Age of Sigmar/Tactics/Order/Cities of Sigmar

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Grand Alliance Order

Cities of Sigmar

For the Empire God-King!

Lore
Tactics
General Tactics

The cities from the Firestorm campaign have finally gotten a 2nd edition Battletome. Humans, Aelves, and Duardin join forces to be a bulwark against those who would tear down everything they have built.


Why Play Cities of Sigmar[edit | edit source]

Pros[edit | edit source]

  • 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'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, Daughters of Khaine, and Stormcast Eternals, you can take some as part of your city.
  • Battleshock won't be an issue. While the bravery of many units is average or bad, many cities (Hallowheart, Anvilgard/Har Kuron, Hammerhal, and Tempest's Eye) have ways to avoid it with command ability, traits and artefacts.
  • Plenty of opportunities for conversions and kitbashing.

Cons[edit | edit source]

  • Came at the cost of mass squatting, particularly of old High Elves (no longer an issue still no more dragons, lions, eagles, and a long etc.).
  • A lot of remaining factions lost their units, like the Devoted of Sigmar losing Warrior-Priests, Witch Hunters, and the War-Altar.
  • Locked into City allegiance and their associated realms of Aqshy, Ghyran, or (in one case each) Hysh and Ulgu. Must "Counts As" if your units aren't up to code, and tough luck if you wanted Realm artefacts from elsewhere (MUCH less significant after GHB20 where the Malign Sorcery Artefacts were taken off the menu).
  • Most models that aren't included in any set box (Start Collecting, battle boxes, ...) can only be bought on the GW online store. That means you won't get the 10%-20% discount on your purchases that many other (online) stores provide.
  • There are a ton of options that (over 50 warscrolls) for experienced players open up many opportunities, but for new players can seem very daunting. New players will have a hard time getting started with this army.
  • A lot of units can feel on-paper like repeats compared to their previous iteration (many abilities are now +1 to hit, and some abilities were reappropriated by the cities), only set apart by their synergy with other models.
    • Freeguild lost their Anti-charge support abilities, as well as their unique allegiance abilities from GHB2019, as they are currently unable to interact with them due to the change in keywords from "Free Peoples" to "Freeguild"
    • Darkling Coven units can't gain size bonus when near bigger units.
    • Dispossessed lost anti-magic banners and Relentless, as well as any long-range gunlines beyond the Irondrakes.
    • Wanderers can't Retreat and shoot or use the board edge for movement. As well as losing their Iconic glade archers, despite recently being given round bases (i.e. they're some of the only models in kits purchasable outside of GW direct orders, but pretty much all of those come with round bases now too).

Rulebooks[edit | edit source]

Faction rules and abilities: Battletome Cities of Sigmar


Latest Matched play points: Cities of Sigmar Errata

Core rules: here

Matched play rules, battleplans and expansions: General's Handbook 2022-23 Season 2, plus the battleplans from the Core Book.

Supplement all the above with any Errata and Designers' Commentary from the FAQs.

Allegiance Abilities[edit | edit source]

Universal Allegiance Abilities[edit | edit source]

Strongholds of Order: You must choose a city. You currently have 8 battletome choices, plus what's come from Shattered Realms. Go wild.

  • For your chosen city, you gain all the Battle Traits. Your general gets one of the Command Traits; one hero, plus one hero per battalion, each chooses a unique Artefact Of Power; each wizard knows a spell from the Spell Lore, which usually consist of 3 spells, but occasionally have a full 6.

Amplified Sorceries: +1 to casting rolls when you summon an Endless Spell. It's a step down from the old "Always Amplified" version of this rule, but this version is much easier to remember and manage.

Warriors of the Realms: If you're using Malign Sorcery rules, your army must be from the realm your city hails from (which is no longer really a penalty due to GHB20's removal of Malign Sorcery Artefacts).

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. Note: Non-Allies Stormcast, KO, and Sylvaneth Heroes that meet these criteria also can use it.

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. Same as above that Non-Allies Heroes can also function as such, but even more sneakily, nothing in the wording says the Adjutant can't be a true Ally Hero (meaning you could take a Fyreslayers or Idoneth Hero for this role as well).

Stormkeeps: 1 in 4 units in your army can be Stormcast . They gain the City keyword (and Cities of Sigmar) in place of their normal Stormhost keyword. To be more precise, the City keyword doesn't replace Hammers of Sigmar or anything, it just means that you're not using the Stormcast models inside a Stormcast Allegiance army itself. Essentially, they can be used as if they were units in your book, except they can’t be your battleline when list building(but could count as once the game start) nor general (aside Aventis in Hammerhall) and the 1:4 rule.

Equipment: While not technically an Allegiance Ability, it is true that almost every unit of MSU 3+ models has a Standard Bearer and a Musician.

  • 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)[edit | edit source]

The flagship twin city with named Stormcast Characters.

City Allegiance: Anvilgard (Aqshy)[edit | edit source]

The Tortuga of the Mortal Realms. Currently conquered and renamed Har Kuron in lore, but remains playable as you either play the city in a time before Morathi's coup or members of the Sigmar loyalists' resistance movement after the coup.

City Allegiance: Har Kuron (Aqshy)[edit | edit source]

Formally Anvilgard, it has turned into New Dark Aelf City thanks to Morathi. Revolves solely on Darkling Covens, Scourge Privateers and Order Serpentis, with support from the Daughters of Khaine.

City Allegiance: Tempest's Eye (Aqshy)[edit | edit source]

Mountain trading port that touches the sky. The Alpha Strike option, with access to Kharadron Overlords units.

City Allegiance: Hallowheart (Aqshy)[edit | edit source]

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)[edit | edit source]

The Symbol of the alliance between Sigmar and Alarielle. The ambush and flanking shenanigans city, with access to extra healing and Sylvaneth units.

City Allegiance: Greywater Fastness (Ghyran)[edit | edit source]

The polluted, industrial gunpowder city in the Realm of Life. Your superior firepower city, with emphasis on artillery and ranged units.

City Allegiance: The Phoenicium (Ghyran)[edit | edit source]

The Phoenix city resurrected from amber

City Allegiance: Misthåvn (Ulgu)[edit | edit source]

The City of Scoundrels, wracked with drug trafficking and corruption.

City Allegiance: Settler's Gain (Hysh)[edit | edit source]

The City that has to put up with Aelven bullcrap all day.

City Allegiance: Excelsis (Ghur)[edit | edit source]

The unfortunate target of Kragnos' and Slaanesh's machinations, a hardy place trapped between the beastly natives and the settlers.

Warscrolls[edit | edit source]

Human[edit | edit source]

This encompasses the Collegiate Arcane, assorted wizards in dresses and magical scenery; one Devoted of Sigmar unit (Flagellants); and all 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 overall best army of the Cities and the one with more units. Heroes are good at support and being damage dealers, you have great blocks of specialized infantry, two fantastic units of shooters, and fast, hard-hitting cavalry. Their weak points are generally bad bravery, the fact that you can't move if you want many of your units to be optimized, and being quite frail against units with rend, because the average saves run around 5+/4+. They are at the center of tons of armies lists, being easily supported by others races.

Duardin[edit | edit source]

This encompasses the Dispossessed, or Dwarfs if you're still holding a grudge and are rather grumpy about it. Do remember that any conditional Battleline that requires a Duardin general (such as Irondrakes, or any others GW might change in the future) will also be met if your General is a Cogsmith, despite them not being Dispossessed, this also works for Kharadron generals when hailing from Tempest's Eye.

Heavy infantry with a really high survival rate, dispossessed are hard as a rock, hits like trucks and have a pair of gromril balls. They are really good at war of attrition, being generally invulnerable against battleshock, with a save roll generally over the average of others races and don't really needs wizards thanks to their runelords. Unfortunately, they are slow, can't use magic in anyway, with just one (fucking wonderful yes, but still one) shooting unit and with a really high points (and money) cost for units. Except to be easily outnumber by others armies. Gain great support by faster units, artillery and mages.

Ironweld Arsenal[edit | edit source]

A bunch of Human and Duardin engineers came together and compared notes. This encompasses your artillery, tanks, and helicopters. The mechanized forces of the order, ironweld arsenal is a stand-alone group of war machines and hero, ranging from artillery support to unstoppable tanks. This faction isn't a jolly, but more of a list of units that can be filled and complete other armies (gyrocopters for dispossessed, artillery for everyone who lacks long-range units while the steam tank can simply fit everywhere without being an annoyance).

Aelf[edit | edit source]

This encompasses the various Elves you have available to you, mostly comprised of old Dark Elf models. Included within are the 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. There is the Phoenix Temple, a group of silent warriors who are some of the hardest to kill in the entire game. There is the Order Serpentis, aelves who have a hardon for anything with scales, as well as the Shadowblades, the setting's non-furry sneaky assassin bois, and finally there are the Scourge Privateers, your pirates and monster hunters, as well as the Wanderers, the non-squatted remnants of the Wood Elves.

Heroes of Ulfenkarn[edit | edit source]

For all twenty of you that managed to grab a box of Cursed City, you can run the heroes in a Cities army. Except the elf, she's apparently a tree in disguise. You get five new named human heroes and a random Ogor to add some more spice to your army. But it comes with a big limitation: since all these guys are from grand ol' Ulfenkarn, they can't gain any city traits (But at least don't mess with your other units abilities). Combined with the usual limitations of named characters not getting artifacts or command traits, these guys are gonna be exactly what they say on the tin. No fancy tricks, just take or leave.

Battalions[edit | edit source]

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

Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and dodads are going to be likely added to the faction rules as default.

Hammerhal: Hammerhalian Lancers[edit | edit source]

140 points (Min: 1000pt Max: 2980pt): 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.
  • At minimum, this comes to a neat 1000pts and is a small amount of cool-looking models, making it a good choice for a starting force.

Anvilgard & Har Kuron: Charrwind Beasthunters[edit | edit source]

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.
    • Fluffy, though extremely situational, you’re taking this for the extra artifact, curse and less drops.

Anvilgard & Har Kuron: Kraeth's Shadowhost[edit | edit source]

160 points (Min: 650 pt Max:1030): 1 Sorceress on Black Dragon(Unique named character Drusa Kraeth), 1 Dreadspears, 1 Darkshards.

  • During hero phase if Drusa is on the field , can add +1 attack to the Dreadspears and/or Darkshards but -1 to saves. Take note of the fact that it says +1 to ATTACKS. Not just melee weapons. 40 Darkshards pumping out 120 shots on some poor bastard doused in Vitriolic Spray? Ouch...
  • Command Trait only for Drusa: +1CP during your first Hero phase.

Tempest's Eye: Aetherguard Windrunners[edit | edit source]

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[edit | edit source]

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. So, unless you're thinking of taking 7 or more wizards, then everything in your army (except Sisters of the Thorn and Evocators) is getting the +1.

The Living City: Viridian Pathfinders[edit | edit source]

140 points. (Min: 650pts Max: 1950pts) 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 near the board edge. None of the units listed for the battalion have ranged attacks, so they cannot benefit from 'Strike And fade Away' (see below).
    • Use units that can shoot and are competent in melee (such as shadow warriors) and a CP to move them after the shots are done, so that you have a 3" charge instead.
    • You can only bring the units listed in the batallion, none of which can shoot...

Greywater Fastness: Greywater Artillery Company[edit | edit source]

120 points. (Min: 420pts Max: 700pts) 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[edit | edit source]

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

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

Settler's Gain: Xintil War Magi[edit | edit source]

1 BATTLEMAGE, 1 LUMINARK OF HYSH, 1 CELESTIAL HURRICANUM

  • When using the Luminark's Searing Light ability, you can re-roll the die needed to determine whether the target suffers d3 wounds. In addition, units in this battalion add +1 when rolling to use the Luminark's protection aura.

List building[edit | edit source]

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, it comes down to picking what you want. There's no restriction on thematics, there's nothing stopping you from taking only one unit from each faction. Don't let a Grudge from the world that was stop you from fielding a line of Duardin with Aelf Cavalry. THAT'S GOING IN THE BOOK

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

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

Playing duardin? Increase your rend and/or attacks with runelords and warden kings. Playing freeguild? You are favoring a static gunline around a general that wants you to hold the line. The darkling coven can run and shoot/charge with a cp, making them quite mobile. Generally collegiate arcane wizards are good with everyone and generally, you should at least take one battlemage for every army you want to build.

City builds[edit | edit source]

  • Hammerhal: the CP Generator. Along with getting artifacts from either realm, for each unit (they will have a banner) you can gain CP. Freeguild and Covens benefit greatly for having piles of CP to burn.
  • Anvilgard: gives treats to Dark elf monsters (Dragon/Kharibdyss/War Hydra). Flying wizards and Sisters of the Thorn are great at delivering their close-range spells. Black dealing lets you build have more equipment or cp. Their Unique CA also lend well to hoards as you can spend 1 cp + slay a model, preferably on a big brick of 40, to create a massive ignore battleshock aura. A noticable combo here is a Sorceress on BD with two casters with spell portal and vitrolic spray. Step 1: cast spell portal near sorceress and caster number 2. Step 2: cast vitrolic spray on anything you don't like. Step 3: cast Storm of blades from your sorceress. Conclusion: About 9 mortal wounds and a crying opponent.
  • Tempest's Eye: the city for fast, hit harder bastards. Personally, an all-out cavalry list can be quite devastating with this city, thanks to his bonuses in the first round. The faster you get into melee, the better, this is also extremely easy if you get the command trait and artifact who give you the +1 at the charge and the ability to re-roll the charge rolls without command points. it's up to you which kind of cavalry you want. Dark riders and outriders are light, skirmish units good for shooting afar, demigryph and drakespawn knights can deal devastating charge, helped by the Stormcast's monsters-riders like fulminators. Technology vehicles are also good, going from gyrocopters to arkhanaut airships. You also get good spells who are perfect for a celestial hurricanum with battlemage (aura of glory just behind a band of drakespawn? Yes, please!) good monsters like black dragon or hippogryph can take out the enemy's monsters, and a band of pistolers for charge right where the enemy shows a weak point, for destroying his lines. At least, if you want a band of objective grabbers, flagellants are what you need. Just remember, outflanking and outmaneuvering are the keywords of this army.
  • Hallowheart: Going Magic spam.
    • Nomad Prince generals are nice for Hallowheart armies since they unlock battleline cavalry wizards and the Sisters also benefit from Hallowheart's 2 spells of your choice rule.
    • Between their unique battalion, the Hurricanum, a Sorceress' ability to leech Coven units, and Hallowheart's command ability, you can stack up a casting bonus of +5-10, if you really want to get that always-empowered Endless Spell off.
    • ALTERNATIVE TAKE: With innate magic resistance, Hallowheart is actually well situated to run a non-magic army. Take some dorfs and you got yourself a really tanky army that’ll take an act of the Ruinous Powers to upturn.
  • The Living City: let half your army ambush, take Sylvaneth units, heals Hero's and monsters every turn.
    • Surprisingly decent choice for a Steam Tank army- Iron Oak Artisan command trait gives a 2+ save to your lead tank, and having several tanks come in from the board edges can mitigate their random movement and let you place your guns exactly where you need them. Getting a wound back per turn is always welcome on models with damage tables.
    • Instead of using their battalion, consider getting the use out of their unique command ability instead. Take units that have good melee/charge ability that also have a ranged attack (such as Drakespawn Chariots, dreadlords on Dragons, or various flavours of Stormcast Dracoth cavalry), set them up from ambush with a Hero, shoot, use the command ability, enjoy your 3" charge.
      • However, this is tricky to do with multiple units due to it requiring a CP per unit, and your only source of additional CPs in Living City is a squishy General with an adjutant. Which means no spamming the ability with an army made solely of tanks.
  • Greywater Fastness: Very supportive of Artillery and missile weapon, encouraging you to sit back and blast the enemy apart.
    • a lot of abilities call for the range approach, the CA buff Freeguild Handgunners and Irondrakes. Also, Good Idea to Invest in most units that gain bonuses from Playing defensively in addition to the object grabbers, enemies will be coming for you.
    • If you go Freeguild focused, take a Freeguild General with Drillmaster and Handgunner so resulting in (16" 2+/2+/-1/1) shooting, and a (30" 2+/2+/-1/2) sniper Rifle per unit.
    • If you go duardin, take a Cogsmith and some cannons from Blacksmoke Battery Mercenary Companie. Then a Runelord for the city's prayer, who work on IRONWIELD ARSENAL WAR MACHINE.
    • In any case, if you play many WAR MACHINES, just take a STORMCAST LORD-ORDINATOR, with his Arcane Engineer rule, all ORDER WAR MACHINES wholly within 9" get +1 to hit. Just too good to miss.
  • The Phoenicium: It might be expensive at $45 US for a box of ten models, but you can field so much with Phoenix Guard. Take as MSU or as blocks of thirty for one of the game's better battlelines. For The Phoenicium you can take them as MSU and bring two Frostheart Phoenix and one Anointed on foot for dispels and unbinds. Use your CA to make your front unit of ten fight again before they die, and then the general gets buffed up if any models die. Screen off the map and board control with these murder Aelves.
    • Flagellants make a good battleline with a Human general, being happy to die, and are cheap enough to act as a tarpit.
  • Har Kuron: A little bit disappointing, as the allegiance abilities boil down to a prayer that you might not get off and 3 additional spells. Where this excells is at taking full advantage from that pray. A super buffed witch aelves unit with witchbrew and the prayer can be terrifying, although you can just do this in DoK. A 40 man unit of Black Ark Corsairs buffed by a Black Ark Fleetmaster with exploding sixes and +1 to wound is the real deal. That's a metric ton of dice. Darkshards in the new battalion also profit from the exploding sixes, as the prayer also works on missile attacks and a 10 man unit of Darkshards can shoot 30 shots if Drusa says so, although the dreadspears are quite a point tax. Overall you gotta abuse the prayer or you get almost nothing in this Allegiance.
  • Misthåvn: The lack of spells is pretty off-putting, but what it lacks in casting makes up for in punch. One could use Runelords to function as anti-magic and buff for objective babysitters like ironbreakers, while you hold your unit of 20 drakespawn knights, War Hydra and dreadlord on a black dragon in reserve to get a guaranteed charge on your opponent's high value targets. Strangler-Kelp Noose can let you do this safely as well.
  • Settler's Gain: The Aelven Fan Club, gives bonuses to human nerds (Collegiate Arcanum Wizards) and Jocks (Freeguild heroes and units), for being near the superior Lumineth Elves. The bonus to casting for battlemages and the free artefact for either Freeguild or Collegiate Arcanum heroes seems to encourage spending on heroes, similar to how the quite nice Command Ability mandates taking at least one Lumineth Realmlords Aelf Hero to anchor your humans. Note that despite the small bonuses to casting, this isn't Hallowheart where your wizards let you throw hands magically speaking. Note that nothing stops you from taking a Steam Tank Commander as your general with the Personal Levitation trait for FLYING STEAM TANK! TAKE THAT YOU STEAMPUNK MIDGETS!

Transport Tactics[edit | edit source]

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

  • The Living City Hidden Paths: lets Half your army arrive on board
  • Endless spells: you need to pay points but they can cover a lot of ground Especially since they are automatically empowered.
  • Misthovan underhand tactics: One Freeguild, Duardin or Darkling Covens can appear on the board for every Order Serpentis, Shadowblades or Scourge Privateers that does the same.

Endless Spells[edit | edit source]

Magic Support:

  • Umbral Spell Portal: can be cast anywhere on the board. Short-range but powerful spells like Anvilgard’s spell that removes saves or Hallowheart’s spell that deals mortal wounds to half the models in a unit can be cast from well outside unbind range (unless you're fighting a Slann).
  • Chronomantic Cogs: you know what they do. +1 spell or +2" movement.
  • Emerald Lifeswarm: always heals D6 - useful for bringing back elite units like Phoenix Guard, or for healing damage back to your Celestial Hurricanum with Battlemage after you took damage to empower your Hallowheart wizards.
  • Prismatic Palisade: Deployable Line of sight blocking

Transports:

  • The Soulscream Bridge: allows you to move models 24” (or really up to 30-36” if you go from the back to the front of the bridge) without them counting as having moved - excellent for getting your Irondrakes or Handgunners into range while still getting those extra shots.
  • Lauchon the Soulseeker: Magic Transport. Pile in some Duardin, move them 18", then use a Lifeswarm to bring back that guy still on the boat.

Slowdown:

  • Soulsnare Shackles: cover a larger area - instead of threatening up to 24” away, you can threaten up to 27” away, allowing for a turn 1 shackles onto an enemy’s front rank regardless of mission.

Damage:

  • Geminids are always a good option and are made better when you can reroll the D3 mortal wounds in case you roll a 1.

Strategies and Lists[edit | edit source]

who got the guts?! An army based on enemy battleshock, so better not use it against fyreslayers and Death armies - especially Ossiarch. Play a kharibdyss on anvilgard for getting the -2 bravery bubble who get together with its passive ability, going to a -3 12" bubble. Now, take an horrorgast endless spell (or a gravetide for spare points and money) adding a -2(1) together. For end all of this, a battlemage coming from shysh for his unique spell -2 to a specific unit and darks riders for shoots and -1 around them. You now have more enemy units under a sure -6(5) that can influence more units and a -2 that you can add at a enemy unit that you hate in a peculiar way. Positioning is the key of this strategy. Now you just need some good shooting (hellstorm or crossbowmen) for make inflict casualties at more units at once. Look at your enemy when he have to do a terrible battleshock test with elites units like stomcast, ogor, troll or when he know that his hordes models are going to desert in mass. (it's easy to give a dark elves theme at this army. Remember that other units, mercenaries and allies influenced bravery as well) (also wizards who would get benefits from low bravery characteristic, like a lord-exorcist on balewind vortex)

Addendum: Bravery debuffing is good, but how can we really maximize this? The Tenebrous Court mercenary company. This company lets you bring FEC units as allies. The magic trick here is Crypt Flayers, who have a shooting attack that does MWs based on a Bravery contest. At 2000 points, that's either two units of three or one unit of six. We can offset the turn 1 CP loss for bringing a mercenary company with one of the Anvilgard allegiance ability choices, giving us d3 extra CP at the start of the game. Getting all the pieces set up on the battlefield to pull this off will be the challenge, but since the Flayers are doing this in the shooting phase, your opponent can't use his own CP to protect the unit. As of GHB 2020, it's questionable if this is still a legal strategy. The Mercenary options were removed from the Warscroll Builder and weren't brought forward into the new GHB. However, Tenebrous Court is also in Forbidden Power, so technically the rules are still valid?

Allied Armies[edit | edit source]

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[edit | edit source]

With the coming of the Cities of Sigmar, a lot of models and units, mostly from the High Elves, got 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 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 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.


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