Whilst the cities paintjob looks interesting up close, it's really hard to almost impossible to see the cities models on a map this dark - especially the ones on the terrain....makes this a bit hard to follow
Yeah I'm planning to redo the color of the bases to separate things some more. Wouldn't be an issue on a brighter map, but this way the base/model contrast will make them always stand out one way or another.
Tzeentch needs its heroes to survive multiple turns to farm Fate Points, so screening the castle with only 120 points of Blue Horrors is quite risky. Good on Jordan for identifying & exploiting that weakness. Would love to see a rematch with a few less Screamers and improved screens!
Fair point, tbh, I just get tired of playing with Pinks so I'm always trying to make DoT work without them so screamers really become the only BL option for a daemon army.
Tzeentch armies look great. Also I hate to be that guy to correct a rule but I see this one played incorrectly by fellow disciples alot. Destiny dice dont take into account bonuses or negatives to save, only rend. So if you have finest hour, AoD and mystic shield on a Lord of Change, rend 3 means you have no save when using destiny dice.
Thanks sir! Its super easy to create. Just airbrush them pink, shade with red, highlight with white, and then glaze the whole model with yellow through an airbrush. The pink undertone gives the yellow moreof a vibrant tone than if you had just painted them yellow to start. I then just painted the scales maroon, bone the tusks, and done.
I love return fire, but I don't believe you can issue all out attack during it. I think it is worded only during your shooting phase. Either way, let's go Cities!
Great game! I'm currently building my CoS army, and seeing what the horses + cavalier marshall can do was very insightful. Looking forward to the next BR!
I seen a mistake in one of the list building for Tzeentch - Lord of change can't have the spell call arcane of suggestion because he is not a mortal wizard. lord of change is a daemon hero.
Just a heads up: the trick you did where you rolled one save at a time until deciding to use your destiny dice to save a screamer actually isnt allowed. Its regulated under the "combined attacks" in core rules 13.2.1 which says if your opponent rolls all their attacks at the same time, you have to do the same with your saves @@ryancooper3629
Really hope we get an updated 4e cult of transient form subfaction. I love the idea of running mortals and mutants summoning demons in. Cult just never works.
Throwing in my opinion as a Cities player, but I find the extra speed in Misthavn is usually a lot more useful than the mortals. 5 cav will do about 2-3/turn, and 10 will do about 5, but you can't get all the horses into combat easily, and a 10 man horse unit is a 360 point investment that can be wiped easily or just fail to be useful, while the 5 man blocks are a decent amount of punch in a small package.
As a tzeentch player I do hope that 4th gives us more playability. Dont get me wrong guild of summoners with kairos or a Krondspine list is great but it does make it a bit 1 dimensional.
I agree, like Tzeentch is not "bad" per se, its just everything is so expensive that I always feel like I have very few options. Pinks are the right cost for what they do, but spending 500-750pts on what amounts to trash ablative wounds just isn't fun. I miss when pinks were casters and had a purpose other than to just tarpit. Thats why I'm always trying to bring these more weird Tzeentch builds, because I just find managing 150 wounds of pink horrors mind numbing to play. ;) I think they went about it better in 40k in 10th where the split only happens on a 4+, which cuts the number of wounds the unit represents by a lot meaning they don't have to be as expensive. Its also a bummer that the book pretty much completely forgot Tzaangor are a thing and has virtually no synergy or incentive to build into them. I also think Tzeentch just has too much summoning potential so everything is costed to represent that. Its makes the army really swingy because of how much the summoning can skyrocket depending on the build and what your opponent has.
Hey dudes - got mixed up with AoA as its 'THE' combat phase, but 'YOUR' shooting phase, so I agree on that one. For FTV though, there is actually no restriction about turns in the core rules, as per 11.2; "You can use the following command abilities in the charge phase (see 6.1):" "You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit." As always, thanks for the feedback!
Poor Tzeentch, they feel in a really weirdly rough place right now, they just kinda get outclassed and don't have any meaningful combat punch most of the time.
Yeah, I agree, I think they just have too much cost built-in to represent the summoning potential which can wildly swing depending on the match and is often very difficult to leverage well if the pressure is really high. And Tzaangor "should" be that combat punch, but GW just sort of forgot about Tzaangor with this book and didn't introduce any synergy for them. In fact they removed it. (For example, Tzaangor Shaman lost its aura). (I actually have a crap ton of painted Enlightened and Skyfires I'd love to try on the channel at some point but you just pay so much for so little with them that I don't think it will work) I miss the utility that Tzeentch used to have. (I miss old Changehost so much, or even old Host Arcanum) These days it feels like the right way to play is hide behind a horror line and hope your casting is enough to carry the day before you are overwhelmed. Tzeentch used to be a really fun army to play and now I feel it is the most boring I own.
Whilst the cities paintjob looks interesting up close, it's really hard to almost impossible to see the cities models on a map this dark - especially the ones on the terrain....makes this a bit hard to follow
Yeah I'm planning to redo the color of the bases to separate things some more. Wouldn't be an issue on a brighter map, but this way the base/model contrast will make them always stand out one way or another.
I was going to comment the same thing, I could barely see the units from every camera angle
same criticism here , made the game really difficult to watch overall.
Callis and Toll are a 2 model unit so you can roll 6 attacks for shooting and 8 for combat.
Tzeentch needs its heroes to survive multiple turns to farm Fate Points, so screening the castle with only 120 points of Blue Horrors is quite risky. Good on Jordan for identifying & exploiting that weakness. Would love to see a rematch with a few less Screamers and improved screens!
Fair point, tbh, I just get tired of playing with Pinks so I'm always trying to make DoT work without them so screamers really become the only BL option for a daemon army.
Tzeentch armies look great. Also I hate to be that guy to correct a rule but I see this one played incorrectly by fellow disciples alot. Destiny dice dont take into account bonuses or negatives to save, only rend. So if you have finest hour, AoD and mystic shield on a Lord of Change, rend 3 means you have no save when using destiny dice.
I was watching the red wedding today but decided it wasn't sad enough for me. Ryan was auditioning for a part in a Charles Dickens novel.
Love the paint on those Screamers
Thanks sir! Its super easy to create.
Just airbrush them pink, shade with red, highlight with white, and then glaze the whole model with yellow through an airbrush. The pink undertone gives the yellow moreof a vibrant tone than if you had just painted them yellow to start. I then just painted the scales maroon, bone the tusks, and done.
I love return fire, but I don't believe you can issue all out attack during it. I think it is worded only during your shooting phase. Either way, let's go Cities!
I do not like crying over dice. This can be improved. I love you both and the reports thought!
Great game! I'm currently building my CoS army, and seeing what the horses + cavalier marshall can do was very insightful. Looking forward to the next BR!
I seen a mistake in one of the list building for Tzeentch - Lord of change can't have the spell call arcane of suggestion because he is not a mortal wizard. lord of change is a daemon hero.
This was just a copy/paste error in the video. He didn't actually have the spell. :) good catch though.
@@ryancooper3629 the Tzeentch army is one of my main army i play, so i know the in and out of the army.
Just a heads up: the trick you did where you rolled one save at a time until deciding to use your destiny dice to save a screamer actually isnt allowed. Its regulated under the "combined attacks" in core rules 13.2.1 which says if your opponent rolls all their attacks at the same time, you have to do the same with your saves @@ryancooper3629
No worries about the saves. I just played a game where I couldn't make a 3+ ethereal save. It happens haha
I've been down that road so many times. I'm convinced the hardest roll to make is a 2+. ;)
Were you remembering to roll for your command corps to stop commands? Could have helped a few times!
The cries army could not be seen on the dark map with those overhead views.
Really hope we get an updated 4e cult of transient form subfaction. I love the idea of running mortals and mutants summoning demons in. Cult just never works.
Jordan you messed up calis and toll , they both get shooting and melee attack :)
Man, the best is a nice idea in Tzeentch. For 150 pts, it’s great.
Nice work jordon once again, great battle, so glad you do these battles me and my boys love your channel 💯👍👹
How come you don’t run Excelsis for up to 10 mortal wound per turn from the horses and plus one to the wounds for monsters
I've kind of been waiting till I get 10 more horses painted up, but I'm definitely keen to try it!
Throwing in my opinion as a Cities player, but I find the extra speed in Misthavn is usually a lot more useful than the mortals. 5 cav will do about 2-3/turn, and 10 will do about 5, but you can't get all the horses into combat easily, and a 10 man horse unit is a 360 point investment that can be wiped easily or just fail to be useful, while the 5 man blocks are a decent amount of punch in a small package.
As a tzeentch player I do hope that 4th gives us more playability. Dont get me wrong guild of summoners with kairos or a Krondspine list is great but it does make it a bit 1 dimensional.
I agree, like Tzeentch is not "bad" per se, its just everything is so expensive that I always feel like I have very few options. Pinks are the right cost for what they do, but spending 500-750pts on what amounts to trash ablative wounds just isn't fun. I miss when pinks were casters and had a purpose other than to just tarpit. Thats why I'm always trying to bring these more weird Tzeentch builds, because I just find managing 150 wounds of pink horrors mind numbing to play. ;)
I think they went about it better in 40k in 10th where the split only happens on a 4+, which cuts the number of wounds the unit represents by a lot meaning they don't have to be as expensive.
Its also a bummer that the book pretty much completely forgot Tzaangor are a thing and has virtually no synergy or incentive to build into them.
I also think Tzeentch just has too much summoning potential so everything is costed to represent that. Its makes the army really swingy because of how much the summoning can skyrocket depending on the build and what your opponent has.
Are there any type of human lists the Season of War community would like to see from Cities of Sigmar?
A castle! Fusiliers / Cannon / Fusil major, shooting castle seems fun, but hard to currently pull off!
@@szilassim5 thanks for replying! Sadly I don’t have cannons and a fusil major yet. But how about I rock a block of 30 fusiliers for you?
For sigmar!
Hey just a suggestion can you please use a lighter mat when using black models. Can’t see shit 😂
Besides the unlucky rolls, I feel Tzeentch’s list was terrible whereas Cities was a nice list
No AoA in enemy shooting, no FtW in enemy charge. Commands are really restrictive.
That’s what I was going to say! Looked this up recently, it’s very annoying
Hey dudes - got mixed up with AoA as its 'THE' combat phase, but 'YOUR' shooting phase, so I agree on that one. For FTV though, there is actually no restriction about turns in the core rules, as per 11.2;
"You can use the following command abilities in the charge phase (see 6.1):"
"You can use this command ability after you make a charge roll for a friendly unit. That unit must receive the command. You can re-roll the charge roll for that unit."
As always, thanks for the feedback!
Poor Tzeentch, they feel in a really weirdly rough place right now, they just kinda get outclassed and don't have any meaningful combat punch most of the time.
Yeah, I agree, I think they just have too much cost built-in to represent the summoning potential which can wildly swing depending on the match and is often very difficult to leverage well if the pressure is really high.
And Tzaangor "should" be that combat punch, but GW just sort of forgot about Tzaangor with this book and didn't introduce any synergy for them. In fact they removed it. (For example, Tzaangor Shaman lost its aura). (I actually have a crap ton of painted Enlightened and Skyfires I'd love to try on the channel at some point but you just pay so much for so little with them that I don't think it will work)
I miss the utility that Tzeentch used to have. (I miss old Changehost so much, or even old Host Arcanum) These days it feels like the right way to play is hide behind a horror line and hope your casting is enough to carry the day before you are overwhelmed. Tzeentch used to be a really fun army to play and now I feel it is the most boring I own.
Paint your army, Jordan
dice are a cruel mistress...
Ok I’m begging yall, you can’t have your cities models on this map again. Those over head shots. I can’t see shit of where anything is.
I mentioned in other comments that I'm rebasing the army for more contrast - rest assured I noticed as well!
Don't worry, my Cities will definitely stand out