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spenson

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Everything posted by spenson

  1. It only work on unmodified armor save rolls of 6. However with witness to destiny and some heal he can make a ton of save rolls before dying. I think the flamespyre is way too random to be worth it unless you play more than 1.
  2. Hey all, I am considering playing in a 2x1000 points tournament in a few months. I'd play with some DoK (the typical slaughterqueen on cauldron, medusa, hag, 30+10 witches). I didn't really know which city to pick for smaller games. Hallowheart, Greywater Fastness and Hammerhal seem to be better in bigger games. Tempest's Eye would be my second choice. It's quite tough to make a CoS list in smaller games but this is what I ended up with: Allegiance: Cities of Sigmar- City: Living CityMortal Realm: GhyranAnointed of Asuryan on Frostheart Phoenix (320)- GeneralBattlemage (90)- Spell: Lore of Leaves - Cage of Thorns (Living City Wizard)- Mortal Realm: Hysh30 x Phoenix Guard (420)10 x Longbeards (110)- Ancestral Weapons & ShieldsEmerald Lifeswarm (50)Total: 990 / 1000Extra Command Points: 0Allies: 0 / 200Wounds: 57 I'm not really sure about the artefact. Spear of the hunt gets the anointed's 4 attacks to rend -2 but the jade diadem or the greenglade flask would make him even tankier. I gave druid of the everspring to my general to be able to cast ironoak skin + pha's protection or the endless spell in the same turn. Ironoak artisan also looks really nice. Maybe I could replace the emerald lifeswarm with the purple sun but I don't have any bonus to cast spells so a 6+ is way more reliable than 8+. Another list option would be to replace the longbeards and the endless spell with a unit of tree-revenants and a unit of bleakswords but I'm not really fan since I don't have any wildwood.
  3. I am in the same situation. I was thinking about using the bull centaurs as demigryph knights and Drazhoath as a freeguild general on griffon (the battlemage on griffon is pretty bad). However there are no models with round bases in CoS. Maybe they could be played as allies (e.g. melee kurnoth hunters in a living city army). I also don't know how I would play my bull centaur taur'ruk.
  4. I'm also a bit scared for the future of the army. They didn't get any cost reduction like most armies got (which is technically a nerf) and I haven't heard about anything for this year. If the army gets axed, I will probably play them as Cities of Sigmar.
  5. Joey doesn't share food magic! Hallowheart wizards can cast an additional spell but they don't get a second unbinding roll. You also don't get an unbinding roll from the Witchfire Tome. I think the Hurrican is probably better when taken alone but the luminard may be better in this army.
  6. I agree with you on almost everything: Phoenix guard that ignore spells on a 5+, can take the MW from the Arcane channeling and have a 4+/4++/6++ look very good. However I think the 50% chance to get a CP at the beginning of the turn is probably better than +3 to dispell endless spells. Does the Locus of Hysh ability also apply to dispelling endless spells? I'm pretty sure that it doesn't but you never know. Can someone please confirm that the battlemages only get +1 to casting rolls if you roll their realm at the beginning of the battle? I think I will at least play the Emerald Lifeswarm and the Umbral Spellportal. Both empowered versions are really nice. Maybe I'll add the Soulsnare Shackles because they can hit an enemy unit deployed more than 24" away.
  7. There was the same question in the living city thread. RAW seems to be yes. You can be 50% Cos, 25% SE and 25% KO.
  8. Sisters of the thorn got a huge nerf: their spell can only target wanderers.
  9. Yeah her base is just slightly larger than 6". You can still fly 32" and charge with a CP if you want.
  10. Damn I always forget that the Spirit of Durthu isn't a named hero. The guy will be a beast with a 3+/2+ sword and a base 2+ save. It's a bit of a shame that you waste 2 of his abilities (including +2 attacks on the sword). I suppose there's no way to grow a wildwood outside of the Sylvaneth allegiance.
  11. The designer's commentary linked in the post indicates that the balewind would extend the range of the spell to 18". It is however still a bit unclear whether or not you can use the range from the spellportal.
  12. The warscroll specifically says: "the range and visibility of the spell can be measured from the other Umbral Spellportal model from this endless spell." Doesn't it imply that you replace every mention of your hero with the portal? if not that's a bummer, and I guess that the balewind vortex doesn't work either. I thought I remembered seeing people use the portal with the gaunt summoner in (recent) tournaments.
  13. RAW is yes. It gets even stronger when you notice that the empowered umbral spellportal can be set anywhere on the table.
  14. You get a pretty nice discount for 30 phoenix guards. I save 120 points if I take 2x30 instead of 3x20. The darkshards were mainly there as screening units and sacrifice for the sorceress. however I agree that it could be reasonnable to take only 1 unit of darkshards/bleakswords/dreadspears and use the remaining 200-220 points for something else.
  15. The more I read about Hallowheart the more I like it I made a list that may lack some mobility but will be quite hard to kill and will deal a lot of MW Anointed general; Warden of the Flame; Whitefire Tome 100 Celestial Hurricanum with Celestial Battlemage Warding Brand 280 Battlemage Ignax scales; Pha’s Protection; Roaring Wildfire 90 Sorceress Elemental Cyclone 90 Phoenix guards (30) 420 Phoenix guards (30) 420 Darkshards (10) 100 Darkshards (10) 100 Darkshards (10) 100 Whitefire Retinue 140 Prismatic Palisade 30 Umbral Spellportal 70 Emerald Lifeswarm 50 1990 The empowered portal can threaten any unit of the table with its unlimited range and Elemental Cyclone. The palisade and the lifeswarm will be used defensively. The ignax scales should prevent an unlucky OS of the battlemage if I use the Hollowheart CA.I have 7 casts per turn with either +1 or +3. I can gain CP from both Honoured Adjutant and Warden of the Flame. I wanted to add an anointed on frostheart phoenix but it doesn't really fit in the list.
  16. I think the spell to remove the save is actually very good since the empowered umbral spellportal can be set anywhere on the table. You just need enough space to put the base of the second portal within 6" of the enemy unit. Should be pretty easy.
  17. He totally is. He destroys any big model but he's very slow and quite a few armies can kill him in a single turn.
  18. You can cheat a bit since it's the number of units, not the points value. However it's a shame that SE and Sylbaneth can't target units outside their allegiance. There are a few review videos on youtube (e.g. Guerilla Miniature Games and miniwargaming). You can also check the 1D4 chan page but I'd rather trust the videos since you can see what's actually written on the page.
  19. RAW you can have 50% CoS, 25% SE and 25% Sylvaneth. I think the living city has the best spell lore of all the cities and the combo between drycha and the generic command ability is awesome. Tree revenants offer a nice ability for their low cost. However think the biggest issue is the CP generation. Not battle trait, command trait or artefact gives you any CP. The batalion is barely ok in my opinion so I wouldn't count on it for a 'free' CP. Ironoak Artisan is great on an Anointed on Frostheart Phoenix but you lose the ability to gain a CP on a 4+ if he's your general instead of a regular anointed+sorceress. Imagine facing a phoenix with a 2+/4++ and -2 to be wounded. If you play a phoenix and/or phoenix guards, a sorceress with +2 to cast the emerald lifeswarm is a must have. The base of my list will probably be: - Anointed (general with Druid of the Everspring) - sorceress + 10 or more darkshards for her ability - Anointed on frostheart phoenix - 2x30 phoenix guards - emerald lifeswarm (500 points remaining) I will make some tests with this list but Hammerhal may end up being better than the living city for me. The phoenicium looks pretty weak.
  20. I think your list is illegal since only 1 in 4 units can be stormcast. I wanted to play something similar but it's too hard to fit the lord ordinator and 3 ballistas.
  21. As you said, the army has a big issue with board control. This is a big weakness in my opinion because a lot of scenarios reward taking your opponent's objectives or being able to stay right in the middle of the table. If I played Greywater I'd probably go really greedy with 4 rocket batteries shooting twice in the first turn and a lord ordinator. The rest of the army would be a wizard and a horde of MSU Freeguild guards or something. I don't really see the point of drillmaster since the rocket batteries already reroll 1's to hit and it will be hard to have the handgunners wholly within 12" of the general if you want to shoot turn 1. It's a shame that the battalion requires greywater fastness units because the combo Vitriolic Spray (anvilgard spell that removes the save) and empowered Umbral Spellportal is absolutely awesome.
  22. My issue with the Darkshards is that they don't compare very favorably against the shadow warriors. The darkshards are 2 shots 3+/4+/- while the shadow warriors can easily be 1 shot 2+/3+/-1. The darkshards may deal a tiny bit more damage and are slightly cheaper but they can't deapstrike. As you said, the darkshards will require the sorceress CA if you have the first turn and want to shoot. You can clearly see the "intended" distribution of factions in the composition of the battalions. Hallowheart is collegiate arcane and tempests eye is Free People/KO.
  23. I think it's a bit of a shame not to take the 60 points discount for the max size unit of phoenix guards. Did you choose a city yet? Living City is one of the best in my opinion if your general is an anointed on phoenix. The command trait to give +1 save (and +1 to wound) is awesome and their spell lore is my favorite. There's nothing like having a frostheart phoenix with -2 to wound and a 2+/4++ save. Otherwwise I'd probably play Hammerhal. Blood of the Twelve (one the battlemage if he's your general because the anointed already has his CA) or academic prodigy on the anointed and Twinstone give massive buff to your units. The battle traits are also very cool. If you use the anointed CA, your phoenix guards will be 2" / 2+ / 3+ (rerolling) / rend 1 / damage 1. Wow. I will probably try Living city with Drycha vs Hammerhal with an anointed (general) and a battlemage.
  24. Ok so I haven't really looked at the stormcast book, but what do you think of the living city list? Anointed on Flamespyre Phoenix 300 Drycha 320 Phoenix Guard (30) 420 Phoenix Guard (30) 420 Phoenix Guard (10) 160 Frostheart Phoenix 220 Shadow Warriors (10) 110 Emerald Lifeswarm 50 Total 2000 Drycha seems really good with the command ability that allows you to move again after shooting. She basically moves 18" if an enemy unit is within 27" at the beginning of the turn. The anointed on flamespyre phoenix will probably be the general with the +1 save command trait and the strike first artefact or maybe one of the artefact from the realm of life (e.g. +1 to hit and wound or maybe the D6 heal once per battle). I added 10 shadow warriors because I had 110 points left at the end. They are also really good with the life command ability that would allow them to be set up within 9" of an enemy unit and then move 6" after shooting. Since the living city is in the realm of life, the emerald lifeswarm should get the D6 (if I understood correctly). It's a bit of a shame that the living city doesn't give you a way of generating CP. I think I should also add another wizard since I only have drycha. Maybe a battlemage instead of the shadow warriors? The lore of leaves is absolutely awesome so I think at least 2 wizards in the army would be nice. You can for example stack the -1 to wound from the frostheart with the third spell. Or add another way to heal D6 to a friendly unit. What do you think of this list? I was also think about playing the phoenix guard as MSU and add either a luminark or an hurricanum. It would give me a second caster and a way to deal MW + some buffs but I would lose some bodies. The hurricanum also casts the lifeswarm on a 5 instead of a 6.
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