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spenson

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Posts posted by spenson

  1. 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 City
    Mortal Realm: Ghyran
    Anointed of Asuryan on Frostheart Phoenix (320)
    - General
    Battlemage (90)
    - Spell: Lore of Leaves - Cage of Thorns (Living City Wizard)
    - Mortal Realm: Hysh
    30 x Phoenix Guard (420)
    10 x Longbeards (110)
    - Ancestral Weapons & Shields
    Emerald Lifeswarm (50)

    Total: 990 / 1000
    Extra Command Points: 0
    Allies: 0 / 200
    Wounds: 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.

  2. 17 minutes ago, Qrow said:

    The LoA range fits decently into a cities of sigmar army, I can make an alright list using ironsworn as ironbreakers, fireglaives as irondrakes, etc., but what unit would fit for using the K'daai models? They are pretty much the only models I can't find a decent profile for.

    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. 

  3. 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.

    • Haha 1
  4. 1 hour ago, zilberfrid said:

    I myself thought that you can get enoug + to cast from all types of abilities, but unbinding is a bit rarer. We can't have the opponent casting magic, of course, that's for us. Therefore, Luminarch of Hyish.

    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. 

  5. 5 hours ago, mmimzie said:

    *Text*

    Edit: i guess the commet gets alot better if you bring the  command trait that lets you unbind endless spells on with +3. Hmmmm

    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.

  6. 18 minutes ago, Nicholunch said:

    A quick rules question for Cities... the 1 in 4 limitation for Stormcast Eternals and Kharadron Overlods in Tempest's Eye has me wondering if SE or KO can count towards filling that for each other. For example, if you have 4 Cities units, 2 SE and 2 KO units, then you've satisfied enough of the 1 in 4 requirement for both SE and KO?

    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.

    • Thanks 1
  7. 1 hour ago, Kokoshi said:

    I did not see anyone include Sisters of the Thorn in their Hallowheart list. For their points they are good objective grabbers with decent attacks and as CITIES OF SIGMAR HALLOWHEART WIZARDS should cast two spells including the Hallowheart domain.

    Sisters of the thorn got a huge nerf: their spell can only target wanderers.

  8. 1 hour ago, Frowny said:

    Allarielle is on an absolutely enormous base. I think it's too big to fit within 6 of an edge. That being said, with a 16 inch move she can get there on t1 without it too.

    Yeah her base is just slightly larger than 6". You can still fly 32" and charge with a CP if you want.

  9. 34 minutes ago, overtninja said:

    Recommend Durthu or Drycha for that purpose. Durthu would be a better way to use your artifact, as well.

    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.

  10. 27 minutes ago, XReN said:

    We have discussed it amongst local players yesterday and the answer is, unfortunately, no. Because you can measure range and visibility from Spell portal, but when you cast Elemental Vortex you than roll dice for models within 12" from the caster specificaly. 

    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.

  11. 56 minutes ago, Thiagoma said:

    I would split the PG into 3 units of 20 and replace the Darkshards with something else., since you would have 3 BLs already.

    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.

  12. 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.

    • Like 2
  13. 9 hours ago, prochuvi said:

    Thanks but i have been seeing how i can use my deleted dragonlord\drakeseer and after read codex i think i never gonna use the sorceress.

     

    Im liking better the dreadlord on dragon,with the warlord trait that let him cast one spell,the relic of a 5++ and the mount trait of do mortal wounds back.

     

    I saw the spell of delete the save of a unit that while seem overpower,in a game it is pretty useless because being in hero phase and with 7" the enemy gonna run out of rangue allways. I tougth get the spell of -1 hit so the dragon can have better survivality

    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.

  14. 2 minutes ago, smartazjb0y said:

    Nice that's quite a lot of variety. I'll probably go closer to 70% CoS, 5% SCE and 25% Sylvaneth since I wanna have just a bunch of Aelves, but having one or two SCE units would be cool. 

    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. 

    1 minute ago, zilberfrid said:

    Could you tell me where you found this? Information is a bit fractured at the moment.

    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.

  15. 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.

  16. 7 minutes ago, Undeadly said:

    I would call Darkshards superior in actual line combat; that comes from their mobility being available when ever you have a CP to spend, versus one turn of deep striking. That means that if a situation gets a little dicey, or you need to do a big aggressive power play with them, you've got options. Once a Shadow Warrior drops, they are pretty much hugging cover 24/7 while being stuck at 6" move. That Deepstrike can be super awesome, and really help board control, but in terms of actual mobility after the deepstrike, they sorely lack. And if I want to do some first turn pressure, I think that the Soulscream bridge via Sorceress can be quite effective due to its extended range.

     

    Secondly, as for damage, one thing to remember is just how much stuff we have to buff with. With the right combination, like having a Hurricanum nearby and casting the Hallow Heart +1 to wound spell, you can get the same hit values with an extra attack instead of rend. 

    I think competition wise, only Irondrakes and Sisters of the Watch can really compete with Darkshards; Irondrakes have a pretty good gun, the torpedo and similiar number of shots, while Sisters of the Watch can put out a decent number of MW. 

    My problem with Shadow Warriors is that while they make awesome objective holders/stealers, their innate squishyness and weak CC power kinda makes their deepstrike hard to use. Plus, Darkshards are murder bait for Sorceress, so 10 points a turn for +2 to cast is pretty great.

     

    Hmmmm I think you're right. 

  17. 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.

  18. 31 minutes ago, Undeadly said:

    Bleakshards are fantastic in my opinion; they are one of the few archer units to have a base 2, and a decent stat of +4(+3 if at 10+)/4+ which can be buffed up via spells and abilities. That means you can actually move and reposition them, instead of leaving them as a static firing position. When combined with the Sorceress' CA that lets them run, they can actually cover a lot of distance and lay down a lot of fire power.

    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.

    7 minutes ago, Knight Scáthach of Fimm said:

    Something I've noticed is that, while the lines between factions are blurred, I think there's a clear representation of all the old factions in each city. Hammerhal for example clearly is suited to Freeguild, specifically fielding lots of infantry, the Demigryph highlights/ battalion, and that the traits and items look to favor the Griffon general. Living City is clearly about Wanderers, even though, like all cities you can take anything you want. Greywater is all about dwarfs and their guns. Phoenicieum... I don't need to explain that one. Anvilgard, anything dark elf. Hallowheart and Tempests Eye are a little more blurred, but to me it's clear that the cities really are representing each faction, even though the stamp of 'take anything' is there. Hell, doesn't Greywater even get a Runesmith prayer?

    The old faction allegiance abilities are here in a new form one way or another, it's just which city you pick corrosponds to which faction is the star of the show. I think this is a good way of looking at it when some people call it soup, or a cheap filler to stop old army players complaining.

    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.

     

  19. 27 minutes ago, Acid_Nine said:

    Okay, so not sure how this would do. I got a good base of a lot of pheonix guard,  some extras just in case, a lot of darkshard shooting  and a lot of banners to try and get command points to boost everyone's ability. not a lot of magic, I admit, but I got fast units to try and get the most out of hammerhall's command abilities in the phoenix, and plenty of bodies to throw around.

     

    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.

  20. 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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