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  1. - Top - End - #1381
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    Default Re: Age of Sigmar: Points and Handbooks

    Will depend on the wording then I think. But I wouldn't bet on it.
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    Quote Originally Posted by LeSwordfish View Post
    Will depend on the wording then I think. But I wouldn't bet on it.
    Yeah. I figured. However, there's another limitation on the book that baffles me - once again, 'cause I missed the boat.

    Determining which City your army is from (there it is), determines which Mortal Realm your army comes from:

    Aqshy; Hammerhal, Anvilgard, Hallowheart, Tempest's Eye
    Ghyran; Hammerhal, Living City, Greywater, Phoenicium

    Does this affect what Endless Spells I have access to?

    But then Battlemages get to pick - as individuals - what Realm they come from, irrespective of the City? How does that work?
    Last edited by Cheesegear; 2019-10-05 at 06:38 AM.
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  3. - Top - End - #1383
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    Default Re: Age of Sigmar: Points and Handbooks

    Malign Portents contains Realm Artefacts: the only relevance that your army's realm has is which of those you can take. You can take any of the generic Endless Spells you wish. The battlemage thing is seperate and just on their warscrolls.
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    Default Re: Age of Sigmar: Points and Handbooks

    What realm your army is from is only important fro Malign Sorcery spells & Artefacts. This does not include Endless spells, just the lores in that book.

    Quote Originally Posted by Cheesegear View Post
    A Whitefire Retinue is a minimum of 410 Points. But it's <Hallowheart> only.

    <Hallowheart> only really benefits Wizards. I dunno about you, but there are a lot of non-Wizard units in the book, which makes Hallowheart basically unplayable... Except for that Warscroll Battalion, which would be pretty good if you could only take Hallowheart Wizards and nothing else.

    EDIT: Maybe HH could pick up some Stormcast Wizards?


    You can only ally in a battalion if your allies include that faction. None of the cities can ally another city, so no.

    1 in 4 models can be a Stormcast. These gain the Cities of Sigmar keyword and the keyword of your city. As such, they are not an allied unit but an actual unit that benefits from all allegiance bonusses.
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    The British conquered the world in search of spices and then decided to use none of them.

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    Spoiler: Allegiance Abilities
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    Strongholds of Order: Pick your <City>. All units in your army gain that Keyword. Oddly, if a model already has a City Keyword, you can still include it in your army.

    Amplified Sorceries: <Cities of Sigmar Wizards> always cast the Empowered version of Endless Spells, regardless of where they are. Nice.

    Warriors of the Realms: All Cities armies come from Aqshy or Ghyran. More on this later.

    Honoured Retinue: When writing your army list, if your General has 6 or less wounds, choose a unit in your army with 5-20 models to be a 'Retinue'. If your General is within 3" of its Retinue, any time your General is allocated a wound or Mortal Wound, roll a 4+, and allocate it to the retinue instead. This is not Look out, Sir! ...This is better. Then again, it only works for your General...With 6 or less wounds...So it's fine. The fact that your Retinue can't have more than 20 models in it, is kind of lame. Then again, allocating wounds from a Sorceress with a 6+ save, to a Stormcasts with 3+rr1 save is also a **** move.

    The General's Adjutant: When writing your army list, if your General has 6 or less wounds, choose a second <Hero> in your list who also has six or less wounds. At the start of your Hero phase, if your General and Adjutant are within 3" of each other, roll a 4+ and gain a CP.

    Stormkeeps: 1 in 4 units in a CoS army can be chosen from <Stormcast Eternals>. Those units gain the <CoS> Keyword, and your <City> Keyword.
    Stormcasts have good saves and usually hit like trucks. Hope you like buying extra books.


    Spoiler: Cities
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    Hammerhal Battle Traits
    City of Two Realms: Hammerhal sits on a Realmgate, on both sides. Your army can be from Aqshy or Ghyran. Your choice.

    Banners Held High: At the start of the Hero phase, roll a 6 for each for each <Hammerhal> unit in your army with a Banner. Gain a CP for each success. Spam cheap units with Banners. Profit.

    The Magister of Hammhal: If <Aventis Firestrike> is your General, gain a CP at each Hero phase. Don't know what this dude does. But he's a <Stormcast> for your 1-in-4. Remember, any model that's going to be your General who doesn't have six or less wounds, loses Retinue and Adjutant. But you don't need the Adjutant, since Firestrike just gets the CP, instead of rolling for it. So it's a wash.

    Pride of Hammerhal: Units that are wholly within your territory, don't take Battleshock. Run that defensive horde of Spears.

    Command Ability - Righteous Purpose: Pick a friendly unit wholly within enemy territory and within 12" of a friendly <Hero>. That friendly unit, Fights immediately. Probably end up using it on a fast-moving Stormcast unit.

    Command Traits
    1. +1 Attack, and at the start of the game, +1 CP.
    2. Friendly <Hammerhal> units wholly within 12" rr1 to wound with Melee weapons.
    3. If the General charges, <Hammerhal> units wholly within 12" gain +1 to hit with Melee weapons.

    Treasures of Hammerhal
    1. +1 Save.
    2. A Melee weapon gains an additional Rend, and, if the model is within 6" of an Objective, the same weapon does +1 Damage.
    3. At the start of your Hero phase, choose one; +1 to hit with Melee weapons for <Hammerhal> units within 12", or, roll a 4+ for each friendly <Hammerhal> unit within 12" and heal D3 wounds.

    Lore of Cinder
    1. CV6. Target visible friendly unit - no range - can Fly, and gains +1 to Run and Charge.
    2. CV7. All attacks vs. friendly units within 9" have -1 to hit. Solid.
    3. CV7. Enemy unit within 18" takes D3 Mortal Wounds, or D6 if 10+ models.

    Warscroll Battalion: Hammerhalian Lancers
    Freeguild General on Griffon, 3-6 units of Demigryphs (1000 Points, min.). Units from this Battalion have +1 to hit and wound if they Charged and are within 18" of the General. Not bad for an exactly 1000 Point army. In larger games, you'd obviously back it up with a horde of Banners.

    Overall, looks like you're running cheap units with Banners (sorry Flagellants), that want to be in Melee. Backed up by a handful of Stormcast units. This is probably the only City in the book where taking the Battalion is maybe a bad idea.

    The Living City Battle Traits (Ghyran)
    The City of Wargroves: On top of your 1-in-4 Stormcasts, you can now pick up 1-in-4 <Sylvaneth> units as well. Now only half your army even needs to be from this book!

    Hunters of the Hidden Paths: For every <Living City> unit you set up, you can place another, in Reserve. Units placed this way can show up within 6" from any board edge, and 9" away from enemy models. Archers, away!

    Attuned to Nature: Every <Living City> unit heals one wound per turn. Nice.

    Command Ability - Strike then Melt Away: Shooting phase. Friendly <Living City> unit within 18" that is also 9" away from enemy models, can shoot and then normal move.

    Command Traits
    1. +1 save, and, +1 to wound with Melee weapons.
    2. Run and charge in the same turn. Additionally, friendly units (not <Living City> units) within 12" are immune to Deadly Scenery.
    3. A <Wizard> knows all Leaves' Spells. A non-<Wizard> only knows one.

    Relics of Everspring
    1. A Melee weapon gains additional Rend. Additionally, when the model makes a Charge, it attacks at the start of the Combat phase, instead of normal activation.
    2. If the model has 6 or less wounds, it can't be targeted by Missile weapons while in Cover. If the model has 7+ wounds, it has -1 to hit vs. Missile attacks while in Cover.
    3. Once per battle, all <Living City Sylvaneth> units in your army gain +1 melee attacks until your next turn.

    Lore of Leaves
    1. CV6. Friendly model within 18" heals D6 wounds. Remember that your models can always cast Empowered Emerald Lifeswarm, too.
    2. CV7. Enemy unit within 18" has half Move. Additionally, if it does move before your next turn, it takes D6 Mortal Wounds.
    3. CV6. Your opponent has -1 to wound vs. a friendly unit within 18".

    Warscroll Battalion: Viridian Pathfinders
    Nomad Prince, Wildwood Rangers (x3) and Wild Riders (0-1) (650 Points, min.). Units from this Battalion have +1 to Charge if they set up using Hidden Paths that turn. With a Hornblower, you've got +2 to Charge, so on the turn that you show up, you only need to roll a '7' to Charge. Pretty neat. The Nomad Prince, of course, isn't so lucky to get benefits from Hornblowers so probably deploy him normally?

    Deploy 'Big Stuff' like Treemen that will heal constantly. All your Battleline/'Small Stuff' doesn't start the game on the board.

    Greywater Fastness Battle Traits (Ghyran)
    Rune Lore: Hero phase. A <GF Runelord> rolls a 2+. On success an <Ironweld Arsenal War Machine> gains +1 to hit with Missile weapons until next turn. It's a shame it's <IwA>, and not <GF>, 'cause that means you can't sub in a Stormcast Ballista for the ability. Still.

    Home of the Great Ironweld Guilds: <GF IwA> units increase the range of their Missile weapons by 3". Additionally, you can have one additional Artillery unit in your army that you're normally allowed. Solid. Especially with the Battalion.

    Command Ability - Salvo Fire: Shooting phase. Pick a unit of <GF Handgunners> or <GF Irondrakes> wholly within 12" of a <GF Hero>. They have +1 to hit until the end of the phase. Solid.

    Command Traits
    1. Hero phase. Roll a 4+, gain a CP.
    2. Friendly <GF> units wholly within 12" have rr1 to hit with Missile weapons.
    3. Friendly units - any unit - wholly within 12" can Run and shoot in the same phase.

    Treasures of the Guilds
    1. +1 Save. If you don't have a Mount, +1 Move, as well.
    2. +1 Damage on a Missile weapon.
    3. Start of game, +1 CP. Additionally, +1 to hit with Missile weapons.

    Lore of Smog
    1. CV6. 18". Enemy unit has -1 to hit until your next turn.
    2. CV6. 18". Pick a terrain piece. Roll a 5+ for each model within 1" of the terrain piece, they take a Mortal Wound. Additionally, until your next turn, that terrain piece counts as Deadly Scenery, in addition to what it normally is.
    3. CV6. 15". Pick an enemy unit. Roll a 5+ for each model in said unit within 15". They take a Mortal Wound.

    Warscroll Battalion: Greywater Artillery Company
    Cogsmith, Helstrom Rocket Batteries or Helblaster Volley Guns (2-4) (420 Points, min.). Artillery in this Battalion can fire twice in the first battle round. KTHX! This isn't rocket science. Add in a Runlord for Rune Lore and you're basically done. There's no reason at all not to run this Battalion if you're playing Greywater.

    Take the Battalion. No exceptions. Add in a unit of Handgunners or Irondrakes for Salvo Fire, and then pretend like you're an other City and just run Good Stuff. Don't forget about Stormcast Lord Ordinators. Don't forget that Greywater Wizards dish out lots of Mortal Wounds if you roll even slightly well.

    The Phoenicium Battle Traits (Ghyran)
    Vengeful Revenants: If a <Phoenicium> unit is destroyed, for the rest of the phase, all other Phoenicium units have +1 to hit and wound.

    Blood of the Ur-Phoenix: <Phoenix> units have +1 wound. Get it?

    Command Ability - Living Idols: Combat phase. Pick a <Phoenix> within 12". If it dies, it gets to Fight immediately.

    Command Traits
    1. +1 to Melee attacks if a friendly model has been slain this phase. +3 Attacks if 5+ friendly models have been destroyed this phase.
    2. A <Wizard> knows all Phoenix spells. A non-<Wizard> knows one.
    3. <Phoenicium> units wholly within 12" don't take Battleshock.

    Treasures of the Phoenix Temple
    1. Ignore the Rend on -1 weapons.
    2. Fly. Run and Charge in the same turn.
    3. A saving throw of a '6' heals a wound.

    Lore of the Phoenix
    1. CV6. 18". Enemy unit halves Move until your next turn.
    2. CV5. 18". All enemy units within range have -1 Bravery.
    3. CV6. 12". Heal D3 Wounds from a friendly <Phoenicum> unit.

    Warscroll Battlion: Phoenix Flight
    Frostheart Phoenixes (1-2), Flamespyre Phoenixes (1-2) (530 Points, min.). Hero phase. Every <Phoenicum> unit within 12" from any model from this Battalion heals a wound.

    Run the Battalion. And then also run a bunch of units that want to get killed so you can buff your entire army. "For the Firehawk!" Running a bunch of Flagellants in your list will ramp everything pretty hard, because it's models that get killed, not units. If you run a <Human> General, you can pick up Flagellants for Battleline, and then throw yourselves forwards as fast as you can with Chronomantic Cogs. Then your Flagellants die 'cause they're bad, dish out some Mortal Wounds, and for the rest of the Fight phase your Phoenixes roll hard.

    Anvilgard Battle Traits (Aqshy)
    Illicit Dealings: Choose one:
    • Free Relic of Anvilgard
    • Free Drakeblood Curse (see below)
    • +D3 CPs at the start of the game

    Drakeblood Curses: Choose one <Dragon>, <Kharibdyss> or <War Hydra> in your army and give 'em a Curse (see below). You can have an additional Curse for each Battalion in your army. You can't have two on the same model, and you can't have the same one twice in your army. Capiche?

    Command Ability - Make an Example of the Weak: Battleshock phase. Remove a model from an <Anvilgard> unit. It passes its Battleshock test. Additionally, all <Anvilgard> units within 18" of that unit, also pass Battleshock tests.

    Command Traits
    1. Choose a second Dealing.
    2. +1 to hit and wound vs. <Monsters>
    3. <Wizard> knows all Dark Sorcery. Non-<Wizard> knows 1.

    Relics of Anvilgard
    1. Ignore Wounds (5+)
    2. Pick a Melee weapon. A '6' to wound does D3 Mortal Wounds, in addition to normal damage
    3. Combat phase. Roll a 4+ for each enemy unit within 3", they take D3 Mortal Wounds

    Drakeblood Curses
    1. Each time the model suffers a wound from a Melee weapon, roll a 4+, the attacking unit takes a Mortal Wound
    2. On Charge, roll a 2+, an enemy unit within 1" takes D3 Mortal Wounds
    3. All enemy units within 12" have -2 Bravery.

    Lore of Dark Sorcery
    1. CV6. 18". Enemy unit has -1 to hit until your next turn.
    2. CV7. 9". Deal D6 Mortal Wounds.
    3. CV8. 6". Target enemy unit's Save becomes '-'. ...Is this for real!?

    Warscroll Battalion: Charrwind Beasthunters
    Fleetmaster, Black Ark Corsairs (x3), Scourgerunner Chariots (1-3), Kharibdyss (0-1) (480 Points, min.). The Battalion has +1 to wound vs. <Monsters>. For an Anvilgard Battalion, having the Kharibdyss be optional is super dumb. In any case, the Start Collecting! Anvilgard box gets you most of the way. Throw in a few more Corsair units and you're done. This Battalion isn't great. But hey, a free Relic, a free CP and a free Drakeblood is more than enough reason to take any Battalion.

    Anvilgard are...Weird. Once you've got enough models for your Drakebloods...Just fall back on City Good Stuff. This City really revolves around one or two big models...And then the rest? ...Probably Handgunners or other Freeguild. Unless your General is a Dreadlord or Sorceress on Black Dragon...Then you're going places.

    Hallowheart Battle Traits (Aqshy)
    Eldritch Attunement: Each time a spell or Endless spell affects a <Hallowheart> unit. You may roll a 5+, it doesn't.

    Mages of the Whitefire Court: <Hallowheart Wizards> can cast an extra spell per Hero phase.
    Something, something...Stormcasts?

    Command Ability - Arcane Chanelling: Hero phase. Choose a <Hallowheart Wizard Hero> and take D6 Mortal Wounds (). All <Hallowheart Wizards> within 12" of the <Hero> add the dice roll to their casting tests for the phase... Y'know...For when you need those Spells to go off and you're perfectly happy popping one of your own Wizards to do it. The fact that all Wizards - not just Heroes - gain the bonus means that you're going to want to add in some Stormcast Evocators to your Hallowheart army.

    Command Traits
    1. <HH> units within 18" don't take Battleshock. Nice.
    2. Hero phase. Roll a 4+, gain a CP.
    3. <Wizard> has +3 to dispel Endless spells. A non-<Wizard> may attempt to dispel Endless spells.

    Relics of Hallowheart
    1. Missle weapons have -1 to hit the model.
    2. End of Combat phase. Roll a 4+ for each enemy unit within 3", they take D3 Mortal Wounds.
    3. <Wizard> knows all Spells from Whitefire. Non-<Wizard> only knows one. In this case, it's important to note that Hallowheart is the Wizard City, that means Whitefire has six Spells in it, not 3. So this one is actually worth it.

    Lore of Whitefire
    1. CV6. 18". Target enemy unit takes D3 Mortal Wounds. Roll a 4+ for each other enemy unit within 6" of that unit, they take D3 Mortal Wounds, too.
    2. CV6. 18". Friendly model heals D6 Wounds.
    3. CV6. 12". Roll a 4+ for each model in an enemy unit, they take a Mortal Wound.
    4. CV6. 18". Until next turn, each time a friendly unit takes a wound from a Melee attack, roll a 4+, the attacking unit takes a Mortal Wound.
    5. CV5. 12". All <Hallowheart> units within 12" have +1 to Eldritch Attunement (see above).
    6. CV6. 18". Friendly unit has +1 to wound until your next turn. Very strong.

    Warscroll Battalion: Whitefire Retinue
    <Hero Wizards> (3-6) (410 Points, min.). Wizards from this Battalion have +1 to cast and unbind whilst within 6" of another model from this Battalion.

    Wizards, Wizards and more Wizards. Don't forget that adding in Stormcasts will give you Evocators and Dracolines. Because the Wizards from the Cities don't really do anything, and you certainly don't get any helpful Battleline units. If you can manage to Purple Sun your own units totally-by-accident, throwing in Flagellants after casting Warding Brand (#4) on them can dish out a load of Mortal Wounds. Especially if you've got a third Wizard in your list (which you absolutely do, or why are you playing Hallowheart?), who has cast Ignite Weapons (#6) so your Flagellants actually deal wounds when they fight, instead of Mortals when they die. Remember that the Sisters' of the Thorn unique spell only affects other <Wanderers>, so you may want to pack in a unit of Eternal Guard for extra Battleline.

    Tempest's Eye Battle Traits (Aqshy)
    Alert and Forewarned: In the first Battle Round, <TE> units have +3" Move, and +1 to Saves.

    Outriders of the Realms: <TE> units have +1 to Run.

    Standing Contracts: 1-in-4 of your units can be <Kharadron Overlords>. Which isn't a big deal, 'cause Kharadrons aren't that good.

    Command Ability - Rapid Redeploy: Shooting phase. One <TE> unit can Run and shoot in the same turn.

    Command Traits
    1. <TE> units within 12" have +1 to Charge.
    2. <TE> units within 12" have +1 to wound with Missile weapons.
    3. Run and Charge in the same turn. Additionally, Fight at the start of the Combat phase. Go, go, Griffon!

    Treasures of Titanspear
    1. <TE> units within 12" don't take Battleshock.
    2. Hero phase. Roll a 4+, gain a CP.
    3. <TE> units within 12" re-roll Charges. It's pretty disappointing that Griffons and Demigryphs from Tempest's Eye are better than ones from Hammerhal. If you don't have enough points to run the Hammhalion Lancers, but you still want Griffons, Tempest's Eye is where it's at.

    Lore of Eagles
    1. CV7. 12". All friendly <TE> units have +1 attack to their Melee weapons.
    2. CV7. 30". Pick an enemy unit and roll six dice. Each 4+ deals a Mortal Wound.
    3. CV7. ...Have a Command Point. Just have it.

    Warscroll Battalion: Aetherguard Windrunners
    Freeguild General on Griffon, Freeguild Outriders or Pistoliers (3-6), Grundstock Gunhaulers (0-2) (740 Points, min.). Units from this Battalion can Retreat, Shoot and Charge in the same turn. The addition of Gunhaulers is very weird.

    Fly like the wind! Looking at the Battalions only, you might be tricked into thinking that Hammerhal and Tempest's Eye play the same archetype. But they don't. Due to the focus on moving, Tempest's Eye is pretty much the only City that wants to avoid Handgunners - and even Sisters of the Watch! - like the plague. Going with the much less impressive, Darkshards. But, going Tempest's Eye means that you've already sacrificed your ability to kill things for the ability to grab Objectives, so picking up Darkshards really shouldn't be a surprise.


    Spoiler: Core Battleline
    Show
    Most of these units are already the best units in the 'Tome. If you're looking at building your army around Conditional Battleline units, they must be at least as good as these guys. That said, since these units are all unconditionally Battleline, you can slot them into any City you want.

    Human/Freeguild

    Freeguild Guard: These guys make up the backbone of any Melee-based City army. They're cheap and you can pick up 40 of 'em per unit. The only unit that comes close to as good as these guys is Flagellants. But, then again, Flagellants don't have armour saves and don't hit very hard unless you can carefully predict how many of 'em will die that turn - which is basically impossible. You get +1 to hit, if you have more than 10 (20), and +2 to hit if you have more than 20 (30). There are very few Battleline units in the game that can say that they hit on a 2+ with 20+ attacks. Halberds make Freeguild Guard one of the hardest hitting units in the 'Tome, whilst Swords and Shields merely bring them into line with most other units for a 4+ save. Spears aren't really neccessary because hitting on a 1+ after being Charged is rarely required for anything, that being said...Spears in a defensive Hammerhal army do really well because they wont take Battleshock whilst standing around doing nothing.

    Freeguild Handgunners: 4+/3+/-1 is pretty strong. Increases to 3+ to hit when you have more than 10 (20) and they don't move. However, their range of 16" makes them incredibly difficult to use effectively - especially if you've gone first. It's...Okay. However, where these guys really shine is their ability to fire after being Charged, which interrupts your opponent's turn and breaks action economy. Handgunners are exceptionally good when your opponent has gone first and has decided that Chronomantic Cogs is the way to victory (and it very usually is). In that case, bringing a defensive unit of Handgunners to make up your front line is never wrong, and the fact that they're always Battleline means you can form up a ring of Handgunners around your <Living City> Treemen 'cause old fluff is for nerds and welcome to new fluff Cities of Sigmar.

    Freeguild Crossbowmen: 4+/3+/- doesn't look as good as Handgunners. But then you see that their bonus for 10+ models and standing still, is double attacks. With a 24" range, they're actually good at standing still and wont make you pull your hair out and go prematurely bald if you accidentally go first.

    Half of the time, Crossbowmen are good. The other half of the time, Handgunners are good. There's no right answer.

    Darkling Covens

    Bleakswords: Freeguild Guard with Sword & Shield with extra Move and Bravery. Unfortunately, they only pick up +1 for 10+ models, and not +2 for 20+. Which means that bigger units of Bleakswords are kind of a waste of points. Yeah, sure, they get extra hits on a '6' to hit. But that just doesn't cut it, because Bleakswords don't have enough attacks to make rolling 6s significantly better than +2 to hit.

    Dreadspears: Ever wondered what it would be like to have a Freeguild Guard with a Spear & Shield? This is it. Once again, there's no bonus for 20+ models so ranks and ranks of Freeguild Guard are...Just Better. You trade the 3+ to wound and Rend -1 of a Halberd, for conditional Rend -1, and an extra Save. Once again, because Aelves, you're looking at +1 Move and +1 Bravery over dumb Humans. But if you're using your Freeguild correctly, most of them aren't even going to take Battleshock anyway.

    Darkshards: Ah, here go. Aelf Crossbowmen. 4+/4+/- makes them worse than Freeguild Crossbows. But Darkshards always have 2 attacks whether they move or not, and they get +1 to hit if you've got 10+ models, to make it 3+/4+, the same as Freeguild. The 16" range is a problem, just like Handgunners. But again, the thing that sets Darkshards is apart, is their ability to move around the board without any oppurtunity cost. Things get very...Bleak...For Darkshards (on paper) when you start adding in the bonus from Freeguild Generals...But you're missing the point. Point is, Darkshards have mobility to grab Objectives, and Freeguild don't.

    Duardin/Dispossessed

    Longbeards: Longbeards...Aren't great. Luckily, you never need more than 10 per unit because they get no bonuses at all for having more models. You can give 'em Great Axes, or Weapons & Shields. Great Axes, coming in at a hot 3+/3+/-1 are very attractive...Until you see their points cost, and then factor in their 4" Move...Even with buffs, a 4" Move can't get you across the board. So, what do they even do? Well, their other option, is to take a 3+/4+/- which is still better than evens, but, with that attack profile, they move to a 3+ save. A Battleline unit? With a 3+ save? Get 20. Cluster them around your General with 6 or less wounds, and have them tank all the wounds. In addition, each Hero phase, pick one:
    • <Dispossessed> within 12" have +1 Bravery.
    • <Dispossessed> within 12" rr1 to wound.
    • Attempt to Dispel an Endless spell!

    Getting a free Dispel is always worth something. So yeah. You really don't need more than a single unit. Just 10 for a free Dispel, or 20 for a Retinue...

    Ironbreakers: Like Longbeards, but without any options. Same 4" Move which is terrible. They come with a 3+ save, which makes them a nice Retinue. They have two attacks each, rather than 1. Which makes them strictly better than Longbeards in the combat phase. But, then again, they're more expensive and don't hand out free Dispels. Besides, for a unit that isn't going to move at all 'cause it's stuck hanging out with a General, Eternal Guard are same points, and better - kind of.

    Wanderers

    Eternal Guard: Arguably the best defensive Battleline unit you're going to have (with the conditional exception of Handgunners). If they don't move, they have a 3+ save, and why are they moving when they're trying to help your General not die. Additionally, while they're standing still, they get +1 to hit and wound, making them comparable to Freeguild Guard-with-Halberds who are being buffed by a Freeguild General. So that's a thing. Being Battleline means that they're going to show up in any City you want protecting dumb nerds all day.


    For any Stormcast, Sylvaneth or... ...Kharadron players who have their respective books, I am very much open to suggestions on how certain units might work inside a City.
    Last edited by Cheesegear; 2019-10-06 at 07:36 AM.
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  6. - Top - End - #1386
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    Default Re: Age of Sigmar: Points and Handbooks

    CoS is such a huge book that it's going to take a long time to really flesh it out. From a Stormcast perspective, here's some fun things I've thought about crossing over:

    -You can make a Stormcast Hero your General, so get an Arcanum on Foot or Castellant (both 3+, 6W) and take 30 Liberators or 20 Sequitors as their Retinue (or even 10+ Protectors for their extra defensive properties). That's a really solid frontline for the rest of your squishy army. 10-15 Protectors giving Cover to a Greywater Fastness gunline? Yes I'll take that, thanks.

    -Ordinator buffs all Order Artillery, so bringing him in Greywater Fastness alongside the Battalion makes a really crazy turn 1 volley.

    -Stardrakes are a Stormcast thing. Do note that while you lose Staunch Defenders from the SCE book, you can be Hammerhal for a +1 save Artifact or Living City for a +1 save Trait. Unlike Staunch, they don't affect a bubble of units, but they do work during the charge, which Staunch doesn't.

    -For a Drakesworn Templar (the lieutenant SCE), it's worth noting that they come equipped with a Bow. So you can move, shoot, spend a CA to move (doesn't say it needs to move away), and have a 24" move Stardrake on a 2+ save. And it heals every turn! And can have a Battlemage on Griffon buddy that heals him with the Lore spell! That's pretty solid.

    -Mounted Evocators in Hallowheart are a thing. The Stormcast wizards are only ok overall, but that's mostly because the SCE lores are pretty mediocre overall. Bringing a couple Incantors (auto dispells ftw) or mounted Arcanums (tough and fighty), they can now get a heal spell, have a horde clearing spell, have a wound buff spell, have better general Endless Spells. Good stuff.



    Also, though I'm not a KO player, the nice thing about Tempest's Eye is that it lets you take the good KO units (like Endrinriggers) without taking the bad units (like most of the book). The balloon bois are really solid, and a brick of 40 Arkanauts with max Light Skyhooks is actually quite powerful as well, especially when they can run and shoot for a CP. There's very likely a build where you take 40 of them as a big middle shooty blob (especially with the artifact that makes you immune to Battleshock) and have some outrunner units.

    The insane amount of choice available in this book is going to make the meta really interesting in a few months time when everyone gets builds put together and painted. Plus Bonereapers, plus Warclans, plus potentially Ogors (if the tease is sooner than later)... Adepticon is going to be kinda crazy.

  7. - Top - End - #1387
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    Default Re: Age of Sigmar: Points and Handbooks

    Mmm, if I can find a new group to play with I'm definitely thinking a Hallowheart army might be nice. I do like my wizards and the Stormcasts are quite nice. I can also mix in some of the elves whose models I like (with a bit of converting so they're not all actually elves).

    Living City is also interesting, since I actually quite like several of the Sylvaneth models despite my usual distate for nature-based factions. They look like angry ghosts wearing trees as powered armour.
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  8. - Top - End - #1388
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    Default Re: Age of Sigmar: Points and Handbooks

    Quote Originally Posted by Requizen View Post
    The insane amount of choice available in this book is going to make the meta really interesting in a few months time when everyone gets builds put together and painted.
    It's interesting that it's Soup: The Battletome, and even gives you Allies without actually calling them Allies so you get your Allegiance bonus...And, more importantly, gives your Allegiance bonuses to your Allied units!

    However, for a book that's been written during Space Marine Supplements, I'm a little surprised and disappointed that there aren't bonuses for going single-race;

    Indomitable Spirit; If every model in your army has the <Human> Keyword...Something, something...Bonus to Battleshock.
    From Ancient Forges; If every model in your army has the <Duardin> Keyword, +1 to saves (minimum 2+).
    Adaptable Predators; If every model in your army has the <Aelf> Keyword, your units can Shoot or Charge in the same turn as they Run.

    But yeah. I think in the short term, the hurdle of the book is convincing people that WHFB is well and truly dead*. Cities of Sigmar is a book where you're playing a bunch of people who banded together who have nowhere else to go (Freemen, Dispossessed, Exiled and Wanderers). You're basically playing an army where Ulfric Stormcloak goes into the Grey Quarter in Windhelm, rounds up a bunch of refugees and tells them to go fight.

    You don't play Druchii. You play Anvilgard, and your Sorceress and her Hyrdas, is best friends with a Warden King, who brought along his Longbeards. The Warden King has given his word that his Longbeards will fight to the last and that she's not going to die anytime soon. One of the grognards Longbeards complains about Elves, and the Warden King slaps him upside the head, and says that racism like that belongs in the Old World - figuratively and literally.

    You don't play Wanderers. You play Living City. The Treeman doesn't care that the Humans have fire and the Duardin have Axes, because the Treemen knows what side its on.

    Also, because you haven't directly aligned yourself with Chaos or Death, occasionally, Sigmar will send a bunch of Stormcasts.

    *TL;DR; Buy new models.
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  9. - Top - End - #1389
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    Default Re: Age of Sigmar: Points and Handbooks

    That said, I like that it looks at least viable to run mono-whatever should you so choose. I'm very tempted by mono-wanderers backed up by Sylvaneth - healing lots and lots looks very good on Kurnoth Hunters and Treemen. I'm going to pick the book up tonight to tide me over until Ogors come out and I can see how they turn out - they're neat models but I can't help but suspect their Allegiance Ability is likely to not be tremendously interesting.

    (Gutbusters never got one in any GHB, did they?)

    EDIT: Actually, secondary question: what would you (the reader) give them? Low to-hit, tough and multiple attacks... what allegiance ability could they get? Doombulls heal on killing units to represent them eating them, so maybe something like that. It's just not super interesting.
    Last edited by LeSwordfish; 2019-10-10 at 07:36 AM.
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    Kunnin: A guide to Bonesplitterz

    Spoiler: Allegiance Abilities
    Show
    Tireless Trackers: After setup, but before determining who has the first turn, move half up to half the units in your army 5". This is really awesome to get baseline, as most armies need to take a trait, artifact, or battalion to get this effect. There's potential to use this to enable an Alpha Strike, or just to threaten objectives early on. There will be a non-zero amount of times you can use it defensively as well.
    Warpaint: Your whole army gets a 6+ Shrug Save. Excellent, even if it is a bit unreliable. Everything being multiwound makes you even more of a meatball army, though don't rely on paint to make you invincible.
    Monster Hunters: When you pile in to a Monster, pick one of the benefits: Pile in an extra 3" (for when you just tag a monster and need more dudes to get in), +1 to Hit (low number attacks, need to hit), or 6s to wound deal a MW (volume of attacks). Does nothing against some armies, absolutely devastating against others.
    Spirit of the Beast: When a unit kills a Monster, it doesn't take Battleshock. Cool, not insane, but cool.

    You also get access to the following Command Ability:

    Bonesplitterz Waaagh!: Once per game, use at the start of Combat. Roll a dice and add the number of units wholly within 18" of the General. If it adds up to 12+, everything gets +2 attacks. If it's 11 or less, everything gets +1 attack. You're going to use this for that one power combat where you really want to lay the damage in, so take care when to use it.

    Overall, a lot of nice small bonuses, but nothing super insane like free Reserves, free teleporting, Summoning, or Rezzing. Still, it adds up to good power overall.


    Spoiler: Command Traits
    Show
    Prophet or Big Boss only:
    Killa Instinct: 6s to Wound also deal an extra MW. Meh, I guess the Big Bosses are pretty fighty, but there's better stuff.
    Waaagh!-Monger: Every turn, 4+ to get an extra Command Point. Your Prophets get this on their Warscroll, but you could double up. It's not bad.
    Great Hunter: Tireless Trackers moves 8" at the start of the game instead of 5". That's a pretty solid increase, and can make Alpha Striking fairly reliable, or give you some sneakin-away prowess.
    Power of the Beast: +2 Wounds. You do want your small Heroes to survive more... but with minimal save, anything that wants to kill them probably will kill them even with extra Wounds.
    Voice of da Gods: 18" +2 Bravery bubble. Bonesplitterz are relatively low Bravery, so this is pretty tempting. It's probably not the best choice, but it's good if you want to be more difficult to remove.
    Monster Killa: General gets to double fight against Monsters. Pass.

    Wizards only:
    Dead Kunnin: Extra d3 Command Points. There's a few good CAs here and you really want Inspiring and some of the other generic ones, so this is tempting. I suppose it averages out slightly less than Waaagh!-Monger, but you also get them early (and don't care as much if the General dies).
    Master of the Weird: +1 to cast, unbind, and dispel. A lot of the buffs in this army are spells, and you really want to get them off. Plus, shutting down enemies easier. Nice pick.
    Fuelled by the Spirits: General knows an extra spell and can cast an extra spell per turn. There's probably some use here to get more buffing power out, but overall +1 is probably better.


    Spoiler: Artifacts
    Show
    Any Hero:
    Dokk Juice: Once per game, heal d6. Again, if someone really wants your little Heroes dead, they're probably dead.
    Savage Trophy: 18" +1 Bravery bubble. You can really stack up the Bravery buffs if you're super worried about Battleshock or anti-Bravery stuff like Nighthaunt, but I don't think it's the strongest option.
    Lucky Bone: Once per Phase, reroll a hit, wound, or save roll. Seems cool, but their saves are trash and they're not really our combat powerhouses. If it was reroll paint, maybe it would be better.
    Glowin' Tattoos: Warpaint triggers on a 4+ instead of a 6 for the bearer. This is the best defensive option for a Hero, nearly giving them effective double wounds. If you really want that Prophet to stay alive, this is better than Dokk Juice.
    Greatdrake Toof: On a 6 to wound, double the damage of weapon of choice. All the Heroes do have multi-damage weapons, but it's still 6s and they're really more for support than killing.
    Weepwood Big Shiv: +1 attack. See above.

    Wizards:
    Big Wurrgog Mask: Every Hero phase, you can pick an enemy within 12" and roll up to 3 dice. For every 2+, that unit takes d3 MWs. For every 1, the bearer takes d3 MWs. This is the super fun, flavorful Artifact. Like yeah, you could potentially spit 9MWs on unit of choice every turn, but likely you're not going to get that lucky. It's definitely the coolest one in the book, though.
    Mork's Boney Bitz: +1 to cast, dispel, and unbind. Excellent, just the sort of thing you want for a Wizard. Can either stack it with the Command Trait for +2 on one Wizard, or split them for +1 on two.
    Mystic Waaagh! Paint: At the start of the Hero Phase, roll a dice, and the bearer can cast that spell in addition to their other spells. If they already know the spell, they can cast it twice. Does this override Rule of 1 for Matched Play? Probably not. This has higher value when you're running minimal Wizards and need extra casts, but more often than not it'll either be a spell you don't want to cast or will be one that another Wizard already knows. Mediocre.


    Spoiler: Spell Lore
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    Squiggly Curse: CV6 - Enemy Hero within 3" takes d3 MWs, or d6 if cast on a double. If they die from those wounds, +1 to cast for the rest of the battle. Amusing, but situational at best.
    Breath of Gorkamorka: CV6 - Friendly unit within 24" gets double move and Fly. Triple Move if it was a double to cast. Insane.
    Brutal Beast Spirits: CV6 - Friendly unit within 24" gets +1 to hit, run, and charge. Pick 2 units if cast on a double. +1 to hit is already good, +1 to charge is great alongside drums, and some units can Run + Charge, so it's an effective +2". Excellent.
    Bone Krusha: CV6 - Enemy within 24" taks damage depending on distance. d6 MW if within 6", d3 MW if 6"-12", 1 MW otherwise. Cool for extra damage, like a longer range Arcane Bolt that gets stronger up close, but mostly just some plink damage.
    Kunnin' Beast Spirits: CV6 - Friendly unit within 24" gets +1 to save. Base saves in the army are pretty bad and going from a 6+ to a 5+ isn't the biggest deal, but turning Savage Orruks or Boarboyz to a 4+ in combat isn't even bad. Stack with Mystic Shield to make them effective Liberators for cheap. (Note: May become better when Rogue Idol gets updated)
    Gorkamorka's Warcry: CV7 - Enemy unit within 18" takes d3 MW and fights at the end of the next combat phase. Activation War shenanigans are all the rage right now, and this can really help even the field up, especially against things like Slaanesh.

    Per usual, pure damage spells take a back seat to buffs and debuffs.


    Spoiler: Warclans
    Show
    When you build your list, you can make your army a specific Warclan. Like most current sub-factions, these grant powerful bonuses but trade choice in Trait and Artifacts.
    And fun note: Since there are no official paint schemes for any of these, you never have to worry about your opponent getting confused or complaining about matching paint! Yay!

    Bonegrinz
    Army Ability: Enemy units within 12" in their charge phase must make a charge roll and move if they can make it. Additionally, enemies can't Retreat. Getting to dictate the flow of combat is pretty big, though you have to be really smart about it. Denying retreats also limits your opponent and can really lock down things with cheap stuff like Boarboys. Very strong if you're clever about it.
    Command Ability: A friendly unit within 18" of a Big Boss at the start of Combat gets exploding 6s. Can use this in conjunction with the Big Boss' own Command Ability to explode into 3 hits per 6, or just use it solo since it has longer range. Either way, it's solid for things like Maniaks or Savage Orruks that dump out huge amounts of attacks.
    Command Trait: 12" -1 Bravery bubble around the General. Meh.
    Artifact: The first Savage Big Boss that takes an Artifact must take this, once per game can make the Mawkrusha's shooting attack (8"/d6/2+/3+/-1/1). But... if you never apply Artifacts to a Savage Big Boss, then you don't need to ever take this. So... no downside if you're just giving Artifacts to Wizards? Which you should be doing anyways? Cool.

    Icebone
    Army Ability: Wound rolls of 6 improve Rend by 1. Suddenly those buckets of dice you're rolling translate into giving the army actual Rend! Mind that some armies ignore rend entirely, and others ignore Rend 1, but hey, it's an army wide damage buff for just being there. Dope.
    Command Ability: End of Combat Phase, a unit of Boarboys (including Maniaks) can make a retreat move, and the unit(s) they retreat from have a -2 to charge. Insane. 1 CP gets an extra turn of movement (snag objectives, create new screens, etc), but also has really good combo with Gorkamorka's Warcry - since the player whose turn it is decides the order in which simultaneous things happen, at the End of Combat Phase, you can just retreat before a unit affected by Warcry gets to go. Maniaks run in, smash face, and then peace out.
    Command Trait: A Maniak Weirdnob General must take this, they get +2" move and +1 to hit/wound for the mount. But again... if your General isn't a Maniak Weirdnob, then you get to ignore the requirement and take a regular Command Trait. Unless they Errata it, you can just ignore this.
    Artifact: First Hero to get an Artifact must take it, 18" +1 Bravery bonus. Can't skip it, but it's actually good, so it's not even a huge downside.

    Drakkfoot
    Army Ability: You get to ignore Ethereal and any Shrug Saves. Ethereal barely matters, since the only things with Rend are Big Stabbas and Heroes, so most units don't even notice it. But the second part basically says "**** Nurgle, DoK, Fyreslayers, Death, Phoenix Guard, etc". If those are ubiquitous in your meta, take Drakkfoot and collect tears. If they aren't taken, well... probably skip this Clan.
    Command Ability: After an enemy Wizard casts, you can use this to make a unit of 10 models Unbind like a Wizard, add 1 to the roll if they have 20. It's... ok if you run out of Unbinds, but you probably won't?
    Command Trait: Your general doesn't get a trait. Instead, all Wizards replace Arcane Bolt with Fireball - CV5, enemy unit within 18" takes 1 MW if it's a single model, d3 MW for 2-9 models, d6 MW if it's 10+ models. I mean yeah that's a good spell, but it's a hefty trade for a Command Trait.
    Artifact: First Hero to get an Artifact must take it, successful Warpaint saves reflect a MW to an enemy within 1". It's bad.

    Bonegrinz is excellent if you want to go heavy on volume of melee attacks and trap your enemy. Probably something like a heavy Brutal Rukk.
    Icebone looks great for an all-around army, as the Ability is useful everywhere, the CA has some real tricks, and the Artifact isn't even half bad. Unless you desperately want to take a different Artifact, they might just be a default.
    Drakkfoot as said is just meta dependent. The CA, Trait, and Artifact are bad, but it's worth it if you want to make shrug save armies cry or throw Big Stabbas into Ghosts.


    Spoiler: Battalions
    Show
    Brutal Rukk: Big Boss, 2-5 Savage Orruks or Savage Boarboys. Units close to the Big Boss can Run and Charge. Good mobility for Savage Orruks, and can be a big chunk of your army in one drop.
    Kop Rukk: 2-5 Wardokks, 2-5 Morboys. If a Wardokk is near 2 units from the Battalion with at least 10 models, it can cast Fists of Gork from the Prophet Warscroll. Meh, unless you really are going heavy on Morboys.
    Kunnin Rukk: Big Boss, 2-5 Savage Orruks or Arrowboys, units in max of 20. One unit near the Boss can Move or Shoot in the Hero Phase. Very powerful ability, but the size limit hurts a lot. Both of those units want to be 30, and aren't great buff targets at 20, especially once they start taking losses. I bet there's a build where you take 3 or 4 units of 20 Arrowboys and play MSU shooty stuff that occasionally gets extra shooting, but unbuffed Arrowboys are pretty mediocre.
    Snaga Rukk: Maniak Weirdnob, 2-5 Maniak Boarboy units. Boarboys can reroll charges while near the Weirdnob. If you're already taking 2+ Maniak units, probably just take this.
    Teef Rukk: Big Boss, 2-5 units of Big Stabbas. +1 to attack for Big Stabbas near the Boss. Cool.

    Big Rukk: Prophet + 3-5 of the other Battalions. Reroll Warpaint for everything. That's really good, but the amount you spend getting there is too much (minimum 440 on Battalions alone, not counting units).

    They're all alright buffs, though all on the expensive side. None of them will get you to super low drops, but if you're already taking the units, consider the respective Battalion I guess. None of them are super worth building around.


    Spoiler: Units
    Show
    Heroes:
    Wurrgog Prophet: Cast/unbind 2 Wizard with 7 wounds. -1 to hit in combat, 4+ extra CP per turn, and a pretty good horde clearing spell. You're always going to have one imo.
    Savage Big Boss: He's pretty good in combat with 7 attacks, and a nearby unit fights immediately after him, so that's nice. His CA gives a unit exploding 6s in combat only, so you'll probably bring one to pal around with a unit of Savage Orruks or Big Stabbas, but he's not super insane otherwise.
    Maniak Weirdnob: Mounted Wizard, quite fast. Can reroll one cast/unbind/dispel attempt per turn, and has a spell that gives a friendly unit exploding 6s. Only way to give it to Arrowboys, and stacks with the Big Boss's or Bonegrinz CA, so you'll pretty much always have one if not two.
    Wardokk: A Wizard without a baseline spell, but can dance for extra bonuses. Pick an ability: give a friendly unit +1 to save, +1 to cast, or heal d3 wounds. All need a 3+ to go off. Very good force multipliers for casting, and cheap Wizards for Lore Spells.

    Bonesplitterz Battleline:
    Savage Orruks: A solid basic unit. With the max size discount, you get relatively cheap high wound count with Warpaint that get 3 attacks per model as long as they're above 15. Always take Spears to fight in 2 ranks, the +1 wound on Chompas doesn't math out unless you're running minimal unit sizes (but you always want big blobs).
    Arrowboys: Also want to be in big units, 3 shots per model when above 15 models. Their damage output is only ok unbuffed, but get them Brutal Beast Spirits, Bone Spirit, and use a CP on Volley Fire, and they start shredding things. Still, a unit won't be tabling the game by themselves, but excellent for thinning out ranks to charge into afterwards, or clearing chaff screens away.
    Morboys: Basically Savage Orruks with Chompas that lose the 5+ combat shields and gain an extra attack baseline. They also get +1 hit for the rest of the game once an enemy Monster dies, which is great sometimes and completely useless against other armies. For the same price as Savage Orruks and no 2" option or max size discount, I'd rather take the SOs, unless you're running min 10 man units.
    Savage Boarboys: Not great by themselves, but great for screening and moving fast to contest objectives/tie up small units. Like Savage Orruks, Spears > Chompas so you can fight from a longer range, though Chompas aren't bad since these will often just be run in min units of 5.
    Boarboy Maniaks: 5 attacks per rider at 5 models or above makes up for the lack of a 2" weapon. A unit of 10 of these will dump out enough dice to make any true Orruk shed a tear. Hit them with some buffs and use Icebone and you have a unit that can chew through basically any enemy on the charge.

    Other:
    Savage Big Stabbas: With 3 attacks each at 3"/3+/3+/-2/d3 (d6 vs Monsters), a unit of 4 or more will basically explode anything they touch. These guys can Run and Charge baseline, so hitting them with Brutal Beast Spirits and Breath of Gorkamorka can really turn them from a slow 5" move punchy unit to something that flies across the board like a cruise missile at target of choice. If you're planning on buffing them at all, big units are better, but spamming out units of 2 or 4 can also be pretty useful for providing threats across the board.

  11. - Top - End - #1391
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    Default Re: Age of Sigmar: Points and Handbooks

    WRONG: Turns out, in AoS, 'Allocating Wounds', is the same as 'Allocating Damage', which is not the way that 40K does it. That being said, a Retinue in AoS is now way less valuable than I had originally thought, because the General has to have already made their saves before the Retinue save is made. Which basically means that any Cities General with 6 or less wounds that isn't a Warden King (3+ Save) or an Annointed (Ignore Wounds [4+]), is...Less good than those models. Rather than a Retinue effectively giving a General a literal meat shield, a Retinue, instead, gives a General with 6 or less wounds, effectively ~50% more wounds. So it doesn't matter what the Armour Save is on the Retinue, because you've already rolled saves. In actual fact, what matters is that the Retinue unit is cheap...So it turns out that Ironbreakers and Eternal Guard are actually the worst Retinues.

    ...That being said, I can now safely compare every foot-General to a Warden King or Annointed, and I can stop downrating big bois-as-Generals 'cause turns out Retinues aren't that important. The actual important part of having a General with 6-or-less Wounds in the Adjutant for the potential of +1 CP per turn. Especially since Battalions are divided by Cities for some reason, which means that you kind of only get 1.
    That being said, are there any Stormcast, Sylvaneth or Kharadron Battalions that have a low unit count that you could jam into a Cities army?

    Spoiler: Leader-Behemoths
    Show
    Freeguild General on Griffon: A 15" Move before Wounds isn't the fastest Move in the book, but it's still very fast. If you decide to give your...Dude...(The problem is that 'General' means something pretty specific in AoS) a Shield, his Save becomes 3+, which is the best Save for a <Monster Hero> that you can get in this book. If you don't give him a Shield, he gets +1 to Run and Charge rolls, which also has something to be said for it, especially if you're on a Battleplan with set ups being 24" apart...However with GH'2019, that's...Not common. If your meta is full of models with 4+ or worse saves, take the Runefang Sigmarite Runesword. If you Charge, the Greathammer and the Lance are basically the same against models with 3+ or better saves. If you don't like making Charges with your Griffon for no apparent reason, take the Hammer. The Griffon also hands out -1 Bravery to your opponent's models, so that's neat. Command Ability; A friendly <Freeguild> unit within range gets +1 to Charge, and +1 to hit in the following Combat phase. At 320 Points, this guy...Isn't great. Perhaps insultingly, the General-on-Foot has a better sword, and it isn't even made out of magic.
    The only real reason to take this dude is if you have a Battalion that needs him, or you really, really, really want Greatswords as Battleline (which is fair enough). Otherwise, you could've have made a Homeless Wizard, instead. The joke is, that even if you spent a Command Ability for this guy to give himself +1 to hit...The Battlemage is still better vs. models with bad Armour saves. Whilst the Lance and Hammer are actually okay...But, remember, that's only if you spend a Command Ability to do it. As previously mentioned, he only works in a Battalion where you have those CPs to spare.

    Battlemage on Griffon: Cities of Sigmar are in Aqshy and Ghyran. This dude comes from Ghur, with no pants and shirt, and a huge ****-off Griffon, and he heard you need help against Chaos. Whilst the Battlemage isn't as hitty in combat as the Freeguild General, the Griffon, however, has double the Beak attacks and gets extra hits on 6s. So, yeah. The dude on top isn't as good, but the Monster on the bottom, is way better...And for 20 Points less. As for the Homeless Wizard, he casts/unbinds once per turn. Coming from Ghur, he gets +1 to cast in that Realm, and also comes stock with Wildform, which is only CV5, and can be cast on any friendly unit for +2 to Run and Charge, which is really good. He also comes with a laser beam; CV7. 18". Draw a line up to range, long, and each unit (friendly and enemy) under the line, and roll a 2+, take D3 Mortal Wounds. The fact that Amber Spear can hit friendly units, makes it...Not great. But that's why you can make the line up to range, so you can actually pick how long the line is, and like...Not hit your own units. But, given that you're a Cities Wizard, you're better off, really, trying to cast one of the City spells or trying to drop an Endless spell. Very strong model.

    Luminark of Hysh: Hands out an aura of Ignore Wounds (6+), which is pretty good, also <Collegiate Wizards> within 12" have +1 to Unbind. However, the real reason to pick up the Luminark is for the laser beam. It's exactly the same as the Homeless Wizard's Amber Spear. But it's not a spell. It just happens, instead of CV7, and the roll to deal Mortal Wounds gets worse as it degrades. For ~200 Points, it's not terrible. But if you're Doing a Thing, then you can give all the dudes in your army Ignore Wounds (6+), and also dish out Mortal Wounds for 'free'.
    • White Battlemage: Add <Hero> and <Wizard> Keywords to the model, add 60 Points and become a Leader, too. Despite not being a <Monster>, it's still a Wizard Wagon and you do lose Look Out, Sir! Anyway, as a White Battlemage, you get +1 to cast if you're in Hysh, and you pick up Pha's Protection; For CV5, pick a friendly unit within range and your opponent has -1 to hit against it. Additionally, the model's unique spell, is Burning Gaze; CV6. Deal D3 Mortal Wounds. x2 if the unit has 10+, x3 if the unit has 20+. Interestingly, the spell gives a multiplier, rather than extra dice (i.e; It's D3*2, not 2D3), so that's something to look out for.

    Celestial Hurricanum: The other half of the kit. This model gives <Collegiate Wizards> within range +1 to Cast, which is very different, and instead of handing out Ignore Wounds, it hands out +1 to hit. Which is far more useless, because if you want +1 to hit, there are generally way better ways of doing it in this 'Tome. That being said, it's not nothing. Instead of a laser beam, the Hurricanum shoots, well, hurricanes. Instead of doing D3 Mortal Wounds to multiple units, Storm of Shemtek does a lot of Mortal Wounds (up to 3d3) to a single unit. Which makes it amazing for simply just annihilating enemy <Heroes> because you hit on a 2+, without actually rolling to hit.
    • Celestial Battlemage: Become a <Wizard Hero>, except same as before, lose Look Out, Sir!. Same as before, it's basically a cheaper Battlemage for only +60 Points. This Wizard is a cool Wizard, who comes from Azyr, so he gets +1 to cast, there, and picks up Chain Lightning; Deal Mortal Wounds to an enemy unit, then roll a 4+ against each enemy unit within 6" of that unit, and they take Mortal Wounds too. However, the Hurricanum's unique Spell, is Comet of Cassandora; CV6. 18". Roll 2d6 against the target's Movement. If you don't beat it, D3 Mortal Wounds, if you do, D6. With luck, you're now dealing 3D3+D6 Mortal Wounds to a single Hero and now your opponents will need to bring Wizards of their own, or lose their Heroes every turn.

    Steam Tank: Casual Trap for Noobs Alert! A Steam Tank is...Not Good! For 200 Points, you'd better be spitting out Mortal Wounds and huge force multipliers like the Wizard Wagons do. This? It's a Cannon on wheels, which means that you get to pay points to miss. The Steam Gun looks good, except it has no Rend and only does 1 Damage a pop. Total trash. By rolling 2d6 and rolling over the amount of Wounds on this model, you get +2 Move and you get an extra 2 Attacks on the Steam Gun...Not better. If you roll less than the amount of Wounds you've taken, take D3 Mortal Wounds. You stole fizzy lifting drink. You get nothing. Good day, sir! The only way that this unit works is if you play <Greywater Fastness>, have a Runelord, and have a Cogsmith for every Steam Tank in your army making sure that they don't die.
    • Commander: For +50 Points, you get the <Hero> Keyword and become a Leader, but lose Look Out, Sir! anyway. Adding in a Commander gives you an extra two guns to shoot with, which don't really do anything. But, now in the Hero phase, you get to heal D3 Wounds, which is always fun in a <Living City> army, because nothing says 'City of the Wilds' like a huge god-damned Tank with a Cogsmith behind it. Also, gain Command Ability; All <Steam Tanks> within 6" have +1 to hit vs. a single enemy unit. Hooray. Giving them +1 to hit makes them almost playable! ****. GW even spruiks that Commanders make Steam Tanks Battleline!? Keep throwing away all of your points on terrible models that don't work. Sounds good!

    Sorceress on Black Dragon: Always take the Darkling Sword. Always take the Witch Lash. The Witch Rod is a huge waste of time because it's only one Attack. The Dragon, of course, is better than a Griffon...But not better than a two-headed Griffon. Go figure. The Sorceress can remove a <Darkling Coven> model within 3" to gain +2 to cast that turn so that's neat, and her spell is Bladewind; CV6. 18". Target an enemy unit and roll 9 dice. If the roll is lower than the unit's Save value, they take a Mortal Wound. If an enemy unit has a low save, you shouldn't really need Mortal Wounds to take 'em out...Let alone a maximum of only 9. Which is on top of the Dragon's breath weapon, which is pitifully low range...Roll a 6 for each model in the enemy unit, and they take a Mortal Wound. Command Abilities; First, as an Aelf, you can command a <Darkling Coven> unit to Run and shoot and/or Charge in the same turn. Second, you can make a <Darkling Coven> unit re-roll 1s to wound in the Combat phase. This chick is...Not great. Next. Dragon!

    Dreadlord on Black Dragon: The Lance is obviously the best weapon when you Charge. Your off-hand choices on the Dreadlord are Shield or Repeater Crossbow. I don't know about you, but when you're sitting on a Dragon, a Repeater Crossbow is kind of irrelavent. Pick up the Shield for a 3+ save which will help you a lot. This guy's Dragon table is...Different. The Fearsome Jaws are more effective, for longer, but, they don't stand the game wounding on a 1+...Unless...Command Ability; All <Order Serpentis> units within range gain +1 to wound in the Combat phase. Which is a very strong ability, especially when combined with Drakespawn Knights...Which is kind of the point. Unfortunately, GW's idead of Anvilgard isn't spamming of Scalies, but dumb stuff with Scourge Privateers.
    All-in-all, running the Dreadlord on Black Dragon locks you into running a lot of <Order Serpentis> units, because the Command Ability gets better, the more you have. This is very antithetical to how a Cities army wants to play, being that you want to cherry-pick the best of everything and locking yourself to a single 'sub-faction' is a bad idea.

    Frostheart Phoenix: These guys, unridden are just as good in combat as an unbuffed General-on-Griffon. Gross. Not only are their massive amounts of good attacks...Well, good. Like Wizard Wagons, they also force multiply pretty hard. If a friendly <Wizard> casts one or more spells whilst within 12", the Coldboi gains +1 Save until your next turn. But, more importantly, all Melee attacks by enemy units have -1 to wound whilst inside the Blizzard aura, which is so stupidly strong it's not even funny.
    • Annointed: Gain the <Hero> Keyword and become a Leader for +100 Points. In addition to the +1 Save ability, the Annointed gives the Phoenix Ignore Wounds (4+), which is ridiculously strong, and, even though it's not the best in Combat where it belongs, an Annointed-on-Phoenix is the strongest <Hero Monster> in the book for the sole reason that it simply doesn't die. Throw it into a <Living City> army and you're laughing. Who even needs <The Phoenicium> Battalion when <Living City> does the exact same thing for free. Command Ability: <Phoenix Temple> units re-roll to wound in the Combat phase...Would you take Phoenix Guard in a Living City army? ...Why not?

    Flamespyre Phoenix: The Hotboi has a way worse attack profile, but it also costs 20 Points less. Does the math check out...Only if you're dealing Mortal Wounds and rolling-to-live. Same as the other Phoenix, it gets +1 Save if a <Wizard> does Wizard-things. However, this guy is much more difficult to use as it doesn't just hand out a Blizzard. Instead, every time you make a normal move, roll a 2+ for one enemy unit you Flew over. That unit takes a fixed number of Mortal Wounds, starting at 5. This is a very good, albeit tricky, ability to use, since handing out Mortal Wounds on a 2+ is always good. Not only that, but here's the kicker...When this model dies the first time...Roll a 4+...Get back up with full wounds. WHAT!? Living City, go!
    • Annointed: Same as before. Hero, Leader, +100 Points. Add a pretty decent Halberd attack, and gain the same Command Ability as before. So, now the Flamespyre Phoenix has a 3+ Save, Ignore Wounds (4+), and 50% of the time will get back up after it dies. Which is in addition to any Healing Spells or Abilities you've used throughout the game. A Flamespyre Phoenix might not be as strong as a Two-Headed Griffon, or even as strong as its counterpart Coldboi Phoenix. But it has the potential to be trolly-as-****, and that makes it one of the best Generals in the whole book. Especially in a Living City army.
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  12. - Top - End - #1392
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    Default Re: Age of Sigmar: Points and Handbooks

    No Sylvaneth, KO or SCE battalions in Cities unless used as allies. Yes, you can include Sylvaneth, Ko or SCE in cities and have them gain the city keyword, but that doesn't mean battalions get them as well.

    Steam Tanks suffer from the same problem as the KO boats. Only a single shot with the big cannon which sucks. I hoped they would have learned by now.

    Caveat on the cities overview: Hallowheart Wizards know two spells from the lore, which can be useful.
    Quote Originally Posted by Celestia View Post
    The British conquered the world in search of spices and then decided to use none of them.

  13. - Top - End - #1393
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    Default Re: Age of Sigmar: Points and Handbooks

    Quote Originally Posted by PraetorDragoon View Post
    No Sylvaneth, KO or SCE battalions in Cities unless used as allies. Yes, you can include Sylvaneth, Ko or SCE in cities and have them gain the city keyword, but that doesn't mean battalions get them as well.
    Is that because other 'Tomes have Battalions restricted by army, same as Cities does? ...In which case that's real dumb.

    Anyway, more Cities stuff...

    Spoiler: Humans
    Show
    <Freeguild>

    Freeguild General on Griffon: A 15" Move before Wounds isn't the fastest Move in the book, but it's still very fast. If you decide to give your...Dude...(The problem is that 'General' means something pretty specific in AoS) a Shield, his Save becomes 3+, which is the best Save for a <Monster Hero> that you can get in this book. If you don't give him a Shield, he gets +1 to Run and Charge rolls, which also has something to be said for it, especially if you're on a Battleplan with set ups being 24" apart...However with GH'2019, that's...Not common. If your meta is full of models with 4+ or worse saves, take the Runefang Sigmarite Runesword. If you Charge, the Greathammer and the Lance are basically the same against models with 3+ or better saves. If you don't like making Charges with your Griffon for no apparent reason, take the Hammer. The Griffon also hands out -1 Bravery to your opponent's models, so that's neat. Command Ability; A friendly <Freeguild> unit within range gets +1 to Charge, and +1 to hit in the following Combat phase. At 320 Points, this guy...Isn't great. Perhaps insultingly, the General-on-Foot has a better sword, and it isn't even made out of magic.
    The only real reason to take this dude is if you have a Battalion that needs him, or you really, really, really want Greatswords as Battleline (which is fair enough). Otherwise, you could've have made a Homeless Wizard, instead. The joke is, that even if you spent a Command Ability for this guy to give himself +1 to hit...The Battlemage is still better vs. models with bad Armour saves. Whilst the Lance and Hammer are actually okay...But, remember, that's only if you spend a Command Ability to do it. As previously mentioned, he only works in a Battalion where you have those CPs to spare.

    Freeguild General: 3 Attacks, 3+/3+/-2 for D3 Damage, and a 6 to hit does a Mortal Wound in addition to Mortal Wounds. This guy is extremely good. But he's even got Abilities that go with his phenomenal weapon. First, he gives +1 Bravery to <Freeguild> units, which is kind of important. But then, Command Ability; 3 <Freeguild> units within 18" gain +1 to hit and wound, if they don't move or Charge. This is a very, very powerful Command, but only for certain units...That is, Freeguild Crossbowmen, Handgunners and Guard-with-Spears. Not moving or Charging with 3 units obviously screams <Hammerhal>, so there you go. But, in reality, any City will do just fine with three units of Crossbowmen or Handgunners, and because they're Freeguild units, you know they're cheap, and they're always Battleline, regardless of what your General is. So a regiment of Freeguild will never go out of style.

    Demigryph Knights: Despite appearances, they are only the second-best cavalry unit in the book. However, being <Freeguild>, they're eligible to be buffed by the General on Griffon, and if you're running the General on Griffon, and Demigryphs, you'd better be running the Hammerhalian Lancers Battalion...And that's all there is to say. Really good, really strong unit that only gets better if you use them the way that the 'Tome clearly wants you to use them.
    Conditional Battleline; If your General is <Freeguild>. Obviously.

    Freeguild Greatswords: The best <Freeguild> unit. 2 attacks per model at 3+/3+/-1 is solid enough, but, they actually get +1 to hit when within 18" of a <Freeguild Hero>, so now they're hitting on a 2+...In addition, they - like the General - do Mortal Wounds on a 6 to hit, and still continue the attack. Any unit that can do Mortal Wounds whilst churning out 60 Attacks - before casualties - is going to be one of the best units in the book, that's actually easy to use and doesn't require complicated nonsense. 420 Points for 30 models is still a lot, though. But maybe that's the point?
    Conditional Battleline; If your General is <Freeguild>. Well, you can run the very expensive Griffon, on top of the unit that's already 420 Points. Or, you can run the General-on-foot, and miss out on that sweet Command Ability because you're too busy Charging. Then again, the limitation on the range of '+1 to hit' is 18", which is pretty far. Even then, that's not important and there will never be a Cities army that couldn't use a 30-blob of Greatswords.

    Freeguild Guard: See Core Battleline. These guys don't really get a whole lot of benefit out of anything. They should already be starting the game with a 2+ to hit, so either of the Generals' abilities don't really help them at all.

    Freeguild Outriders: Their main weapon hits on a 5+. Next.
    Conditional Battleline; <Tempest's Eye>. Still no.

    Freeguild Pistoliers: There we go. The 9" range on the Pistols doesn't really matter 'cause you've got a 12" Move. The unit also shoots when it Charges, which makes it a fairly potent melee unit as well. Fairly strong unit, and they're cheaper than Demigryphs, so you can run them on a budget. Which is good if you're playing <Tempest's Eye> 'cause at least you can fit in that huge Griffon without hemorrhaging too many points.
    Conditional Battleline; <Tempest's Eye>. Yep. That's the Battalion.

    Freeguild Handgunners & Crossbowmen: See Core Battleline. Works even better 'cause the General-on-Foot is handing out +1 to hit and wound if you don't Move, and Moving is exactly what Handgunners and Crossbowmen don't want to be doing.

    <Devoted of Sigmar>

    Flagellants: Being as cheap as Freeguild Guard with way more attacks makes them the best Melee unit in the book...Provided you start with a full 40-blob and you can somehow manage to carefully moderate how many models somehow manage to die in your turn in the same turn that you Charge... You somehow have to manage to convince your opponent to attack you first, even though you Charged, and make sure that they only manage to remove exactly 5 models per turn, and then you have to try and fail a Battleshock test on purpose, and...Yeah. It's a very tricky unit to use, and most of the time, you'll be way better off with the Guard. Never, ever take this unit, unless they're Battleline...
    Conditional Battleline; Your General is <Human>. Which basically means that your General can be a Battlemage, and you get that sweet Battleline Flagellants. That being said, Freeguild Guard are always Battleline and what are you even doing?

    <Collegiate Arcane>

    Battlemage: Acane Bolt, Mystic Shield, City Spell (or two!) and Warscroll spell means that City Wizards know a lot of Spells. That being said, Battlemages come from all over the Realms to help out the Cities of Sigmar. Depending on where your Battlemage is from, determines what Realm they get +1 to cast in, and it also determines their signature spell:
    • Chain Lightning (Azyr); CV6. 18". Enemy unit takes D3 Mortal Wounds, and roll a 4+ for each other enemy unit within 6", and they take D3 Mortal Wounds, too. Nice AoE spell. But a Celestial Hurricanum does the same thing and more besides.
    • Fireball (Aqshy); CV5. 18". Damage dealt depends on number of models in the target unit. 1 = 1 Mortal Wound (lame), 2-9 = D3 Mortal Wounds, 10+ = D6 Mortal Wounds. All things considered it's a really lame spell. There are way better ways to do Mortal Wounds with Spells than this garbage. Besides, who wants a Wizard that comes from Aqshy? That's where your Cities already are.
    • Mystifying Miasma (Ulgu); CV4. 18". Target unit can't Run, and gets -2 to Charge until your next turn. Solid debuff for only CV4.
    • Pall of Doom (Shyish); CV6. 18". Target unit has -2 Bravery. Pass.
    • Pha's Protection (Hysh); CV5. 18". Target enemy unit has -1 to hit. Decent. But, a Luminark of Hysh, has the option of bringing a discounted Hysh-Mage as does more besides.
    • Shield of Thorns (Ghyran); CV5. 18". Any enemy unit that finishes a Charge move within 3" of a target friendly unit, takes D3 Mortal Wounds.
    • Transmutation of Lead (Chamon); CV7. 18". Target enemy unit halves their Move. In addition, if the unit has a 4+ or better Save, your entire army re-rolls 1s to hit against them until your next turn. Boom city. A fairly solid addition to any Cities army because this Spell is just so effective because it force multiplies your entire army against some of your opponents' stronger units. Wow.
    • Wildform (Ghur); CV5. 12". +2 to Run and Charge rolls. Nice. A Battlemage on Griffon comes from Ghur and so has this spell.

    Battlemage on Griffon: Cities of Sigmar are in Aqshy and Ghyran. This dude comes from Ghur, with no pants and no shirt, and a huge ****-off Griffon, and he heard you need help against Chaos. Whilst the Battlemage isn't as hitty in combat as the Freeguild General, the Griffon, however, has double the Beak attacks and gets extra hits on 6s. So, yeah. The dude on top isn't as good, but the Monster on the bottom, is way better...And for 20 Points less. The Homeless Wizard, casts/unbinds once per turn, and coming from Ghur, he gets +1 to cast in that Realm like a normal Battlemage. So he comes stock with Wildform (above) which is really good. He also comes with a laser beam; CV7. 18". Draw a line up to range, long, and each unit (friendly and enemy) under the line, and roll a 2+, take D3 Mortal Wounds. The fact that Amber Spear can hit friendly units, makes it...Not great. But that's why you can make the line up to range, so you can actually pick how long the line is, and like...Not hit your own units. But, given that you're a Cities Wizard, you're better off, really, trying to cast one of the City spells or trying to drop an Endless spell. Very strong model.

    Luminark of Hysh: Hands out an aura of Ignore Wounds (6+), which is pretty good, also <Collegiate Wizards> within 12" have +1 to Unbind. However, the real reason to pick up the Luminark is for the laser beam. It's exactly the same as the Homeless Wizard's Amber Spear. But it's not a spell. It just happens, instead of CV7, and the roll to deal Mortal Wounds gets worse as it degrades. For ~200 Points, it's not terrible. But if you're Doing a Thing, then you can give all the dudes in your army Ignore Wounds (6+), and also dish out Mortal Wounds for 'free'.
    • White Battlemage: Add <Hero> and <Wizard> Keywords to the model, add 60 Points (noting that a standard Battlemage is 90) and become a Leader, too. Despite not being a <Monster>, it's still a Wizard Wagon and you do lose Look Out, Sir! Anyway, White Battlemage, means Hysh, like the name of model. Derp. You get +1 to cast if you're in Hysh, and you pick up Pha's Protection (above). Additionally, the model's unique spell, is Burning Gaze; CV6. Deal D3 Mortal Wounds. x2 if the unit has 10+, x3 if the unit has 20+. Interestingly, the spell gives a multiplier, rather than extra dice (i.e; It's D3*2, not 2D3), so that's something to watch out for.

    Celestial Hurricanum: The other half of the kit. This model gives <Collegiate Wizards> within range +1 to Cast, which is very different, and instead of handing out Ignore Wounds, it hands out +1 to hit. Which is far more useless, because if you want +1 to hit, there are generally way better ways of doing it in this 'Tome. That being said, it's not nothing. Instead of a laser beam, the Hurricanum shoots, well, hurricanes. Instead of doing D3 Mortal Wounds to multiple units, Storm of Shemtek does a lot of Mortal Wounds (up to 3d3) to a single unit. Which makes it amazing for simply just annihilating enemy <Heroes> because you hit on a 2+, without actually rolling to hit.
    • Celestial Battlemage: Become a <Wizard Hero>, except same as before, lose Look Out, Sir!. Same as before, it's basically a cheaper Battlemage, if you were already planning on taking the Wagon in the first place. This Wizard Wagon comes from Azyr, so he gets +1 to cast, there, and picks up Chain Lightning (above). However, the Hurricanum's unique Spell, is Comet of Cassandora; CV6. 18". Roll 2d6 against the target's Movement. If you don't beat it, D3 Mortal Wounds, if you do, D6. With luck, you're now dealing 3D3+D6 Mortal Wounds to a single Hero and now your opponents will need to bring Wizards of their own, or lose their Heroes every turn...Except that you can't even Unbind the 3D3.


    Spoiler: Aelves
    Show
    <Darkling Coven>

    Sorceress on Black Dragon: Always take the Darkling Sword. Always take the Witch Lash. The Witch Rod is a huge waste of time because it's only one Attack. The Dragon, of course, is better than a Griffon...But not better than a two-headed Griffon. Go figure. The Sorceress can remove a <Darkling Coven> model within 3" to gain +2 to cast that turn so that's neat. Except going through all the Spells there is one Spell that's higher than CV7 that this lady can take, and that's only CV8, but at least it's a Spell from Anvilgard, you can pick up a Drakeblood Curse while you're at it. Mostly, the +2 to cast is so your Spells don't get Unbound, not that you don't cast them in the first place. Her unique spell is Bladewind; CV6. 18". Target an enemy unit and roll 9 dice. If the roll is lower than the unit's Save value, they take a Mortal Wound. If an enemy unit has a low save, you shouldn't really need Mortal Wounds to take 'em out...Let alone a maximum of only 9. Which is on top of the Dragon's breath weapon, which is pitifully low range...Roll a 6 for each model in the enemy unit, and they take a Mortal Wound. Really good, however, is that she comes with two Command Abilities; First, as an Aelf, you can command a <Darkling Coven> unit to Run and shoot and/or Charge in the same turn. Second, you can make a <Darkling Coven> unit re-roll 1s to wound in the Combat phase.

    Sorceress: Same as before, you can sacrifice a <Darkling Coven> model in your Hero phase to gain +2 to cast. Her unique spell is Word of Pain; CV7. 18". Target unit takes D3 Mortal Wounds and has -1 to hit. Pretty decent debuff on top of an Arcane Bolt. Her Command Ability is the first ability from before; <Darkling Coven> unit can Run and Shoot and/or Charge in the same turn.

    [Insert something about having +2 to cast Empowered Endless spells by removing a 10-Point model]

    Black Guard: You're gonna get compared to Greatswords, and you're gonna lose. Even with the +1 to hit being within 12" of a <Darkling Coven Hero>. Greatswords do Mortal Wounds on a 6 to hit, as well as normal Damage. So, yeah. That sucks. Even with +1 to hit, you're still not as good as dealing Mortal Wounds.
    Conditional Battleline; General is <Darkling Covens>. Ew. Gross. Sorceresses don't have a good enough save to be your General. Don't do it.

    Executioners: Greatswords too stronk. The problem with these models is that sure, they do Mortal Wounds on a 6 to hit...But then the attack ends. Which means that Draichs do Mortal Wounds instead of normal Damage...And Draichs don't even have a Rend value. Like...What even is this unit?
    Conditional Battleline; General is <Darkling Coven>. What? Why? Who cares. This unit is basically insulting to look at because Greatswords do everything Just Better, especially if they stand next to a <Freeguild Hero> who doesn't even need to be the General. What does a Sorceress on Dragon even give you? Rr1 to wound? To one unit? ...No.

    Bleakswords & Dreadspears: See Core Battleline. They're cheap(ish) models to give your Sorceresses +2 to cast when you kill them. But,

    Darkshards: See Core Battleline. ...Can get sacrificed just the same, but can actually do things like contribute to winning the game. Mostly because they're a <Darkling Coven> unit that can actually Shoot which means that they actually get something out of the Command Abilities on the Sorceresses.


    Spoiler: Dipossessed and the Ironweld Arsenal
    Show
    <Dispossessed>

    Warden King: If you're going to run a General on foot, you can't go far past a Warden King, who at least has a 3+ Save and wont die to stray Missile fire. He compares pretty decently to a Freeguild General with his extra attack. But, when it comes to heavier armoured opponents, well, the Freeguild guy occasionally might do a Mortal Wound. Hero phase; If this guy doesn't move, friendly <Dispossessed> within 18" don't take Battleshock. First instinct is that this goes well with <Hammerhal>. But, then again, Hammerhal units in your own territory don't take Battleshock tests in the first place. So try another City. Command Ability; All friendly <Dispossessed> units have +1 melee Attack against a targeted enemy unit. Not bad. The hard part is getting your Dispossessed into Melee in the first place.

    Runelord: The only <Priest> in the 'Tome. He can attempt to Unbind Endless Spells in your Hero phase, as well as normal Unbinding in the enemy Hero phase. In addition, he has +2 to Unbind. Get that **** outta here. As for his Prayers, he's got two. Roll a 2+; A friendly <Dispossessed> unit has Ignore Wounds (6+), or, improves the Rend on their weapons by 1. Pretty solid. Mostly, the whole point of a Runelord is for that sweet Unbinding.

    Longbeards: See Core Battleline. Now you've got a Runelord making their one-handed weapons Rend -1, or, giving them a 3+ save with Ignore Wounds. Which is a pretty huge boost. The Warden King making <Dispos> not take Battleshock at all means the +1 Bravery aura is pointless, and a Runelord is already trying to Unbind Endless spells, and better (with +2). Which leaves you pretty much having re-roll 1s to wound. All the time. Not bad. But still really expensive for a Battleline unit.

    Irondrakes: 3+/3+/-1 is basically Freeguild Handgunners not moving. However, on top of that, if Irondrakes don't move, they get +1 attack. Which means that they output twice the firepower of Handgunners for only half-again the cost. Then again, if you're running Freeguild Handgunners, you almost definitely have a Freeguild General handing out +1 to hit and wound on top of the not moving. So, yeah. The big deal with this unit, however, is that they have a 4+ save, and +1 against Missile weapons. So when it comes to gunline vs. gunline, Irondrakes should almost always come out on top. Against a Melee army? ...Well, Handgunners - and Crossbowmen - get to shoot in the Charge phase.
    Conditional Battleline; <Duardin> General. A Warden King wont help you. A Runelord is decent, and a Cogsmith (see below) doesn't exactly benefit Irondrakes at all. Really, the only reason to ever take Irondrakes is if you're playing <Greywater Fastness>, and even then, most of the time you're going to be better off with Handgunners.

    Ironbreakers: See Core Battleline. *shrug*

    Hammerers: 2 Attacks with 3+/3+/-1. We're back to comparing to Greatswords. Hammers inflict Mortal Wounds on a to wound roll of 6, in addition to normal Damage. And, they don't take Battleshock when near a <Dispossessed Hero>. The reason this works is because <Dispossessed> actually have a Command Ability that works. Not only do Warden Kings hand out +1 Attack, but Longbeards also hand out rr1 to wound...Which means you turn those 1s, into 6s. What did we learn? A fully buffed unit of Hammerers is one of the best units in the 'Tome? ...Yep. It's a shame about that shocking 4" Move. Make sure to be <Tempest's Eye> to pick up that +3" Move on the first Battle Round.
    Conditional Battleline; <Dispossessed> General. If you're taking a unit of Hammerers, you're already taking a Warden King, Longbeards, and possibly a Runelord. Sure. Why not? <Tempest's Eye> doesn't stop you from being <Dispossessed>, and given that Warden Kings and Runelords will always have 6 or less wounds, you can pick up an Adjutant if you want. And then you'll pick up a cheap Retinue of Freeguild Guard and you're all good.

    <Ironweld Arsenal>

    Cogsmith: A <Duardin> model, just in case you wanted to pick up Irondrakes for your Battleline. There's really not a lot to say, except that he heals <Ironweld Arsenal War Machines> for D3 wounds in your Hero phase. He's also an <Engineer>, and that's important for later.

    Gyrocopters: An extremely opponent-dependent model. Always take the Steam Gun. Yeah, the 8" range is a problem. But that's why Gyrocopters have the best Move in the book at 16". You should always be able to shoot something. This model's problem, however, is that it's only as good as the number of models in your opponents' units. The Steam Gun has a number of attacks equal to the number of models within 8" - noting that this is AoS, and you already lose 3" on that because you can't get that close to enemy models. Against a unit of 10, it's barely competent. Against a unit of 30!? Well, now it has 3* the attacks (3+/4+/-1) as before, but it still costs the same points! Interestingly enough, they can come in units of 3, and you even get a discount on the third model. Also, once per game, if it flies over an enemy unit, roll a 2+ and deal D3 Mortal Wounds.

    Gyrobombers: Nope.

    Steam Tank: Casual Trap for Noobs Alert! A Steam Tank is...Not Good! For 200 Points, you'd better be spitting out Mortal Wounds and huge force multipliers like the Wizard Wagons do. This? It's a Cannon on wheels, which means that you get to pay points to miss. The Steam Gun looks good, except it has no Rend and only does 1 Damage a pop. Total trash. By rolling 2d6 and rolling over the amount of Wounds on this model, you get +2 Move and you get an extra 2 Attacks on the Steam Gun...Not better. If you roll less than the amount of Wounds you've taken, take D3 Mortal Wounds. You stole fizzy lifting drink. You get nothing. Good day, sir! The only way that this unit works is if you play <Greywater Fastness>, have a Runelord, and have a Cogsmith for every Steam Tank in your army making sure that they don't die. Except that's going to be a lot of Leaders that you don't have.
    Conditional Battleline; Your General is a <Steam Tank Hero>...Oh God no...
    • Commander: For +50 Points, you get the <Hero> Keyword and become a Leader, but lose Look Out, Sir! anyway. Adding in a Commander gives you an extra two guns to shoot with, which don't really do anything. But, now in the Hero phase, you get to heal D3 Wounds, which is always fun in a <Living City> army, because nothing says 'City of the Wilds' like a huge god-damned Tank with a Cogsmith behind it. Also, gain Command Ability; All <Steam Tanks> within 6" have +1 to hit vs. a single enemy unit. Hooray. Giving them +1 to hit makes them almost playable! ****. GW even spruiks that Commanders make Steam Tanks Battleline!? Keep throwing away all of your points on terrible models that don't work. Sounds good! For what it's worth, a Steam Tank Commander is <Human>, so you can pick up Flagellants as Battleline...Except that you already have Freeguild Guard as Battleline.


    Helblaster Volley Gun: 4+/3+/-1 would be okay, if the thing was 120 Points. Anyway, choose how many shots you want, 1d6, 2d6 or 3d6. If you roll a double at all, not only do you not shoot this turn, but you take a Mortal Wound as well.3 An <Ironweld Arsenal Engineer> (i.e; A Cogsmith) will let you re-roll any dice you want. Overall, a very finnicky unit that isn't even as good as Freeguild Crossbowmen. The only way this model is even remotely worth it, if it's <Greywater Fastness> inside the Battalion.

    Helstorm Rocket Battery: Looks like GW forgot to make Artillery good. At a nice 5+/3+/-2 doing D3 Damage...It'd be really really good if it had more than 3 Attacks for 130 Points. If all attacks are against the same target, you get +1 to hit, and an <Ironweld Arsenal Engineer> within 3" gives rr1 to hit. So...It's pretty bad. Unless it's <Greywater Fastness> in a Battalion, shooting twice on Turn 1...But then what's it doing every other turn?

    You must bring a Lord Ordinator (Stormcast) to make the 'Hel-' weapons worth anything at all.
    Last edited by Cheesegear; 2019-10-12 at 07:05 AM.
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  14. - Top - End - #1394
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    Default Re: Age of Sigmar: Points and Handbooks

    Is that because other 'Tomes have Battalions restricted by army, same as Cities does? ...In which case that's real dumb.
    Its because the battalions count as the army the book is in, this is why Legions of Nagash would need to ally in Nighthaunt battalions.
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    Quote Originally Posted by PraetorDragoon View Post
    Steam Tanks suffer from the same problem as the KO boats. Only a single shot with the big cannon which sucks. I hoped they would have learned by now.
    I think it's a feature. In AoS, Heroes can be targeted, which means that ranged attacks that do multi-Damage need to be pretty terrible if you're going to be allowed to put them on the board. That's also why the Battleplans have Territories 9" apart. It's so gunlines get neutered. In early AoS, I remember my Cannons doing 2d6 Damage vs. single models. I also remember when Look Out, Sir! first became a thing, thinking that I would gladly take -1 to hit, if I can still do 2d6 Damage to a Hero on Turn 1. The solution was simply to remove Cannons altogether (and the models sucked). I get it.

    What...Annoys me...Is that knowing that ranged attacks that do multi-damage will always have not good to hit rolls, why would GW try to convince people that Steam Tanks being Battleline is something to give a **** about? Is it 'cause it's a model that costs $100 that GW can't sell outside of disingenuous marketing-for-pre-orders? 'Cause certainly no-one with the actual 'Tome-in-hand will ever touch a Steam Tank...Not when a Wizard Wagon can do 3D3 ranged Mortal Wounds to a Hero without even rolling to hit (so Look Out, Sir! doesn't even process)...Why GW didn't market that, I don't know.
    Last edited by Cheesegear; 2019-10-12 at 08:27 PM.
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  16. - Top - End - #1396
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    Soo... The local Kill team league is going to try Warcry. I'm on the fence about playing, not having any familiarity with Agoe of Sigmar. I've struggled to get a good sense for what the game is like. Has anyone tried it?
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    Default Re: Age of Sigmar: Points and Handbooks

    Quote Originally Posted by Squark View Post
    Soo... The local Kill team league is going to try Warcry. I'm on the fence about playing, not having any familiarity with Agoe of Sigmar. I've struggled to get a good sense for what the game is like. Has anyone tried it?
    I've heard very positive things about it, though not played it myself. Several warbands are doable with a single box - Ironjawz, Bonesplitterz, Gitz, some loadouts for Daughters and Stormcast.
    Last edited by LeSwordfish; 2019-10-16 at 02:10 PM.
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    I've heard the same, plus the Warcry exclusive bands are beautiful models.
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    Quote Originally Posted by Squark View Post
    Soo... The local Kill team league is going to try Warcry. I'm on the fence about playing, not having any familiarity with Agoe of Sigmar. I've struggled to get a good sense for what the game is like. Has anyone tried it?
    The game is extremely fun, fast, and easy to pick up. There's not a huge amount of depth to it, but that's not what it's designed for (play Underworlds for that imo).

    It's like Kill Team in force size and board size, but the similarities end about there.

    Warcry features alternating activations, with each fighter being able to do two actions per activation (Move, Attack, Retreat, Recover). Alternate until players run out of fighters to activate. Mobility is a huge part of the game, there are intuitive rules for climbing over terrain, jumping, climbing, etc. Makes the battles feel very dynamic.

    Attacking is extremely straightforward, you roll a number of dice, comparing Strength to Toughness, and deal damage, extra damage on 6s for crits. No hit/wound/save paradigm, so the damage can be extremely swingy. While this does (in my opinion) prevent the game from being very competitive in any way, it makes it nice and straightforward.

    The most interesting part of the game is the Ability and Initiative system, which are intertwined. At the start of each turn, each player rolls 6 dice. The number of dice with no matches (singles) are added up, and whoever has the most has initiative for that turn, meaning they choose who activates first (a small bonus since you still alternate, though occasionally quite important). Any dice that show multiples (doubles, triples, quadruples) are used to activate abilities in the game, granting extra movement, attack dice, damage, or other more factional abilities like Necromancers resurrecting Skeletons. They reset every turn, so managing and utilizing Ability dice is a big part of the game.

    That's the long and short of it, the game is very intuitive after a match or two. It's super easy to get into as well - one Warcry faction box will get you started, or 1-3 of the AoS factions (depending on which one you're interested in). I think it's a very slick system for game night, and we're currently running a narrative campaign.

  20. - Top - End - #1400
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    https://www.warhammer-community.com/...EEuYQfR1yFV0Dk

    More defined Organized Play rules and formats! Understand that there is some contention about rotation (still think it's healthy for the game), but either way major props to GW for taking the whole "competitive board game" seriously and defining various formats and updating restricted cards list.

    Now there's only 3 Restricted Cards per player, which is a big drop from 5. My gut tells me Calculated Risk will still be pretty ubiquitous from this list, but magic-focused decks are going to have a tight choice to make as well.

    Upper Hand going to Forsaken/Banned is kind of interesting, but I guess it was getting extremely popular and could turn misses into kills, so that's fairly understandable.

    Alliance format becoming a legitimate thing is super interesting. I hope they really lean into it and run Alliance Grand Clashes at big events like Adepticon and Nova.

  21. - Top - End - #1401
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    So, I took the plunge and got into Warcry. I have 2 model-related questions

    1) How would you go about matching regular bases to those of the Underworlds Farstriders? Especially since my previous experience with basing ammounts to a few attempts at snow.

    2) Monsters and Mercenaries added a number of potential Stormcast Allies. Sadly, none of them are female. However, going through the Stormcasts range, I noticed the easy to build Sequitors kit. What would you think of using the Sequitor Prime from that kit as Knight-Questor if I replaced her maul with a sword?
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    Quote Originally Posted by Squark View Post
    So, I took the plunge and got into Warcry. I have 2 model-related questions

    1) How would you go about matching regular bases to those of the Underworlds Farstriders? Especially since my previous experience with basing ammounts to a few attempts at snow.

    2) Monsters and Mercenaries added a number of potential Stormcast Allies. Sadly, none of them are female. However, going through the Stormcasts range, I noticed the easy to build Sequitors kit. What would you think of using the Sequitor Prime from that kit as Knight-Questor if I replaced her maul with a sword?
    1) The vines kit from GW would be a good place to start, but there's likely places to get stumps. Or for cheap options, get some woodchips from outside and go nuts.

    2) That's a solid kitbash for sure. As Sequitors aren't in the game, it's fairly understandable and also in fitting with Questor lore for the most part.

  23. - Top - End - #1403
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    Quote Originally Posted by Squark View Post
    1) How would you go about matching regular bases to those of the Underworlds Farstriders? Especially since my previous experience with basing ammounts to a few attempts at snow.
    Either google "Forest Bases" and look through the images until you find something that you like, then buy that and paint it, or, I'd probably follow this --> http://theminiaturespage.com/workbench/684355/ (click the link at the bottom, there's a half dozen short pages) in combination with putting a small bit of actual dead branch of a suitable size that you can rummage around in your garden for if you want something DIY.

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    Any thoughts on this list?

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    Warscroll Builder on www.warhammer-community.com

    Allegiance: Stormcast Eternals
    - Stormhost: Anvils of the Heldenhammer
    LEADERS
    Knight-Azyros (100)
    - Artefact : Soulthief
    Knight-Heraldor (100)
    Knight-Incantor (140)
    - General
    - Command Trait : Deathly Aura
    - Spell : Lighntning Blast
    Knight-Incantor (140)
    - Command Trait : Deathly Aura
    - Spell : Stormcaller
    Lord-Relictor (100)
    - Prayer : Translocation
    UNITS
    5 x Liberators (100)
    - Warhammers
    5 x Liberators (100)
    - Warhammers
    5 x Liberators (100)
    - Warhammers
    3 x Aetherwings (50)
    3 x Aetherwings (50)
    10 x Evocators (440)
    9 x Vanguard-Raptors with Longstrike Crossbows (510)
    ENDLESS SPELLS / TERRAIN
    Geminids of Uhl-Gysh (60)

    TOTAL: 1990/2000 EXTRA COMMAND POINTS: 0 WOUNDS: 115
    LEADERS: 5/6 BATTLELINES: 3 (3+) BEHEMOTHS: 0/4 ARTILLERY: 0/4

    ARTEFACTS: 1/1 ALLIES: 0/400



    Im not sure what to put on the Liberators / Evocators, weapon-wise, and not entirely sold on spell loadout.

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    Default Re: Age of Sigmar: Points and Handbooks

    Quote Originally Posted by LansXero View Post
    Any thoughts on this list?

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    Allegiance: Stormcast Eternals
    - Stormhost: Anvils of the Heldenhammer
    LEADERS
    Knight-Azyros (100)
    - Artefact : Soulthief
    Knight-Heraldor (100)
    Knight-Incantor (140)
    - General
    - Command Trait : Deathly Aura
    - Spell : Lighntning Blast
    Knight-Incantor (140)
    - Command Trait : Deathly Aura
    - Spell : Stormcaller
    Lord-Relictor (100)
    - Prayer : Translocation
    UNITS
    5 x Liberators (100)
    - Warhammers
    5 x Liberators (100)
    - Warhammers
    5 x Liberators (100)
    - Warhammers
    3 x Aetherwings (50)
    3 x Aetherwings (50)
    10 x Evocators (440)
    9 x Vanguard-Raptors with Longstrike Crossbows (510)
    ENDLESS SPELLS / TERRAIN
    Geminids of Uhl-Gysh (60)

    TOTAL: 1990/2000 EXTRA COMMAND POINTS: 0 WOUNDS: 115
    LEADERS: 5/6 BATTLELINES: 3 (3+) BEHEMOTHS: 0/4 ARTILLERY: 0/4

    ARTEFACTS: 1/1 ALLIES: 0/400



    Im not sure what to put on the Liberators / Evocators, weapon-wise, and not entirely sold on spell loadout.
    Anvilstrike is extremely solid, good pick. Overall as long as you have 9+ Longstrikes and a countercharge unit, you can't go wrong. I took 3 units of Aetherwings for mass shutdown, but personal preference.

    Libs should always have shields. Weapons don't really matter - hammers are taken in other SCE lists where you can get a +1 to hit, but overall they are the same.

    For Evocators, Greatstaff does better against most things in the game, Swords win against 3+ or better units. But the Greatstaff also lets you fight in two ranks, which is clutch.

    Spells, you want at least one to have Azyrite Halo. The rest of the SCE list is pretty meh overall, Lightning Blast is fine I guess. They'll mostly be casting Realm spells if your area uses them.

  26. - Top - End - #1406
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    https://www.warhammer-community.com/...-bones-begins/

    Bone zone vs Ogres for the next box set...
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    I've already agreed to buy two people's worth of the Ogor half off them, so I'm looking forward to seeing the allegiance abilities.
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    Quite surprised that the Ogor vs Bonereaper box actually exists, as I sort of expected that rumour to be a wash. Oh well.

    Also a bit annoyed, as I am slightly tempted by the bonereaper silliness, but not sure if I want to collect them without seeing the rules... which we'll only see after the preorder.
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    Their piece of terrain looks pretty cool, at least.
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