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Duke of Gisoreux

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Posts posted by Duke of Gisoreux

  1. 5 minutes ago, JackStreicher said:

    Cutlass: (40 Corsairs) = 27 wounds before armor (81*0.5*4/6)

    vicious blade: 17,77 wounds

    = 44,77 which results in 22,38 wounds against 4+
    the only issue: 1“ which means you will have at max 20 striking so the resulting dmg is 11,19. nice waste of a command point.

     

     

    1. This depends on situation. You can't say that there will never be more than 20 attacking.

    2. This also applies to the mentioned Freeguild Guard. So what's the difference here?

    • Like 1
  2. 48 minutes ago, Mcprowlington said:

    Cutlass= 1x.67x.5=.33
    Blade= 1x.67x.33=.22

    40x.55 = 22 x 2 = 44. 

    44 wounds, with the command ability, not 56. and before saves. with rendless weapons. 

    So it's a pretty bad unit, but with the command ability it can be properly mediocre. If a bad unit is only okay under certain conditions, then it is a bad unit.  

    Still disagree. My formula had an error, but your calculation is also wrong as you ignore the champion. So the correct number is 44.72 (22.36 against save 4+) which is still very strong for the expense of 280 points for the  unit, 60 points for the Fleetmaster and one command point.

    For example 40 Freeguild Guard with Halberds and Hold the Line do only 18.98 damage against save 4+.

     

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  3. 17 hours ago, JackStreicher said:

    I tried (thrice now?).

    I plainly hate them though I love the models. At 60 pts per 10 or 50pts per 40 they might be ok.... apart from that they‘re just bad, who designs such a Warscroll?

    I completely disagree. Black Ark Corsairs with Vicious Blade and Wicked Cutlass are one of the strongest and hardest hitting units in CoS when buffed by the Black Ark Fleetmaster's command ability. A unit of 40 models would have 160 attacks in total (4 per model) and deal 55.83 wounds before saves. Plase note that they benefit twice from the command ability as they have two separate melee weapon profiles.

  4. In a local tournament I attended the following army ranked 5th of 26 participants scoring 2 wins against Sylvaneth and Skaven and 1 loss against Hedonites of Slaanesh.

    Please note that realm artefacts were not allowed.

    Allegiance: Cities of Sigmar
    - City: Tempest's Eye

    Leaders
    Anointed of Asuryan on Flamespyre Phoenix (300)
    Anointed of Asuryan on Flamespyre Phoenix (300)
    Battlemage (90)
    - Spell: Lore of Eagles - Celestial Visions (Tempest's Eye Wizard)
    - City Role: General's Adjutant (Must be 6 wounds or less)
    - Mortal Realm: Hysh
    Celestial Hurricanum With Celestial Battlemage (280)
    - Spell: Lore of Eagles - Strike of Eagles (Tempest's Eye Wizard)
    Aether-Khemist (140)
    - General
    - Trait: Hawk-eyed
    - Artefact: Patrician's Helm

    Battleline
    10 x Freeguild Guard (80)
    - Swords and Shields
    - City Role: Honoured Retinue (Must be 5-20 models)
    5 x Freeguild Pistoliers (100)
    40 x Arkanaut Company (480)
    - 12x Light Skyhooks

    Units
    10 x Shadow Warriors (110)
    10 x Shadow Warriors (110)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 125
     

    30123863_TempestsEye.jpg.0e305a495fe5aa2fb1c8ea6a7fd6e311.jpg

    • Like 2
  5. After reading the command ability rule for Hold the Line again, I noticed that it is worded different to similar command abilities.

    Quote

    You can use this command ability in your hero phase. If you do so, pick up to 3 friendly Freeguild units wholly within 18" of a friendly Freeguild Hero with this command ability. Until the start of your next hero phase, add 1 to hit and wound rolls for attacks made by those friendly units if they have not made a normal move or a charge move in the same turn. A unit cannot benefit from this command ability more than once per phase.

    So assume the following example: You have two Freeguild Generals, one on your left flank and one on your right flank on the table. The left one is accompanied by a unit of crossbowmen and the right one has two units of handgunners close to him. In your hero phase you could use the Hold the Line command ability and both the crossbowmen and the two units of handgunners would benefit from it - by the expense of a single command point.

    Similar command abilities require you to select a hero, but not Hold the Line. It requires to select up to 3 Freeguild units wholly within a Hero with the command ability. I didn't notice before that it works that way.

  6. On 11/14/2019 at 7:07 AM, XReN said:

    I think the assumption that special shots don't reqire LOS can be correct

    What makes you think it doesn't need line of sight? All its special attacks are listed as separate missile weapon profiles and thus according to the core rules it needs line of sight like any other regular missile attack.

    Quote

    In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon

     

    If it wouldn't need line of sight, it had to be explicitly  mentioned in the Mortek Crawler's warscroll. Like the Trebuchet for example:

    Quote

    Arcing Shot: This unit can shoot at enemy units that are not visible to it. If it does, subtract 1 from the hit roll for the unit’s Rocks and Masonry attack.

  7. What do you think about this list?
     

    Allegiance: Cities of Sigmar
    - City: Hammerhal
    Mortal Realm: Aqshy

    Leaders
    Anointed of Asuryan on Frostheart Phoenix (320)
    - Artefact: Armour of Mallus
    Anointed (100)
    - General
    - Trait: Acadamae Prodigy
    Knight-Incantor (140)
    - Spell: Lore of Cinder - Twin-tailed Comet (Hammerhal Wizard)
    Knight-Azyros (100)
    - City Role: General's Adjutant (Must be 6 wounds or less)
    Gotrek Gurnisson (520)
    - Allies

    Battleline
    10 x Phoenix Guard (160)
    - City Role: Honoured Retinue (Must be 5-20 models)
    10 x Phoenix Guard (160)
    10 x Phoenix Guard (160)
    10 x Phoenix Guard (160)

    Units
    5 x Sisters of the Thorn (130)
    - Spell: Lore of Cinder - Wings of Fire (Hammerhal Wizard)

    Endless Spells / Terrain / CPs
    Emerald Lifeswarm (50)

    Total: 2000 / 2000
    Extra Command Points: 0
    Allies: 520 / 400
    Wounds: 85
     

    Anointed and Knight-Azyros will be with two units of Phoenix Guard and buff them.

    Anointed on Frostheart and Knight-Incantor will be with the other two units of Phoenix Guard to buff them. Incantor could cast Mystic Shield on Frostheart Phoenix to make him save 2+ with 1s rerollable.

    Sisters of the Thorn will be with Gotrek to cast Wings of Fire on him and possibly Emerald Lifeswarm when needed.

  8. 33 minutes ago, AlmGandix3 said:

    In it's current wording the abilities don't need line of sight sadly. Maybe this will get an errata later down the line.

    What makes you think it doesn't need line of sight? All its special attacks are listed as separate missile weapon profiles and thus according to the core rules it needs line of sight like any other regular missile attack.

    Quote

    In order to attack with a missile weapon, the model using the weapon must be in range of the target unit (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and the target unit must be visible to the model with the weapon

     

    If it wouldn't need line of sight, it had to be explicitly  mentioned in the Mortek Crawler's warscroll. Like the Trebuchet for example:

    Quote

    Arcing Shot: This unit can shoot at enemy units that are not visible to it. If it does, subtract 1 from the hit roll for the unit’s Rocks and Masonry attack.

     

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  9. On 10/30/2019 at 11:34 AM, Scurvydog said:

    The cursed stele is very hit and miss as well. 2d6-3 at full wounds modifier, so on average it can kill a 4 wound hero and a bit less than average the more common 5 wound hero. That is decent, but as mentioned above, is it really all that impressive with a 50/50 chance from a 200 point unit to once per game kill a typical 100ish point model?

    Think of the following: You play against DoK and your opponent has the 6 wound model Morathi, High Oracle of Khaine. You have the first turn and Morathi is in range of your Mortek Crawler. You use the Cursed Stele attack and have a 28% chance to instantly kill her as the Iron Heart of Khaine rule doesn't protect her from being slain.

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  10. 19 hours ago, Grimaldus said:

    The idea is to have a Runelord as general, with Famed Spell-Hunter as trait & Whitefire Tome - Ignite weapons. He will dispell the endless spells & cast spell/prayers to boost the longbeards

    I came up with the same idea. The Runelord would be able to immediately dispel an endless spell after one of your wizards cast it and effects were resolved so there's a very high chance it won't accidently harm you in a following turn. The rule that endless spells are dispelled at the beginning of your hero phase only applies to WIZARDS and the Runelord is not a WIZARD. His rule just says "in the hero phase" so you can dispel anytime in the hero phase. In addition the Famed Spellhunter trait allows him to dispel 2 endless spells at +2 each hero phase.

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  11. 10 hours ago, Rune said:

    I ran the numbers, on an average of different armor saves. 

    There is no "Ignore -1 rend" in these calculations, keep that in mind.

    Conclusion on that is the sword does the most damage, however, it does less if the enemy ignores -1 rend. The hammer is probably the best overall, but it really doesn't make a huge difference either way. The Lance is the worst, as it's only as good as the hammer when it charges, not even better. 

    The Sword does the most damage against save 5+ or worse. Against save 4+ the Sword is equal to the Hammer and against save 3+ or better the Hammer is better than the Sword. The Lance does the same damage as the Hammer when charging and is always worse than Hammer and Sword when not. So you can't say the Sword does the most damage. It always depends on the save.

  12. 17 minutes ago, SpiritofHokuto said:

    I was one who was quite willing to set aside time for project.

    Me too. For example I reviewed the battletome 0.6 rules for mistakes and corrected them. I also took pictures from a lot of models from my miniature collection that were intended for the warscrolls and sent them to Henin about one year ago. Almost nothing happened since then. Sadly he seems to have no time or at least not as much time as the project would need. I offered my help more than once, but he insisted to create the AoS 2.0 style warscrolls himself. I don't expect anything to happen anytime soon. So I fear SpiritofHokuto is right.

  13. 20 minutes ago, Fundre said:

    Hi guys,

    I don't know if this has been asked but can you take stormcast allies in your cities lists if you wanted to take more SC than the 1/4 allowed?

    For example is this list lega?

    Allegiance: Order

    Leaders
    Freeguild General (100)
    - General
    Celestial Hurricanum With Celestial Battlemage (280)
    Cogsmith (60)
    Battlemage (90)
    Lord-Castellant (120)
    - Allies
    Lord-Ordinator (140)
    - Allies

    Battleline
    10 x Freeguild Crossbowmen (100)
    10 x Freeguild Crossbowmen (100)
    10 x Freeguild Crossbowmen (100)

    Units
    20 x Sequitors (440)
    - Stormsmite Mauls and Soulshields

    War Machines
    Helblaster Volley Gun (120)
    Helblaster Volley Gun (120)
    Celestar Ballista (110)
    Celestar Ballista (110)

    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 260 / 400
    Wounds: 135
     
    9 cities
    3 cities SC
    2 SC allies

    Your list is not a Cities of Sigmar list at all as you selected "Allegiance: Order". As an Order list it would be legal, but Stormcasts would not be Allies.

  14. How do you think it would work if you had a Runelord as your Hallowheart general and would give him the Famed Spell-hunter command trait?

    Runelord warscroll:

    Quote

    This model can attempt to dispel 1 endless spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. Add 2 to dispelling and unbinding rolls for this model.

    Famed Spell-hunter trait:

    Quote

    If this general is a WIZARD, add 3 to the roll when this general attempts to dispel an endless spell. If this general is not a WIZARD, they can attempt to dispel 1 endless spell in your hero phase.


    As the Runelord is not a WIZARD, the second part of the Famed Spell-hunter rule would apply. But what does it mean? Would both abilities add up so the Runelord would be able to dispel two Endless Spells in each hero phase adding 2 to each roll?

     

  15. 20 hours ago, Chumphammer said:

    Anointed: General
    Veteran of the blazing crusade 

    I really like your list, but what's the purpose of the command trait? Seems like a waste as Phoenix Guard is already immune to battleshock with an Anointed nearby. The trait would only increase the range and provide battleshock for the Darkshards.

    Edit: I just recognized you didn't include the Whitefire Retinue Battalion. Don't you think it's worth it?

  16. 2 hours ago, Myrdin said:

    Well... ok but then that means you cant make a non Aqshy / Ghyrian  City... I mean looking at the book right now, every single city we have, is either Aqshy or Ghyrian.

    Well actually you could create a city from any realm. But this would mean the only thing you could use from Cities of Sigmar would be the warscrolls themselves, but none of the allegiance abilites as you would be stuck with the Grand Alliance Order Allegiance. This would be a bad tradeoff, but would allow you to choose any realm you like for your artefacts. Azyr is still not an option as there are no Azyr rules of any kind (yet).

    • Like 1
  17. 1 hour ago, stus67 said:

    Anybody know of any good third party pieces for things like halberds and banners? The freeguild guard ones look like wet ass and I'm planning on doing a lot of conversions.

    I don't like freeguild guard models at all. Luckily I'll have more than enough alternatives so I don't have to use them. Only have to rebase them to round bases.

    Landsknechte%2001.jpg

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  18. Time for an update. My collection has grown more than the numbers reflect as the General's Handbook 2019 had a lot of point reductions. Warscroll changes where options were removed also reduced numbers (for example no Freeguild General on horse any more). I almost lost 10k in this way (values are rounded to hundreds or thousands). The second number is the change since April 2019.

    Grand Alliance Order 129000 +1000
    Aelves 45000 +1000
    Bretonnia 29000  
    Cities of Sigmar 45000 +45000
    - Anvilgard 32000 +3000
    - Greywater Fastness 32000 +2000
    - Hallowheart 35000  
    - Hammerhal 32000 -87000
    - Tempest's Eye 35000 +2000
    - The Living City 39000 +10000
    - The Phoenicium 32000 +11000
    - Collegiate Arcane 3800 -1900
    - Darkling Covens 5100 -200
    - Devoted of Sigmar 1400  
    - Dispossessed 5100 -200
    - Freeguild 3400 -3500
    - Ironweld Arsenal 3600 -100
    - Order Serpentis 3000 +500
    - Phoenix Temple 1500 -300
    - Scourge Privateers 800  
    - Shadowblades 1400 +200
    - Wanderers 4400 +1300
    Dark Elves 2700 +100
    Daughters of Khaine 4200 +1100
    Duardin 14000 +1000
    Dwarfs 2700 +500
    Eldritch Council 4800 -300
    Empire 7000 +1700
    Fyreslayers 2200 +800
    High Elves 2300  
    Idoneth Deepkin 4400 -100
    Kharadron Overlords 2900  
    Lethis 16000 +16000
    Lion Rangers 900  
    Lizardmen 800 +100
    Monsters of Order 400  
    Order Draconis 4700 +100
    Seraphon 8400 +1200
    Stormcast Eternals 8900 +1800
    Swifthawk Agents 5100 -200
    Sylvaneth 7400 -2400
    Wood Elves 4900  
         
    Grand Alliance Death 41000 +1000
    Deadwalkers 600  
    Deathlords 2400  
    Deathmages 1500 +200
    Deathrattle 4000 +200
    Flesh-Eater Courts 6200 +200
    Legion of Grief 15000 +15000
    Legions of Nagash 20000  
    Nighthaunt 7200 +500
    Soulblight 6600 -200
    The Wraith Fleet 18000  
    Tomb Kings 12000  
    Vampire Counts 400  
         
    Grand Alliance Chaos 81000 +9000
    Beastmen 400  
    Beasts of Chaos 8800 +400
    - Brayherds 4900 +1200
    - Chaos Gargants 500  
    - Monsters of Chaos 3100 +300
    - Thunderscorn 400  
    - Warherds 1600 +400
    Blades of Khorne 12000 +1000
    Daemons of Chaos 27000 +5000
    Disciples of Tzeentch 13000 +1000
    Everchosen 31000  
    Fist of the Everchosen 47000 +4000
    Hedonites of Slaanesh 8100 +2900
    Legion of Azgorh 500 +300
    Maggotkin of Nurgle 12000 +1000
    Skaven 1100 +100
    Skaventide 9600 +1400
    Slaves to Darkness 18000  
    Warriors of Chaos 2700 +100
         
    Grand Alliance Destruction 35000  
    Beastclaw Raiders 2000 -200
    Fimir 400  
    Firebellies 100  
    Gitmob Grots 1700  
    Gloomspite Gitz 11000 +1000
    - Aleguzzler Gargants 1700  
    - Moonclan Grots 5600 +900
    - Spiderfang Grots 2500 +500
    - Troggoths 1600 +500
    Greenskinz 5000  
    Gutbusters 5000  
    Maneaters 1200  
    Monsters of Destruction 2800  
    Ogre Kingdoms 300  
    Orcs & Goblins 600  
    Orruk Warclans 4800 +4800
    - Bonesplitterz 2200 -200
    - Ironjawz 2600 +200
    Stoneklaw's Gutstompas 21000  
         
    Total 286000 +11000

     

     

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  19. Here's my Cities of Sigmar army collection. I only used the miniatures as they are supposed to be. This means I didn't use "count as" things like Swordmasters as Executioners or something like that. Doing so would approximately double the army's size. 

    Anvilgard, Greywater Fastness, Hammerhal and Phoenicium are about 32000 points. Hallowheart and Tempest's Eye are around 35000 and Living City is at 39000.

    3   Freeguild General on Griffon
    2   Freeguild General
    1   Steam Tank with Commander
    1   Battlemage on Griffon
    24   Battlemage
    1   Celestial Hurricanum with Celestial Battlemage
    1   Luminark of Hysh with White Battlemage
    3   Dreadlord on Black Dragon
    2   Anointed
    2   Black Ark Fleetmaster
    9   Assassin
    1   Nomad Prince
    8   Sorceress
    14   Warden King
    3   Runelord
    5   Cogsmith
    11   Demigryph Knights
    26   Freeguild Handgunners
    10   Freeguild Pistoliers
    10   Freeguild Outriders
    110   Freeguild Guard
    40  
    Flagellants
    2   Helblaster Volley Gun
    1   Helstorm Rocket Battery
    117   Dreadspears
    21   Bleakswords
    101   Darkshards
    40   Black Guard
    45   Executioners
    35   Drakespawn Knights
    2   Drakespawn Chariots
    2   War Hydra
    33   Phoenix Guard
    2   Flamespyre Phoenix
    1   Frostheart Phoenix
    66   Black Ark Corsairs
    1   Kharibdyss
    25   Dark Riders
    10   Shadow Warriors
    29   Sisters of the Watch
    60   Eternal Guard
    40   Wildwood Rangers
    11   Wild Riders
    5   Sisters of the Thorn
    20   Longbeards
    10   Hammerers
    30   Ironbreakers
    10   Irondrakes
    2   Gyrocopters
    1   Gyrobombers
         
    1   Celestant-Prime, Hammer of Sigmar
    1   Vandus Hammerhand
    1   Aventis Firestrike, Magister of Hammerhal
    1   Averon Stormsire
    1   Gavriel Sureheart
    1   Neave Blacktalon
    1   Lord-Celestant on Dracoth
    1   Lord-Celestant
    2   Lord-Relictor
    1   Lord-Castellant
    1   Lord-Veritant
    1   Lord-Aquilor on Gryph Charger
    1   Lord-Arcanum on Tauralon
    1   Lord-Arcanum on Gryph Charger
    1   Lord-Exorcist
    1   Lord-Ordinator
    2   Knight-Incantor
    1   Knight-Questor
    1   Errant-Questor
    1   Knight-Heraldor
    1   Knight-Vexillor
    1   Knight-Azyros
    1   Knight-Venator
    25   Liberators
    5   Judicators
    12   Retributors
    5   Decimators
    9   Prosecutors
    7   Evocators
    3   Evocators on Celestial Dracolines
    6   Castigators
    10   Sequitors
    3   Vanguard-Raptors with Hurricane Crossbows
    3   Vanguard-Raptors with Longstrike Crossbows
    3   Vanguard-Palladors
    2   Fulminators
    1   Celestar-Ballista
    18   Gryph Hounds
    6   Aetherwings
    2   Stormsire's Cursebreakers
    3   Steelheart's Champions
    3   The Farstriders
         
    1   Alarielle the Everqueen
    1   Drycha Hamadreth
    1   Ylthari
    1   Spirit of Durthu
    5   Treelord Ancient
    3   Ylthari's Guardians
    1   Arch-Revenant
    2   Branchwraith
    4   Branchwych
    126   Dryads
    10   Spite-Revenants
    5   Tree-Revenants
    3   Kurnoth Hunters with Kurnoth Greatswords
    3   Kurnoth Hunters with Kurnoth Greatbows
    3   Kurnoth Hunters with Kurnoth Scythes
    5   Treelord
         
    1   Brokk Grungsson
    1   Bjorgen Thundrik
    2   Arkanaut Admiral
    1   Aetheric Navigator
    1   Aether-Khemist
    1   Endrinmaster
    50   Arkanaut Company
    3   Skywardens
    3   Endrinriggers
    5   Grundstok Thunderers
    1   Grundstok Gunhauler
    2   Arkanaut Frigate
    1   Arkanaut Ironclad
    4   Thundrik's Profiteers
         
    1   Aetherguard Windrunners
    0   Charrwind Beasthunters
    1   Greywater Artillery Company
    1   Hammerhalian Lancers
    1   Phoenix Flight
    1   Viridian Pathfinders
    20   Whitefire Retinue
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  20. 6 minutes ago, zilberfrid said:

    I'd think it works exactly like what allies now have, no need for a different wording, that said, I don't know whether that's a shared or seperate resource.

    So

    3 CoS +1 SC is legal, 3 CoS +1 KO is legal, but 2 CoS, 1 KO, 1 SC? I don't think so. I'd say 6 CoS + 1 SC +1 KO is legal, and 3 CoS 1 SC 1 KO is not.

    You are wrong. RAW it's legal to have 2 CoS + 1 KO + 1 SC in a Tempest's Eye army or 2 CoS + 1 Sylvaneth + 1 SC in a Living City army.

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