A.O.S Cities of Sigmar- List Tweaking for the glory of Sigmar!

To me, the Freeguild Greatswords are one of the coolest looking unit choices in the cities of sigmar range. What are essentially fantasy landsknecht soldiers, these guys pack one hell of a punch and look fancy doing it. 2 attacks base, 3+ to hit and 3+ to wound with -1 rend, damage 1. In a unit of 20 with a guild champion you are putting out 41 attacks. Additionally, with special abilities such as Oathsword Honour guard, and the (on foot) Freeguild general’s Hold the line, they get +1 to hit and +2 to hit with +1 to wound when not moving. Their ability Decapitating Swing also means unmodified hit rolls of 6 generate mortal wounds and it’s fair to say if you are rolling 41 attacks, there will be some 6’s. This unit hits like a truck and I must have it!

I’ve been playing around with the list I created in the “Starting a New Army- Age of Sigmar” post, with a view to include a 20 man Greatsword blob and play on the Freeguild synergies a bit more. I’ll include both lists and explain my reasoning behind some of the changes.

The original army list:

Allegiance: Cities of Sigmar

– Mortal Realm: Ghyran

– City: Greywater Fastness

LEADERS

Cogsmith (60)

– General

– Command Trait : Drillmaster

– Artefact : Mastro Vivetti’s Maginificent Macroscope

Celestial Hurricanum with Celestial Battlemage (280)

– Lore of Smog : Choking Fumes

Steam Tank with Commander (230)

– Artefact : Runic Munitions

Lord-Ordinator (140)

– City Role : General’s Adjutant

UNITS

10 x Freeguild Guard (80)

– Swords and Shields

10 x Freeguild Handgunners (100)

10 x Freeguild Handgunners (100)

20 x Freeguild Handgunners (200)

5 x Freeguild Outriders (100)

ARTILLERY

Helstorm Rocket Battery (130)

Helstorm Rocket Battery (130)

Helstorm Rocket Battery (130)

Helstorm Rocket Battery (130)

BATTALIONS

Greywater Artillery Company (120)

ENDLESS SPELLS / TERRAIN / COMMAND POINTS

Extra Command Point (50)

Suffocating Gravetide (20)

TOTAL: 2000/2000 WOUNDS: 121

LEADERS: 4/6 BATTLELINES: 4 (3+) BEHEMOTHS: 2/4 ARTILLERY: 4/4

ARTEFACTS: 2/2 ENDLESS SPELLS: 1/3 ALLIES: 0/400


The Revised army List:

Allegiance: Cities of Sigmar

– Mortal Realm: Ghyran

– City: Greywater Fastness

LEADERS

Lord-Ordinator (140)

– City Role: General’s Adjutant

Cogsmith (60)

– General

– Command Trait: Drillmaster

– Artefact: Mastro Vivetti’s Maginificent Macroscope

Celestial Hurricanum with Celestial Battlemage (280)

– Lore of Smog: Choking Fumes

Freeguild General (100)

– Artefact: Steam-piston Plate Mail

UNITS

20 x Freeguild Handgunners (200)

10 x Freeguild Handgunners (100)

10 x Freeguild Handgunners (100)

20 x Freeguild Greatswords (280)

3 x Gyrocopters (180)

ARTILLERY

Helstorm Rocket Battery (130)

Helstorm Rocket Battery (130)

Helstorm Rocket Battery (130)

BATTALIONS

Greywater Artillery Company (120)

ENDLESS SPELLS / TERRAIN / COMMAND POINTS

Emerald Lifeswarm (50)

TOTAL: 2000/2000 WOUNDS: 119

LEADERS: 4/6 BATTLELINES: 3 (3+) BEHEMOTHS: 1/4 ARTILLERY: 3/4

ARTEFACTS: 2/2 ENDLESS SPELLS: 1/3 ALLIES: 0/400

You will note both lists have the Greywater Artillery Company Battalion at their core. This allows us to shoot war machines twice in the first battle round and is mainly in place to buff the Helstorm Rocket battery’s, giving a lovely opening salvo which has a potential threat range of 42” if they move. The Cogsmith unlocks the calculated Trajectory ability which allows re-rolls on 1’s to hit and if each helstorm targets all its own ranged attacks against a single target, hits on a 4+. Additional buffs from our Lord-Ordinator and Celestial Hurricanum bring us to a 2+ to hit, re-rolling 1’s, 3+ to wound -2 rend and D3 damage. With 3no Helstorms, we are dishing out 18 attacks on our first volley and should be able to reach most things on the table.

In order to make room for the greatswords, I did drop an artillery piece which does reduce our effectiveness in this turn one opening salvo, however I think 18 attacks is still enough to put a decent dent into my opponents force. We also need to consider the objective grabbing part of the game and having an additional Helstorm in place adds a further static element to an already slow army list.  Following this train of logic, I took another look at the steam tank and while I like the model and note the synergy for using them with Greywater, the random movement on 2 d6’s eventually put me off. Having a 2+ save on a unit which can self repair would make for a really “tanky” objective holder, but if it’s being outran by my enemy due to poor movement rolls, there really isn’t much point to it. I also dropped the outriders because despite being quick, they didn’t really provide any synergy to the list.

To add some moveability back, I settled on 3 gyrocopters. These have the Ironweld Arsenal and War Machine key words so benefit from being Grey water via +3” range to all ranged weapons, and can be repaired by the cogsmith. They can also fly which is excellent in terms of moving over terrain and units. These should prove decent anti-horde with the 11” steam guns, but also add some quick movement which is sorely lacking. I’m even considering switching my warlord trait from Drill master to Ghoul Mere ranger. This would allow the unit to run and still shoot when starting the turn within 12” of the General. Speedy!

I’m quite happy with the current revisions. We still have a respectable opening salvo but with the additional 20 Greatsword bodies, freeguild General on foot buffing, and Gyrocopters flying around, we also have some nice units screening our rifle squads, taking the fight to the enemy and holding objectives. At this point I had 50 points left and started looking over the endless spells. I settled on the Emerald Lifeswarm spell, to be used by our Battlemage on the Greatswords. These will be charging into the opponent’s face and so a durability buff will be excellent. Furthermore, as a cities of Sigmar force, we have the Amplified sorceries ability so no matter the realm our fight is in, we will always get the Empowered by Ghyran ability. This means our Greatswords will be regenerating D6 wounds or wounds worth of slain models each turn.

So those are the tweaks I have since made to my original list. I’m excited to test out the synergies highlighted in this post and field some badass Greatswords. My next post should be looking at Biostrip 20 and how I got on with stripping my already painted freeguild miniatures.

Thanks for reading and see you next time.

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