
    -20 Corsairs
    -20 Darkshards
    -20 Dreadspears
    -1 Scourge Runner
    -1 War hydra
    -10 Black Guard
    -10 Black Guard
    -10 Shadow Warriors
    -Malevolent Maelstrom
    -Quicksilver Swords

    I'll let everyone else be the judge on if the above list actually constitutes the kind of list you'd actually play if you wanted to play Anvilguard. 

    Oh and I'd suggest taking a 2nd look at the portal combo and on how to set it up. Against any non Seraphon army it basically requires you to roll 2 results of a 6+ on 2 casting rolls - not exactly an unreliable set up. 

    • Haha 1
  10. 28 minutes ago, Myrdin said:

    *Each of your Cities must be from either Aqshy or Ghyran.

    The only thing this impacts is the realm artifacts you may purchase (there are 12 artifacts for each realm in Malign Sorcery). Usually you can choose any realm but for Cities you are bound to a specific realm by your city.
     

    30 minutes ago, Myrdin said:

    *Your BattleMages must choose one of the Realms to use that realms spell.

    This has no bearing on anything aside from the Battle Mage itself. You must choose which spell the mage gets by selecting a realm - this has nothing to do with selecting a realm for your army or what realm you play in. This rule is relevant to the specific Battle Mage warscroll only. 
     

    32 minutes ago, Myrdin said:

    *Your Endless spells are empowered by the realm by default, when playing CoS

    This is just an allegiance ability - usually spells are empowered based on the realm you are playing in, for CoS they are always empowered. Full stop, nothing else to see here.
     

    33 minutes ago, Myrdin said:

    *Luminark and Hurricanums +1 if the battle is in Hysh /  Azyr

    This has to do with the realm your battle is taking place in - it has nothing to do with selecting the realm for your city, nor does it have anything to do with your Battle Mage realm spell. If you are playing with realm rules you will select which realm you are playing in and this is how you can get these bonuses. 

    Effectively what you're looking at is 4 separate rules that while all reference realms have nothing to do with one another. 

    • Like 1
  11. 16 minutes ago, Myrdin said:

    Wait...I am a little confused here, are you not limited to only those pitiful 3 artifacts and 3 trait each of the Cities have ? Where did you get the list of these items from ? I thought each realm offered only a single artifact for you to pick from so I tend to skip them completely (since our group does tend to ignore playing the Realms for casual games).

    You are allowed to choose a realm your army is from and there is a list of relics in Malign Sorcery for each realm - you get to choose from that list of relics regardless of what realm your game is being played in. Most tournaments use these rules even if they don't use any other realm rules (realm features, spells, etc.). These are technically optional rules but the vast majority of organized AoS allows Realm Artifacts even though they don't use other realm rules.  

  12. 13 hours ago, JackStreicher said:

    I‘ve tested AG today (again) and Imo it‘s one of the two worst armies in the book (and the game as a whole), the only one being worse is Phoenicium.

    why? No synergies, no artefacts or spells directly supporting your units. 
    the battallion is the worst and Corsairs are worst than ghouls in every way. Even the Command Traits don‘t buff the army. 
    they tried to make this army pirate and monster focused at which it failed: other armies have better Corsairs and Monsters since they can actually buff them! Though all this army has is only to the benefit of the person carrying it it still doesn‘t buff enough to make any choice apart from Dtormcasts worthwhile since this entire City lacks synergy, damage, tankiness and THOUGHT. You can use this army for alphastrike shooting with the spell mirrors and the „you have no armor no more“ spell - And that‘s it!

    So goodbye Anvilgard, I‘ll rather stick to tempest‘s eye where all my units can receive actual buffs & agility with a battallion that does not force me to pick 5/6 rubbish units.

    so long.

    Oh heyyyy! You're that dude in the WhatsApp who plays at 1850 and makes proclamations on army viability after one game. 

    • Haha 1
  13. 1 minute ago, PJetski said:

    The way you phrased it seemed to suggest you were saying it was illegal in all matched play 

    If you only read that post you're correct - my first post regarding the issue I said "You won't be able to even legally select the Battlemage on Pegasus as an ally for a Cities of Sigmar army (it doesn't have a listed keyword that makes it an eligible ally).' I was clarifying for Maturin that there is no way to legally take a Battlemage on Pegasus in Cities of Sigmar as a CoS army. 

  14. 11 minutes ago, stus67 said:

    I'm seeing a lot of people saying Tempest's Eye is the strongest city with Hallowheart right behind and an honorable Greywater mention.  Thoughts?

    Think that misses The Living City which has some potent tools as well. I know the kneejerk was Hallowheart is the best but I don't know how that's holding up (I personally love Hallowheart because I love magic). 

    • Like 1
  15. 16 hours ago, Rune said:

    Looking at bringing a Battlemage on Pegasus from The Empire into my Hallowheart army.

     

    I don't understand how the alliance rules works, but will I essentially be able to give the Battlemage on Pegasus the Halloheart city abilities - or does that only count on allies such as the Stormcast Eternals?

    You won't be able to even legally select the Battlemage on Pegasus as an ally for a Cities of Sigmar army (it doesn't have a listed keyword that makes it an eligible ally). Any Stormcast unit you take can select 2 Hallowheart spells per the army rules. 

  16. 19 minutes ago, stratigo said:

    This remains a failure of planning and communication on gw’s part and it is not up to the customers to be satisfied by excuses. They could have informed us when they stopped production of those kits, or when they were planning to l, so that there would be more forewarning. It is not okay to absolve companies of every instance of mismanagement. 

    EDIT - Nevermind - off topic and unlikely to change your way of thinking regardless. 

  17. 23 minutes ago, Zanzou said:

    *snip*

    Because GW's production doesn't always allow for the kind of information. With Sisters they're aware of the back stock, the exact date for the end of production and what they're willing to produce up until that point. A lot of CoS units were being spun down far in advance of the Last Chance purge and were probably out of stock in some countries at the time of the announcement. PIM is very different from Resin as far as 'print on demand' costs are concerned. 

    This is all speculation based on what I do for a living (I deal with the production of plastic automotive parts). 

    • Like 1
  18. 11 hours ago, decker_cky said:

    Very unlikely that 30 bestigors can all strike in a single combat given their base size.

    This is also correct but it is worth looking at the 'vacuum math' from time to time to give you a gauge of where a unit sits. To my knowledge a unit of 30 HoS Bestigors is one of the most offensively potent units in the game when swinging at full strength. Even if they only get 15-20 in they're still an absolute maul of a unit.
     

    9 hours ago, Aipaca said:

    I'm personally super interested in a unit of 40 flagellants with Warding Brand cast on them. Charge them up the board, they deal mortals when they die, mortals when they run away, are decent on the charge (especially with Ignite Weapons on them, taking the mto 4+/2+/-/1), and take up plenty of board real estate, all for the low low price of 280 points. A couple of those units sent in one after the other will wreak havoc (although they are shut down pretty hard by shooting).

    The simple math on them says they'll do half as many MWs as are in the unit (based on the 4+ roll for both abilities). I think they're a really interesting option for breaking open screens early. Go with Soul Scream Bridge and Cogs, get Warding Brand up on them and then roll into say a clan rat screen, pop them and then likely deal with about half of the inevitable plague monk screen behind them. 

  19. 1 hour ago, Arkhanist said:

    . The Freeguild Regiment, for example is usable in theory as all the necessary units (bar archers, but they have alternates of crossbows or hangunners in the detachment) are available as Cities of Sigmar units.

    It isn't that they aren't allowed - they would be allies. The Freeguild Regiment isn't from the Cities of Sigmar faction and thus must be taken as an ally for CoS. 

    image.png.f4eefd163f1c832217ce4fa316c46e8d.png

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