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==Allied Armies== CoS has a large selection of ally options - everything Order except Seraphon(poor seraphon). Some factions can be taken as non-allied - instead, they gain the city keyword but not the host keyword, and up to 1 in every 4 units in the army can be taken, gaining your faction keywords, and not subject to ally restrictions. *'''Stormcast Eternals''': ''Taken as non-allied in any CoS army''. They act as big elite units with multiple wounds. Provide strong shooting, Skull smashing, and strong cavalry. **Liberators or Sequitors can provide a solid anvil, especially when buffed by a Lord-Castellant. 40 wounds saving at 3+ rerolling either 1s or all could give your shooting plenty of time to deal with anything they engage. **Paladins and Evocators provide Strong Hammers for any line. **Dracoth mounted Evocators, and Gryph-chargers provided powerful alternatives to Gryph-knights. **If you're playing Hammerhal allegiance, remember that Aventis Firestrike provides an extra CP *and* is thematic, being the city's magister and whatnot. Of course, you lose out on a Warlord trait, and he can't use his command ability unless you've taken any more Hammers of Sigmar named characters. **When playing as Greywater Fastness a Lord-Ordinator or two is pretty much required, as a +1 to all your War Machines' hit rolls in a passive aura is too good to pass up. ** For Hammerhal, the new Vindictors and Vanquishers are particularly attractive. Not only they are respectable units, but also their standard bearers counts towards Banners Held High. *'''Daughters of Khaine''': *'''Fyreslayers''': *'''Idoneth Deepkin''': *'''Kharadron Overlords''': ''Taken as non-allied in Tempest's Eye''. Gives Flying Dwarfs, more guns, and Airships. **aetheric-navigator: can unbind, slow flyers and let Skyvessel reroll their run & charge dice. **Aetheric-Khemist: Let supports a Skyfarers unit with granting more shooting attacks and discourages CCing them with threats of Attack debuffing and damaging gasses. **Arkanaut Company: dwarfs with pistols and firepower, mostly good for being cheap objective campers. **Grundstok Thunderers: A special weapons team. you would have an Aetheric-Khemist + all Rifles for more volume then handguns, but the special weapon combos can hurt closer ranges. **Grundstok Gunhauler: Probably the single best unit you can ally in CoS. Cheap, shoots pretty well, and can Fly High every turn, providing a constant deepstrike threat for your opponent's objectives. Fantastic unit that will snatch wins for you if kept alive till the later half of the game. **Arkanaut Frigate: bigger then a Gunhauler and is a Kharadron transport **Arkanaut Ironclad: a bigger skyship *'''Sylvaneth''': ''Taken as non-allied in Living City. Cannot be taken in Greywater Fastness''. Without their wyldwoods and Allegiance spells, the Sylvaneth are a little neutered, but can still be useful. **'''Durthu''' is a damage monster, although he needs ghyrstrike or similar to stop him being so swingy. In a Living City army, you can deepstrike him 9" from an enemy unit, shoot them, and then have him use the allegiance command ability on himself for a free move, turning a 9" charge into 4". **'''Drycha''' is also great, but will probably die quickly. **'''Alarielle''' only fits in Living city. Lots of magic and healing. **'''Treelord Ancient''' your only way to summon Wyldwoods. Can be paired with a '''Branchwraith''' to set up a Dryad factory **'''Tree-Revenants''' can use their teleporting to take objectives and/or sacrifice themselves to block a charge. **'''Dryads''' if you really want more battleline or a reasonable tar pit. **'''Kurnoth Hunters''' for some of the best elite troops in the game. Boost with '''Arch-Revenant''' if you've got the points spare. **'''spite-revenants''' can be the shock infantry unit that wanderers need. Get an archrevenant for one extra attack and exterminate light infantry on your path. Also good as a general ally. **'''Warsong Revenant''' Overcosted and some of its abilities don't work outside of Sylvaneth, but its got a 4+ ward save and it knows every spell in the Lore of the Deepwood. Might be worth considering depending on how many Sylvaneth units you're taking in your Living City army. *'''Lumineth Realm-Lords''': ''Taken as non-allied in Settler's Gain.'' High quality units that put yours to shame. Just what'd you expect from aelves. **'''Archmage Teclis and Celennar, Spirit of Hysh''' **'''The Light of Eltharion''' Take him because he looks cool. **'''Vanari Auralan Wardens''' Solid unit, your opponent does not want to charge them. Take a unit of them to make your Sentinels battleline. **'''Vanari Auralan Sentinels''' Stars of the show. Their bows have better range than your artillery. Able to take them in units of 30 now, thanks GW. Take 30 and snipe your opponents heroes from across the board. Good combo potential with the Celestial Hurricanums +1 to hit. **'''Vanari Lord Regent''' If you take him, it'll be to ensure the Sentinels "Power of Hysh" spell goes off. Fun fact, his Purest Aetherquartz ability is always active, since technically he isnt in a LRL army. If your army is Command Point hungry, then the named variant has an ability to generate CP as long as Teclis isnt part of your army. *'''Bundo Whalebiter''': A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls. ===The squatted ones=== With the coming of the Cities of Sigmar, a lot of models and units, mostly from the High Elves, got [[Squats|squatted]]. These units all still have valid warscrolls and points remain for them. However, they cannot be taken in a Cities of Sigmar as they do not have the {{AOSKeyword|Cities Of Sigmar}} keyword and they don't belong to any of the allied groups. If you want to use them, you need to be playing [[Age of Sigmar/Tactics/Order|Grand Alliance Order]] or as allies of stormcast eternals. Additionally, you can access squatted Duardin by taking them as non-allies in a Kharadron Overlords army with the Barak-Thryng Sky-Port. {{Age_of_Sigmar_Tactics}}
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