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BaronBanana

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Posts posted by BaronBanana

  1. 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!

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    • Like 4
    • LOVE IT! 2
  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

  3. 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
     

  4. 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
     

  5. 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

  6. 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

  7. 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?

  8. 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: 96

     

    EDIT: 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

  9. 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: 137

     

    I 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"

  10. All great ideas, I have a few lists I've been working with to kind of build a "fluffy" list
    image.png.c707cea2f8f08572092086a58dade1ae.png

    First one is having four dragons, The Luminark, CH, LC, and FHP, with their heavily armored garrison.

    image.png.8822340cc967fccc7fb40678296b806c.png

     

    Ambushing Dragons, for those that dare enter their realm

    image.png.1757d7df01defa1ff9f941ed2c1e5661.png

     

    Cult of the dragon with their royal guard
     

  11. So, I'm trying to come up with a list to properly theme a city that's run by dragons. Bahamut Miniature by Lord of the Print 3D Printed DnD Mini image 0

    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?

  12. 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 

  13. 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?

  14. 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

  15. 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 Slaanesh

    Be'lakor
    Binding Damnation

    10 Chaos Knights
    Ensorcelled Weapons
    Mark of Slaanesh

    5 Chaos Knights
    Lances
    Slaanesh

    5 Chaos Knights
    Ensorcelled Weapons
    Undivided

    3x20 Chaos Marauders
    Barbarian Axes
    Undivided

    18 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?

  16. 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

  17. 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

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