Age of Sigmar/Tactics/Order/Cities of Sigmar: Difference between revisions

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City Allegiance: Hammerhal (Aqshy or Ghyran): added artefacts, traits and spell lore
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====Command Traits====
====Command Traits====
*'''Academiate Prodigy'''
Add 1 to attack characteristic of melee weapons. Also start the game with an extra command point.
*'''Blood of the twelve'''
Reroll wound rolls of 1 for melee attacks made by friendly units wholly within 12" of the general.
*'''Aggressive General'''
Add 1 to hit for melee attacks made by friendly units wholly within 12" of the general if this general made a charge move in the same turn.
Since it doesn't say round, it's only ''your player turn'': YOU are aggressive.


====Artefacts Of Power====
====Artefacts Of Power====
*'''Armor of Malice'''
Add 1 to save rolls of bearer.
*'''Saint's Blade'''
Pick 1 melee weapon of the bearer, improve its rend by 1. While bearer is within 6" of an objective marker, add 1 to damage inflicted by the weapon.
Those high-number-of-attacks but low rend or damage 1 attacks on your characters? They've just become really good on your mobile griffon general or dragon riding dark elf. Makes me want to take 5 attack sword or 4 attack lance instead of 3 attack great weapon in order to double down on the damage potential.
*'''Twin Stones'''
This artefact depends on which place your hammerhall comes from.
If it comes from Aqshy, Add 1 to hit for melee attacks made by friendly units wholly within 12" of the bearer.
If it comes from Ghyran, roll a d6 for every unit wholly within  12" of the bearer, on a 4+ you can heal d3 wounds that were previously allocated to that unit.


====Spell Lore====
====Spell Lore====
*'''Wings of Fire'''
Thermal Rider cloak was not enough for you? Have some wings of fire: cast on a 6, if successful pick 1 friendly unit that is visible to the caster, add 1 to run and charge rolls and that unit can fly until the start of your next hero phase.
*'''Cinder Cloud'''
Cast on a 7, until the start of your next hero phase, subtract 1 from attacks that target friendly units wholly within 9 of the caster. Combine with a Mistifying Miasma battlemage to give targeted penalties to compound the debuff.
*'''Twin Tailed Comet'''
Cast on a 7, pick one enemy unit within 18" of the caster that is visible, they take d3 mortal wounds (or if they had 10 or more models, they take d6 mortal wounds instead).


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Revision as of 19:18, 29 September 2019

Grand Alliance Order

Cities of Sigmar

For the Empire!

Lore
Tactics
General Tactics

This article related to the Warhammer: Age of Sigmar is a stub. You can help 1d4chan by expanding it

The Empire is getting back together again! The Empire, Elves and Dwarfs are now A MASSIVE clusterfuck of units under the same standard. Not only that, but in the last shelf cleaning, TONS of models, even plastic ones, got squatted.


Why Play Cities of Sigmar

Cities of Sigmar combines many old Order factions, at the expense of squatting many of the units. It includes:

Whilst completely squatting:

Pros

Cons

  • Comes at the cost of mass squatting, particularly of old High Elves.
  • A lot of remaining factions lost a their units, like the Devoted losing Warrior-Priests, Witch Hunters, and the War-Altar. not exactly true, because you can ally every faction of order except seraphon, giving you the possibility (obviously if they keep point cost for) to bring some squatted unit back.
  • Locked into City allegiance and their associated realms of Aqshy or Ghyran. Must "Counts As" if your units aren't up to code and tough luck if you wanted Realm artifacts from elsewhere.

Rulebooks

Allegiance Abilities

Universal Allegiance Abilities

Strongholds of Order

You must choose a city. You have 7 choices. Go wild. You get all the universal allegiance abilities, plus all abilities from the chosen city.

Amplified Sorceries

If you cast an endless spell, it's always the empowered version, regardless of what realm you're playing in.

Warriors of the Realms

If you're using Malign Sorcery rules, your army must be from the realm of your city.

Honoured Retinue

If your general has a wounds characteristic of 6 or less, you can pick a retinue (any unit of 5-20 models). If your general is within 3" of the retinue, each time your general takes a wound, on a 4+ the retinue takes it instead.

The General's Adjutant

If your general has a wounds characteristic of 6 or less, you can pick a friendly hero to be their adjutant. The adjutant must have a wounds characteristic of 6 or less. If your general is within 3" of the adjutant at the start of your hero phase, roll a die. On a 4+, you get a CP.

Stormkeeps

1 in 4 units in your army can be Stormcast. They gain the city keyword but not the host keyword.


City Allegiance: Hammerhal (Aqshy or Ghyran)

Battle Traits

  • City of Two Realms

Hammerhal armies must be from Aqshy or Ghyran.

  • Banners Held High

At the start of your hero phase, roll for each unit that contains at least one banner or standard-bearer. For each 6, you get a CP.

  • Master of Hammerhal

If Aventis Firestrike is your general, you get an extra CP at the start of your first hero phase.

  • The Pride of Hammerhal

While wholly within your territory, your units ignore battleshock.

  • Command Ability: Righteous Purpose:

You can only use this at the end of the combat phase on a friendly HAMMERHAL unit that is wholly within enemy territory, wholly within 12" of a friendly HAMMERHAL HERO and within 3" of an enemy unit. It gets to pile in and attack again.

Command Traits

  • Academiate Prodigy

Add 1 to attack characteristic of melee weapons. Also start the game with an extra command point.

  • Blood of the twelve

Reroll wound rolls of 1 for melee attacks made by friendly units wholly within 12" of the general.

  • Aggressive General

Add 1 to hit for melee attacks made by friendly units wholly within 12" of the general if this general made a charge move in the same turn.

Since it doesn't say round, it's only your player turn: YOU are aggressive.

Artefacts Of Power

  • Armor of Malice

Add 1 to save rolls of bearer.

  • Saint's Blade

Pick 1 melee weapon of the bearer, improve its rend by 1. While bearer is within 6" of an objective marker, add 1 to damage inflicted by the weapon.

Those high-number-of-attacks but low rend or damage 1 attacks on your characters? They've just become really good on your mobile griffon general or dragon riding dark elf. Makes me want to take 5 attack sword or 4 attack lance instead of 3 attack great weapon in order to double down on the damage potential.

  • Twin Stones

This artefact depends on which place your hammerhall comes from. If it comes from Aqshy, Add 1 to hit for melee attacks made by friendly units wholly within 12" of the bearer. If it comes from Ghyran, roll a d6 for every unit wholly within 12" of the bearer, on a 4+ you can heal d3 wounds that were previously allocated to that unit.

Spell Lore

  • Wings of Fire

Thermal Rider cloak was not enough for you? Have some wings of fire: cast on a 6, if successful pick 1 friendly unit that is visible to the caster, add 1 to run and charge rolls and that unit can fly until the start of your next hero phase.

  • Cinder Cloud

Cast on a 7, until the start of your next hero phase, subtract 1 from attacks that target friendly units wholly within 9 of the caster. Combine with a Mistifying Miasma battlemage to give targeted penalties to compound the debuff.

  • Twin Tailed Comet

Cast on a 7, pick one enemy unit within 18" of the caster that is visible, they take d3 mortal wounds (or if they had 10 or more models, they take d6 mortal wounds instead).

City Allegiance: Anvilgard (Aqshy)

Battle Traits

  • Anvilgard armies must be from Aqshy.
  • Illicit Dealings: Choose one of the following:
  1. 1 extra ANVILGARD Artefact of Power
  2. 1 additional ANVILGARD Dragon/Kharibdyss/War Hydra can have a Drakeblood Curse
  3. D3 command points
  • Command Ability: Make an Example of the Weak: At the start of your Battleshock Phase, pick 1 friendly ANVILGARD unit wholly within 12" of an ANVILGARD hero. One model is slain, but ANVILGARD units wholly within 18" of the targeted unit ignore Battleshock.
  • Drakeblood Curses: One Dragon/Kharibdyss/War Hydra, plus one per Battalion, can have a Drakeblood Curse. No model may have more than one curse, and no curse may be taken more than once.
  1. Acidic Blood: Roll a dice each time the unit is allocated a wound that wasn't negated. On a 4+, the damaging unit takes 1 mortal wound.
  2. Jutting Bones: After the model makes a charge, pick an enemy unit within 1". On a 2+, target takes D3 mortal wounds.
  3. Felgaze: 12" -2 bravery bubble.

Command Traits

Your General chooses one of:

  1. Blackfang Crimelord: Pick 2 Illicit Dealings instead of 1.
  2. Slayer of Monsters: +1 to hit and wound rolls if you target a MONSTER.
  3. Secretive Warlock: If the general is a wizard, they know all the spells in the Anvilgard lore. If not, they know one.

Artefacts Of Power

One hero, plus one hero per battalion, chooses one of:

  1. Drakescale Cloak: 5+ FNP
  2. Venomfang Blade: Pick 1 weapon. If the wound roll of the attack is an unmodified 6, it deals D3 mortal wounds in addition to any normal damage.
  3. Asphyxia Censer: At the end of the combat phase, each enemy unit within 3" of the bearer on a 4+ takes D3 mortal wounds.

Spell Lore

Each wizard knows one of the following spells:

  1. Sap Strength: CV6. Pick a visible enemy unit within 18". They get -1 to hit until the start of your next hero phase.
  2. Shadow Daggers: CV7. If cast, pick a visible enemy unit within 9". They take D6 mortal wounds.
  3. Vitrioc Spray: CV8. If cast, pick a visible enemy unit within 6". Until the start of your next hero phase, they have a save characteristic of "-".

City Allegiance: Tempest's Eye (Aqshy)

Battle Traits

  • Atop Titanspear Mountain

Tempest's Eye armies must be from Aqshy.

Command Traits

Artefacts Of Power

Spell Lore

City Allegiance: Hallowheart

Battle Traits

Command Traits

Artefacts Of Power

Spell Lore

City Allegiance: The Living City

Battle Traits

Command Traits

Artefacts Of Power

Spell Lore

City Allegiance: Greywater Fastness

Battle Traits

Command Traits

Artefacts Of Power

Spell Lore

City Allegiance: The Phoenicium

Battle Traits

Command Traits

Artefacts Of Power

Spell Lore

Warscrolls

Human

COLLEGIATE ARCANE

DEVOTED OF SIGMAR

Conditional Battleline: HUMAN general

General choice: Battlemage, Battlemage on Griffon, Celestial Hurricanum with Celestial Battlemage, Luminark of Hysh with White Battlemage, Freeguild Guard, Freeguild Handgunners, Steam Tank with Commander

  • Flagellants: (80/280pts, min 10, max 40)
    • That cheap unit that likes dieing. a Fighting unit with no save but gains more attacks as models die and deal mortal wounds for each model that flees. Get a really dangerous ability to having +1 to hit and wound rolls if they charge. Also they keep the devoted of sigmar keyword, so you CAN ally warrior priest to power them and intentionally kill them with endless spells for more attacks. Definitely better not to mess with those guys.

FREEGUILD

Leaders

Battleline

  • Freeguild Guard: (80/280pts, min 10, max 40)
    • These guys are as good as ever. They lost the possibility of having shields with every other weapons and the militia equipment, gaining instead generally better equipment and ability. Halberds are quite terrifying now, with a 3+ for wound and -1 rend. Better save with shield and swords and a really nasty ability with the spear. Always take in large crowd and take the best weapon for the occasion.
  • Freeguild Handgunners: (100pts, min 10, max 30)
    • These guys get a nice nerfed, going from "terrifyingly op" to "nice normal shooter". Basically for having them at their best you have to don't move them, but their low range makes them not that dangerous and almost vulnerable to fast units. Now it's only their the ability to shoot at charging units, use it wisely.
  • Freeguild Crossbowmen: (100pts, min 10, max 30)

Conditional Battleline: FREEGUILD general

General choice: Freeguild General or Freeguild General on Griffon

Conditional Battleline: TEMPEST'S EYE

Duardin

DISPOSSESSED

Leaders

Battleline

  • Longbeards: (110/270pts, min 10, max 30) the old grumblers are back... And they are even more unsatisfied! They support other Duarden with their complaints. Unfortunately, shields aren't that overpower now, and you can't get shields and big weapons anymore. Better weapons or better defense are up to you, but their ability to being incredibly annoying is even more powerful. You can decide to give 1 plus bravery to dispossessed units (quite useless), make dispossessed units (wholly within 12") re-roll wounds rolls of 1 and with the last one you can even try to DISPEL ONE ENDLESS SPELL IN THE HERO PHASE! That's right, even mindless spells can't stand the continuous grumbling of this guys. Good to mix in one with other dispossessed units for their support.
  • Ironbreakers: (130/330pts, min 10, max 30)

Conditional Battleline: DUARDIN general

General choices: Warden King, Runelord, Cogsmith

Conditional Battleline: DISPOSSESSED general

General choices: Warden King or Runelord

IRONWELD ARSENAL

Leaders

Conditional Battleline: STEAM TANK HERO general

Artillery

Other Units

Aelf

DARKLING COVEN

Leaders

Conditional Battleline: DARKLING COVEN general

General Choices: Sorceress or Sorceress on Black Dragon

Battleline

PHOENIX TEMPLE

Leaders

Behemoths

Conditional Battleline: PHOENIX TEMPLE general

General choices: Anointed, Anointed on Flamespyre Phoenix, Anointed on Frostheart Phoenix

ORDER SERPENTIS

Leaders

Conditional Battleline: ORDER SERPENTIS general

  • Drakespawn Chariot:
  • Drakespawn Knights: Your Scaly Aelf M 10" Calvalry with a 3+Sv. Their mounts fight better than horses and lancings rend and Damage increase to 2 when they charge.

Conditional Battleline: ANVILGARD

SHADOWBLADES

Leaders

  • Assassin: (80pts)
    • Assassin are Assassins, place them in reserve, and then they jump out of any Cities unit with 1 wound and 5 models. A strong fighter with 6 attacks and deals d3 mortal wounds of they roll a 6 to wound.

Conditional Battleline: SHADOWBLADE general

General choices: Assassin

  • Dark Riders: (110/260pts, min 5, max 20)
    • Alf Fast Scurmash calvary, 14" Movement, with Repeater crossbows and spears. enemies subtract -1 bravery when 12" of a Rider.
  • Shadow Warriors: (110pts, min 10, max 30)

SCOURGE PRIVATEERS

Leaders

Conditional Battleline: SCOURGE PRIVATEER general

General choices: Black Ark Fleetmaster

Conditional Battleline: ANVILGARD

WANDERER

Leaders

Battleline

Conditional Battleline: WANDERER general

General choices: Nomad Prince

Other Units

  • Wild Riders: (130/520pts, min 5, max 20)
    • Your Fast Aelf Cavalry, with Riders getting 2 spear attacks that deal -2 rend and 2 damage when they charge.

Battalions

Each city gets one battalion. Each unit in the battalion must belong to that city.

Hammerhal: Hammerhalian Lancers

140 points. 1 Freeguild General on Griffon, 3-6 units Demigryph Knights.

  • +1 to hit and wound on turns where you charged and are wholly within 18" the Freeguild General in the battalion.

Anvilgard: Charrwind Beasthunters

120 points (Min: 480pt Max: 1640): 1 Black Ark Fleetmaster, 3 units Black Ark Corsairs, 1-3 Scourgerunner Chariots, 0-1 Kharibdyss.

  • +1 to wound rolls when you target a monster.

Tempest's Eye: Aetherguard Windrunners

120 points (Min: 740): 1 Freeguild General on Griffon, 3-6 units Freeguild Outriders or Pistoliers, 0-2 Grundstok Gunhaulers.

  • Units in this battalion can retreat and still shoot and/or charge this turn.

Hallowheart: Whitefire Retinue

140 points. (Min: 320pts Max: 500pts) 2-4 HERO WIZARDS

  • +1 to cast and unbinding rolls if they're within 6" of a friendly wizard from this battalion.

The Living City: Viridian Pathfinders

140 points. 1 Nomad Prince, 3 units Wildwood Rangers, 0-1 unit Wild Riders.

  • Add 1 to charge rolls when they set up on the battlefield using the city trait.

Greywater Fastness: Greywater Artillery Company

120 points: 1 Cogsmith, 2-4 Helstorm Rocket Batteries or Helblaster Volley Guns.

  • In the first battle round, during your shooting phase, friendly WAR MACHINES can shoot twice if they're within 6" of a friendly battalion hero and not within 3" of an enemy unit.

The Phoenicium: Phoenix Flight

130 points. 1-2 FROSTHEART PHOENIX, 1-2 FLAMESPYRE PHOENIX

  • Heal 1 wound to each PHOENICIUM unit wholly within 12" ANY unit within this battalion.

Tactics

Allied Armies

CoS have a large selection of ally options - everything Order except Seraphon. Under certain circumstances, some factions can be taken as normal units, gaining your faction keywords, and not subject to ally restrictions.

  • Stormcast Eternals: Taken as non-allied in any CoS army: 1 in 4 units in your army can be Stormcast. They gain the city keyword but not the host keyword.
    • They act as big elite unit with multiple wounds. Provide strong shooting, Skull smashing, and strong cavalry.
  • Daughters of Khaine:
  • Fyreslayers:
  • Idoneth Deepkin:
  • Kharadron Overlords: Taken as non-allied in Tempest's Eye.
  • Sylvaneth: Taken as non-allied in Living City and Greywater Fastness.

Mercenary Companies

  • Blacksmoke Battery:
  • Greyfyrd:
  • Grugg Brothers:
  • Gutstuffers:
  • Nimyard’s Rough-Riders:
  • Order of the Blood-Drenched Rose:
  • Rampagers:
  • Skroug’s Menagerie:
  • Sons of the Lichemaster:
  • Tenebrous Court:


Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
Others