Editing
Age of Sigmar/Tactics/Order/Stormcast Eternals
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Tactics== * '''Dominion''': Playing with what you get from Dominion is exactly 1415 points. Add a Celestar Ballista into the mix, then swap the praetors for a unit of Prosecutors with Celestial Hammers, and suddenly you have a real army on your hands at exactly 1500 points. This list can be shrunken down to 1000 points as well, but be mindful that playing Stormcast at 1000 points means that you bring just about nothing to the game. Hold the Vindictors and Annihilators in reserve, and take the first turn as opposed to your opponent. Drop the Vindictors on whichever objective you want at the end of the first movement phase to instantly fortify and force your opponent's hand. Save the Annihilators as a hammer for the enemy line, using the Lord-Imperatant's ability. Keep the Lord-Imperatant back to make sure he survives spells and shooting, and use Yndrasta to first hunt down a monster, then any enemy heroes. Be mindful, since most people know that Yndrasta is the nastiest monster-hunter in the game, when she even comes out of your storage case, your opponent is going to be trying to hide their big monster from as far away from her as possible. If they're even smarter, they're going to try their hardest to hide their heroes too. Use this to your advantage, and use the Celestar Ballista to snipe at anyone or anything that thinks its safe hiding away on the other side of the board with its genuinely ridiculous range. Put the squeeze on your opponent as well by forcing their hands with control of the objectives, and the fast-moving Prosecutors. This list makes good use of everything good right now in Stormcast, such as Vindictors, Annihilators, Yndrasta, and a terrifying piece of artillery that is now the terror of the tabletop. * '''Deep Strike and You''': Stormcast are unique among AOS armies for their ability to hold half the army in reserve- and drop any number of them down at the end of movement. Unlike in 40K, you ''can'' charge your guys out of this "deep strike", but you'll need to be conscious about how you use it. Here's some basic ideas for how to use {{AOSKeyword|Scions of the Storm}} to maximum effect; ** '''Objective Grabbing''': It's a very valid strategy to hold your objective-grabbers in reserve, and take the first turn to just put them down on one (or more) objectives. It's an aggressive move, as you're immediately in control of one or more objectives, and forcing your opponent to respond quickly before you rack up VP through board control. The other benefits are simple: Stormcast are notoriously slow, as a whole army of heavily-armored elite infantry that are horrid footsloggers, doing this will be like immediately lighting a fire under your opponent's feet. Of course, the first problem with this is simple- putting your Objective grabbers in reserve is slots that your more offensive units could've wanted instead, as many of SCE's heaviest hitters are real slow- but if you're going to center your list around this aggressive strategy, you should prepare for that by bringing mounted paladins, chariots, or a real mean beatstick to back up your dudes. ** '''Hammer and Anvil''': The "traditional" method when it comes to reserves. Put your real slow heavy-hitters in reserve, bring a Lord-Imperatant, and use his Guided by Lightning ability to drop your heavy paladins within 7" of the enemy. Ideally, you'll want to drop them behind your opponent's line, to either trap their battleline against your shieldwall, or to take out a troublesome caster or war machine. This is a tried and true strategy, and it works even better courtesy of the Lord-Imperatant- but you'll still have to force your paladins to make a 7" charge to really get it to work, and you can only use Guided by Lightning on one unit, once per turn, during your movement phase. Now the flaws become apparent- not only can only one unit of heavy-hitters drop at once, but when selecting this strategy, you're essentially going to be telegraphing this move to your enemy at the start of the game. Savvy opponents will prepare for you to do this, and will do their best to actively hamper your attempts at doing so, or place their units specifically to deny you any space to drop your guys. Your best workaround for this is to bring a Lord-Relictor with the Translocation prayer, so you can get it on a 2+ and make sure guys, no matter where they initially deploy, are in the right place to take a charge, or charge your opponent their next movement. ** '''Responsive Action''': The oddball of the three strategies for handling {{AOSKeyword|Scions of the Storm}}. This ideology requires you, as a general to "go with the flow of things". Keeping an odd assortment of paladins, battleline, and harassers in reserve means that theoretically, you could deploy the right tool for the right job. Need an objective grabbed to deny a point? Drop battleline to contest. A shieldwall is about to break? Drop the paladins to reinforce them. An annoying caster keeping those skeletons alive, or a war machine tearing your lines apart? Send in those harassers to tie them up in combat. Just want to make the enemy die in alarming volume: Celestar Ballistas (yes, this is very much still a thing). This is pretty simple, all things considered, as it keeps your options open throughout the battle on what you feel that you should respond to. A word of caution, this strategy is hard to pull off in small games. If you're playing at any less than 2000pts, you can kiss this strategy goodbye, as you simply don't have the manpower to spare. A small recommendation, bring both the Lord-Imperatant, and some flavor of priest (but preferably either the Lord-Relictor or the Lord-Veritant) that can take Translocation. This not only allows your reinforcements to quickly get stuck in (a 2" difference always is a little more than you think it is, especially when deep striking), but also to redeploy should they manage to complete their current task and need to move somewhere else where their talents could be appreciated instead of having to footslog it. Of course, this requires also having your priest being in range of the unit you want to translocate- hence the importance of selecting a Lord-level priest, as opposed to a Knight-level priest.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information