Age of Sigmar/Tactics/Order/Cities of Sigmar

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Grand Alliance Order

Cities of Sigmar

For the Empire!

Lore
Tactics
General Tactics

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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 but Lots of ways to add +1 to hit.
  • Many ways to generate CP.
  • the synergies of the subfactions 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!

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 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.

Equipment: almost ever unit his 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 one.


City Allegiance: Hammerhal (Aqshy or Ghyran)

The flag ship twin City with named characters.

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 attacks lance instead of 3 attacks great weapon in order to double down on the damage potential.

  • Twin Stones

This artefact depends on which place your hammerhall comes from (see Warriors of the Realm, above). 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

  1. 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.
  2. 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 Mystifying Miasma battlemage to give targeted penalties to compound the debuff.
  3. 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)

The Tortuga of the Mortal Realms.

Battle Traits

  • Anvilgard armies must be from Aqshy.
  • Illicit Dealings: Choose one of the following:
  1. Black Market Bounty: 1 extra ANVILGARD Artefact of Power
  2. Dabblings in Sorcery: 1 additional ANVILGARD Dragon/Kharibdyss/War Hydra can have a Drakeblood Curse
  3. Hidden Agenda: D3 extra 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 "-". Use your sorceress's sacrificial dagger to make sure it goes through!

City Allegiance: Tempest's Eye (Aqshy)

Battle Traits

  • Atop Titanspear Mountain

Tempest's Eye armies must be from Aqshy.

  • Alert and Forewarned

Add 3 to movement and 1 to saves for Tempest Eye units until the end of the 1st battle round.

  • Outrunners of the Realms

Add 1 to run rolls.

  • Standing Contracts

1 in 4 units can be kharadron overlords. They gain the Cities of Sigmar and Tempest's Eye keywords.

  • Rapid Redeploy

Command ability. In the shooting phase, pick a Tempest's Eye unit within 12" of hero. That unit can shoot even if it ran in the same turn.

Command Traits

  • Aether Guard Captain

Add 1 to charge rolls for friendly Tempest's Eye units that are wholly within 12" of the general.

  • Hawk Eyed

Add 1 to wound rolls for missile attacks made by friendly Tempest's Eye units wholly within 12" of the general.

  • Swift as the Wind

Can run and charge. Hero and mount fight at the start of the combat phase.

Artefacts Of Power

  • Patrician's Helm

Do not take battleshock for friendly Tempest's Eye units wholly within 12" of the bearer.

  • Seerstone Amulet

If bearer is on the battlefield at the start of your hero phase roll a dice, on a 4+ get an extra CP.

  • Zephyrite Banner

Reroll charge rolls for friendly Tempest's Eye units that are wholly within 12" of the bearer.

Spell Lore

  • Aura of Glory

Cast on a 7, add 1 to the attack characteristic of melee weapons for friendly Tempest's Eye units that are wholly within 12" of the caster. Damn! Stack this on your aether-chestmisted Baloon dudes to triple their melee output!

  • Strike Eagles

Cast on a 7, pick one enemy unit within 30" of the caster (and visible). Roll 6 dice, for every 4+ they take a mortal wound. Awesome range!

  • Celestial Visions

Cast on a 7, get a CP.

City Allegiance: Hallowheart (Aqshy)

The city of magic

Battle Traits

  • Eldritch Attunement

If a unit is affected by a spell or endless spell, you can choose to roll a die. On a 5+, ignore the spell's effects.

  • Mage of the Whitefire Council

Your wizards can cast an extra spell. They select TWO spells from the spell list instead of 1.

  • Arcane Channeling

Command ability. Start of the hero phase. Pick 1 friendly hero wizard and roll a die. 1) that unit suffers that many mortal wounds. 2) for each mortal wound dealt (not suffered), your wizards wholly within 12" get that roll's result as a bonus to cast until the start of your next hero phase. Remember, in order to be able to measure to the model, it must not be dead! Works better on units with lots of wound, such as celestial hurricanums and luminarks of hysh.

Command Traits

  • Veteran of the Blazing Crusade

Do not take battleshock tests for friendly units wholly within 18" of the general.

  • Warden of the Flame

Start of your hero phase, on a 4+ you get an extra CP. If you were going to use your CPs for battleshock immunity, why not use the previous command trait instead?

  • Famed Spell Hunter

If your general is a wizard, add 3 to attempts to dispell endless spells. Otherwise, they can dispell endless spells.

Artefacts Of Power

  • Prism

Subtract 1 from missile attacks that target the bearer.

  • Pauldrons of Living Flame

End of combat phase, roll a die for each enemy unit within 3" of the bearer, on a 4+ they take d3 mortal wounds.

  • Whitefire Tome

If bearer is a wizard, they know all the spells from the Lore instead of 2. Otherwise they know one spell and can cast it.

Spell Lore

The masters of magic get 6 spells instead of the usual 3!

  1. Roaming Wildfire: Cast on a 6, pick enemy unit within 18" and visible, it suffers d3 mortal wounds. Roll a d6 for each enemy unit within 6", on a 4+ those units also take d3 mortal wounds.
  2. Sear Wounds: Cast on a 6, pick a friendly unit within 18" of the caster that is visible. Heal d6 wounds allocated to that unit.
  3. Elemental Cyclone: Cast on a 6, pick one enemy unit within 12" that is visible and roll a die per model unit that is within 12" of the caster, on a 4+ they take a mortal wound.
  4. Warding Brand: Cast on a 6, target a friendly unit wholly within 18" and visible. Until start of next hero phase, roll a dice each time a wound was dealt by a melee weapon and was not negated. On a 4+ the attacking unit suffers a mortal wound.
  5. Crystal Aegis: Cast on a 5, until the start of your next hero phase, add 1 to the rolls for Eldritch Attunement trait for friendly units wholly within 12" of the caster. You can now ignore spells and endless spells on a 4+!
  6. Ignite Weapons: Cast on a 6, pick a friendly unit wholly within 18" of the caster that is visible to them. Add 1 to wound rolls made by that unit until the start of your next hero phase.

City Allegiance: The Living City (Ghyran)

Battle Traits

  • Living Wargroves

1 in 4 units can include sylvaneth units while adding the following keywords: Cities of Sigmar and Living City.

  • Hunters of the Hidden Paths

Go away beastmen, we stole your shtick! Instead of setting up a Living City unit on the battlefield, you can say that it is set up in the hidden paths. You can set up a unit in reserve for each living city unit you have on the battlefield (therefore this excludes potential allied units from the count). At the end of the movement phase you can set them up wholly within 6" of the battlefield edge more than 9" from any enemy units. Make sure to deploy them at that latest on turn 3, because at start of turn 4 any units that are still in the hidden paths are destroyed.

  • Attuned to Nature

In your hero phase, heal 1 wound allocated to every living city unit.

  • Strike and Melt Away

Command ability: end of shooting phase, pick one friendly Living City unit that shot that phase, is more than 9" from enemy units and wholly within 18" of a friendly Living City hero. That unit can move, it cannot run.

This is INSANE for units that want to go into combat and combos perfectly with the Hidden Paths: you can deep strike your unit 9" away (say, into cover), shoot stuff with your shadow warriors getting the bonus to cover, then move them 6" (because you also deep struck a support hero nearby in order to use command abilities). Your charge now became a 3" charge. With other types of units, you can position them however you need, and then fade off in the distance: this is good for shooty and melee stuff like corsairs with crossbows and sisters of the watch, but for highly mobile shooting units it is extremely potent: try it with units such as dark riders, outriders, luminarks of hysh line of mortal wounds, drycha, artillery pieces, and scourge runner chariots. (This guy clearly misses imagination because he missed that this can work with FREAKING STEAM TANKS AND EVEN THE FUCKING SPIRITS OF DURTHU!)

Command Traits

  • Iron Oak Artisan

Add 1 to saves and on to-wound rolls for this general.

  • Farstrider

Can run and charge. Friendly units are not affected by the Deadly Scenery rule if they are wholly within 12".

  • Druid of the Ever Spring Circle

If your general is a wizard, they know all of the spells of the Lore of Leaves. If they are not a wizard they know one spell and can cast it.

Artefacts Of Power

  • Spear of the Hunt

Pick one melee weapon of the bearer, improve its rend by 1. Bearer and their mount fights at the start of the combat phase if they made a charge this turn.

  • Deepmire Cloak

If bearer has a wounds characteristic of 6 or less, they cannot be chosen as the target of a missile attack if they are in cover. If they have 7 or more wounds, they inflict -1 to missile weapons that target the bearer if they are in cover.

  • Wardroth Horn

Once per battle in your hero phase you can sound the horn: add 1 to attacks of friendly Living City Sylvaneth units until the start of your next hero phase.

Spell Lore

  1. Life Surge: Cast on a 6, pick 1 friendly model within 18" of the caster. You can heal d6 wounds that were allocated to the model.
  2. Cage of Thorns: Cast on a 7, pick 1 enemy unit that's within 18" of the caster and that is visible, halve the move characteristic of that unit until the start of your next hero phase. Also, until the start of your next hero phase, the first time that unit moves it takes d6 mortal wounds.
  3. Iron Oak Skin: Cast on a 6, pick 1 friendly wholly within 18" of the caster and visible, subtract 1 from wound rolls that target that unit until the start of your next hero phase.

City Allegiance: Greywater Fastness (Ghyran)

Battle Traits

  • Amidst the Ghoul Mere

Greywater Fastness is from Ghyran.

  • Runelord

In your hero phase, ONE greywater fastness runelord can chant the following prayer (rune of unfaltering aim). On a 2+, select a friendly Greywater Fastness Ironweld Arsenal war machine within 3", until the start of your next hero phase it gets +1 to hit with its missile weapon attacks.

  • Home of the Great Ironweld Guilds

Friendly Greywater Fastness Ironweld Arsenal missile attacks have their maximum range increased by 3". In a pitched battle you can include an additional artillery unit.

  • Salvo Fire

Command ability. Use this in your shooting phase. Pick 1 friendly Greywater Fastness Freeguild Handgunners or Irondrakes unit wholly within 12" of a hero. Add 1 to hit rolls for missile attacks made by that unit until the end of the phase. Doesn't stack.

Command Traits

  • Seat on the Council

If this general is on the battlefield, roll a die in your hero phase. On a 4+ you gain a CP.

  • Drillmaster

Reroll hit rolls of 1 for friendly missile weapon attacks made by units wholly within 12" of this general as long as the general is more than 3" away from any enemy units.

  • Ghoul Mere Ranger

Friendly units wholly within 12" of the general can run and still shoot later in the same turn.

Artefacts Of Power

  • Steam Piston Plate Mail

Add 1 to save rolls for the bearer. If the bearer does not have a mount, add 1 to its move.

  • Runic Munitions

Pick 1 of the bearer's missile weapons, add 1 to its damage characteristic.

  • Magnificient Macroscope

Start the game with 1 extra CP, and add 1 to hit for missile attacks made by the bearer.

Spell Lore

  • Descending Ash Cloud

Cast on a 6, pick an enemy unit within 18" that is visible to the caster, subtract 1 from hit rolls made by that unit until the start of your next hero phase.

  • Eroding Blast

Cast on a 6, pick a terrain feature wholly within 18" and visible to the caster. Roll a die for every model within 1" of the feature. On a 5+ they suffer a mortal wound. In addition until your next hero phase that terrain gains the Deadly Scenery Rule.

  • Choking Fumes

Cast on a 6, pick 1 enemy unit within 15" that is visible to them, roll a die for every model that is within 15". For each 5+ that unit suffers a mortal wound. Combine with balewind vortex to get a bit more range.


City Allegiance: The Phoenicium (Ghyran)

Battle Traits

From Ghyran,

  • Vengeful Revenants

Read as "this army is for MSU and chaff users". Add 1 to hit and wound rolls for attacks made with melee weapons if any friendly Phoenician units have been destroyed in the same phase.

  • Blood of the Phoenix

Both types of pheonixes get an extra wound.

  • Living Idol

Combat ability. Use at the start of the combat phase. Pick a friendly Phoenicium unit. Until the end of that combat phase, if a model is slain while within 12" of the hero, the model can fight before it's removed from play.

This is more guaranteed to happen if you set it up than the skaven's death frenzy spells, which can fail to be cast or be dispelled. If building phoenicium lists, I would try to build around this ability.

Command Traits

  • Seeker of Vengeance

Add 1 to the attack characteristic of the general's melee weapons if a friendly model has been slain this phase, add 3 instead if 5 or more models were slain.

Use this on a tanky hero, because you're waiting until your opponent kills a model somewhere before hitting with your hero. I recommend a frost phoenix.

  • One with fire and ice

If your general is a wizard, they know all spells from the Lore of the Phoenixes. Otherwise they can cast one spell from that lore.

  • Aura of Senerity

Do not take battleshock tests for friendly units wholly within 12" inches of the general. With the amount of stuff you are trying to get killed just to proc your bonuses, maybe this is a good idea, maybe it's a bad one?


Artefacts Of Power

  • Amber Armor

If the attack that targets the bearer has a rend characteristic better than -1, change it to "-".

  • Phoenix Pinion

Bearer can fly as well as run and charge.

  • Pyre Ashes

If you roll a natural 6 when saving for the bearer, you can heal 1 wound allocated to the bearer. Troll the shit out of your opponents with this item on a fucking frost phoenix.

Spell Lore

  • Amber Tide

Cast on a 6, pick enemy unit within 18" and visible. Until start of your next hero phase, halve their movement. Not as good as living city bramble/thorn cage, which inflicts mortal wounds if they move!

  • Phoenix Cries

Cast on a 5, until start of your next hero phase, subtract 1 from the bravery characteristic of enemy units while they are within 18" of the caster.

  • Golden Mist

This is the one you're taking. Cast on a 6, heal d3 wounds to each friendly Phoenician unit within 12" and visible. Because you're not resilient enough. Combo this with emerald lifeswarm to troll the fuck out of your opponents some more!

Warscrolls

Human/Duardin

Collegiate Arcane

Assorted wizards in dresses and magical scenery.

Devoted of Sigmar

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

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

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.

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 Crossbowmen: (100pts, min 10, max 30)
    • your long-range shooting. Basically for having them at their best you have to don't move them and have 10+ models, as they gain +1 attack with their Crossbow.
  • Freeguild Handgunners: (100pts, min 10, max 30)
    • Trade range for rending on their shots and Quantity for consistency. 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 and have 10+ models, as they gain +1 to with their guns, 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. The units' MARKSMAN can take a Repeater Handgun for more shot or Long Rifle which is a 30" D2 gun that ignores Look Out, Sir! for picking out week support herios.

Conditional Battleline: FREEGUILD general

General choice: Freeguild General or Freeguild General on Griffon

Conditional Battleline: TEMPEST'S EYE

Dispossessed

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

Leaders

  • Warden King: (110pts)
  • Runelord: (90pts)
    • One of the best Anti magic Heros in the game, worth taking even if you don't have other DUARDIN. They can unbind magic and have a +2 when they make the roll. they also support Have a DISPOSSESSED Prayer that either gives a DISPOSSESSED wholly within 12" a Feel no pain on a six or give their weapons -1 more rend.

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

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

Leaders

Conditional Battleline: STEAM TANK HERO general

Artillery

  • Helstorm Rocket Battery: (130pts) get a devastating nerf (someone would call it "make units more balanced" and they are probably right but still...). The damage of the missiles now is d3 instead of d6. For the rest they are better then before, with the ability to re-roll hits rolls of one with a engineer close. Get 4 of them with the battalion, a lord ordinator and see your adversary get desperate because you are killing everything he has from 30" of distance.
  • Helblaster Volley Gun: (120pts)

Other Units

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.

Leaders

  • Sorceress: (90pts)
    • Your Coven leaders and non-collage wizard. They do a lot of things. for a magic side like Sacrificing another Darkling(Ideally the cheaper ones) to gain +2 to cast and know a damage spell that also lowers the enemy's hits by 1. When Pared with other casting buffs, they can reliably cast High-level spells and not be wared that your opponent unbinds your linchpins. They also Comand ability that let one Darkling Run, Shoot, And/or charge, letting the footsloggers cover more ground.

Battleline

  • Dreadspears: (90/320pts, min 10, max 40)
    • Rank and file Aelfs with Spears. Taken int units of 10+ they gain +1 to hit which pairs well with thier 2" reach. they Also gain -1 rend if they roll a umodifed 6 to hit.
  • Bleakswords:' (90/320pts, min 10, max 40)
    • the Swordsmen version of Dreadspears, Shorter reach but inflict 2 hits on an unmodified 6 to hit instead of rending, Better in smaller sizes while Dealing with Hoards.
  • Darkshards: (100pts, min 10, max 40)
    • Aelf Crossbow, Shooting 2 shot at 16". And gain +1 to hit when they have 10+ modles.

Conditional Battleline: DARKLING COVEN general

General Choices: Sorceress or Sorceress on Black Dragon

  • Black Guard: (140pts, min 10, max 30)
    • Elite Bodyguards, with 2 attacks hitting and wounding on 3+ with rend. Gain +1 to hit when near a Sorceress. Taken Quality over Quantity.
  • Executioners:' (130/330pts, min 10, max 30)
    • Elite Swordsmen, 2 attacks hitting and wounding on 3+, with Unmodifed wounds of 6 dealing a mortal wound and the attack sequence ends (do not make a wound or save roll).

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.

Leaders

Behemoths

Conditional Battleline: PHOENIX TEMPLE general

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

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.

Leaders

Conditional Battleline: ORDER SERPENTIS general

Battline choices: Dreadlord on Black Dragon

  • Drakespawn Chariot: (80/210pt, min 1, max 3)
  • Drakespawn Knights: (70/680pt, min 5, max 20)
    • 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

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.

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

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.

Leaders

Conditional Battleline: SCOURGE PRIVATEER general

General choices: Black Ark Fleetmaster

Conditional Battleline: ANVILGARD

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.

Leaders

Battleline

  • Eternal Guard: (130/330pts, min 10, max 30)
    • more Elite Spearmen than DARKLING COVEN Dread Spears costing 40 more points, having 7 Bravory, two attacks, and gain +1 to hit and Sv rolls if they don't move.

Conditional Battleline: WANDERER general

General choices: Nomad Prince

  • Sisters of the Thorn: (130/520pts, min 5, max 20)
    • What's left of the Wood elf Archers, Getting 1+ attacks when they don't move, can fire overwatch when charge, and deal Additional Mortal wounds on Unmodified 6s to wound. you have cheaper Sources of Arrows, but the Mortal wounds could get past some high armour units.
  • Sisters of the Watch: (160pts, min 10, max 30)
    • A Wizard conclave riding Stags. They have attacks and Javlines but you take them As relatively cheap mobile wizards that cast spells at point-blank. As long as they have at least two models they can cast Arcane Bolt, Mystic Shield, and a spell that grants a Wanderer unit cover and reflects 6s to saves during melee as mortal wounds, but more importantly is getting a pick from their City's lore and Endless Spells. Anviguard's Vitrioc Spray is a short-range spell that removes the target's saves.

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: 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 is really bad.

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

Allied Armies

CoS have 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 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. Cannot be taken in Greywater Fastness

Mercenary Companies

  • Blacksmoke Battery: No. Just no.
  • Greyfyrd:
  • Grugg Brothers:
  • 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