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Lord Krungharr

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Everything posted by Lord Krungharr

  1. You'll have an excellent start with the humans then with that stuff. I think the cannon is definitely workable (similar weapons to the Ogor Ironblasters, and those can do nicely)...with the extra shooty stuff Greywater Fastness might be a good City for you. Or have a Hurricanum near your more slow guns. The Fusil-Major on Ogor is actually pretty solid I think. He's got 3 shots so I think that's like a 50/50 chance of doing a crack-shot. And he's less than 10 wounds so he can kinda hide next to units. Might be a really good hero to have Mastro Vivetti's Macroscope to increase the range of nearby units' shooting.
  2. Welcome to civilization! Cities is definitely a combined arms force, and has several ways to play it. But you're well-off by going mostly human I think since they'll have the most variety of Orders to give. And Orders are powerful since they are not Commands (and thus need no CP and cannot be shut down by a bunch of enemy thingies these days), but take careful planning and positioning to really work. So as a rule of thumb I might recommend taking a hero for at least every 2 other units. If you're from Votann in 40k, guess we can start with some Duardin. Generally they are slow but pretty tanky and stubborn, Ironbreakers with a Warden King would be a good battleline backfield holding choice; Hammerers can beat the crud out of many things. Steer clear of the Gyrocopters and Cogsmith, Irondrakes are overcosted compared to other Cities shooting. Dark Aelves look pretty cool and add some speed and deadlyness to a Cities force, though they are typically somewhat fragile. The best of the aggressive units I'd say are Executioners, Drakespawn Knights with Tenebrael Shards from a Sorceress on foot, and a trio of Scourgerunner Chariots backed by a Black Ark Fleetmaster. For cheap screens take 2x10 Black Ark Corsairs. The monsters are alright I guess, they certainly look neat, and for a cheap monster not awful....but an allied pair of Stormdrakes can give you much better monsters. Magic Plain old Battlemages are useful in any army as the Cities lore has some goodies. If taking a Hurricanum or Luminark, might as well make it with the Mage on top for not many more points as it gives you an Order too, plus a wizard. Luminarks do better in multiples however in my experience, and even better when they can outflank in Living City for better positioning, though Misthaven would also work well for that. Alchemite Warforger is super awesome! Take at least 1. Humans I'd avoid Flagellants, they are very meh. Steelhelms for basic foot infantry screens, solid. Cavaliers are fast and hit HARD, must take with a Cavalier Marshal. An army with 2 Marshals and 3 Cavalier units is actually a very viable core. Freeguild Command Corps are amazing, and honestly I think running 2 units or a reinforced unit of them is viable as they do soooo many good things and can actually fight well. The Pontifex is good support also; not super convinced on Tahlia the Manticore yet, though I love the model. For a big monster leader I'd probably prefer the Griffon Marshal (but I'd still rather just have 2 Cavalier Marshals). Ironweld The big cannon might be good in some situations, but overall I'd rather take a Steam Tank for the extra mobility and at least some performance in combat/charging. Steam Tank Commander is great and if you don't want to go him and 3 S'tanks for battleline, just one other S'tank is good...though if you have the points just take 2 Commanders (again for the Order on a durable hero). Gyrocopter/bomber pretty much stink. Fusiliers are loved by many and fit in well with any human force. I'd recommend paint to your taste and try out different Cities. Some are devoted to one City, but pretty army will be welcomed wherever they reside!
  3. I do think Skaven need something akin to the Kruleboyz dirty tricks, just call them Plan-Schemes, and each Clan could get a couple to pick from, and up to 3 units could do one depending on their Clan. A universal one could be at the beginning of the Combat Phase, a unit within 3" of the enemy could perform a retreat move. Seems like a ratty thing they would do This and perhaps double the number of reinforcement points they can do, so a proper rat-horde can be done, and bring back the extra Bravery in numbers (at least I think the previous book had that didn't it?). And require movement trays be used for deployment so it doesn't take half the game just to set them up
  4. That's exciting to hear! I've only ever beaten any Seraphon army once, and that was with my Khorne army vs a Koatl's Claw. I kinda like how there are benefits to running almost any Cities force under a variety of Cities subfactions. Getting spells off is certainly important, and once Primal Dice go away, I think Hallowheart may be even more favored. Christmas miracle bonus happened: With the Hurricanum bits for the Luminarks I built, sounds like I should perhaps magnetize at least 1 of them; though for now my reclaimed Steam Tank army has an allied Lord Ordinator (that's for my Living City/Misthaven). But for Lethis I want to ally in Ionus Cryptborn instead, so then I would definitely want the Hurricanum.
  5. New thoughts for a New Year. Not sure how it would fare at any tournament, but with skillful use of the Khorne tech, may be able to hold its own? Saw that Khorgoraths have the Bloodbound keyword, so they get the charge/strike-first thing from Skullfiend Tribe. Always liked those things; I hope Khorne does for blood what OBR does with bones in their next tome. Allegiance: Khorne - Slaughterhost: The Skullfiend Tribe - Grand Strategy: Slaughter of Sorcery - Triumphs: Leaders Bloodthirster of Insensate Rage (310) - General - Command Trait: Firebrand - Artefact: Halo of Blood - Prayer: Killer Instinct Skullmaster, Herald of Khorne (120) - Artefact: A'rgath the King of Blades Bloodmaster, Herald of Khorne (110) - Prayer: Unholy Flames Bloodmaster, Herald of Khorne (110) - Prayer: Bloodbind Bloodsecrator (120) - Artefact: Banner of Blood Skullgrinder (80) Battleline 10 x Bloodreavers (80) - Meatripper Axes 10 x Bloodreavers (80) - Meatripper Axes Units 10 x Skullreapers (380) - Daemonblades - Reinforced x 1 1 x Khorgorath (90) 1 x Khorgorath (90) 1 x Khorgorath (90) 1 x Khorgorath (90) 1 x Khorgorath (90) 1 x Khorgorath (90) Endless Spells & Invocations Wrath-Axe (70) Total: 2000 / 2000 Reinforced Units: 1 / 4 Allies: 0 / 400 Wounds: 145 Drops: 15
  6. The only thing that would really really surprise and gratify me this coming year is: THE COG-FORT. A massive 160mm base walking Steam Tank on steroids spewing blackpowder and targeting help to every friendly war-machine wholly with 18". 25 wounds, 2+ save, can do monstrous actions cuz legs, and maybe is a Priest of the Cult of the Wheel, as it would be on legs, not wheels.
  7. I think Gorgers are just quite a bit different looking than normal Ogors. I would almost use Saurus Warrior legs and bodies to make them look more starving and lean, then Ogor arms w clawed hands....and then cut the bottom jaws off the Ogor heads put long Seraphon lower jaws as if their mouths are all wide and toothy. And you could add tiny mortal Cities people hands and heads to put in their mouths to make everything look bigger in scale.
  8. Ooh, I see Ionus Cryptborn in there! Did he give you troubles at all?
  9. I'd like to see the current Glutton/Irongut/Leadbelcher next to the Cities Ogor and that Corpse-eater Ogor from Cursed City was it? If those guys are as big as the Gorgers and other elites you have pictured, then I could maybe see the whole foot slogging range shifting to that base, though I don't forsee a new Ironblaster kit. The newer Tyrant is a bit heftier and taller than the Gluttons and on a 50mm. Guess if Skaven get a bunch of new kits in the summer 2024, that may bode well for Ogors, since they're an old Fantasy sculpt for almost everything. Trying to think what a competitive BCR based 1000 point list might look like, and a limit of 2 Behemoths even if they're battleline, and 3 battlelines mandatory (an event in March I'm considering). Is that just hopeless? I have a FLoSH, HoTT, SHBR, TTBR, magnetized SHBR/TTBR, 4 Mournfangs, Slaughtermaster, Bloodpelt Hunter, Gorger Pack, 4 Ironblasters, Tyrant....oh, and 20 Gnoblars.
  10. Now THAT'S a Squig army! Marshcrawla is such a good ally. I wish that had the Gitz keyword because then I could take him with my Ogors.
  11. Gorger Mawpacks can just be battleline and then we don't need anything new. Except something like Gnoblar spy balloons. They can fly, help us hit better, and drop sharp stuff on people.
  12. I think I am past even wanting the Chorfs. I'd rather have the Cogfort stomp in surrounded by the Ironweld reinforcements to save the day! A giant Avatar of the Rat God however, that I am eager to see.
  13. Alas, I came down with a nasty cold/sinus/bronchial infection. So I couldn't go to that event. Apparently 16 other players showed, so $*%$! But I did decide to make my last metal Verminlord into a Warbringer. Then I'll have 2 Deceivers (1 is magnetized so could be Lord Skreech or a Warpseer), and the Warbringer. That DeathFrenzy is pretty awesome!
  14. Crud. He's still good though, and worth the extra 100pts over a Knight Draconis for ally purposes.
  15. I picked up an Ionus Cryptborn (and Stormdrakes) for a good deal. Gonna try skull-face as an ally in my next Cities game, and with Lethis instead of Living City. I'm interested to see if the prayers make the S'tanks noticeably more effective at all. Curse is pretty swingy....can Ionus even take Curse since he's a unique unit? Figure the Commander can take it if not Ionus with his auto prayer.
  16. Guess in a pinch that might be alright, but I'd rather have her to keep casting T.Shards or the other spells. But now that you mention it, the Cogsmith might be the best choice, because he's basically worthless for ANYTHING else. And I just can't count Gyrocopters as being a purpose in life. Yesterday I did a preliminary practice match with myself for a big 3K points event in March at Adepticon that I aim to go to. Just a 1-day 3 gamer, but I gotta get ready early. BCR Ogors w Kragnos and Krondspine, vs Cities proxied Stanks and Luminarks...on my living room floor. Cities ended up with 20 points after tabling the Ogors and getting their GS of Overshadow (because even for BCR killing 5 stanks and 4 Luminarks is difficult). They failed the Suprresive Fire BT, which cost them, as did them not being able to get a good objective nabbing outflank with the Luminark cluster due to Mournfangs. But three Lums and the Stank Commander did get rid of Krondspine turn 2 after getting the double turn. The Stanks, LumMage and support dudes (Warforger and Corps and Lord Ordinator) stayed castled between 2 objectives and only later managed to nab any more. And the Ogors ended up with 22 points after having no models left by still having two objectives under their control in turn 5 and failing their GS. On a 6x4 'table'. I figured the zones are still divided up proportionally like the diagram so the noman land was 24". Not sure how Adepticon will do it but it made sense to me. So Ogors get paint next, but I'm still gonna gather the Cities. Not sure which I'll actually bring the Adepticon event yet. I think dropping a Luminark for 10 Tree Revs might be good, and trading the Cavaliers and Marshal and the spare 30 points for 3 Scourge Chariots and Fleet master is also good. Stonehorns and Kragnos are super tough....but wow, so are Steam Tanks with Mystic Shield, Warforger in range, AoD, etc. Couple pictures showing my mecha-Kragnos in the thick of it.
  17. I'd be fine if we didn't get a new army IF they change friggin' Realms already. I'm super sick of Ghur. I'd vote for Ulgu or Chamon, as those seem really interesting. Maybe Andtor, being all magical and ******, will hold a realm-gate that stuff will travel through or something, yadda yadda. Chamon is the Realm of Metal, so they could do some armor and weapon GHB rules/artefacts/spells. Maybe turn guys into metal. Of course if they go to Ulgu, that's the best reason to actually have a new army in the form of Umbraneth, or just a big ol' grand Dark Aelf warclans style book with Morathi and Malerion in there....aren't those shadowy Warcry d'aelves in the DoK book?
  18. I am on the fence about getting any Duardins, but the Hammerers sure do look spicy on paper. And with the Advance in Formation Order they could move at a reasonable pace, and would be a good Counter-Charge unit. That Regiment of Renown box seems like a good Duardin starter. Maybe in the spring-time..... Yeah, but the Corps will still be a good unit to have though won't it? Though the points for them are very reasonable. I was thinking about Luminarks.....they can unleash a wild Krondspine. If you take a cheapo hero like the Black Ark Fleetmaster, bind it to Krondspine, then run them up, turn 2 (maybe even turn 1 sometimes) you can zap any enemy(ies) in 2-3 beam-lines with him underneath, and he's probably gonna die, the Krondspine will be wild and very near the enemy to do his work. I'll give it a shot with my 3K play test proxy game this weekend. I'm trying 4 Luminarks, 5 Steam Tanks, and smatterings of support units vs my actually existing Beastclaw Raiders army. If the Armored Company of the Living City can handle them, it can handle a lot of things I think.
  19. Good morning, City-folk. I have just learned there will be a 3000 point 1-day tournament next March at Adepticon (a very large gaming convention near Chicago in the USA). It will be on 6x4 foot tables, so reasonably larger than our current AoS size tables. 1-day of 3k will be easier on my mental load and voice than 2-days of the 2k Championships so I'm leaning towards this. With the bigger table I think that my Khorne army will be actually too slow to get places and far-flung enemies. At 3K my pure Clan Eshin might be too flimsy, even with their ninja skill and Krondspine and 3 Deceivers. My Breaker Tribe could be decent, but they're perhaps also limited because of their speed-bracketing and limited spread ability. My Ogors have speedy monsters, screen ability and deepstriking Gorgers/Hunters, etc so they're in the running for sure. BUT here's what I came up with for my Cities (thinking Living City for more positional options). My thinking is the Luminarks can still get decent range coming in from the edges if needed, especially from their back edge, just depends on how their units are lined up, and the horses are pretty fast anyways. I could trade the Black Ark Aelves for some Tree Revenants but not quite sure about that yet. Anyways I'm in the midst of gathering forces slowly and assembling things, curious what anyone thinks of this.
  20. Yeah the newer Ogors in Cities and Cursed City...and seems like another one maybe in Death? are perhaps taller and more dynamically posed. The Gorgers are definitely bigger than the dad-bods. Here's a weird list I'm dying to try out someday soon. Screens and tramples. Requires great mastery! Or something. Allegiance: Ogor Mawtribes - Mawtribe: Meatfist - Grand Strategy: - Triumphs: Icebrow Hunter (120) - General Tyrant (150) Tyrant (150) Tyrant (150) Tyrant (150) Firebelly (120) 2 x Mournfang Pack (170) - Culling Clubs and Hackers with Ironfists 2 x Mournfang Pack (170) - Culling Clubs and Hackers with Ironfists 2 x Mournfang Pack (170) - Culling Clubs and Hackers with Ironfists 20 x Gnoblars (120) 20 x Gnoblars (120) 1 x Gorgers (80) 1 x Gorgers (80) 1 x Gorgers (80) 1 x Gorgers (80) 1 x Gorgers (80) Total: 1990 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 152 Drops: 16
  21. Should I change my list up for the next upcoming event, last of 2023? I was using: Allegiance: Skaven - Grand Strategy: Masters of Execution - Triumphs: Verminlord Deceiver (400)** - General - Command Trait: Shadowmaster - Artefact: Shadow Magnet Trinket - Universal Spell Lore: Flaming Weapon Verminlord Deceiver (400)* - Artefact: Farskitter Cloak - Universal Spell Lore: Flaming Weapon Slynk Skittershank (220)** Deathmaster (110)* Deathmaster (110)* Deathmaster (110)** 10 x Gutter Runners (200)** - Reinforced x 1 10 x Gutter Runners (200)** - Reinforced x 1 10 x Gutter Runners (200)** - Reinforced x 1 Vermintide (30) *Command Entourage - Magnificent **Battle Regiment Artefact Total: 1980 / 2000 Reinforced Units: 3 / 4 Allies: 0 / 400 Wounds: 76 Drops: 4 Or should I switch it to something like this with a few more wounds and the Warp Grinder and Gnawbomb to ease some terrain deepstriking burdens? I will say though, the Farskitter Cloak really saved that one Deceiver's hide a couple times last tournament! Allegiance: Skaven - Grand Strategy: Masters of Execution - Triumphs: Verminlord Deceiver (400)** - General - Command Trait: Shadowmaster - Artefact: Shadow Magnet Trinket - Universal Spell Lore: Flaming Weapon Verminlord Deceiver (400)* - Universal Spell Lore: Flaming Weapon Slynk Skittershank (220)** Deathmaster (110)* - Artefact: Gnawbomb Deathmaster (110)* 15 x Gutter Runners (300)** - Reinforced x 2 10 x Gutter Runners (200)** - Reinforced x 1 5 x Gutter Runners (100)** 10 x Night Runners (90) 1 x Warp-Grinder (60) *Command Entourage - Magnificent **Battle Regiment Artefact Total: 1990 / 2000 Reinforced Units: 3 / 4 Allies: 0 / 400 Wounds: 84 Drops: 6
  22. Thank you! Those are great suggestions. Wheenver I get them I can probably magnetize the wizards to be able to go on or off the Luminark as needed, but forgot about extra Orders. Orders are excellent special sauce.
  23. I'm slowly getting back into the Cities as I am able; just seems like fun faction. I still had the book and the old Mechanical Steed plus bits for some custom Cavaliers, and I've managed to order 2 Luminarks before GW ran out (got the email back-in-stock yesterday at 4:30, tried to order at 6pm, and could only get the 2). I'm thinking something like this for my Living City. Outflanking clock-work laser-wagons for prime positioning with fast hard hitting mechanical cavalry, because the Living City won't send innocent horsies into dangerous battles, and with responsible mining we don't have to cut down the forests Any thoughts? Wasn't sure about grand strat/spells etc yet. Had the 30 pts and figured the gravetide is good for anti-chaff and blocking. Maybe 1 less Luminark for some allied Tree Revenants or Dark Elf Privateer screen? This will be my non-monster army. Allegiance: Cities of Sigmar - City: Living City - Grand Strategy: - Triumphs: Leaders Freeguild Cavalier-Marshal (120) - General Freeguild Cavalier-Marshal (120) Alchemite Warforger (110) - Universal Spell Lore: Levitate Battlemage on Luminark of Hysh (250) - Lore of the Collegiate Arcane: Pha's Protection Battleline Units 5 x Freeguild Cavaliers (180) 5 x Freeguild Cavaliers (180) 5 x Freeguild Cavaliers (180) 6 x Freeguild Command Corps (170) Behemoths Luminark of Hysh (220) Luminark of Hysh (220) Luminark of Hysh (220) Endless Spells & Invocations Suffocating Gravetide (30) Total: 2000 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 115 Drops: 11
  24. I'm unfamiliar with the Fantasy timelines, but this says it's before the Collegiate Arcane was formed. Is that before or after Mordheim took place? I have bunches of Gutter Runners and Veskit from that series.
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