BaronBanana
-
Posts
109 -
Joined
-
Last visited
Content Type
Profiles
Forums
Gallery
Store
Downloads
Blogs
Events
Posts posted by BaronBanana
-
-
With the advent of the dragons coming, I decided now would be a great time to start my cities army. Originally, I was going to sculpt dragon scales on the back of every infantry model or use the sea dragon cloak from the corsair box. Unfortunately, I'm not very skilled at that and i had to settle on a more realistic approach. So, with as much as I can do within my skill set, everything will will dragon or at least dragon looking. The first idea that i had was using a magmadroth as a Celestial Hurricanum (See images) and painting it the same as the dragons. It's a giant drake 🙂 I'll also be doing a rider swap foot the mounted dragons, putting wild riders on them instead. Hope you enjoy my work and any constructive critique is welcome!
- 4
- 2
-
8 hours ago, Zeblasky said:
Well, I'd rather take Spray on both wizards, as that spell is the most powerful one in the whole book, especially in the current meta, and losing a chance to cast it because Sorceress has died would be quite devastating. They do have good spells on their own anyway.
Also, I do believe you can't have an adjutant with 8 wound general and you can't take 2 extra Drakeblood Curses, unless you can take the same battle trait twice?
By the way! Has anyone tried 2x Dreadlords with Shield and Amulet of Destiny AND Drakescale Cloak? Why have a single Monster hero with 5+ ward when you can have 2, right? And with Drakeblood Curses to boot.
True, i forgot about the wound limit. I did some asking around and core battalions =/= warscroll battalions for taking additional curses. I'll definitely fix those
-
For the die hard Anvilgard fans, I wrote a list I thought could be very fun and wanted some input from those that have stuck it through
Allegiance: Cities of Sigmar
- City: Anvilgard (Illicit Dealings: Dabbling in Sorcery)
- Mortal Realm: Aqshy
- Grand Strategy: Hold the Line
- Triumphs:
Leaders
Celestial Hurricanum with Celestial Battlemage (280)*
- General
- Command Trait: Blackfang Crimelord
- Artefact: Drakescale Cloak
- Lore of Dark Sorcerery: Shadow Daggers
Doralia ven Denst (115)*
- City Role: General's Adjutant
Sorceress (95)*
- Artefact: Amulet of Destiny (Universal Artefact)
- Lore of Dark Sorcerery: Vitriolic Spray
Battleline
10 x Bleakswords (95)*
20 x Freeguild Handgunners (210)*
- Reinforced x 1
20 x Freeguild Handgunners (210)*
- Reinforced x 1
Kharibdyss (165)***
- Drakeblood Curse: Fell Gaze
War Hydra (170)***
- Drakeblood Curse: Acidic Blood
War Hydra (170)***
- Drakeblood Curse: Jutting Bones
Units
10 x Shadow Warriors (120)**
10 x Shadow Warriors (120)**
10 x Shadow Warriors (120)**
Endless Spells & Invocations
Umbral Spellportal (70)
Emerald Lifeswarm (60)
Core Battalions
*Battle Regiment
**Hunters of the Heartlands
***Alpha-Beast Pack
Total: 2000 / 2000
Reinforced Units: 2 / 4
Allies: 0 / 400
Wounds: 137
Drops: 7
-
I'm playing Settler's Gain in a Path to Glory league and I was wondering if Avalenor and the Stoneguard would compliment CoS models
-
On 6/16/2021 at 10:40 AM, Lord of the Isle said:
I thought generals weren’t um generally much use unless they were er the general - unless perhaps on Griffon?
He's there for the bravery aura buff and the CA to give handgunners +to hit and wound
-
15 hours ago, Neil Arthur Hotep said:
Ah, good that you mention it. I completely forgot about that. It's been a while since I looked at the Settler's Gain rules in detail. You could honstely just make the Azyros your general and keep the artefacts the way they are. Or just give the Blade to one of your Freeguild Generals.
I thought about dropping a FG General to get a Ghur/Hysh battlemage to follow the Greatswords instead. Wildform lets them get into combat faster while Pha's Protection gives them the survivability to make it. It also lets me take a second Settler's Gain artefact rather than just the generic Hysh Artefact
EDIT :: Updated list with help from some friends
Allegiance: Cities of Sigmar
- City: Settler's Gain
Mortal Realm: Hysh
Leaders
Battlemage (110)
- General
- Command Trait: Strategic Mastermind
- Artefact: Silver-plated Wand
- Lore of Illuminatiom: Illuminate
- Mortal Realm: Azyr
Battlemage (110)
- Artefact: Stone-spirit Armour
- Lore of Illuminatiom: Shield of Light
- Mortal Realm: Hysh
Freeguild General (100)
Knight-Azyros (100)
The Light of Eltharion (220)
Battleline
10 x Freeguild Guard (80)
- Halberds
10 x Freeguild Guard (80)
- Halberds
20 x Freeguild Handgunners (200)
20 x Freeguild Handgunners (200)
10 x Freeguild Guard (80)
- Halberds
Units
20 x Vanari Auralan Sentinels (280)
20 x Vanari Auralan Sentinels (280)
Endless Spells / Terrain / CPs
Prismatic Palisade (30)
Geminids of Uhl-Gysh (60)
Soulsnare Shackles (40)
Total: 1970 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 137
-
I didn't think it read that way, nice. It was from the Settlers Gain Lumineth Tutors rule, but I forgot it was just FG and CA heroes only
-
20 minutes ago, Neil Arthur Hotep said:
There are a few ways you could go. Splitting up the archers might be worth considering. Melee units suffer a bit from being split up in a way that ranged units don't, because your opponent gets to fight back in the melee phase but not in the shooting phase.
Reducing the Greatswords to just 20 and taking 10-10-20 sentinels would probably work, too. Might be a bit of a balanced approach that lets you make good use of the new Unleash Hell command with the larger unit. You don't need large archer units that much, since they all self-buff and you only miss out on one attack from the leader for going min size.
You could consider putting a Knight Azyros into the list to make up the point difference. He grants reroll 1s to hit, which would be good in your list.
Allegiance: Cities of Sigmar
- City: Settler's Gain
Mortal Realm: Hysh
Leaders
Celestial Hurricanum with Celestial Battlemage (280)
- General
- Command Trait: Strategic Mastermind
- Artefact: Silver-plated Wand
- Lore of Illuminatiom: Illuminate
Freeguild General (100)
Freeguild General (100)
Knight-Azyros (100)
- Artefact: Syari Trueblade
Battleline
10 x Freeguild Guard (80)
- Halberds
10 x Freeguild Guard (80)
- Halberds
20 x Freeguild Handgunners (200)
10 x Freeguild Handgunners (100)
10 x Freeguild Handgunners (100)
Units
20 x Freeguild Greatswords (280)
10 x Vanari Auralan Sentinels (140)
20 x Vanari Auralan Sentinels (280)
10 x Vanari Auralan Sentinels (140)
Total: 1980 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 146
This is how the list would turn out, I'd need to split the handgunners to get the final unit for three LRL 1/4 rule for Cities
-
54 minutes ago, Neil Arthur Hotep said:
It looks like it will be illegal in a few weeks when AoS 3 fully launches.
The new core book puts limits on how many units you can "reinforce", that is, run at larger than minimum size. In a 2000 point game, you get to reinforce 4 times. Going up a step in unit size is one reinforcement. Only battleline can be reinforced twice. You currently have reinforced 6 times.
Other than that, the list is probably not weak because infantry spam is always fairly good. As a player, I would be worried that my whole army is very slow with this list, though.
I can split the greatswords into units of 10 and be fine. As for being slow, most I'd my local meta is noncompetitive so i don't think moving about the noise quickly well well an issue
-
Allegiance: Cities of Sigmar
- City: Settler's Gain
Mortal Realm: Hysh
Leaders
Celestial Hurricanum with Celestial Battlemage (280)
- General
- Command Trait: Strategic Mastermind
- Artefact: Silver-plated Wand
- Lore of Illuminatiom: Drain Magic
Freeguild General (100)
- Artefact: Syari Trueblade
Freeguild General (100)
Battleline
20 x Freeguild Handgunners (200)
20 x Freeguild Handgunners (200)
10 x Freeguild Guard (80)
- Halberds
10 x Freeguild Guard (80)
- Halberds
Units
30 x Freeguild Greatswords (360)
20 x Vanari Auralan Sentinels (280)
20 x Vanari Auralan Sentinels (280)
Total: 1960 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 151
I was told I wouldn't make many friends with this list, but I have some great conversion ideas for all the models. How's it look?
-
Just a thought, but would xbows be better in 3.0 than handgunners due to cap on hit? You lose rend but double your shots. I'm not super math hammery, my brain is simple and thinks big number go brrrrt
-
On 6/9/2021 at 10:15 AM, Sapca said:
Hmm, do it with Fleetmaster and Corsairs then.
Kharibdyss with roar + fell gaze gives -3 to bravery in area. Dark Riders another -1. It can be nasty, just not vs OB
Hydra with acid blood has has two good interactions (it guarantee heals and with acid blood, bounces few MW back in melee). So opponent kinda needs to go hard on her or you kinda get more out of both acid and heal.
Sorceress on Dragon, use only with 40 Darkshards imo to use command ability. Otherwise Dreadlord better. Foot sorceress still good for -1 hit. Acidic Spray (save to - spell) can still be ok with pirates with xbows. Incantor is really good for 1 unbind and he's hard enough to eat some shooting (good Adjutant).
--
This here is 1580 as core, 3 dragons, 2 hydras/kharbs and 3 battlelines (hydra/kharb is BL in Anvilgard). I really advise to have at least one unit of Shadow Warriors. Fleetmaster wont die with 20 strong routine, can use his CA on Kharb also. Corsairs with xbows are deceptively good damage also, resist some shooting. If you manage to get spray off they actually hurt things, can likely drop to 10 also without issue if you need extra 80 points. For maybe a Stardrake in middle of everything, hehe. But get some objective grabbers, archers,... Shadow Warriors are always awesome but there are also other options I guess. Niche thing you can do is bravery bombing, if CP gets important... -bravery will force some inspiring presences here. Well not on OB ofc... immune. Can drop 1 dragon as 3 seems bit overkill with monsters with also hydra+kharb in list, 1200 spent (2 dragons, 2 hydra/kharbs, 3bls, 2 extra heroes) and 800 left to play with...
Anvilgard gives you 2 artifacts and 2 curses with Blackfang Crimelord.. With 3.0 edition you might want to drop one curse/artifact for d3 extra CP instead as that might be big.
New Monster rules should be fun here as you would be able to use most of those all the time (Titanic Battle, Roar, Stomp,...).
Allegiance: Cities of Sigmar
- City: Anvilgard (Illicit Dealings: Black Market Bounty)
Mortal Realm: Aqshy
Dreadlord on Black Dragon (300)
- Lance of Spite & Shield
- Artefact: Drakescale Cloak
Dreadlord on Black Dragon (300)
- Lance of Spite & Shield
- Artefact: Asphyxica Censer
Dreadlord on Black Dragon (300)
- Lance of Spite & Shield
Black Ark Fleetmaster (60)
- General
- Command Trait: Blackfang Crimelord
Knight-Incantor (120)
- Lore of Dark Sorcerery: Vitriolic Spray
- City Role: General's Adjutant
20 x Black Ark Corsairs (160)
- Vicious Blade & Repeater Handbow
- City Role: Honoured Retinue (Must be 5-20 models)
Kharibdyss (170)
- Drakeblood Curse: Fell Gaze
War Hydra (170)
- Drakeblood Curse: Acidic Blood
Total: 1580 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 96EDIT: Hydras and Kharbys in Anvilgard do NOT count as Behemots towards the army limit! They are Battleline. Explained in FAQ (so theoretically, you could go 3 dragons and max hydras as you can fit.... or one Fleetmaster +11 hydras is also legit (1930 pt))
Nice, I'm definitely gonna slap some more Karibs and Hydras onto that and maybe some phoenix guard because I'm a power gaming timmy or whatever their name is.
I haven't seen anything stating you can't play Anvilgard anymore -
18 hours ago, Sapca said:
Allegiance: Cities of Sigmar
- City: Anvilgard (Illicit Dealings: Black Market Bounty)
Mortal Realm: Aqshy
Dreadlord on Black Dragon (300)
- General
- Lance of Spite & Shield
- Command Trait: Blackfang Crimelord
- Artefact: Drakescale Cloak
- Drakeblood Curse: Fell Gaze
Dreadlord on Black Dragon (300)
- Lance of Spite & Shield
- Drakeblood Curse: Jutting Bones
Sorceress on Black Dragon (300)
- Witch Rod
- Lore of Dark Sorcerery: Vitriolic Spray
Assassin (80)
- Artefact: Venomfang Blade
- City Role: General's Adjutant
5 x Drakespawn Knights (130)
- City Role: Honoured Retinue (Must be 5-20 models)
5 x Drakespawn Knights (130)
5 x Drakespawn Knights (130)
40 x Darkshards (400)
10 x Shadow Warriors (110)
10 x Shadow Warriors (110)
Total: 1990 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 137I do like this list because it's triple dragon which is super up my alley. However, I'm shooting for a more thematic line up and your list gave me the idea of triple dragon and using hydras and kharibdyss as drakes and other wingless dragonkin with some infantry as "cultists" or "worshippers"
-
I think I might try out BCR Thunderbellies if a local can sell me his BCR stuff. He's been mentioning about selling it for years but turned down every offer so far
-
7 hours ago, Lord of the Isle said:
No black actual dragons?!
I'm considering it, but I really like the rules for LC. I'm even considering just playing SCE because a lot of my conversion ideas stem from using the new thinner SCE
-
All great ideas, I have a few lists I've been working with to kind of build a "fluffy" list
First one is having four dragons, The Luminark, CH, LC, and FHP, with their heavily armored garrison.
Ambushing Dragons, for those that dare enter their realm
Cult of the dragon with their royal guard
-
So, I'm trying to come up with a list to properly theme a city that's run by dragons.
I picked up this model that I want to counts as an awesome centerpiece model, like a Lord-Celestant on Stardrake, General on Griffon, or Dreadlord on Black Dragon.
I figured Gyrocopters and Gyrobombers could be run as young dragons, wizards as dragonborn wizards/sorcerers. Any other ideas that the grand internet could help me with and maybe some models to go along with them?
-
5 hours ago, Beer & Pretzels Gamer said:
Gristelgore can be a lot of fun but also a bit of a one trick pony if you go all in.
My favorite Monster Mash list is probably Stonehorns and Thundertusks in Mawtribes. Very easy and somewhat less expensive to build given start collecting and eBay but lots of different potential directions to take it.
If Rogue Idol wasn’t likely going away I’d also recommend the Pebbles and Bam Bam monster mash of him and a Mawcrusha or two.
Finally don’t have personal experience with it but Turtles and Sharks in IDK looks interesting.
I forgot they buffed sharks and turtles, so that might be something worth looking into
-
So I currently have a couple AoS armies, Archaon Fist of the Everchosen and Hallowheart CoS. I kind of want to get into a monster mash list but I don't want to do giants since we have two Sons players locally. I know of Avengorii SBG, Gristlegore FEC, and Anvilgard CoS. I'm not necessarily looking for the best, something just more a little more competitive and can possibly lead to other interesting army builds. Is there a monster list I'm not seeing or any advice on which way to go forward with a MM list?
-
Question about Knights of the Empty Throne Varanguard - Can I take them as a leader any other Damned Legion as long as Archaon isn't on the table?
-
30 minutes ago, whispersofblood said:
They are to zone out the deployment zone and protect against alpha strikes, not sacrificing for bonuses to cast, marauders can be used as batteries and since they are undivided won't suffer from battleshock, you can also sacrifice the Godsworn hunt to start.
Nice, I didn't think about that, but I'm also super casual lol. I'll look into the list you posted, I'm only like 10 models from building it anyways
-
8 hours ago, whispersofblood said:
Unless you have access to direct damage spells on mass you can't really deliver damage to the opponent's army. If you think about the factions that do damage at range they have like 2-3 ranged MW spells doing at least D3, and shooting.
Cultist is an alternative substructure to run a combat army, it is a more control build rather than a buff and fight styled force which is why say Archaon isn't ideal because his spell selection is pretty meh in S2D. Here is what I've kind of sketched out for a Cabalists build.Chaos Lord
General - Mighty Ritualist
Artefact - Spelleater Pendant
Undivided
Theddra Skull-scryer
Mask of Darkness
Chaos Sorcerer Lord
Whispers of Darkness
Mark of SlaaneshBe'lakor
Binding Damnation10 Chaos Knights
Ensorcelled Weapons
Mark of Slaanesh5 Chaos Knights
Lances
Slaanesh5 Chaos Knights
Ensorcelled Weapons
Undivided3x20 Chaos Marauders
Barbarian Axes
Undivided18 Untamed Beasts
Godsworn Hunt
Its basically a combat army designed to turn off enemy units so you can hold them up with anything and push through where you need to with power pairs.Any reason for Untamed beasts over Splintered Fang which come with more models per points?
-
15 minutes ago, Enoby said:
I think the chaos warriors should use the halberds so they can reach over one another, and probably better to take a chaos sorcerer lord over a chaos lord on manticore for their spell It might be worth using those spare points to swap the blissbarbs to slickblades. The blissbarbs aren't bad but I think the slickblades would help make up for a lack of melee damage (chaos warriors are destined to never do damage).
Thanks for the input! I could also drop Sigvald for Karkadrak Lord and make both Seekers into Slickblades as well
-
Thanks for the quick responses. With that being said, using what I have, how does this look for a list?
Lurid Haze
Glutos - Invader general
Sigvald - Invader general
Chaos Lord on Manticore - General, Skin-taker, Rod of Misrule
2x15 Chaos Warriors with Greatblades
1x20 Marauders
2x5 Blissbarb Seeker
2000 on the dot
Baron's Cities of Sigmar - City of Dragons
in Painting and Modelling
Posted · Edited by BaronBanana
Currently waiting on my fyreslayers to ship, here's a picture of the above models based
Edit :: first Aelf Ironbreaker