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===<span style="color:#01bbe3;">Fast Units</span>=== <div class="mw-collapsible-content"> ====Strike Chamber==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Gryph-Hounds-en.pdf Gryph-hounds]:''' (110pts, Min:6, Max:18) Your war hounds. 2 wounds and claws of 4/3+/4+/-/1 damage, but with no armor saves. They will be found near archer because of Warning Cry let them shoot enemies that think they can deep strike you. If the enemy doesn't deepstrike, They will be put on chaff duty, Using their attack & retreat ability to annoy heavy hitters by tieing them down and then running away before they can smack them back. *'''Stormstrike Chariot:''' (165pts, Min: 1) A curious addition to the Stormcast Battletome, the Stormstrike Chariot acquits itself well with a 12" move, 12 wounds, a 3+ save, and a bravery score that doesn't matter since it's a unit of one. It can come with either the Great Stormbow (2 attacks at 18" with 3+/3+/-1/1 damage), or the Tempestuous Spear (2 attacks at 2" with 3+/3+/-2/2 damage), and a Stormstrike Axe (3 attacks at 1" with 3+/3+/-1/1 damage apiece). The Gryph-chargers get 6 attacks at 3+/3+/-2/1 damage, which brings us to the question of what to do with this thing- the answer is obvious when you take a hard look at its abilities. Celestial Blaze means that enemy units have -1 to hit the chariot if it charged this turn, and Azyr Unleashed means that once you pull off your charge, you can roll a number of dice equal to the unmodified charge roll for that move, for each 4+, the enemy unit you charged into suffers a mortal wound. While the Stormstrike Chariot doesn't strike fear into the hearts of men at first glance, what it really does is hit fast, and hit hard, with plenty of differing attacks to allow it to take down chaff and even go toe-to-toe with some elite infantry- it will suffer against multiwound infantry and monsters though, as it doesn't get command abilities out on its own. ====Sacrosanct Chamber==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Evocators_Celestial_Dracolines.pdf Evocators on Celestial Dracolines]:''' (280pts, Min:3) Evocators riding Dracolines granting them 2 more wounds and a 12" movement. The Dracolines acquit themselves well with similar attack profile to the Tempest Blade and Stormstave, namely 3/3+/3+/-1/D3 damage. In addition to its Evocator abilities, you get to re-roll charge rolls for your Dracolines. The Evocators on Dracolines are less strong than they used to be, but when backed up by the Lord-Arcanum on Dracoline, suddenly your cats get one extra claw attack. Similarly to the vanilla Evocators above, you want to fight first with these guys, to get their Celestial Lightning Arc to trigger, but don't overlook their Unbind and Empower as well. Deploy these ones with a Lord-Arcanum on Dracoline, and send them into battle together. Have them cast Empower on either themselves, or the Lord-Arcanum to turn the mounted wizard into a real threat. ====Vanguard Auxiliary Chamber==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Aetherwings]:''' (65pts, Min:3) <s>Attack birds</s> <strike>Defense</strike> just birds. Lovely plumage. At about 10 pts per wound for 4+/4+/-/1, it's a waste to use them to attack anything. They will kill nothing and promptly die due to "-" save. Now worse, as they just grant a +1 to hit for targets within 12" of Vanguard-Raptors. Hard pass now. Or ARE they? Besides giving a free All-Out Attack to any Vanguard-Raptors shooting units close to them, our starbirbs are also disposably cheap and lightning quick. Use them to speedbump anything that can't zap or blast them out of the way, or slam them into a shooty unit to soak up an Unleash Hell that then can't be used against any useful units. Still probably overcosted, but they can still find a home in a solely support/objective grabbing role. Like flying, super-fragile T'au markerlights for Vanguard-Raptors. ====Extremis Chamber==== *'''Dracothian Guard Fulminators (Single):''' (115pts, 1 Model only) Another unusual addition to the Battletome, no doubt caused by the changes to how unit sizing and reinforcing units works, and GW realizing that nobody will want to assemble a generic Lord-Celestant on Dracoth when we can just buy Vandus Hammerhand. This single Fulminator can, surprisingly, issue commands to himself, and can do all the same stuff a regular duo of Fulminators can do. Curiously however, you can only include one of these units in your army if you bring a Lord-Celestant on Dracoth, and it cannot be Battleline unlike the other Dracothian Guard. Potentially a viable selection for the dragon-only list, as the single fulminator can ride as backup to your lord-celestant, or whowever else you think needs a slightly cheaper friend at their side. *'''Stormdrake Guard (Single):''' (145pts, 1 Model only) Similarly to the above single fulminator, the new Knight-Draconis can only be assembled when you buy a box set of two Stormdrake Guard. It's got all the same rules as the regular Stormdrake Guard, only that you can only include him in your army if you field the Knight-Draconis, and it cannot have the Battleline role. At the end of the day, it's a cheaper Stormdrake Guard, and if you went out of your way to buy both the Knight-Draconis, and another box of Stormdrake Guard, why not take him? He gets monstrous rampages you know... </div></div>
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