Age of Sigmar/Tactics/Order/Cities of Sigmar

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Grand Alliance Order

Cities of Sigmar

For the Empire God-King!

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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

  • If you complained about all the needless separations and divisions of old Empire/Dwarf/Elf models, then this faction fixes all that.
  • Over 30 potential choices for Battleline, including Kharybdiss, Hydras and STEAM TANKS!
  • Low to average to hit rolls but Lots of ways to add +1 to hit.
  • Many ways to generate CP.
  • the synergies of the sub-factions can be united. Ever wonder what happens if you take the range power of free peoples, surviving skills of dwarfs and the monsters of the dark elves? Now it's your chance to find it out!
  • One of the best ways to make a mixed Order List without needing allies. With additional synergies with Kharadron Overlords, Sylvaneth, and Stormcast Eternals, you can take some as part of your city.

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.
  • 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.
  • A lot of units can feel like repeats on paper compared to their previous iteration (lots of abilities are now +1 to hits, and some ability were reappropriated by the cities), only set apart by their synergy with other models.

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 your city hails from.

Honoured Retinue: If your general has a wound 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 wound characteristic of 6 or less, you can pick a friendly hero to be their adjutant. The adjutant must have a wound 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 in place of their normal Stormhost keyword.

Equipment: almost every unit has a Standard Bearer and a Musician for every 10 models.

  • Standard Bearer: gains +1 bravery if the unit has one.
  • Musician: Add 1 to charge rolls and also often run rolls if the unit has a Musician.


City Allegiance: Hammerhal (Aqshy or Ghyran)

The flagship twin city with named Stormcast Characters.

City Allegiance: Anvilgard (Aqshy)

The Tortuga of the Mortal Realms.

City Allegiance: Tempest's Eye (Aqshy)

Mountain trading port that touches the sky.

City Allegiance: Hallowheart (Aqshy)

The city of magic. If you want to always cast a spell and have your opponent watch as they can't unbind them, here's your place.

City Allegiance: The Living City (Ghyran)

The Symbol of the alliance between Sigmar and Alarielle

City Allegiance: Greywater Fastness (Ghyran)

The polluted, industrial gunpowder city in the Realm of Life.

City Allegiance: The Phoenicium (Ghyran)

The Phoenix city resurrected from amber

Warscrolls

Human/Duardin

Collegiate Arcane

Assorted wizards in dresses and magical scenery.

Devoted of Sigmar

Classic raggedy zealots led by... umm, anyone you want.

Freeguild

What remains of the Empire list. It turns out that thousands of years later, in a totally different place in time and space, men and women still dress in exactly the same silly feathered hats and pantaloons. The Freeguild are the various people that fled to Azyr in the Age of Chaos and the original inhabitants of Azyr who are now recolonizing the realms.

Dispossessed

Classic, "proper" dorfs. Still holding grudges and generally being grumpy.

Ironweld Arsenal

A bunch of Human and Duardin engineers came together and compared notes. Cannons and Tanks and Helicopters.

Aelf

Darkling Covens

Aelven sorceresses (and occasional sorcerer) that didn't agree with the rules of the Eldritch Council and went to do their own thing. They have enthralled whole armies of mostly aelven followers which they use to push their coven's agendas.

Phoenix Temple

A warrior order that worships the Ur-Phoenix. Their warriors appear to have sworn oaths of silence and are inducted into the order after almost dying through ice and fire before being revived by a phoenix of the temple.

Order Serpentis

The shadow of the Order Draconis, they're merciless but still proud. They had whole dragon units, but because there are few left they (re-)created the War Hydras and Drakespawn with the help of the Darkling Covens to fill the gap. They have a thing going with the Covens and help each other from time to time.

Shadowblades

AoS' Night Lords. They usually stalk the shadows of the cities of Order watching for who be in cahoots with Chaos or Nagash and gruesomely murder them and put their bodies (or what's left of them) on public display as a warning. But they're good guys.

Scourge Privateers

Apparently now monster hunters. They go around capturing fantastical beasts and selling them (either whole to be tamed and trained or in bits and pieces) to different organizations for some coin.

Wanderers

What's left of the Wood Elves. Apparently, the trees don't like them so much anymore ever since they got on Alarielle's bad side.

Battalions

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

Hammerhal: Hammerhalian Lancers

140 points (Min: 1000pt): 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: 1340pts) 3-6 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. This adds up to a roll of 2d6+2 with Musicians.
  • This is not the best, as your mostly going to be 9" away at best from any enemy and they will not likely keep anything valuable form the board edge.

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.
  • Why would you not take this? Your Cogsmith is always gonna be planted next to his war machines so this is perfect.

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

Endless Spells

List building

With so many unit options, the first steps are to decide what to use as a battleline (you may pick your general based on your battlelines or your battlelines on the general you want). After that, its comes down to picking what you want. Their is not a restriction on thematics, their is nothing stopping you from taking only one unit from each faction. don't let a Grudge from the world that was stopping you from Fealding a Line of Duardin with Aelf Calvary.

when picking, pay attention to differences as many units do the same thing but with additional nitches.

Ideally, you should try to use some faction synergy, like taking heroes to boost your units' performance.

Transport Tactics

many footsloggers units are strong fighters but need methods to reliably reach their prey.

  • The Living City Hidden Paths: lest Half your army arrive on board
  • Endlessspells: you need to pay points but they can cover a lot of ground Especially since they are automatically empowered.

Allied Armies

CoS has a large selection of ally options - everything Order except 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.

units, 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.
  • Daughters of Khaine:
  • Fyreslayers:
  • Idoneth Deepkin:
  • Kharadron Overlords: Taken as non-allied in Tempest's Eye. Gives Flying Dwarfs, more guns, and Airships.
  • Sylvaneth: Taken as non-allied in Living City. Cannot be taken in Greywater Fastness

Mercenary Companies

  • Blacksmoke Battery: No. Just no.
  • Greyfyrd:
  • Grugg Brothers: cheap but highly offensive monsters. A generally good combination with free guilds centered armies.
  • Gutstuffers:
  • Nimyard’s Rough-Riders:
  • Order of the Blood-Drenched Rose:
  • Rampagers:
  • Skroug’s Menagerie: Fluff wise these beasts work perfectly as monsters caught/sold by the Scourge Privateers.
  • Sons of the Lichemaster:
  • Tenebrous Court:


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