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		<title>The War of the Beard (The War of Vengeance)</title>
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		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:38C2:43A7:2E8C:86B3: /* The Novels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DorfsVsElgi.png|thumb|right|500px|They&#039;re both still seething about it to this day.]]&lt;br /&gt;
{{Topquote|It was not the fault of the Dwarves that the friendship waned.&amp;quot; &amp;lt;br&amp;gt;  &amp;quot;I have not heard that it was the fault of the Elves.&amp;quot; &amp;lt;br&amp;gt; &amp;quot;I have heard both.|Gimli, Legolas and Gandalf respectively on dwarf/elf relations in Middle-Earth}}&lt;br /&gt;
&lt;br /&gt;
The War of the Beard (Or the War of Vengeance as known by the Dwarfs) was the bloodiest conflict in [[Warhammer Fantasy Battle]]&#039;s history. Because really, only Elves and Dwarves can hate each other that much to spill more blood than anything else in a [[Grimdark]] universe. Famous for being one of the few major wars that didn&#039;t feature orcs, skaven, undead, dark elves (directly, since to some they instigated the war) or chaos as the bad guys (except the novel, spoiler alert!). &lt;br /&gt;
&lt;br /&gt;
== What Could Possibly Go Wrong? ==&lt;br /&gt;
Before the infamous War of the Beard, the [[Dwarves]] and the [[Elves]] were at peace. They were re-continuing trade, which made both empires rich-out-of-their-minds. The Dwarfs were at their highest point, the Silver Age. It is in this period that the Dwarfs pretty much kicked Orc ass for &#039;&#039;&#039;SPORT&#039;&#039;&#039; and not for the sake of survival. They also had most of their ancient relics, and Karak-Eight-Peaks, the second greatest [[Dwarf Fortress]] of all, still under their uncontested ownership. The Elves were somewhat dismayed at [[Malekith]]&#039;s [[Dark Elves (Warhammer)| dissension]], but hey, they were rich as hell and powerful to boot with Malekith and his followers presumed fleeing or dead.&lt;br /&gt;
&lt;br /&gt;
== God Damnit, Caledor II ==&lt;br /&gt;
Then the [[Dark Elves]], posing as High Elves, started to mercilessly rape Dwarven caravans. The Dwarf High-King at the time, Gotrek Starbreaker (a manly-ass Dwarf who could probably beat [[Khorne]] at arm-wrestling and make him look like a pansy in comparison, but wasn&#039;t known for his smarts) promptly got pissed and sent over diplomats to yell at the Phoenix King at the time, Caledor II (son of Phoenix King Caledor the Conqueror and one of the most skilled elf warriors at the time, but was otherwise a reckless man-child).  The first time Caledor told Gotrek to piss off for being rude and if he wanted anything, had to plead.  Gotrek sent the diplomats back saying he wanted double recompense for the implied insult.  Caledor II got upset with the boisterous diplomats, and when one drew their axe and swore by their beard they would not leave it was the last straw.  Taking him at his word, Caledor II had them shaved of their beards and hair (Hence why the Elves call it, &amp;quot;The War of the Beard&amp;quot;) and send them back to Gotrek.  Though the elves thought they were being merciful not to kill them, to Dwarf-kind forcibly shaving their beard is the greatest crime one can commit.  Gotrek Starbreaker, upon getting Caledor II&#039;s response, spent a year or so mustering the full, raw, uncut power of the Dwarven kingdom (and to let the grudge stew for a time, very important) before launching a brutal attack on the Elven colonies in the Old World.&lt;br /&gt;
&lt;br /&gt;
== The Actual War of the Beard ==&lt;br /&gt;
The first siege of Tor Alessi began, in which the Dwarves were forced back (but not without wrecking half the city). Caledor II, pissed, marched on down to the Old World and slew Gotrek Starbreaker&#039;s son, Snorri Halfhand, in a duel. &lt;br /&gt;
&lt;br /&gt;
After Snorri died, Gortrek finally fully committed to the war, sworn a powerful oath that would end in either him being shaved or the Elgi&#039;s payment with their death. With their high king&#039;s backing, the Dwarves got their act into gear, and began fucking up the Elven colonies. At the battle of Oregor, the Elves were struck a serious blow by the Dwarves in a battle largely consisting of &#039;&#039;Manoeuvring.&#039;&#039; Yeah.&lt;br /&gt;
&lt;br /&gt;
In said battle, Gotrek Starbreaker&#039;s nephew and new heir Morgrim marched his bum right through a giant army of elite Elven troops, took Imaldrik, the Prince of Ulthuan, and proceeded to use him as a dishtowel (though some source say Imaldrik surrendered, letting the Dwarfs kill him in exchange for sparing his troops). Dismayed, the rest of the depleted Elven forces ran for their lives. He then got the name &amp;quot;Elgidum&amp;quot; from said battle - which means Elfdoom. &#039;&#039;&#039;[[Awesome]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After that, the Elves got butthurt and decided to try and attack Karak Azul, where the Dwarf&#039;s best smiths resided. They almost won too, due to superior numbers, until a Dwarf Thane called Brok Stonefist, nicknamed &amp;quot;The Nightmare of the Deeps&amp;quot; or Arhain-tosaith by the Elves (the shadow one of the earth), rallied the forces of the Hold and kicked the Elves halfway across the Old World with his broken op rune gear and his own tactical genius on tunnel warfare. &lt;br /&gt;
&lt;br /&gt;
The High Elves realized that this badass was a pretty big threat, so they sent Salendor to combat him. Salendor being a wizard was known for his uncanny premonition that he could foreseen any ambushes from the Dwarfs. &lt;br /&gt;
&lt;br /&gt;
Brok and Salendor fought many engagements against one another, and eventually they both met their doom at the siege of Athel Maraya (soon to be Talabheim). Salendor and Brok were fought each other at the heart of the city as it burned around them, forcing both forces to retreat, excluding the two leaders of the armies. Locked in close combat, they killed each other in the middle of the burning city. Some say that in the ruins of the colony, their ghosts still fight, locked in eternal combat. But that&#039;s bullshit, since manly Dwarfs who die in combat pretty much always go to Dwarf Heaven, and dead elves either get taken by Elf Waystones, Slaanesh or the elf underworld.&lt;br /&gt;
&lt;br /&gt;
By then, there had been a great number of sieges on Tor Alessi. Finally, the wall was pretty much completely obliterated, so the Dwarves piled in, slaughtering the Elves cowering within the city. Gotrek, carried upon his throne, found Caledor II trapped in a corner, unable to flee. They fought mano-e-mano for days upon days before Gotrek Starbreaker struck the Phoenix King Caledor II with a single blow from his hammer and after the Phoenix King pleaded for mercy, he killed him. He then stole his crown, telling the enemy &amp;quot;Nanana boo-boo, I&#039;m better than you, stick your head in doo-doo&amp;quot; and burnt the city down, retreating to Karaz-A-Karak to flaunt his victory. The Elves, utterly demoralized, gathered all of their forces for one final suicidal push on Karaz-A-Karak before word came that the Dark Elves had attacked Ulthuan.&lt;br /&gt;
&lt;br /&gt;
==Aftermath==&lt;br /&gt;
Since then, each faction has had burning hatred for each other. But each faction was made considerably weaker by the war, precipitating  their respective declines.&lt;br /&gt;
&lt;br /&gt;
With the power of both the elves and dwarfs spent, it left a power vacuum that was rapidly filled up by the rising power of men (and less nice races like the beastmen and skaven). [[Bretonnia]], [[the Empire]] and [[Kislev]] all in time rose up from the regions the elves had previously conquered.&lt;br /&gt;
&lt;br /&gt;
The High Elves retreat completely from the old world and didn&#039;t return until much later, to find that all those weird smelly barbarians called humans had suddenly sprung up all over the place and making their own cities and nations to boot. To say the elves were surprised is an understatement.&lt;br /&gt;
&lt;br /&gt;
The Dwarves nearly right after the war suffered a nasty series of earthquakes that wrecked their defenses. The causes of this disastrous event has two speculation, where it is either caused by the failure of the Skaven when they tried to expand Skavenblight using some sort of giant machinry, or the idiotic Slann mages and Mazdamundi from Lustria who was trying to shape the world according to the old ones. This disastrous event left many of their holds and mines open to invasion from the skaven and night goblin tribes. The fall of the dwarf empire broke them into smaller kingdoms, now with each hold under near constant siege.&lt;br /&gt;
&lt;br /&gt;
With the high elves retreating to their homeland, the few left behind becoming Wood Elves who rose to be a quiet power in [[Athel Loren]]. Alas they had no peace, being constantly attacked by any old goblin and beastmen walking into their forest.&lt;br /&gt;
&lt;br /&gt;
Both before and during the war, Malekith used his agents to manipulate both sides in war. One of such groups were unfortunate enough to end up in [[Nehekhara]] and get captured by [[Nagash]], who proceeded to torture them until they&#039;ve spilled all the secrets to him, resulting in Nagash inventing necromancy and turning Nehekhara into a shithole full of sand and bones later on.&lt;br /&gt;
&lt;br /&gt;
Literally the only positive thing to come out of this mess is Caledor II being universally nicknamed Caledor the Idiot which still entices a laugh to historians [https://img.fireden.net/co/image/1520/52/1520527056082.jpg (Though that&#039;s just the tip of the iceberg for the Dwarfs)].&lt;br /&gt;
&lt;br /&gt;
So in the end, Malekith got what he wanted. He ensured that the High Elves and Dwarfs would never unite against him, all while spitting at the grave of his best friend, Snorri Whitebeard (Who had sworn on the latter&#039;s deathbed that the Elves and Dwarfs would remain friends!). What a dick...&lt;br /&gt;
&lt;br /&gt;
And thus, this was probably [[Grombrindal]]&#039;s origin story.&lt;br /&gt;
&lt;br /&gt;
==The Novels==&lt;br /&gt;
The events were written into a book trilogy, with a different author for each book: [[Nick Kyme]] (part 1), [[Chris Wraight]] (part 2), [[C.L. Werner]] (part 3).&lt;br /&gt;
&lt;br /&gt;
The novels retconned a lot of events of the war. Tensions were already high due to the attacks of the Dwarfs&#039; caravans, but what really pissed the Dwarfs off was the assassination of an ancient runelord from &#039;&#039;&#039;Barak Varr&#039;&#039;&#039; named &#039;&#039;&#039;Agrin Fireheart&#039;&#039;&#039;. The Dwarf kings demanded &#039;&#039;&#039;Gotrek Starbreaker&#039;&#039;&#039; wage war against the Elves for Argin&#039;s murder, but he again refused to declared war. &#039;&#039;&#039;Prince Imladrik&#039;&#039;&#039; (younger brother of &#039;&#039;&#039;Caledor II&#039;&#039;&#039;, a popular guest among the Dwarf and the last living Caledorian dragon master of his time) investigated the runelord&#039;s death and discovered the essence of Dark Magic at the murder site, confirming the presence of the Dark Elves. Realizing that Malekith sought to instigate war between the High Elves and Dwarfs, he sent a message to High King Gotrek explaining the existence of their nefarious elven kin and their plans. Unfortunately, Imladrik&#039;s words fell on deaf ears, the gathered dwarf kings thought the Elves were making excuses and that these &amp;quot;Druchii&amp;quot; didn&#039;t exist. Thankfully Gotrek gave the High Elves the benefit of the doubt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snorri Halfhand&#039;&#039;&#039; (named Halfhand due to a Skaven biting off his fingers on one hand, later keeping his recoverd fingerbones as a trinket), High King Gotrek&#039;s son, raised an army to attack the elves without his father&#039;s consent. Snorri was a hotheaded Dwarf who believed his father had gone soft in his old age for trying to keep the peace with the elves after what happened.  Snorri was persuaded to not attack the elves initially, but eventually lost his patience after being told the body of a priestess of Valaya had been found riddled with elven arrows.  Learning of Elven forces rallying at Kor Vanaeth (soon to be Altdorf; the nearest elf city from his position), Snorri took the initiative and attacked, defeating the elves in less than 3 hours then razing the city. &lt;br /&gt;
&lt;br /&gt;
During the attack, &#039;&#039;&#039;Gotrek Starbreaker&#039;&#039;&#039; sent his diplomats, including ambassador &#039;&#039;&#039;Forek Grimbok&#039;&#039;&#039; to &#039;&#039;&#039;Ulthuan&#039;&#039;&#039; in a last ditch effort to prevent war.  But by the time the dwarfs arrived in &#039;&#039;&#039;Caledor II&#039;&#039;&#039;&#039;s court to demand an apology and recompense, word had already reached the Phoenix Court of the &#039;&#039;&#039;Kor Vanaeth&#039;&#039;&#039; attack (which Grimbok didn&#039;t know about).  Furious over being demanded to apologize and compensate the Dwarfs when they just destroyed one of his cities, Caledor II ordered the diplomats shaved and kicked out despite the protest of his brother Imladrik.  Though &amp;quot;shaving&amp;quot; might be an understatement; when the elves were done, [[grimdark|Grimbok&#039;s face had cuts and gashes where his beard had been, implying either he struggled a lot or the elves &#039;&#039;&#039;cut off parts of his face to remove his beard&#039;&#039;&#039;.  Caledor II is a piece of shit]].&lt;br /&gt;
&lt;br /&gt;
After a heated father-son conversation, Gotrek realized it was too late to prevent war at that point and decided to help his son  besiege &#039;&#039;&#039;Tor Alessi&#039;&#039;&#039;. Although still mad at his son for starting the war, Gotrek didn&#039;t want to lose him either, and hoped to end the war quickly before both sides suffered heavy losses.  The siege of &#039;&#039;&#039;Tor Alessi&#039;&#039;&#039; began normally, until Caledor II&#039;s duel with Snorri.  Caledor insulted Snorri, mocking his father, saying a Dwarf would be much faster at digging than walking, calling them pigs in mud (the same insult he&#039;d used on Grimbok back on Ulthuan, and would use many more times against Dwarfs) before killing Snorri with a spear to the face while Snorri was speaking.&lt;br /&gt;
&lt;br /&gt;
Snorri had been perusing a prophecy from their runelord at the time: &amp;quot;slay the drakk, become king&amp;quot;, which is what made Snorri challenge Caledor II in the first place.  His death proved he was not the chosen one, but the real one existed and revealed himself later on.&lt;br /&gt;
&lt;br /&gt;
Snorri&#039;s death led Gotrek to fully commit to the war.  Gotrek swore a powerful oath that he would either have the Elgi pay in kind for what happened or he would shave his own head.  Between the High King&#039;s backing and his dire oath, the Dwarfs got their act into gear and began fucking up the Elven colonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caledor II&#039;&#039;&#039; sent Imaldrik to get rid of the Dwarfs, reasoning Imladrik could use the dragons to defeat the Dwarfs in battle. Imladrik was fond of the Dwarfs, didn&#039;t want the war and planned to be with his wife.  But he was bound by duty to obey his older brother, the Pheonix King, and thus he was forced to go back to the old world (or Elthin Arvan as the Elves called) once more.&lt;br /&gt;
&lt;br /&gt;
However, he defied his brother to a degree by trying his best to stop the war, especially if it thwarted the hated Druchii.  He sought to bring the Dark Elf agents to the Dwarfs to prove his case, specifically his trusted Dwarf friend &#039;&#039;&#039;Morgrim Bargrum&#039;&#039;&#039;.  With the aid of an elven diplomat named &#039;&#039;&#039;Caradryel&#039;&#039;&#039; (the same Caradryel who would later succeed Caledor II as a Phoenix King), they convinced Morgrim to meet him and see the Druchii.  To capture a Druchii, Imladrik sent someone to capture them; his mage assistant &#039;&#039;&#039;Liandra&#039;&#039;&#039; (a mage from &#039;&#039;&#039;Kor Vaneth&#039;s&#039;&#039;&#039; elven council - also the daughter of the city&#039;s founder - who could command dragons and had feelings for Imladrik despite his marriage).  Though  Liandra hated the Dwarfs for razing her city, she also hated the Druchii for burning her childhood home at &#039;&#039;&#039;Cothique&#039;&#039;&#039;.  Caradryel managed to calm Morgrim down, bringing a valued token from Snorri - Snorri&#039;s fingers that the Skaven had bitten off, as a gesture of goodwill.  Unfortunately, the Thanes and Runesmith under Morgrim&#039;s command weren&#039;t as cool-headed.  Worse, Liandra&#039;s attempt to capture a dragon-riding Druchii Sorceress backfired.  While she got her captive, Liandra&#039;s dragon was killed.  Morgrim got a false report that his army was attacked by a female sorcerer with a dragon, leading him to mistakenly assume Liandra was the culprit. Having waited for two days with no result,Morgrim lost his patience and respect for Imladrik, and the Dwarfs launched a surprise attack on Tor Alessi.  Imladrik, realizing he had failed, decided &#039;&#039;&#039;FUCK IT&#039;&#039;&#039; and finally join the war with his dragon &#039;&#039;&#039;Draukhain&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
=== Fourth siege of Tor Alessi ===&lt;br /&gt;
&lt;br /&gt;
Even then, Imladrik didn&#039;t fully commit to the war until he learned his own son &#039;&#039;&#039;Thoriol&#039;&#039;&#039;, had been posted to the wall as an archer.  Thoriol had been a scholar at Caledor, but he was tricked into enlisting while drunk by Druchii agents.  Realizing the Druchii&#039;s scheme had succeeded, Imladrik finally gave in to his rage and vented it on the Dwarfs.  Imladrik&#039;s dragons were a great help to the Elven forces, annihilating regiments of Dwarfs with teeth, claws and fiery breath, allowing the commander, Salendor (one of the greatest High Elf tactical genii of his day and a wizard) to cast his magic.  Unable to deal with the dragons and the battalion of mages, Morgrim&#039;s force were forced to retreat, where they turned their attentions towards &#039;&#039;&#039;Oeragor&#039;&#039;&#039;, an Elven outpost in the Badlands founded by Imladrik himself. &lt;br /&gt;
&lt;br /&gt;
=== Siege of Oeragor ===&lt;br /&gt;
&lt;br /&gt;
Unbeknownst to both sides, Liandra had made it to Oeragor with her Druchii captive, &#039;&#039;&#039;Drutheira&#039;&#039;&#039;.  Imladrik had tried to save his city and Liandra, but Draukhain was shot down by Dwarfen artillery, surviving but crashing onto a building and getting buried under rubble. After freeing himself, Imladrik was surrounded by hundreds of angry dwarfs, Morgrim emerging from their ranks and challenging him to Mortal Kombat. &lt;br /&gt;
&lt;br /&gt;
Aggrieved, Imladrik blamed Morgrim for being impatient and called Snorri a fool.  Morgrim blamed Imaldrik&#039;s brother for being retarded, and called his dragons verminous monsters before fighting.  Imladrik&#039; superior speed gave him the upper hand in duel initially, and he knocked Morgrim on the ground.  But as Draukhain freed himself from the rubble, Morgirm&#039;s rune axe was empowered due to its anti-dragon runes.  With his empowered axe, Morgrim shattered Imladrik&#039;s blade and cleaved deep into his chest, killing him.  Morgrim was remorseful for killing Imladrik, as they had been good friends, and Imladrik was one of the few elves who actually respected the dwarfs. To honor Imladrik, he allowed Liandra and the wounded Draukhain to bring Imladrik&#039;s body back to Tor Alessi. Meanwhile, Drutheira escaped with her goon Malchoir, their mission a resounding success (though they would later die horribly after being shipwrecked at [[Nehekhara|a certain desert kingdom]] and becoming captive magic teachers for [[Nagash|a certain prince]], which supposed to happened until a certain author decided to cause a time paradox...).  &lt;br /&gt;
&lt;br /&gt;
=== Siege of Tor Alessi (unknown attempt; 236th year of Caledor II) ===&lt;br /&gt;
&lt;br /&gt;
A few years later, Morgrim&#039;s army returned to Tor Alessi with a fleet of airships, literary blitzkrieg the city. Invented by a Dwarf named Helgan Copperfist, the airships were not only good for bombing ground forces, but had bolt throwers for dealing with dragons. The bolts had barbed heads with an explosive compound installed inside their steel tips called &#039;&#039;&#039;Tharzharr&#039;&#039;&#039; aka &#039;thunder-fire&#039;, an incendiary chemical from Karak Zorn capable of melting through solid steel and splash its target with a burst of [[warpstone|green fire]] (actually a Skaven weapon they&#039;d tricked the Dwarfs into testing for them). The Elves retaliated by sending their dragon riders to torch the Vault, a Dwarf settlement below [[Athel Loren|Loren Forest]]. The dragon riders then made their way to &#039;&#039;&#039;Kazad Thar&#039;&#039;&#039; and &#039;&#039;&#039;Kazad Mingol&#039;&#039;&#039; to roast more Dwarfs, their speed allowing them to outmaneuver the Dwarfs&#039; airships.  Still, an aerial fight between them resulted in the loss of a dragon and an airship, said dragon was burned by a Tharrzharr&#039;s pot thrown by a Dwarven Engineer on board when it tried to claw its way from below the airship &#039;&#039;&#039;King Snorri&#039;&#039;&#039;. The dragon riders retreated when another Dragon rider was killed by a &#039;&#039;&#039;Skarrenawi&#039;&#039;&#039; (hill Dwarfs, or beta Dwarf due to their softer, whiter skin and shorter beard, arrogant, has more love for gold and loves to trade with the Elves) named &#039;&#039;&#039;Rundin Torbansonn&#039;&#039;&#039;, who used to be a champion for the self proclaimed &#039;&#039;Skarrenawi high king&#039;&#039; named &#039;&#039;&#039;Skarnag Grum&#039;&#039;&#039; at Kazad Kro.&lt;br /&gt;
&lt;br /&gt;
=== Siege of Karak Azul (243rd year of Caledor II) ===&lt;br /&gt;
&lt;br /&gt;
During the siege, &#039;&#039;&#039;Grimbok&#039;&#039;&#039; (now a steelbeard - a military regiment made up of the dwarf diplomats abused by Caledor II, now wearing steel masks and carrying rune axes made for elf killing) and &#039;&#039;&#039;Rundin&#039;&#039;&#039; (now a famed hero known for dragonslaying) joined &#039;&#039;&#039;Brok Stonefist&#039;&#039;&#039;&#039;s party and dealt heavy losses to the elves.  Caledor II despised the Dwarfs, but had enough self-restraint to not pull his best generals whom were in the north fighting the Druchii.  What Caledor II did do was put inexperienced or disgraced commanders like &#039;&#039;&#039;Lord Myrion of Cothique&#039;&#039;&#039; against the Dwarfs, thinking they were enough to defeat the Dwarfs, and that they could gain some glory and recognition.  As expected, they failed, with Lord Myrion dying to Rundin&#039;s axe in a duel.&lt;br /&gt;
&lt;br /&gt;
=== Siege of Athel Maraya (250th year of Caledor II) === &lt;br /&gt;
&lt;br /&gt;
The siege of Athel Maraya (soon to be Talabheim) is significantly different from the armybook and White Dwarf accounts.  It lasted three months, the Elven wizards atop the wall had used magic to prevent Morgrim&#039;s army from damaging their walls with Dwarfen artillery or closing with their ladders.  It wasn&#039;t until Dwarf tunnelers undermined and &amp;quot;sunk&amp;quot; the walls that they could get into the city, a masterstroke by Brok Stonefist.  Brok&#039;s plan was to have his warriors - specifically miners - be captured by the Elves, then be used for labor to reinforce the wall.  But they made marks on the walls that only Dwarf miners of their guild could read.  To bypass the Elf mages&#039; premonition ability, Brok had a Runesmith besides him to hinder their premonitions. When the time was right, Brok had his sappers bring down the wall. For Salendor&#039;s part, all his premonitions showed him were that only Brok could bring down Athel Maraya, and only Brok&#039;s death could halt the Dwarfs&#039; advance, and he arrogantly thought he could kill the Dwarf by himself.  Brok was equally arrogant, keeping the plan to himself so he could get glory.  Eventually, Salendor and Brok dueled inside the burning city to countless stalemates even after both armies had left and the city burned down on top of them.  Their fate was unknown, but neither was seen again.  &lt;br /&gt;
&lt;br /&gt;
Gotrek considered Brok&#039;s action as selfish and reckless, for his action not got him killed, but nearly ruined the entire campaign. Although Brok&#039;s clever plan made him famous and earned him a place in the Dwarf history, Gotrek wasn&#039;t sure he deserved the acclaim. &lt;br /&gt;
&lt;br /&gt;
=== Siege of Barak Var (344th year of Caledor II) ===&lt;br /&gt;
&lt;br /&gt;
Despite losing Salendor, the Elves turned their attentions towards &#039;&#039;&#039;Barak Varr&#039;&#039;&#039;, the Dwarf&#039;s   greatest and only port. Led by &#039;&#039;&#039;Lord Draikyll&#039;&#039;&#039;, known for attacking the Dwarf navy with [[Merwyrms]] &amp;quot;tamed&amp;quot; by an exiled Caledorian named &#039;&#039;&#039;Ilendril&#039;&#039;&#039; (whose ancestors had tried to harnessed Dark Magic for beast taming).  Unfortunately for the Dwarfs, they couldn&#039;t build any more airships as Helgan died in a freak Tharzharr explosion &amp;quot;accident&amp;quot; in his lab, which destroyed his blueprints and many of his gadgets. Still, Tharzharr were still widely used, and effective at killing even Merwyrms since their flame cannot be extinguished by water.  But the Elves&#039; aerial advantage with their dragons prevented the Dwarfs from traveling on land.  The combination of the elven fleet and Merwyrms prevented the Dwarfs from travelling by sea. The only way for the Dwarfs to traverse was tunnelling, which the elves focused on countering.  Soon the elves tried to poison the Dwarf&#039;s water reservoir with basilisk venom, the entire operation being conducted by &#039;&#039;&#039;Lord Caerwal&#039;&#039;&#039;, who used this opportunity avenge his city &#039;&#039;&#039;Athel Numiel&#039;&#039;&#039;(soon to be [[Kislev]]).  The plan failed when Morgrim and his forces broke through the Elves formation from underground.  When Morgrim met Caerwal and realized what he did, he wrestled Caerwal into the poisoned water with him. As they sank Morgrim squeezed the elf harder, breaking his ribcage and forcing Caerwal to ingest the poisoned water. Caerwal tried to free himself by stabbing Morgrim with a small pathetic knife, but Morgrim endured it and also held his breath like a fucking champ, resurfacing when Caerwal was dead.&lt;br /&gt;
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With Caerwal&#039;s death, the Elves failed to take down Barak Varr, and Draikyll was summoned back to Ulthuan for his failure. Still, Barak Varr couldn&#039;t be used for a decade and this prevented the Dwarfs from further attacks against coastal Elven colonies nearby. &lt;br /&gt;
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There was another defeat for the elves.  The dragons, hating the Dwarfs weapons and Draikyll&#039;s use of Merwyrms (the dragon felt uneasy toward the merwyrms, but sympathized with them for being used as tools by the elves in the war), quit the war and headed back to their mountains in Caledor.&lt;br /&gt;
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=== Battle of Ilendril&#039;s hill (Massacre of Malok (Malice) ) (393rd year of Caledor II) ===&lt;br /&gt;
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Without the dragons, the elves in the old world feared of the Dwarves&#039; vengeful return on Tor Alessi.  To quickly regain the colonists&#039; trust, the Elves sought a replacement, which led them to try and tame the wyrms, the dragons of the old world. It was suggested by Ilendril, who used the same vile magic to tame the wyrms.  At this point Drutheria had been captured again and helped Ilendril.  This led to the slaughter later known as the &amp;quot;Battle of Ilendril&#039;s hill&amp;quot; in the Asur history. To the Dwarf&#039;s Dammaz Kron however, it was called the &amp;quot;Massacre of Malok (malice)&amp;quot; instead.  It began at Kazad Kro in the Grey Mountains, a refugee hiding ground filled with mostly &#039;&#039;&#039;Skarrenawi&#039;&#039;&#039;.  The hold lacked any meaningful defenses, let alone effective weapons to fight the dragons, and was pretty much untouched until this point. The Wyrms&#039; talons and fire breathe made short work of the innocent Dwarfs, with only a lone Runesmith able to put up a fight with his rune lightning, but was killed immediately. After the Dwarfs were killed, Ilendril and his wyrm turned their attention to the pathetic ruler Skarnag Grum, whom suffered from Gold Lust and had hid in his hold to count the gold he had gained from the better days. The wyrm&#039;s breathe melted both Grum and his gold together into a lump of gilded flesh.  Ilendril&#039;s wyrm were later named &#039;&#039;&#039;Ilendrakk&#039;&#039;&#039; in his pride, or &#039;&#039;&#039;Malok&#039;&#039;&#039; as both the Dwarfs and the Elves would soon call it.&lt;br /&gt;
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=== Dirge for Athel Toralien (445th year of Caledor II) ===&lt;br /&gt;
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In another retaliatory strike, Morgrim once again led an army to torch another Elven city: Athel Toralien (soon to be Nordland). An Elven lord named &#039;&#039;&#039;Gelthar&#039;&#039;&#039; tried to bribe the Dwarfs from attacking, but he was met by Grimbok, who responded by splitting Gelthar&#039;s head open. Inspired by Brok&#039;s brilliance, Morgrim toppled the cliff to bury the city in a landslide. Due to being part of the Elven councils in the old world, Liandra remained active throughout the war and fought the Dwarfs despite the death of her city, her dragon and her master. Having witnessed the tragedy (she pitied Grimbok after viewing his face) and violence from both sides, her hatred toward the Dwarfs cooled... but not towards the Druchii. Her mage sense had allowed her relocate Drutheria in Athel Toralien. After beating the Druchii (with a little help from the Elf mobs nearby), Morgrim&#039;s force caught up. Having finally encountered the Druchii and convinced by Liandra&#039;s words, Morgrim allowed her to leave with the Elven refugees.  Drutheira was taken by the Dwarfs.  Though there was too much bad blood to stop the war by that point, Liandra was glad the Druchii would get what she deserved.e&lt;br /&gt;
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(&#039;&#039;&#039;Drutheira&#039;&#039;&#039; was never mentioned again in th books, because her son &#039;&#039;&#039;Ashelir&#039;&#039;&#039; wanted to make her mommy suffer by taking her captive and deliver her to Ilendril just so the bastard could learn how to control wyrms. In that version, her goon Asniel and Malchior were also killed by Ashelir, [[Metal Gear|which had created a time paradox]]. It was also noted the time paradox appears in the 3rd part, meaning [[C.L.Werner]] was responsible for this mess, and he better clean it up in the reprint edition.).&lt;br /&gt;
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=== The scouring of Sith Rionnasc (536th year of Caledor II) ===&lt;br /&gt;
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&#039;&#039;&#039;Sith Rionnasc&#039;&#039;&#039; (soon to be Marienburg) is the next target for the Dwarfs, for it was an appealing idea to destroy the Elves&#039; finest sea port in the old world as payback for Barak Varr. The siege was aided by the king of Barak Varr, King Brynnoth, who suffered the most during this period (Agrin Fireheart, Helgan&#039;s airship workshop, the entirely of Barak Varr, its water reservoir poisoned).&lt;br /&gt;
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Caledor II responded by finally pulling one his best generals from the northern Druchii frontier. &#039;&#039;&#039;Prince Yverian&#039;&#039;&#039;, a hot headed cavalry favored commander who preferred assault over defense.  He organized three of Ilendril&#039;s new Wyrms into a strike force that would only attack a crowded part of a Dwarf&#039;s army.  Compared to the dragons of Caledor, wyrms are more hateful, greedy, arrogant and selfish, making them unreliable and less intelligent. After countless times fighting the dragons, the Dwarfs had developed tactics against them.  By dispersing their army when dragon were sighted, it force the beast to chase the scattered Dwarfs.  Once the Wyrm is far away, a hidden throng from the tunnels would emerge and attack the main Elven army. Fighting dragons has also led the Dwarfs to create a specialized war machine against them: a wheeled bolt thrower that fired great barbed bolts, which some are even enhanced with armor piercing runes. The Dwarfs around the bolt thrower would block the dragon&#039;s flame with their rune shield, then unleashed the bolt thrower.&lt;br /&gt;
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Even those wyrms not killed by a shot from the Dwarfs&#039; bolt throwers, would be sent into a frenzy by the pain and ignore their riders commands by attacking any Dwarfs they could see.  This enabled the Dwarfs to finish them off.  The new bolt throwers also served as a good siege tool, where it would shoot out chained grapnel that would catch on the wall first, then be pulled down by the strength of dozens of Dwarfs pulling its chain. The Dwarfs&#039; technological prowess gave them the upper hand, as Dragon eggs take longer to hatch, and even longer for dragons to mature to a battle-ready stage.&lt;br /&gt;
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The siege isn&#039;t what&#039;s important however, the important thing is this &#039;&#039;ABSURD&#039;&#039; event. Turns out &#039;&#039;&#039;Drogor Zarrdum&#039;&#039;&#039;, an old friend and an advisor to both Morgrim and Snorri-halfhand, was a fucking DAEMON! That&#039;s right, [[derp|THERE IS A DAEMON HIDING AMONG THE DWARFS!]] What&#039;s more is the daemon was actually &#039;&#039;&#039;Htarken&#039;&#039;&#039;, an ancient &#039;&#039;&#039;[[Lord of Change]]&#039;&#039;&#039; that was injured by both Malekith and Snorri Whitebeard, but never killed.  In order exact its vengeance against the two race, Htarken disguised himself as Drogor Zarrdum (the actual Dwarf probably existed but was killed and impersonated by Htarken), allowed him to gain instant trust with Morgrim and Snorri by saying the destruction of his hold bullshit because of Elgi attacks, allowed him to not only spark the hatred against the Elgi, but also earned their sympathy without the need to acting like a proper Dwarf (because the attack changed him into a vengeful Dwarf, much similar to a daemon&#039;s temperament). Having the ability to see future, he already knew a war is brewing and would further adding fuel to the fire by giving both Morgrim and Snorri-halfhand false advice to kickstart the war (once a Dwarf has made their decision, there&#039;s no going back). It was he who presented the formula of Tharzharr to the Dwarfs as a weapon against the Elves&#039; dragon (just so he could watch the Elves suffer). Tharzharr was apparently made of [[warpstone|foulstones]], which it would attract the rats (you see where Htarken is going with this). It was also him that destroyed Helgan&#039;s airship workshop at Barak Varr with Tharzharr after Helgan found out about Tharzharr properties. &lt;br /&gt;
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&#039;&#039;&#039;Morek Furrowbrow&#039;&#039;&#039;, a Runelord and an apprentice to an ancient Runelord named &#039;&#039;&#039;Ranuld Silverthumb&#039;&#039;&#039; had suspected Drogor in responsible for his master&#039;s death (who died by petrification, [[Chaos Dwarfs|a side effect to Dwarfs who had too much magic entering their body]]). Strange is that Drogor would avoid Morek whenever possible since Morek had a rune staff that could detect the daemon&#039;s presence. To lure out the daemon, Morek meet Morgrim&#039;s gang in the midst of Sith Rionnasc invasion and showed Drogor an item: a feather belonged to Htarken&#039;s daemon form which Snorri Whitebeard had taken as a trophy and sealed below the deepest vault of Karaz-a-Karak. As Htarken revealed himself and attacks Morgrim and Morek, he mocked the Dwarfs&#039; pride and stubbornness is what led them to this pointless war, which would wasted two of his enemies into stagnation, and he pretty much enjoyed in watching them killed one another as a spectator the entire time. Still, Rundin came charging at the daemon with his axe and Imaldrik&#039;s rune sword Ifulvin on his other hand, cutting off the daemon&#039;s head but killing himself in the process as well. [[awesome|This mega badass achievement advancing Rundin&#039;s fame from being a dragonslayer to a daemonslayer in death]]. After that, Morgrim came to a very deep regret about the war due to his refusal to believe the Elgi about the Druchii, and now the daemon&#039;s machinations... and it was too late to go back. The attacks on the Elves remained still and they will have to keep moving forward as Tzeentch and Malekith laugh at both the Elves&#039; and the Dwarfs&#039; tragedy.&lt;br /&gt;
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Oh and &#039;&#039;&#039;Sith Rionnasc&#039;&#039;&#039; was completely obliterated when the Dwarfs catapulted a stone (carved with runes of destruction) at the dam, flooded the entire city. The Dwarfs and King Brynnoth who catapulted the damned thing died from the flood, but died proudly since they have their revenge. The city was obliterated so much that the actual text form the novel had claimed: [[exterminatus|&amp;quot;The city had been erased from the world&amp;quot;]].&lt;br /&gt;
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=== The Thirteenth siege of Tor Alessi (596th year of Caledor II) ===&lt;br /&gt;
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Although the reports of a Daemon and Druchii being the instigators of the war had reached Gotrek, he has little regret, for it was mostly Caledor II&#039;s dishonorable behavior that had truly started this war, who refused to admitted defeat, who would rather hide on Ulthuan.  Again and again, the Dwarfs hoped to drawn Caledor II out from his [[Ulthuan|toilet seat kingdom]] by spilling Elven blood so they could kill him and end the war.  Caledor II&#039;s cowardliness and arrogance prolonged the meaningless war, but now with only Tor Alessi left, Caledor II had to either defend his colony, or have the Dwarfs not only remove the elves from the old world, but risk them attacking Ulthuan itself.&lt;br /&gt;
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By now Tor Alessi had been besieged 13 times by the Dwarfs and yet its wall were well reinforced. The determined Dwarfs none the less pressed on with the siege and developed a fucked ton of ways to kill monsters like dragons or wyrm which made it all the more advantageous for the Dwarfs. One tactic has the Dwarf to lure the Wyrm into a webbed device from underground, immobilized the beast and had the [[Slayers]] to surround and hacking the beast until it dies. &lt;br /&gt;
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The said Slayers came from Karak Kadrin, which Forek Grimbok has started a cult of (which is a fucking major retcon seeing as how in the White Dwarf recounting the cult was well established by this point). Inspired by Rundin&#039;s heroic deeds, Grimbok came to Karak Kadrin and become a trollslayer upon killing a troll named &#039;&#039;&#039;Yvnir&#039;&#039;&#039; near Karak Drak. Abandoned his steel mask, Grimbok finally revealed to everyone his beard scars, hoping he could kill enough Elgi and died honorably to wash away his shame.&lt;br /&gt;
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Despite the Slayers were proven to be fierce fighters, Morgrim had refused to use them in battle many times before, for they are maniacs who cares only about killing, making them not only unreliable for general strategies like holding or occupying positions, and are also undisciplined (Slayers would often mooning at the Elven archers on the wall to fire another shots). Still, it was with Morgrim&#039;s great pity that allowed them to be on the field, for they have suffered so much at the hands of Elves that it would be cruel to reject them.  &lt;br /&gt;
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Thoriol, now a well known prince, had made himself acquainted with his father&#039;s old dragon Draukhain (now bitter and hateful at the Dwarfs for killing Imladrik, often hunting random Dwarfs out of spite and made a nest out of their corpses). Although he had believe himself to be a failure at life, unable to become a dragon rider like his father, unable to fit in with the archer crowd due to his noble background, and was only famous among the court because the influence of his father and uncle Caledor II. Speaking of Caledor II, the death of his brother Imaldrik has made him guilt tripping into adorning Thoriol, planning to grooming him as his heir(probably the only redeemable quality about this piece of shit, just slightly above the Druchii and Nagash I suppose). Thoriol however hated his uncle for being an idiot and got his father killed, and was only acquitened with him in order to seize political powers in the inner circle of the Phoenix court. After the dragons had all fucked off from the old world and the Elven public began to criticize their Elf king&#039;s idiocy and incompetence, Caledor II was in sorrow. To help his uncle, Thoriol made a suggestion to go to Tor Alessi on his behalf to boost the morale of the local Elves. Although he believed himself to be a bitter failure, he wanted just wanted prove himself by avenge his father, facing against the Dwarf that killed him. Unlike his uncle however, he did not underestimate the Dwarfs and had hold them in a very high regard. &lt;br /&gt;
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Thoriol will eventually meet Grimbok in combat, where the crazy Dwarf would kept charging at him no matter how injured he is. Grimbok eventually died under Thoriol&#039;s attack, but would also sent Thoriol bleeding and unconscious with his attack. Just before blacked out however, Thoriol witness his father&#039;s sword on Morgrim&#039;s belt and told the Dwarf that he had killed his father. After Morgrim realized the Elf brat was Imaldrik&#039;s kin, he would immediately face Draukhain in battle as the dragon had defend Throiol with his fire breathe, which Morgrim would be shield from it by Morek&#039;s rune magic. &lt;br /&gt;
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With Morek&#039;s rune protection and Snorri Halfhand&#039;s rune axe &#039;&#039;&#039;Azdrakghar&#039;&#039;&#039; (design for dragonslaying) in his hand, Morgrim viciously hacked every part of Draukhain until it died, and himself emerged victorious as a Dragonslayer (also fulfilled the aforementioned prophecy of a Dwarf becomes the high king after killing a dragon, which came true as Morgrim will eventually become the next heir after Gotrek: &#039;&#039;&#039;Morgrim Ironbeard&#039;&#039;&#039;.), but would find no enjoyment due the dragon belonged to his old friend, and knowing it was the Druchiis and the Daemon that had goaded both sides to war. Once again to honor his dead Elf friend, Morgrim had Thoriol healed and sent back to the city.&lt;br /&gt;
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=== The Battle of Three Towers (fourteenth siege of Tor Alessi) (597th year of Caledor II) ===&lt;br /&gt;
&lt;br /&gt;
At roughly 14th siege attempt, Caledor II finally arrived and took on the Dwarfs with fresh Elven armies pulled from the northern frontier. Gotrek and Morgrim were there where they demanded Caledor II to pay for the devastation they have wrought on their holds in gold. Caledor II is of course too arrogant and vengeful to accept the term from a bunch of mole or mud-dwellers that he and his army remained in deafen silence when Gotrek were loudly annoucing his terms. Gotrek thought we was being forgiving and civilized, hoping the Elgi were smart enough to accept his term in order to prevent both sides from suffering further bloodshed. Gotrek even go as far as showing himself in front of the gate, to prove he is not as cowardly as the Elgi king. With the Elves remained silent, Gotrek had no choice but to take Caledor II&#039;s head and his crown as compensation.&lt;br /&gt;
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Caledor II too had his strategy...that is to head straight fighting the Dwarfs and had Ilrendril to &amp;quot;evacuate&amp;quot; (not abandoned, for the arrogant Elf king still believes he can still break the Dwarfs leadership even though the war had lasted for 400 years) Tor Alessi&#039;s refugee. Both tragically and hilariously, Ilendril&#039;s Wyrm hated his master for the centuries of enslavement under him and had developed a plan to freed himself. While his master were distracted by the thoughts of having a nobody like Thoriol to inherited the throne (Caledor II criticized him for being an exile from Caledor and a coward for leaving Thoriol to danger in the previous siege. Plus the elf knig has no love for Ilendril&#039;s &amp;quot;dragon&amp;quot; ), the wyrm would purposely expose himself to the Dwarf&#039;s bolt throwers, which the pain it causes would effect his master psyche (due to the link between the mount and the master) and allowed the wyrm to briefly freed himself and broke the talisman on his neck by doing a barrel roll (literary). Having caught his master with one talon bleeding inside him, the Wyrm, now known as &#039;&#039;&#039;Malok&#039;&#039;&#039; celebrate his freedom by forcing Ilendril to watch him roasted all the refugees alive. Ilendril could do nothing but screaming and suffering as his chest was painfuly piercing by Malok&#039;s talon while forcing to watch the elven refugee being burnt alive, a karmic justice for what he had done. Just as Malok is about to roast the 4th one, Ilendril had already stopped screaming. Dissapointed for the Elf to die so quickly, Malok thrown the elf&#039;s corpse to the sea, leaving the remaining Elven refugee behind and head to the Southland where no Dwarfs or Elves would be found. &lt;br /&gt;
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Fun fact: According to &#039;&#039;Thanquol and Boneripper: Thanquol&#039;s Doom&#039;&#039; written by the same [[C.L. Werner]], it was Skalfri Brandbeard of Karak Angkul that had shot Malok with his bolt-thrower. Two of Malok&#039;s scale that were felled from the attack will be dispalyed at the halls of Karak Angkul as a trophy beside many others.&lt;br /&gt;
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In order to break the gates of Tor Alessi and ended the war, Morek made a dreadful decision to sacrifice an anvil of doom to break the gate, a relic so precious that it could never be replicate. Due to the previous confrontation with Htarken, Morek&#039;s body suffered constant changes where some part of his body would change size and shapes due to daemon&#039;s foul magic, which would gets worse and painful years after years. Morek had decided to end his life after sacrifice himself to achieve something greater, but was still regretful to what he is about to do, which made him request the high king to erase him from history, for letting other runesmiths knew would made him an oathbreaker in their eye, yet it was such a heroic sacrifice that could&#039;ve made him a hero in the history. After the gate was broken, the forces of Dwarfs and Elves engaged their final battle inside the city. &#039;&#039;&#039;Caledor II the idiot, the goat worrier&#039;&#039;&#039; (Snorri&#039;s favourite insult to him btw, since Caledor II had the hunter&#039;s eye) was there too waiting, mounted on a horse in the center of the city square, surrounded by his knights and fountains of his Elven gods. Caledor II began dueling Morgrim, which he wasn&#039;t being fair since he was mounted and wield a sword known as Dawnbreaker, a weapon meant to kill powerful shits like daemons but would work the same against Dwarven armor. Morgrim&#039;s armor were shredded like paper but he endures and struck a powerful blow against Caledor II&#039;s shield, so hard it broke the elf king&#039;s arm. While Caledor&#039;s shield still stucks on Morgrim&#039;s axe, the elf king used his shield as a distraction and was prepared to ride Morgrim down, until realized he was surrounded by angry dwarf warriors. &lt;br /&gt;
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Then Gotrek came and demand a duel to not only end this stupid war, but also to send off the souls of his son and all the fallen Dawi. Caledor II was forced to dismount to prepared the final duel of fate. The elf king managed to cut two of Gotrek&#039;s finger after mentioned his son and made a joke about the situation&#039;s similarity with his son, which was but a pointless verb abuse that would further enraged Gotrek enough to struck where Caledor II&#039;s ribcage is. Caledor II&#039;s armor greatly protected him from Grimnir&#039;s Axe from split him in half, but broke his rib cage regardless. In his final moment, Caledor II pathetically accept to pay the Dwarfs, but was too late. Gotrek straight up decapitate the fucker&#039;s head and told him: [[awesome|&amp;quot;Ask the god for mercy. You&#039;ll find none in me&amp;quot;]]. Ironically, Caledor II died inside Khaine&#039;s fountain and his blood were now in the pool, along with the red dyed water that was suppose to presents Khaine&#039;s color, which Caledor II&#039; elf blood now flew from Khaine&#039;s statue. If this tells us anything when combined with what Gotrek has said, it means [[Internet Troll|Khaine has a great sense of humor]].&lt;br /&gt;
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=== Epilogue ===&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;Caledor II&#039;&#039;&#039;&#039;s death, Gotrek loudly told every Elves nearby to GTFO of the old world while holding the phoenix crown it his hand (which he will take as compensation). With Caledor II&#039;s death, a new phoenix king must be crowned in order to deal with the suddenly multiplied numbers of Druchiis expanded across Naggaroth. Although Caledor II has already named Thoriol his heir, Thoriol rejects the idea of nepotism, for he believes the public will just compare the son to their father, forcing its blood inheritor to live in their parent&#039;s shadow, just like how Caledor II is a shadow to his father Caledor the Conqueror (which Thoriol can related to, for he will never be like his father Imladrik) and gave the throne to Caradryel instead, whom Thoriol believed could united the Asur. Although Caradryel protested he is no king, he would eventually become so successful, not only he had bought peace and united the entirely of Ulthuan, he managed to survived countless of Druchii assassinations and even managed died peacefully after living for 700 years, a rare achievement to anyone in the warhammer world. The new crown will be made to replaced the old one. Its loss should be symbolized as a cautionary tale to the Elves about their pride. Although Thoriol was never heard of after this, he probably became Caradryal&#039;s advisor, continue the noble bloodline of House Caledoran and became [[Prince Imrik|Imrik&#039;s]] ancestors.&lt;br /&gt;
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The war has changed the Dwarfs. Its new generation are now more hateful and vengeful than their previous, obsessed in atone their shames and mistakes by taking Slayers Oath then die instead of actually fixing them, results in further stagnation of Dwarf populations (not to mentioned the shitshow with the earthquakes, the rise of Greenskins, Skavens, Undeads that comes later on). Morgrim is unsure how he will rule over this new generation once he inherited the throne.&lt;br /&gt;
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Liandra&#039;s story did not end after she offered the Druchii. She kater met an Elven prophetess named Aismarr (whom claimed to came from Loren Lacoi) where she was told by her to overcome a trial, which was later revealed to defend a treeman from the Dwarfs assault. She managed to save the treeman, but at the cost of leaving her in a weak state after overcasted her spell, and died to a Dwarf axe. Despite that, she was somehow nurtured back to health by the forest, reborn and become one of the [[Wood Elves|Asrai]] aloneside with a few Elven colonist surviver, even Druchiis (including &#039;&#039;&#039;Sevekai&#039;&#039;&#039;, who used to be part of the Druchii operators but was killed and reborn).&lt;br /&gt;
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[[Category:Warhammer Fantasy]] [[Category:High Elves]] [[Category:Dwarfs]]&lt;br /&gt;
{{Template:High Elves}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:38C2:43A7:2E8C:86B3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Blizzard&amp;diff=91317</id>
		<title>Blizzard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Blizzard&amp;diff=91317"/>
		<updated>2021-08-21T04:55:16Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:38C2:43A7:2E8C:86B3: /* Scandals */&lt;/p&gt;
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&lt;div&gt;{{/vg/}}&lt;br /&gt;
{{topquote|Imitation is the sincerest of flattery.|Charles C. Colton, &#039;&#039;Lacon: Or, Many Things in a Few Words: Addressed to Those Who Think&#039;&#039;}}&lt;br /&gt;
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{{Infobox Deity&lt;br /&gt;
|Name = Blizzard&lt;br /&gt;
|Symbol = [[File:Fluff Accurate.jpg|300px]]&lt;br /&gt;
|Alignment = Stupid Chaotic Evil&lt;br /&gt;
|Divine Rank = AAA&lt;br /&gt;
|Pantheon = Activision&lt;br /&gt;
|Portfolio = &lt;br /&gt;
|Domains = Greed, Falls From Grace, Bad Ideas, Terrible Writing (Formerly: Polish, Execution, Unoriginality)&lt;br /&gt;
|Home Plane = California&lt;br /&gt;
|Worshippers = Gamers, &lt;br /&gt;
|Favoured Weapon = Exploit worker, Union Breaker, Retcons, Virtue Signal, Weinsteinian culture, IP theft&lt;br /&gt;
}}&lt;br /&gt;
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__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Blizzard Entertainment, Inc.&#039;&#039;&#039; is an American-owned servant of the PRC and [[/v/|video game]] developer founded in 1991. Consumed by corporate merger shenanigans in 2008, they are now a subsidiary of parent company Activision Blizzard. They are well known in the gaming community for rising to prominence by shamelessly ripping off a long list of things, the most pertinent to [[/tg/]] being the similarity between its flagship franchises and &#039;&#039;[[Warhammer 40k]]&#039;&#039;. Blizzard is akin to Apple Inc.: they never &#039;&#039;really&#039;&#039; did anything original, and instead took inspiration/borrowed/stole content from other sources, marketing it as though they&#039;re pretty much posterboys of the brand, and took the credit for being &amp;quot;pioneers of said genre&amp;quot;. [[Games Workshop|Let it not be said they didn&#039;t steal their business/creative practices from the best]].&lt;br /&gt;
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While not as skubtastic as [[Kaldor Draigo|the]] [[Matt Ward|other]] [[Grey Knights|things]] [[Ultramarines|present]], it still does cause tensions in /tg/ when brought up. Especially if it concerns one of their games&#039; [[fluff]].&lt;br /&gt;
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While Blizzard does [[Blood Ravens|&amp;quot;borrow&amp;quot;]] other people&#039;s ideas, there&#039;s no denying marketing spends a lot of time and effort studying those ideas, figuring why they are successful, and what parts of these ideas should be improved or removed to make them better. This leads to creating a few extremely well done and successful games, in turn earning a [[Profit|LOT of money]]. While other studios may create revolutionary content, Blizzard is more about &#039;&#039;evolution,&#039;&#039; with their games becoming golden standards of quality, and &amp;quot;easy to learn, hard to master&amp;quot; learning curves. They are also responsible for creating the game-dev meme &#039;&#039;&amp;quot;when it&#039;s done,&amp;quot;&#039;&#039; which means they could literally spend a decade on mismanagement  one game, probably spending too much time doing drugs in the office, and another decade to force the dev team into crunch with a shit-ton of balance patches, while management pisses off to GDC but it&#039;s to be expected, given all other major game developers are the same, if not [[EA|much, much worse]].&lt;br /&gt;
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[[Skub|There&#039;s contention]] between the legions of GW and the hordes of Blizzard in regards to copyrights, who invented which idea first, and whether any ripping-off in fact occurred. Facts seem to lean in the direction of yes, actually. Blizzard&#039;s co founder Allen Adham wanted to get the license to the Warhammer Universe however the [https://kotaku.com/how-warcraft-was-almost-a-warhammer-game-and-how-that-5929161 business side of the deal fell through], and the team wasn&#039;t keen on working for someone else. The exaggerated features and painted art style of the table top minis was adapted for low poly games. It boggles the mind that there still hasn&#039;t been legal trouble for this, and leads many to speculate that there&#039;s an off the books deal. Fa/tg/uys tend to accuse Blizzard of ripping off most of [[Games Workshop]]&#039;s content, and they&#039;re right. They often write long angry posts about why Blizzard an evil company, what was stolen from their precious settings, and why Blizzard games sucks so much. But this is normal operating procedure for khornporation, Ip for the Ip throne after all. This sounds hilarious when you think about Games Workshop, who does steal &#039;&#039;&#039;all&#039;&#039;&#039; of its content from other settings. Blizzard only concentrates what&#039;s awesome about James Workshop and repackages it after doing minimal rework. &lt;br /&gt;
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If you ever meet a raging fan, crying about plagiarism, &amp;lt;s&amp;gt;ignore the fucking troll&amp;lt;/s&amp;gt; [[lulz|throw oil on the fire and get a-trolling]]. Alternatively, keep raging about [[The Ultimate Necron Cheese List|Necron Flyer Lists]]/[[rage|Terran Hellion Drop]] imbalance.&lt;br /&gt;
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&#039;&#039;&#039;TL;DR&#039;&#039;&#039;: Good [[crunch]], meh fluff (their memorable humor is arguably the best part of it), they are the [[Tzeentch]]/[[Slaanesh]] to GW&#039;s [[Nurgle]].&lt;br /&gt;
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==Scandals==&lt;br /&gt;
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From the late 2010&#039;s onwards, the company has experienced a steadily worsening fall from grace; whereas Blizzard was usually the universally  beloved grand-daddy of the gaming world, albeit with one skubby exception in the form of Diablo 3, a number of PR-fuckups, shallow cashgrabs, [[Communism|grievances of the developers that actually make the games]] and the revelation of pervasive sexual harassment of staff have all but crushed their reputation. In a funny twist of fate, when it comes to their products, Blizzard is currently making a lot of the mistakes Geedubs made before [[Kevin Rountree]] took over.  Here are some of the biggest fuck-ups in recent times; &lt;br /&gt;
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&#039;&#039;&#039;November 3, 2018:&#039;&#039;&#039; During Blizcon, Diablo Immortals was announced as a mobile game. Gamers were livid, with one asking if it was an out of season April fools joke. The Gamer rage made an notable impact on stock price, taking months to recover afterwards.&lt;br /&gt;
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&#039;&#039;&#039;Feburary 12, 2019:&#039;&#039;&#039; Blizzard fired 800 employees after reporting record earning. &lt;br /&gt;
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&#039;&#039;&#039;October 6, 2019:&#039;&#039;&#039; During a tournament, Chinese [[Hearthstone]] pro-player Blitzchung appeared wearing a gas mask and goggles in a live stream and showed support to the Hong Kong Protests. Near the end of the live stream he said “Liberate Hong Kong. Revolution of our age”, a recognized slogan in the Hong Kong protest. After the interview Blizzard disqualified Blitzchung and stripped him of his prize money, and banned him for a year.  Backlash was immediate, users deleted Blizzard accounts and destroyed games while #BoycottBlizzard trended with thousands retweeting. &lt;br /&gt;
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&#039;&#039;&#039;October 28, 2019:&#039;&#039;&#039; Blizzard announced a $660,000 prize pool for their annual arena/mythic dungeon world tournaments, after previously releasing a set of promotional in-game toys, promising 1/4 of the sales would go towards said prize pool. Most fans believed the money made from the sales would be added to the $500,000 minimum that Blizzard had promised. However, after competing players confronted Blizzard officials, it was revealed that Blizzard had instead chosen to rely entirely on the sales profit for the prize pool, making off with ~$2 million themselves from the other 3/4 of the sales and contributing nothing out of their own pockets. Nerd rage ensued.&lt;br /&gt;
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&#039;&#039;&#039;January 28th, 2020:&#039;&#039;&#039; Blizzard released the remastered version of Warcraft 3. The game came out in a notoriously unfinished, buggy and featureless state and used advertisement that borders on being fraudulent (Australian and EU authorities actually filed a lawsuit against Blizzard for misleading advertisements), was missing features the original game had &#039;&#039;13 years ago&#039;&#039;, [[RAGE|&#039;&#039;&#039;claimed ownership of any custom content created for the game in the ToS in a really, really stupid move that is also illegal under US and EU law&#039;&#039;&#039; - especially since Blizzard is a US company]] and even refused to offer refunds, which prompted another lawsuit by EU authorities against them. The game also completely replaced the original Warcraft 3 on the launcher, locking players out of the original unless they have the physical discs and instead prompting them to download the &amp;quot;improved&amp;quot; version.&lt;br /&gt;
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&#039;&#039;&#039;August 4, 2020:&#039;&#039;&#039; Employees shared a spreadsheet of salaries and recent pay increases showing that few were given raises after crunch, and overtime. Many employees, despite working at one of the biggest video game companies were struggling to pay rent and using the company&#039;s free coffee as an appetite suppressant as they cut meals. Apparently that 5 year service sword does not also pay rent.&lt;br /&gt;
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&#039;&#039;&#039;October 16th, 2020:&#039;&#039;&#039; Blizzard announced that they would put Starcraft 2 into maintenance mode, ceasing any content updates in the future. This has left a lot of players angry and sad, especially since Starcraft 2 is one of the very last remaining RTS with a decently sized playerbase and competitive scene.&lt;br /&gt;
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&#039;&#039;&#039;July 22nd, 2021:&#039;&#039;&#039; California&#039;s Department of Fair Employment filed a lawsuit against Activision/Blizzard for sexual harassment of numerous employees - especially female employees, some of the incidents going back years.  The final catalyst was the suicide of a female employee who was one of the victims of said harassment.  According to the lawsuit, the culprits are from several levels in the company (former Senior Creative Director Alex Afrasiabi and former CTO Ben Kilgore are among them), the charges include unwanted groping and posting intimate pictures without their consent, and that other execs knew of the abuses but did nothing.  The situation wasn&#039;t helped when several Blizzard employees lashed out at several high-profile WoW commentators and streamers such as Asmongold for criticizing them, trying to shift blame onto them despite those streamers having nothing to do with the company or the abuse.  With morale at an all-time low and widespread stress, the development of new projects (or at least World of Warcraft) has been stopped until the situation is resolved.  Sponsors have started to turn on Blizzard and executive-level employees, such as J. Allen Brack and Jesse Meschuk, have been leaving the company (unclear whether it&#039;s voluntary resignations or firings as per the standard sugar-coated dismissals for top level business execs). &lt;br /&gt;
* &#039;&#039;&#039;July 28, 2021:&#039;&#039;&#039; After delivering a open letter to the upper management, a portion of Blizzard staff staged a walkout protest that gained considerable news coverage. There has been increasing support for staff to unionize, with Blizzard&#039;s Board of Directors responding by consulting the same legal firm whose lawyers prevented Amazon&#039;s staff from unionizing.&lt;br /&gt;
* &#039;&#039;&#039;August 3rd, 2021&#039;&#039;&#039; J. Allen Brack is succeeded by &amp;quot;co-leaders&amp;quot; Jen Oneal and Mike Ybarra following his departure (with accusations being leveled that Brack left to deliberately avoid being confronted over knowing about the abuses but not stopping them).&lt;br /&gt;
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==Franchises relevant to /tg/==&lt;br /&gt;
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*&#039;&#039;&#039;&#039;&#039;[[Warcraft|WarCraft]]:&#039;&#039;&#039;&#039;&#039; A real-time strategy (RTS) series; initially [[Orc]]s vs [[Human]]s but then later games added more races. Then it became a [[MMORPG]] with [[World of Warcraft|all kinds of crazy shit]]. Particularly notable to /tg/ because it spilled over into multiple genres: There were [[World of Warcraft: The Roleplaying Game|two separate editions of a &#039;&#039;D&amp;amp;D&#039;&#039; campaign setting]], a physical [[Card_Game#Collectible_Card_Games|trading card game]] and has its own board games too.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;[[StarCraft]]:&#039;&#039;&#039;&#039;&#039; RTS IN SPHESSSSS! &amp;lt;s&amp;gt;[[Space Marines]]&amp;lt;/s&amp;gt; [[Imperial Guard|Terrans]] vs [[Tyranids|Zerg]] vs [[Eldar|Protoss]]. Beyond being the national sport of Korea, the &#039;&#039;StarCraft&#039;&#039; franchise has its own board game and has its own unique version of &#039;&#039;[[Risk]]&#039;&#039; which alters the rules just enough so that it isn&#039;t merely a re-skinned version of &#039;&#039;Risk&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;[[Diablo]]:&#039;&#039;&#039;&#039;&#039; [[Grimdark]] [[Dark Fantasy]] setting involving the wars between [[Angel]]s and [[Demon]]s, and also not actually made by Blizzard. It was made instead by an outfit named Condor, which got bought out by Davidson &amp;amp; Associates, which also bought out a little outfit named Chaos Studios. Then, Chaos Studios got renamed &#039;&#039;&#039;Blizzard&#039;&#039;&#039;, and Condor was renamed &#039;&#039;&#039;Blizzard North&#039;&#039;&#039;, which is why Diablo ended up being playable on battle.net. Meanwhile, another group of guys named Synergistic Software got bought out by Sierra On-Line, which was in turn acquired by CUC International, which gobbled up Davidson &amp;amp; Associates, which was how the job of making Diablo&#039;s expansion pack, Hellfire, got farmed out to Synergistic. However, Condor and Blizzard both had veto power over Synergistic&#039;s ideas, and Condor, which was already working on Diablo II, didn&#039;t want anything to be in Hellfire that was also going to be in D2, which is why the Barbarian and secret cow quest had to be cut and why Hellfire couldn&#039;t be played over Battle.net even though the code totally worked. There was a [[fail|short-lived]] attempt to port the Diablo franchise into both [[Advanced Dungeons &amp;amp; Dragons#AD&amp;amp;D 2nd Edition|2nd Edition]] and [[Dungeons &amp;amp; Dragons 3rd Edition|3rd Edition]] &#039;&#039;Dungeons and Dragons&#039;&#039;, though the results were not particularly successful or well-remembered.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Hearthstone:&#039;&#039;&#039;&#039;&#039; A digital collectible card game. Think &#039;&#039;[[Magic: The Gathering|MtG]]&#039;&#039; but all the depth and complexity got replaced with RNG bullshit. Also it only costs you one kidney to gather a good card collection rather than [[Forgeworld|both, one leg, one testicle, and the soul of your firstborn child]] , but Blizzard seems dedicated to catch back on that missed profit by adding more content that cannot be bought with in-game currency (gold) and going the way of the battlepass...wait, what do you mean they have two passes?&lt;br /&gt;
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==Blizzard things that aren&#039;t (/tg/ related) rip-offs==&lt;br /&gt;
In 1992, they made &#039;&#039;Battle Chess&#039;&#039; for the Commodore 64 &amp;amp; MS-DOS, and also a &#039;&#039;[[Lord of the Rings]]&#039;&#039; [[RPG]] for the Amiga.  The &#039;&#039;LotR&#039;&#039; game was supposed to be just the first book, with two sequels, but they never got around to finishing it. They made &#039;&#039;RPM Racing&#039;&#039; (allegedly the first American-made SNES game) and &#039;&#039;Rock n&#039; Roll Racing&#039;&#039; for the Super Nintendo and the Sega Megadrive but that&#039;s [[/v/]] shit. They also made a side-scrolling Superman beat &#039;em up and a shitty Justice League fighting game for a dose of [[/co/]] crap too. There&#039;s also their game &#039;&#039;The Lost Vikings&#039;&#039;, a platforming puzzle game where you control three [[vikings]], each of them with their own special abilities (Erik the Swift can run faster and jump higher than the other two and also bash through walls with his horned helmet, Baleog the Fierce can shoot an arrow and kill enemies with his sword and Olaf the Stout can block with shield which he can also use like a hang-glider.) Since the game has vikings in it, /tg/ might be interested in it due to their [[Warriors of Chaos|viking fetish]]. A sequel was also made, &#039;&#039;The Lost Vikings 2&#039;&#039;, which added two more characters, a [[werewolf]] named Fang and Scorch the [[dragon]], but it&#039;s kind of a rarity. Fast forward to more recent times, trying to cash in on the growing MOBA-craze, Blizzard developed &#039;&#039;Heroes of the Storm&#039;&#039; by throwing all their decent franchises into a blender to make one mediocre new game, which is ironic considering highly customized user-made &#039;&#039;StarCraft&#039;&#039; and &#039;&#039;WarCraft III&#039;&#039; maps pretty much spawned the MOBA genre in the first place. Blizz&#039;s most recent success is the first-person shooter &#039;&#039;Overwatch&#039;&#039;. Though hilariously similar to &#039;&#039;[[Team Fortress 2]]&#039;&#039; and [[Blood Ravens|drawing upon]] various sci-fi and fantasy sources, it presents a somewhat unique (albeit poorly fleshed-out) [[noblebright]] setting and characters that are mostly [[/d/|fapbait/schlickbait]].&lt;br /&gt;
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==[[Skub|Legitimately unbiased comparison]]==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &lt;br /&gt;
Both of the companies&#039; products have a bevy of similarities and differences that can be factually assessed without any real bias. Beginning here is a &amp;lt;s&amp;gt;comprehensive&amp;lt;/s&amp;gt; tiny list of the comparisons between popular topics of much [[RAGE|debate]].&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===[[Orks]] vs. [[Orc#Warcraft|Orcs]]===&lt;br /&gt;
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While it is true that the light green skin, angry porcine face with lots of tusks, and heavyset jawlines are traits shared across the two species of Orcoids, that&#039;s about where the similarities end. While [[Orks]] are brutal, fun-loving omnicidal maniacs who love the [[Dakka]] and only momentarily hesitate to shoot something if it&#039;s sufficiently green and orky, [[orcs]] in Blizzard&#039;s universe actually eventually filled the unique role of being good guys. For the most part, anyway, back when they were first through the portals they were extremely bloodthirsty but as time has gone on they&#039;ve settled down nicely. This is actually a first, as no other universe is really known for having Orcs who can be described as friendly (&#039;&#039;[[Strike Legion]]&#039;&#039; is a good example though as well as the elder scrolls). In fact the Orcs of Blizzard&#039;s universe are the glue of their faction, serving as the lynch-pin by which the other races come together as one Horde. &lt;br /&gt;
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Similarly, &amp;lt;span style=&#039;color:green;font-size:115%&#039;&amp;gt;Orkzes iz da biggest an&#039; da strongest.&amp;lt;/span&amp;gt;, with the lowly boy far more buff than your standard human and only getting taller and taller as they age. Orcs, while significantly physically imposing, are roughly the same height as average humans, and are dwarfed by their [[Minotaur|Tauren]] allies. &lt;br /&gt;
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Though it should be noted, that at current state Orcs spawned a total of three [[BBEG]]s of the setting, including the first Lich King himself, while most other races, except dragons and (technically) draenei, have their count on one or zero. The Orks, on the other hand, &#039;&#039;are&#039;&#039; the BBEGs.&lt;br /&gt;
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===Terran Marines vs Space Marines=== &lt;br /&gt;
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This should be somewhat obvious. Space Marines, as deigned by [[GW]], are one-man armies, raised from a young age to be killing machines and then augmented to become superhuman monstrosities. Terran Marines, by comparison, are pitiful. If we&#039;re being very generous, they&#039;re an analogue for the [[Stormtrooper|Tempestus corps.]], but with a worse track record. They are literally a case of the government or rebel faction finding every hick and criminal they can and shoving them in a brainwashing tank, slapping power armor on them, pumping them with drugs, handing them a gun, and telling them to [[Tarpit|keep shooting until it stops moving]]. And, considering everything in the &#039;&#039;StarCraft&#039;&#039; universe can pierce through tanks and [[/m/|giant mechs]], not to mention some power armor, those marines aren&#039;t likely to survive their first deployment. So, to put it simply, Terran Marines are really closer to Guardsmen or Penal Legionnaires, except with better guns and even more drugs.  And like the Guard, they have really nice tanks and fantastic artillery.&lt;br /&gt;
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===Zergs vs [[Tyranids]]===&lt;br /&gt;
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Both are races of ravenous, rapidly evolving beasts under the control of a distant supreme intelligence, both use biotechnology instead of tools, most of their units are fast, deadly, fragile and numerous, and they even look almost the same. The last part is actually to GW&#039;s shame, since they all but copy-pasted the Zerg appearance into Tyranids in 3rd edition, mostly to capitalize on the &#039;&#039;StarCraft&#039;&#039; financial success (yes, they were that greedy and shameless even back then). &lt;br /&gt;
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Secondly, while the Tyranids&#039; hive mind is their collective consciousness, the Zerg have actual physical entities with emotions and personalities to rule them - from the lowly Overlords, to the Cerebrates, to the Overmind itself (or Overlords - Hive Queens - Broodmothers - The Queen of Blades after Kerrigan took over control), and with that they also get some actual character development and political struggles in their ranks - something &#039;Nids solely lack as their only real agenda revolves around planet-hopping towards that psychic light known as the [[Golden Throne]], all the while eating everything on the way. Even though most Cerebrates merged into the new Overmind and were killed by Kerrigan (and her puppets) during Brood War, the real reason that they never showed up again was that their hierarchy was similar enough to the &#039;Nids that the Cerebrates were killed off off-screen and cut from &#039;&#039;StarCraft II&#039;&#039; as a way of [http://comments.deviantart.com/1/359035454/2977652201 Blizzard playing nice with Games Workshop].&lt;br /&gt;
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Zergs also do not eat worlds like Tyranids do - only conquer and colonize them, which automatically lowers their Eldritch Unstoppable Evil level by half.&lt;br /&gt;
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There&#039;s also a variant of Zerg called the Primal Zerg, which have a strictly more reptilian/mammalian aesthetic and are notably individuals that operate in Packs. Despite being individuals, some with marked intelligence, they&#039;re all basically just focused on eating strong prey and surviving and have no ambitions or desires beyond that one dimension.&lt;br /&gt;
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===Burning Legion vs [[Daemon#Warhammer_40,000|Daemons of Chaos]]===&lt;br /&gt;
Both are evil demons, who came from the [[Eye of Terror|dimension of magic]] and want to [[Exterminatus|destroy everything]]. The Burning Legion, however, is everything but chaotic, and is highly organized and structured, and even after their dark god Sargeras got himself killed, they managed to keep their shit together. Moreover, unlike Chaos Daemons, who are the manifestations of emotions and magic, creatures of the Legion are mostly normal sapient biological beings, transformed through overuse of fel magic, or artificial constructs, enlivened by said fel magic. Unlike [[Chaos Gods]], who want the eternal conflict just for the sake of it (which makes sense, given they are empowered by emotions, and conflicts stimulate more emotions), the Burning Legion have clear goals, which are: 1) Gather all the magic, 2) Use it to destroy the Creation, 3) Hope a new, better one comes along. 4) [[Meme|???]], 5) [[Profit|PROFIT]]!&lt;br /&gt;
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===Protoss vs [[Eldar]]===&lt;br /&gt;
You fucking kidding me? OK, both are psychic race with small numbers and long lifespan, both have tech, superior to everything in their setting (save Necrons and Xel&#039;Naga respectively), and both are quite arrogant about their superiority. And that&#039;s it. Protoss are tough as adamantium bunkers, can warp in infantry almost instantly any place with an energy field, are fast as a slime, hit like every fucking one of them is armed with a tank cannon or a [[Power Fist]] and tend to move in big unkillable all-destroying deathballs of doom, while Eldar are fast as hell, can be killed by a mean look, and tend to zoom around in small groups at mind-blowing speed, surgically shooting/cutting down priority targets before retreating to the safety of cover. Culture-wise Protoss are closer to [[Tau]] than to Eldar, with a rigid caste system and hierarchy, and the highly collectivist ideology of the Khala, which is actually almost the same as the Tau&#039;s Greater Good. From this perspective Dark Templar are basically the Farsight enclave, who told the Khala and its Ethe... I meant Judicators to fuck off and left to build their new home without that brainwashing &amp;lt;s&amp;gt;pheromones&amp;lt;/s&amp;gt; psi-internet bullshit. Oh, wait, the Tau Empire was introduced 3 years after the release of &#039;&#039;StarCraft&#039;&#039;... OOPS!&lt;br /&gt;
&lt;br /&gt;
Both the Protoss and Eldar also fell out of their golden ages pretty hard, though that&#039;s about where the similarities end. The Eldar caused their empire&#039;s fall entirely on their own, between all the murder-fucking and general debauchery that was getting out of hand, to such a point that not only did it reduce their species&#039; population to a pitiful fraction of what it once was, but also damned each and every Eldar soul that exists (or has yet to exist) by creating one of the four Chaos Gods responsible for a shit ton of the Grimdark in 40k. Even though the Eldar are fighting against all odds, and making &#039;&#039;some&#039;&#039; progress with the birth of Ynnead, the chance of them actually ever returning to a semblance of their former glory is about as likely as the God-Emperor of Mankind leaping from the Golden Throne and declaring the Imperium of Man a Xenos-inclusive democracy. The Protoss, on the otherhand, are only partially responsible for their fall from power, as the internal strife between the Judicator Caste and Templar Caste didn&#039;t exactly help prepare them for when the Zerg invaded their homeworld of Aiur. The surviving Protoss as a whole had to evacuate to Shakuras, where their Dark Templar kin granted them sanctuary (in that kind of arrogant &amp;quot;look at how cool and caring we are &#039;&#039;despite&#039;&#039; you exiling our kind&amp;quot; mindset). Also unlike the Eldar, the Protoss are notably reclaiming their former glory. Having made buddies with the Dark Templar, Purifiers (sentient Protoss AI), Tal&#039;Darim (to the Protoss the way Dark Eldar are to the Craftworlders), the collective Protoss race took back Aiur and is currently rebuilding a unified homeworld for all Protoss.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;TL;DR&#039;&#039;&#039;: A game company with an emphasis on quality (usually), responsible for  both awesome and terrible things. If you really want to know what&#039;s what, go look it up yourself from a better source than 1d4chan.&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:38C2:43A7:2E8C:86B3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24499</id>
		<title>Age of Sigmar/Tactics/Death/Ossiarch Bonereapers</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Ossiarch_Bonereapers&amp;diff=24499"/>
		<updated>2021-08-21T04:32:37Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:38C2:43A7:2E8C:86B3: /* Famous Legions */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Ossiarch Bonereapers|Logo=Immortis-WC2.jpg|Alliance=Death|Motto=The Skeleton War is upon us! We ride against the fuckboys!}}&lt;br /&gt;
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Get ready to send a chill down your opponent&#039;s spine, for this is no time to be humerus.  Nagash is rising, and he has a bone to pick with the Mortal Realms!&lt;br /&gt;
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==Why play Ossiarch Bonereapers?==&lt;br /&gt;
* They&#039;re SPOOKY SCARY SKELETONS! &lt;br /&gt;
* You liked playing super-elite units like Blood Knights? Well you now play a different elite FACTION!&lt;br /&gt;
* You miss the Tomb Kings and this is as close as it gets for now with a vulture being called a Carrion, undead constructs and a war machine that hurls flaming skulls.&lt;br /&gt;
* They collect protection payments of bone like a skeletal version of the Mafia.&lt;br /&gt;
* Part of the reason for their existence is to troll Sigmarines.&lt;br /&gt;
* You want a sneak peek at what civilization would be like if Nagash wins.&lt;br /&gt;
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===Pros===&lt;br /&gt;
* [[Awesome|&#039;&#039;&#039;Immunity to Battleshock!&#039;&#039;&#039;]].  Not just bravery 10, the Bonereapers do not take battleshock tests.  They have no guts, but they&#039;re braver than everyone else.&lt;br /&gt;
* Excellent at debuffing their enemies in various ways, especially their bravery (spells, Morghasts...)&lt;br /&gt;
* Conversely, they have numerous ways to buff themselves. &lt;br /&gt;
* Very durable, and various ways to boost that to the point of being arguably the most durable army in the game. &lt;br /&gt;
* Bonereaper legions bring awesome upgrades to your skellies.  Want to reduce bravery and stockpile RDP?  go Mortis Praetorians.  Want to worsen the enemy&#039;s rend?  go Petrifex Elite.&lt;br /&gt;
* Point-for-point, they have some of the strongest warscrolls of the game as few units can beat their ossiarch counterpart (Mortek Guard and Kavalos Deathriders are strong contenders for best battleline units in the game).&lt;br /&gt;
* They use the Relentless Discipline Points mechanic (also called RDP)  instead of Command Points.  Things that screw with CP won&#039;t work on them.  Despite this, they still benefit from Command Abilities.&lt;br /&gt;
* They&#039;re a Death army that isn&#039;t reliant on Heroes.  Unit champions have the HEKATOS keyword, which gives a smaller radius of 6+ Deathless saves and allows them to use RDP abilities.  Certain elite units are also HEKATOS, so they can function completely independently.&lt;br /&gt;
* If you&#039;re sick of those magic-heavy armies like Tzeentch&#039;s forces, the Lizardmen and the Lumineth, the Null Myriad Bonereaper Legion is for you with army-wide +5 immunity to spells that can be buffed.&lt;br /&gt;
* Almost everything is 3+ to hit, with various ways to boost it.&lt;br /&gt;
* With the Crematorians Bonereaper Legion, your guys can take enemies down with them when/if they&#039;re slain - the more they attack you, the more they die!  [[Awesome|Rinse and repeat, since you can bring back slain models!]]&lt;br /&gt;
* Nagash and [[Arkhan the Black|bro-tier mini-Nagash]] are part of the army roster; [[Awesome|they also benefit from keywords and Battle Traits]].&lt;br /&gt;
* Numerous characters and a unit that can heal anything in your army - including themselves - or bring back dead models.&lt;br /&gt;
* Our Endless Spells are awesome.  Not only that, they&#039;re Bonded, so no friendly fire and they&#039;re always under the casting player&#039;s control.  Also no more -1 to cast from the old &amp;quot;Soul-linked&amp;quot; rule.&lt;br /&gt;
* If you like bone puns...&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your army is slow (though there are a few ways to mitigate this).&lt;br /&gt;
* Shooting is almost non-existent.  Apart from the amazing Mortek Crawler, you only have the Gothizzar Harvester&#039;s shooting and Nagash&#039;s laser eyes. &lt;br /&gt;
* Given their comparative slowness, shooting armies tend to really hurt the Ossiarchs (especially the Kharadron Overlords).&lt;br /&gt;
* The army&#039;s quite straightforward and lacking in useful tricks.  There&#039;s no summoning, deepstrike or special combat mechanics like striking twice.  Any decent opponent knows what you will do.  There is a teleportation mechanic, but it&#039;s very gimmicky, limited and requires a lot of cunning to get something out of it.&lt;br /&gt;
* Limited means to deal Mortal Wounds.  Ossiarchs tend to bounce on really armored units if stalkers aren&#039;t around.  This can be mitigated with MW dealers including the Crematorians Legion and anyone with &amp;quot;Kavalos&amp;quot; in their name, but still relies a lot on the dice.  &lt;br /&gt;
* No access to the new generic command abilities.&lt;br /&gt;
* Magic is average and mostly around buffing allies and debuffing enemies. Sure, Nagash and Arkhan are there, but the magic lore is still unimpressive, especially compared to real magical factions (looking at you, Tzeentch, Lumineth and Seraphon).&lt;br /&gt;
* Nagash is overcosted.  Despite what he brings, his points cost is way too high.&lt;br /&gt;
* No allies apart from the Mega-Gargant Drogg; their foreign policy makes the Daughters of Khaine look like the Stormcast Eternals (can still have mercenaries though - unless you bring Nagash or Arkhan). &lt;br /&gt;
* If you know the Greek language, it&#039;ll be hard to take any unit or hero with &amp;quot;Kavalos&amp;quot; in their name seriously.&lt;br /&gt;
* Hope you like bone puns.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Ossiarch Bonereapers}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;Ranks Unbroken by Dissent:&#039;&#039;&#039; [[Awesome|Do not take battleshock tests for friendly OSSIARCH BONEREAPER units]].  Yes, you read that right, immunity to Battleshock.  Your enemy&#039;s only options are killing, flee or be killed. In addition, you do not generate Command Points. Instead, you generate Relentless Discipline Points at the start of each battle round but lose them when you generate your next batch (they should be all spent before that happens).&lt;br /&gt;
**Generate a  Relentless Discipline Point if:&lt;br /&gt;
*** EACH {{AOSKeyword|Ossiarch Bonereapers Hero}} - 1&lt;br /&gt;
*** EACH Warscroll Battalion - 1&lt;br /&gt;
*** EACH Friendly {{AOSKeyword|LIEGE}} - 1&lt;br /&gt;
*** If KATAKROS is the general and on the battlefield - 3&lt;br /&gt;
*** Roll a die for each UNIT with the {{AOSKeyword|OSSIARCH BONEREAPERS}} keyword, including the previous {{AOSKeyword|HEROES}}.  On a 6, you get 1.&lt;br /&gt;
**Unfortunately, you can&#039;t use the Generic or Scenario command abilities (rerolling Run, charge, shooting rolls) but you have a ton of CAs that will Guzzle your DP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathless Warriors&#039;&#039;&#039;: It&#039;s Deathless Minions from Legions of Nagash, albeit with a rename. It allows you to ignore wounds and mortal wounds on a 6+. However, you&#039;ll be able to get more mileage out of it than other Death armies, as any unit wholly within 12&amp;quot; of a {{AOSKeyword|BONEREAPERS  Hero}} or 6&amp;quot; of a Hekatos (i.e: the leader for your battlelines) count for the ability, removing the need to have your Heroes babysitting your units.  Units that are {{AOSKeyword|HEKATOS}} (elite bone warriors units) always benefit from the ability, allowing them to strike out entirely unsupported.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Advance (CA)&#039;&#039;&#039;: In Movement Phase. Pick 1 unit within X&amp;quot; of a hero or hekatos. +3&amp;quot; movement. It can still run OR charge. You cannot pick the same unit more than once per phase.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&lt;br /&gt;
====Liege-Kavalos====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dark Acolyte:&#039;&#039;&#039; Becomes a 1 cast/unbind {{AOSKeyword|WIZARD}} with one Mortisan Lore spell.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warrior:&#039;&#039;&#039; Melee wound rolls of 6 deal an extra mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; +1 to hit in melee (including their mount) against non-{{AOSKeyword|DEATH}} units.&lt;br /&gt;
*&#039;&#039;&#039;Life-stealer:&#039;&#039;&#039; If they kill any models in combat, heal 1d3 wounds at the end of that phase.&lt;br /&gt;
&lt;br /&gt;
====Mortisan====&lt;br /&gt;
*&#039;&#039;&#039;Ancient Knowledge:&#039;&#039;&#039; While on the battlefield, get an extra RDP at the start of the battle round. &lt;br /&gt;
*&#039;&#039;&#039;Immortal Ruler:&#039;&#039;&#039; Deathless Warrior trait works on a 5+ for this general.  Always good.&lt;br /&gt;
*&#039;&#039;&#039;Dire Ultimatum:&#039;&#039;&#039; -2 to Bravery for enemies within 12&amp;quot;.  Although it requires coordinating a couple of units, you can cause a MASSIVE debuff to enemy Bravery by combining this and the Scroll of Command (see below).  &lt;br /&gt;
*&#039;&#039;&#039;Grave-sand Bones:&#039;&#039;&#039; Knows an extra spell from the Lore of the Mortisans.&lt;br /&gt;
*&#039;&#039;&#039;Oathbreaker Curse:&#039;&#039;&#039; Every time your opponent gets a CP, on a d6 roll of 6 it is lost.  Obviously Katakros does it better, but this does work more than once per turn if your enemy has CP-generating abilities.&lt;br /&gt;
*&#039;&#039;&#039;Soul Energy:&#039;&#039;&#039; You can re-roll casting, unbinding and dispelling rolls, but whenever you do you take a mortal wound.&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Kavaloi (Liege-Kavalos)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Mind Blade:&#039;&#039;&#039; Pick one of bearer’s melee weapons. If unmodified hit roll is a 6, and target is a hero, opponent loses a Command Point and the hero can’t use command abilities for the rest of the battle.  Apart from only working on sixes this is incredible.&lt;br /&gt;
#&#039;&#039;&#039;Lordly Phylactery:&#039;&#039;&#039; Once per battle start of any phase, gain D3 RD points.&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Command:&#039;&#039;&#039; Subtract 2 Bravery from enemy units within 6” of bearer.  Only really recommended if you&#039;re going for Mortis Praetorians (see their Legion description for more information).  Although, a Liege-Kavalos with this, with a Mortisan general with the Dire Ultimatum command trait nearby drops enemy Bravery by a whopping -4!&lt;br /&gt;
#&#039;&#039;&#039;Grave-sand Boneplates:&#039;&#039;&#039; At the end of the combat phase, roll dice for each enemy unit within 3”, on a 4+ that unit suffers a mortal wound.  Mediocre.&lt;br /&gt;
#&#039;&#039;&#039;Marrow Pact:&#039;&#039;&#039; Once per battle, in hero phase pick one enemy unit within 6” of bearer. On a 3+, unit suffers D3 mortal wounds, heal the same number of wounds.&lt;br /&gt;
#&#039;&#039;&#039;Helm of the Ordained:&#039;&#039;&#039; Add one to hit rolls for attacks made by {{AOSKeyword|BONEREAPERS}} units and mounts while wholly within 12” of the bearer.  One of the best choices for a Liege-Kavalos if including Bonereaper Legion weapons, otherwise it&#039;s the best unless you have a very specific playstyle in mind.    &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tools of the Boneshaper (Boneshapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Artisan&#039;s key:&#039;&#039;&#039; Before using the bearer’s bone shaper ability, roll a dice and on a 4+ either you can pick two units instead of one, or the same unit twice within 6”.  The best of the three by a narrow margin.&lt;br /&gt;
#&#039;&#039;&#039;Lode of Saturation:&#039;&#039;&#039; At the start of the Hero phase, choose a unit within 1”, deathless warrior battle trait on 5+ instead of 6.&lt;br /&gt;
#&#039;&#039;&#039;Crafter Gems:&#039;&#039;&#039; Hero phase, heal up to 3 wounds. Once the total wounds healed in the battle is 3 you cannot use it any longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasures of the Soulmason (Soulmasons)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Gothizzar Cartouche:&#039;&#039;&#039; +1 to melee wound rolls for units wholly within 9” of bearer if target does not have Death keyword.  The best option if you&#039;re not facing {{AOSKeyword|DEATH}} armies.&lt;br /&gt;
#&#039;&#039;&#039;Soul Reservior:&#039;&#039;&#039; +2 to cast, but if casting roll is unmodified 10+ artifact cannot be used again.&lt;br /&gt;
#&#039;&#039;&#039;Thorne of Dzendt:&#039;&#039;&#039; +2 to wounds and +2 attacks for mount. A good all around choice, especially for keeping your chair bound wizard safe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weapons of the Soulreaper (Soulreapers)&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Luminscythe:&#039;&#039;&#039; minus 1 for hit rolls targeting bearer. +1 casting rolls for bearer for Lore of Mortisans or warscroll spell.&lt;br /&gt;
#&#039;&#039;&#039;Vial of Binding:&#039;&#039;&#039; Once per battle in hero phase, pick enemy model within 12&amp;quot; of bearer and roll a D6. If roll is equal or greater than the wound characteristic they are slain.  The best choice if you take a Soul Reaper, and the obvious choice for offensive.&lt;br /&gt;
#&#039;&#039;&#039;Guardian Reavesoul:&#039;&#039;&#039; Negate wound on a 5+ instead of 6+ for deathless minions. Can shatter to negate last wound if about to die.  If you&#039;re not taking Vial of Binding, this is the go-to choice.&lt;br /&gt;
&lt;br /&gt;
===Spell Lore===&lt;br /&gt;
#&#039;&#039;&#039;Arcane Command:&#039;&#039;&#039; CV5. Gain D3 Relentless Discipline Points. Nice if you&#039;ve got an extra spell, or had some bad luck with your rolls.&lt;br /&gt;
#  &#039;&#039;&#039;Empower Nadirite Weapons: &#039;&#039;&#039; CV5. Pick 1 {{AOSKeyword|BONEREAPERS}} unit wholly within 24&amp;quot; and visible. Until the start of your next hero phase, the units Nadirite Weapons ability explodes on a 5+ instead of 6, or 4+ if its a {{AOSKeyword|DEATHRIDERS}} attacking with spears after charging.&lt;br /&gt;
# &#039;&#039;&#039;Protection of Nagash: &#039;&#039;&#039; CV6. 5+ FNP for the caster. If any wounds get through your FNP, and the caster isn&#039;t slain, remove them from the battlefield after all wounds have been allocated, and place them anywhere on the board 9&amp;quot; away from enemy models then dispel this spell. Great for getting important casters out of sticky situations, or absolutely hilarious on Nagash if you wanna fuck with your opponent. &lt;br /&gt;
# &#039;&#039;&#039;Reinforce Battle-shields: &#039;&#039;&#039; CV6. Pick 1 {{AOSKeyword|BONEREAPERS}} unit armed with Shields or Nadirite Battle-shields wholly within 24&amp;quot; and visible. Until the start of your next hero phase, they gain a 5+ FNP but only for mortal wounds. Pair this with a gothizzar harvester, the reroll saves command ability for some truly unkillable troops. &lt;br /&gt;
# &#039;&#039;&#039;Drain Vitality: &#039;&#039;&#039; CV6. Pick 1 enemy unit within 18&amp;quot; and visible. Until your next hero phase, reroll unmodified hit and save rolls of 6 made by that unit. Good for blunting a spooky unit&#039;s charge, but less useful than the other options available. &lt;br /&gt;
#  &#039;&#039;&#039;Mortal Contract: &#039;&#039;&#039; CV7. Pick 1 enemy unit within 18&amp;quot; and visible. For the rest of the &#039;&#039;&#039;BATTLE&#039;&#039;&#039;, roll a die at the end of any phase that the unit dealt damage to a friendly {{AOSKeyword|BONEREAPERS}} unit (but only if it was with an attack). On 3+, the cursed unit suffers D3 mortal wounds. Lawdy, this is probably the most obnoxious spell we can sling, if you can remember who you marked the entire game. Great into low unit-count armies.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
&lt;br /&gt;
An important distinction to note between these Endless Spells and others that exist is that the ones presented below have the &#039;&#039;&#039;Soul-Linked&#039;&#039;&#039; ability, meaning they always move before Endless Spells without the Soul-Linked ability and are controlled by the casting Player only, meaning your opponent cannot control these Endless Spells to mess with your plans. However on the flip side, the Wizard who cast the spell has a -1 to his casting rolls and cannot cast anymore soul-linked spells while their soul-linked endless spell is up. If the caster dies then the soul-linked spell is also dispelled, so keep him alive if you want the spells to last.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Bone-tithe-Shrieker-en.pdf Bone-tithe Shrieker]&#039;&#039;&#039;: 30 points, Gives -1 bravery, and +1 to be hit to enemy units within 12&amp;quot; of it. Simple, but effective. Place it just in front of your battle line to make the enemy think twice, or use it to make holding an objective less than desirable. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Soulstealer-Carrion-en.pdf Soulstealer Carrion]&#039;&#039;&#039;: 20 points, Gives LOS to the Soul-Linked wizard. You won&#039;t be taking it for this. Instead, you&#039;ll be taking it for it&#039;s actual ability: Soul Thief. Roll a D6 at the end of each Phase if any Chaos, Order, or Destruction models were slain within 6&amp;quot; of it. On a 1 or 2, the Wizard this Endless Spell is Soul-Linked with heals a wound. On a 3 or 4, it does 1 Mortal Wound on each Chaos, Destruction or Order unit within 6&amp;quot; of it, and on a 5-6, it does both effects. AMAZINGLY fun, if you&#039;re not playing into Death, so do with that as you will. The COMBO with this spell is to cast it near a horde unit, snipe a model with the nexus in the hero phase, and then also shoot some stuff in the shooting phase with the crawler. This has the potential to produce a multi-phase aoe mortal wound pulsing engine. &lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nightmare-Predator-en.pdf The Nightmare Predator]&#039;&#039;&#039;: 40 points, Your standard causes Mortal Wounds Endless Spell (dealing D3 Mortal Wounds to all non-bonecasts within 3&amp;quot; of it), but with a twist - when cast, pick an enemy Hero to be marked as it&#039;s prey. If this spell gets within range of them, it spits out d6 mortal wounds instead. For it&#039;s dirt cheap point cost, this is almost auto-include.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Famous Legions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
For awhile the best Legion was Petrifex Elite, by far.  But due to Petrifex spam and the resulting complaints GW jumped them with something even they couldn&#039;t take - the nerf-bat.  Oh, the old gray Petrifex, it ain&#039;t what it used to be... until 3rd edition, where Petrifex gained the ability to reduce rend as a consolation prize.  And given that Mystic Shield now gives a +1 to saves bonus... Guess who&#039;s back, back again.  Petrifex&#039;s back, tell a friend.  Now it&#039;s more even with a wider range of strategies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Mortis Praetorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;The Dread Legion&#039;&#039;&#039;:-1 bravery to enemy units within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Katakros&#039; Chosen&#039;&#039;&#039;: Once per battle if the general is on the Battlefield, gain D3 RDP points.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Counter-strike&#039;&#039;&#039;: Pick a friendly unit Wholly within 6&amp;quot; of a HEKATOS or Wholly 12&amp;quot; of a HERO.  If charged, they can re-roll hits.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Artificer&#039;s Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons.  It has -3 Rend.  &lt;br /&gt;
The poster boys, the jack-of-all-trades and the best choice if you’re bringing Katakros, otherwise it&#039;s decent but not an auto-take.  Plus other death armies capitalize on &amp;quot;fear-bombing&amp;quot; a bit more effectively (looking at you, Nighthaunt).  Also recommended to take Zandtos if you insist on a Liege-Kavalos unless you have another plan in mind.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Petrifex Elite&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Unstoppable Juggernauts&#039;&#039;&#039;: As of the new FAQ: Worsen the Rend characteristic of weapons that target Petrifex Elite units by 1, to a minimum of ‘-’.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Mighty Archaeossian&#039;&#039;&#039;: +2 Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Bludgeon&#039;&#039;&#039;: In the combat phase, give a unit +1 rend on one weapon, can&#039;t stack.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Godbone Armor&#039;&#039;&#039;: The first wound allocated to the bearer in each &#039;&#039;&#039;phase&#039;&#039;&#039; is negated.  &lt;br /&gt;
Makes your entire army (including Nagash) mostly tanky, gives your commander a few extra wounds for a chuckle, lets you put some durability on a caster via the relic (especially useful if you&#039;re bringing some Endless Spells), AND comes with a command ability that makes you killy, just to throw your opponent for a loop.  Pre-nerf it added +1 to everyone&#039;s armor save and was THE choice of Bonereaper Legion.  It went from great to meh then good.  One of the best choices, but no longer the auto-take.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Null Myriad&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Eldritch Nulls&#039;&#039;&#039;: Ignore the effects of spells on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Unsettling and Sinister&#039;&#039;&#039;: -1 to Bravery in 3&amp;quot;, and -1 to be hit during combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Holdfast&#039;&#039;&#039;: Make the battle trait work on a 2+ instead of 5+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;&amp;lt;s&amp;gt;Cheese&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Chad&amp;lt;/s&amp;gt; Baleful Blade&#039;&#039;&#039;: Pick 1 of the bearer&#039;s weapons.  [[Awesome|Saves can&#039;t be made against attacks from this weapon and wounds can&#039;t be negated]] (though they can later be healed).  &lt;br /&gt;
The magic choice. Their innate rules mean you can focus more on offensive magic, and the Artefact is perfect for any combat character... but is obviously best on a Liege-Kavalos.  One of the best choices, but if your meta is very magic heavy this is clearly the best.  Make those six hallowheart battlemages cry because they can do nothing to you (and then notice that you can&#039;t probably do much to them either, so the battle is probably a void of winds of magic). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ivory Host&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: At the start of each combat phase, any IVORY HOST unit within 6&amp;quot; of an IVORY HOST &amp;lt;i&amp;gt;model&amp;lt;/i&amp;gt; that is wounded is subject to rage for that phase.  While subject to rage, get +1 to hit, but -1 save.  Dependent on having damaged multi-wound models nearby and can potentially really mess your own forces up, but can lead to you hitting very hard.  Fortunately, as it&#039;s only for the combat phase, you don&#039;t have to worry about it when you&#039;re being shot at.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Every hero phase your general gains 1 attack for all his melee weapons on a 5+.  Best to have a Liege-Kavalos as your general for this.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Cancel the -1 save from the battle trait. This is what makes the Ivory host interesting, letting you pull some shenanigans with a screen unit or pulling some clutch damage out at a vital time.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Beastbound Blade&#039;&#039;&#039;: One of the bearer&#039;s melee weapons gets +1 attack.&lt;br /&gt;
The combat choice, though dependent on good dice rolls, positioning and carefully picking your fights.  Decent in and of itself, but very situational and the worst choice crunch-wise compared to the others.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Stalliarch Lords&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: Run and charge. Pretty good for increasing your threat range on a slow army. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: Pick an enemy hero within 3&amp;quot; at the start of the combat phase. Gain +1 to hit against it but -1 to anything else. Pretty situational and lackluster.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: Retreat and charge in the same turn. Good for repositioning or getting your charge bonuses again. Here&#039;s looking at you, Deathriders. &lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Nadir-Bound Mount&#039;&#039;&#039;: Can only be taken by a Liege-Kavalos.  They roll D3 additional dice for their Unstoppable Charge ability.&lt;br /&gt;
The speedy and somewhat trollish choice.  Do you wanna go fast?  Do you want a liege or Zandtos to run fast next to fast cavalry?  Or if you take a Liege make them hit like a ton of bricks?  Then go these guys. They let you skimp out of the costly battalion with their inherent command ability, and make your already fast cavalry even faster.  They even pair well with Stalkers, Morghast Harbingers or Harvesters, to just really irritate your opponent.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Crematorians&amp;lt;/big&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Traits&#039;&#039;&#039;: &#039;&#039;&#039;Immolation&#039;&#039;&#039;: When a model dies you get a chance to cause MW to an enemy within 3&amp;quot; on a 5+, with monsters and characters adding 1 to their roll/going off on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039;: &#039;&#039;&#039;Wrathful Avenger&#039;&#039;&#039;: If the general dies, add 2 to the dice roll for Immolation and it does D3 Mortal Wounds rather than 1.  &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039;: &#039;&#039;&#039;Levelers of Cities&#039;&#039;&#039;: One friendly CREMATORIANS unit with 6&amp;quot; of a Hekatros or 12&amp;quot; of a hero ignores cover saves.&lt;br /&gt;
*&#039;&#039;&#039;Artefact of Power&#039;&#039;&#039;: &#039;&#039;&#039;Searing Blade&#039;&#039;&#039;: Pick one of the bearer&#039;s melee weapons and add 1 to the Damage characteristic.  &lt;br /&gt;
The TRUE trolling choice. Paired with some revives and harvesters, and laugh as your opponent realizes that killing your models meant their guys died and then revived the dudes they just tried to kill, rinse and repeat.  Especially lulzy against Sons of Behemat, given how reliant they are on combat... which is ground zero for your skeleton suicide bombers.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=color:Gray&amp;gt;Warscrolls&amp;lt;span&amp;gt;==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;OSSIARCH BONEREAPERS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Katakros-Mortarch-of-the-Necropolis-en.pdf Orpheon Katakros, Mortarch of the Necropolis]&#039;&#039;&#039;: (500pts) Like Skarbrand, his attacks get stronger the more wounds he takes.  Katakros himself has [[Awesome|Rend and Damage 3]] and he can bop foes with his shield to dole out Mortal Wounds, so he can dish out some hurt in combat, but not until he&#039;s taken some wounds representing his companions dying so Katakros himself joins the fray.  However, he is one of the slowest characters in the game - 4&amp;quot; move (which doesn’t much matter when he’s on a &#039;&#039;&#039;12 centimetre&#039;&#039;&#039; base, and you can use the Relentless Advance to boost Katakros&#039; movement to 7&amp;quot;) and can&#039;t fly, but Mortarch of Necropolis allows Katakros to heal up to three friendly OBR units wholly within 24&amp;quot; of his model for 3 wounds worth on your hero phase. Katakros is a friendly OBR unit within 24&amp;quot; of himself, so he can choose to heal himself for 3 wounds every one of your hero phases. Because he is so slow, he hates cannons even more than his boss so engage shooty armies at your own risk.  He&#039;s pricey in points and cash, but you get what you pay for - no more no less - as he&#039;s a good beatstick and support character, just don&#039;t try to send him up against other super combat lords who have a damage of 3 or better because he can easily get his shit kicked in, especially if they have some serious wound negation. If your opponent is fielding a character with either (or worse, both) then make sure to screen him out. It&#039;s better to not get him in combat and keep your Relentless Discipline points, heals and Command Point sabotage than it is for you to possibly lose all of those.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Nagash-Supreme-Lord-of-the-Undead-en.pdf Nagash, Supreme Lord of the Undead]&#039;&#039;&#039;: (975pts) Changed from his early forms, Nagash is now &#039;&#039;&#039;95&#039;&#039;&#039; points more expensive, and no longer loots the spells from all of his Death-based allies. (but he does know the whole spell lore by default.) Instead, he can now restore wounds/models to 5 of his Bonecast Eternals, and can sling Mystic Shield and Arcane Bolt as much as his undead heart (and casting limit) desire.  &lt;br /&gt;
**As Nagash and Arkhan gain the OSSIARCH BONEREAPERS keyword, they can heal themselves, making them quite a bit more resilient in an OBR army than when accompanying their own legions.  Go figure.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arkhan-the-Black-Mortarch-of-Sacrament-en.pdf Arkhan the Black, Mortarch of Sacrament]&#039;&#039;&#039;: (360pts) Much like Nagash, Arkhan is more expensive now, at a &amp;quot;whopping&amp;quot; 20 points more than before. With an extra cast and deny, and the ability to sling Arcane Bolt and Mystic Shield like his Boss, (along with learning the whole spell lore,) it sounds like that price increase came with some buffs. However, overall Arkhan&#039;s in a slightly more disappointing place. Curse of Years no longer succeeds on 1s, meaning it&#039;s slightly more fair, and his command ability has now been limited to one use a turn, spoiling an awful lot of fun that could have been had. Also worth noting that Arkhan is one of the few ways to actually bring back models in the hero phase, and he does it quite well. An extremely strong choice as a recursion and magic defender unit. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Arch-Kavalos-Zandtos-en.pdf Arch-Kavalos Patru Zandtos]&#039;&#039;&#039;: (220pts) A named Mortis Praetorians Liego-Kavalos, with additional abilities like more damage on the charge, rerolls to wound, and another CA that grants a Praetorians unit the same reroll ability.  A good choice for leader - practically an auto-take if you want a Liege-Kavalos in Mortis Praetorians.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Volkmortian-Master-of-the-Bone-tithe-en.pdf Vokmortian, Master of the Bone-tithe]&#039;&#039;&#039;: (180pts) He is a HOT GARBAGE Wizard that should be very close to the front lines. He has a chance to prevent a model within 3&amp;quot; from attacking him on a 5+ as a defense. He also has a 12&amp;quot; aura of -1 to bravery and -1 to any Wizard attempting to unbind any spell he casts (which improves in that rare instance an enemy General dies near him). His Unique spell can instantly kill any model within 1&amp;quot; of him on a 5+, and the range on it cannot be modified, which can be used to punish any foolish combat heroes or big monsters he ends up fighting - though it is a bit unreliable to make him a dedicated assassin. &lt;br /&gt;
**A bit unreliable is the undersell of the century.  First, a caster with a terrible save profile has to be within 1&amp;quot; of an enemy. Then this caster, with NO BONUS TO CAST, has to roll an 8 to get this garbage spell off. BUT OH, you say, THOSE THINGS HAVE HAPPENED! Well hold up friend, now you have a 33% chance of the spell actually doing anything. 180 points btw. Overall, he should be in the garbage, or if you insist on running him, standing behind your troops (ideally Immortis Guard or Mortek Guard), providing the debuff and using his 2 spells per turn.&lt;br /&gt;
&lt;br /&gt;
====Generic Leaders====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Liege-Kavalso-en.pdf Liege-Kavalos]&#039;&#039;&#039;: (200pts) Your commander on a big-boned mount that gives two guaranteed Relentless Discipline points. Lots of decent attacks, but nothing too nutty. When he charges he has an increased pile in and the ability to fling out some extra mortal wounds. His Command Ability gives a unit wholly within 12&amp;quot; +1 attack. He probably functions best running with some deathriders for a spoopy cavalry wing, though having him roam around your anvils can make for some good time damage output. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulreaper-en.pdf Mortisan Soulreaper]&#039;&#039;&#039;: (120pts) Our CC battlemage, though with his weapon the most he&#039;ll be reaping is chaff mobs. His unique spell lets him smack one unit at range, or every unit in CC with him with a few mortal wounds. Probably our worst unit, as outside of his spell-slinging, he&#039;s basically a really expensive cairn wraith from nighthaunt. Look elsewhere, unless you really love his amazing model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Boneshaper-en.pdf Mortisan Boneshaper]&#039;&#039;&#039;: (130pts) Your only generic hero way to heal units in the hero phase, and part of the &amp;lt;s&amp;gt;glue that holds your army together&amp;lt;/s&amp;gt; calcium that strengthens your bone boys.  With the ability to restore 3 wounds (or 3 wounds worth of boys (raise 3 Mortek Guard, or 1 Kavalos Deathriders everything else has 4+ wounds)) to a friendly squad and sling a few spells, he feels close to auto-include, especially if you left Nagash or Arkhan at home. His unique spell lets him fling [[Awesome|BONESTORM!]] at an enemy unit, roll for each model within 18&amp;quot; and every 6 deals a mortal wound, a nice anti-horde spell being easy to cast on 5. Keep him out of combat and out of LoS so he can spend your whole game building bonecasts in a dark corner away from anyone else.&lt;br /&gt;
** Boneshapers and Immortis Guard are a good match, as they can take wounds for him and he can heal them if they take too many hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortisan-Soulmason-en.pdf Mortisan Soulmason]&#039;&#039;&#039;: (140pts) The grand vizier will see you now. He&#039;s got a passable melee profile, but that&#039;s not why you take him. He&#039;s a wizard with 2 casts and unbinds and a unique spell, Soul-Guide, that gives a friendly Ossiarch Bonereapers unit the ability to reroll 1&#039;s to hit. Pretty good so far, but it gets better. At the end of your hero phase, on a 2+ cast Soul-Guide more times even if it was already attempted that turn. Basically, bring him when you&#039;re spamming catapults (or anything, really) and spread the re-rolling to hit love.&lt;br /&gt;
** For extra fun, his potential multiple casts force the enemy to consider whether to unbind these spells or other spells.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Guard-en.pdf Mortek Guard]&#039;&#039;&#039;: (Battleline, 130/440pts, Min:10, Max:40) Your basic skellies are a decently-protected lot with a 4+ save. Their basic weapons are 2 attacks with -1 Rend sword or a spear, both can double the hits inflicted on a 6+ to hit. The greatblade, on the other hand, trades that for a slightly better wound score, which isn&#039;t remarkable but at least keeps the sword&#039;s Rend. Their slow speed is helped by their banner giving them +1 to runs and charges, and the +3&amp;quot; move order mentioned above.  A good choice for loadout is sword for smaller units and spears for bigger units.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: This boy is a mini-HQ  that gives to your Relentless Discipline pool and keys to a lot of other things. (in big units you have to pack a lot of models very close together to have Deathless Warriors).  He&#039;s only got an attack more than the base guard, but he also confers a command ability that lets his pack re-roll all saves for the combat phase - much more valuable for their survival.&lt;br /&gt;
** With the Petrifex Elite, you can take the spears and use the Petrifex command ability to give them rend, just save the spears for larger units of Mortek Guard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Kavalos-Deathriders-en.pdf Kavalos Deathriders]&#039;&#039;&#039;: (Battleline, 180/460pts, Min:5, Max:15) Your basic skellies, but on a horse! When compared to their foot-slogging brothers, these guys have +1 attack and 3 wounds each, the 2 extra pony swings we all know and love (actually, even their horses are on steroids, wounding on a 3+), and a whopping 12&amp;quot; move compared to the former&#039;s 4&amp;quot;. Not only that, but their spears have exploding hits on a 5+ roll on the charge, giving you a bit more reason to consider selling the rend on your swords.&lt;br /&gt;
**&#039;&#039;&#039;Mortek Hekatos&#039;&#039;&#039;: Much like the Mortek Guard, the Deathrider&#039;s hekatos has +1 attack with their weapon, but his command ability gives you some mortal wound output on the charge and a double-range pile in. FAQ&#039;d to confirm a unit can only benefit from this once per phase.&lt;br /&gt;
&lt;br /&gt;
===Hekatos===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Necropolis-Stalkers-en.pdf Necropolis Stalkers]&#039;&#039;&#039;: (180pts, Min:3, Max:6) Speedy, Re-rolling, &amp;lt;s&amp;gt;tyranid warriors &amp;lt;/s&amp;gt; skeleton boys. Each turn, these massive lads pick whether they want to re-roll hits, wounds, saves, or add +1 to their weapons&#039; Rend and Damage. While rerolling saves is nice when you get charged by something scary, you&#039;ll almost always use +1 rend and damage, as it turns your basic stalker into a stormcast blender, and your unit leader &amp;lt;s&amp;gt;into a literal monster&amp;lt;/s&amp;gt; into an equally strong blender as the normal weapons, when enhanced with -1 rend and +1 dmg, are actually stronger than the special weapon, proven by Mathhammer. Their command ability that lets them re-roll run and charge rolls while also ignoring terrain as if they could fly.&lt;br /&gt;
** Another option is to run them with a Soulmason equipped with the Gothizzar Cartouche in support which gives +1 to wound rolls. Now, assuming you also have Katakros on the board and you can get Soul-Guide onto your Stalkers then the best Aspect to run is the Destroyer Aspect because this combo would then mean your hitting on 2&#039;s and re-rolling 1&#039;s &#039;&#039;&#039;AND&#039;&#039;&#039; wounding on 2&#039;s (with spirit blades) &lt;br /&gt;
** Upon testing with Mathhammer, in this precise scenario, precision still pulls far ahead if you take 3 of the normal weapons and give them all of these buffs. There is around an average damage difference of 5 per round.&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Immortis-Guard-en.pdf Immortis Guard]&#039;&#039;&#039;: (180pts, Min:3, Max:12)The Anvil to the stalker&#039;s hammer. These guys have a lower damage output, with 2 3+/3+/-2/2 damage (though the base rend 2 is nice), and the ability to bop someone with their shields for a bit of extra damage, with the occasional mortal wound when rolling a 6. Their main draw, however, is their base 3+ save and bodyguard ability. Whenever they&#039;re within 3&amp;quot; of a friendly hero, on a 2+ they must eat a wound or mortal wound that would have been applied to said hero. Their command ability lets them immediately pile in and swing again after their first go, but only with their shields. Less than impressive, but nice for positioning. Having two weapons means they get more out of the Liege&#039;s extra attack command ability, and with their own on top of that the mortal wounds do become bit more reliable. Unfortunately, OBR doesn&#039;t have the luxury to be spending points on these awesome bodyguard chads so these guys have to date never seen any competitive play. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morghasts [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Archai-en.pdf Archai] &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Morghast-Harbingers-en.pdf Harbingers]&#039;&#039;&#039;: (190pts, Min:2, Max:6) Nagash&#039;s angels of death come in 2 flavors, with the archai having a chance to shrug off mortal wounds, and harbingers getting a 3d6 charge. Beyond those differences either one is monstrous combatants, and tough to boot, with 6 wounds 4+ armor and being Hekatos for the death save. They also have a bravery debuff as a bonus. You should always take the halberd for 3 attacks at 3+/3+/-2/3, as they will only do less damage against units with a 6+ save, shown by Mathhammer. You don&#039;t want your Morghasts engaging Chaff, as they aren&#039;t meant to be wiping chaff for you. Additionally, adding attacks to the Halberd from your Liege is much stronger than doing so to your swords. &lt;br /&gt;
** See the above option for Stalkers and apply to Morghasts - you&#039;ll lose out on the re-rolling wounds but up the rend to -2 and the damage to 3 (with halberds) so the Mathammer will result in more wounds on average (even if you run swords) - only real issue with this is keep up with the Morghasts on your bone throne.&lt;br /&gt;
** Following the Petrifex nerf, these guys just got a bit more viable.  They mesh well with quite a few Legions (the Archai save against spells compliments Null Myriad spell nullifying, the Harbingers compliment the Stalliarch rules - and they&#039;re probably our best unit against the Kharadron Overlords and more).&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Gothizzar-Harvester-en.pdf Gothizzar Harvester]&#039;&#039;&#039;: (200pts, Behemoth) Big guy has 10 wounds and a 4+ save. Has good damage potential with 4 solid ranged attacks and a BUNCH of 2 damage melee swings, with a choice between bludgeons or sickles. These weapons have the exact same melee stats, but different effects. Bludgeons do 2 mortal wounds on unmodified hits of 6 instead of normal damage, (basically giving the guy a Nighthaunt&#039;s frightful touch) while the sickles get +1 to hit against units with 5+ models.  The Bludgeons are the better choice, as there are other ways to boost hit rolls and Mortal Wounds are useful whoever you&#039;re up against.  More importantly than that, this guy is another source of precious calcium/healer. Each time any models (friend or foe) die within 3&amp;quot; of him, he can heal an Ossiarch Bonereaper unit within 6&amp;quot; on a 4+. The heals he gives depends on the wounds characteristic of the model slain. It&#039;s worth noting he can do this to himself, making his relatively fragile 10 wounds and 4+ save last a little longer. &lt;br /&gt;
**For the Crematorians, this guy makes the list even more trollish. Camp him by your Mortek Guard, and when they die and cause mortal wounds, he can heal them right back up. Free mortal wounds, anyone?&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-Mortek-Crawler-en.pdf Mortek Crawler]&#039;&#039;&#039;: (200pts, Artillery, Behemoth) The most trolltastic catapult in all of AoS. With a nice 36&amp;quot; range and solid durability, it starts as a remarkably strong springboard for the absolute terror of its ammo types. Once per battle, you can fire a different choice of ammo from two different options and their effects are trolltastically memeable.&lt;br /&gt;
**Necrotic Skulls: Your normal shots. You&#039;re getting a pretty hefty 3 2+/3+/-/variable shots that start at 5 damage, and dips down to 1 as the model takes damage. Great as a general all-rounder, and in MOST scenarios is strictly better than going for one of the situational special shots below.&lt;br /&gt;
***Just to reiterate however:  3 shots at 5 damage initially.  Although lack of rend hurts, this is a horde killing volley beyond compare, particularly as their hit and wound rolls are so good.&lt;br /&gt;
**Cauldron of Torment: the first of the meme shots. Instead of firing like normal, you roll a dice for every model in the target unit, and whenever you meet or beat their &#039;&#039;&#039;UNMODIFIED&#039;&#039;&#039; Bravery, one model is slain. &amp;quot;But Anon,&amp;quot; you reply, &amp;quot;lots of units have high Bravery! That&#039;s not good,&amp;quot; To which I say, sure, you&#039;re right. this isn&#039;t good against undead, Stormcast, or Chaos, but do you know what it IS good against? grots, where you wipe half of whatever squad you fire at. Or freeguild, where you gun down a third of whatever unit you want in a ghostly fog. And we&#039;re STILL not done with this bad boy.&lt;br /&gt;
**Cursed Stele: Does your local meta not really do hordes? Or do they just love low model-count armies with high leadership? Well, have I got a unit for you! Instead of shooting normally, pick a model within range (so, characters, banners, unit leaders, etc.) and roll 2d6. If you roll equal to or higher than their wound stat, the guy dies (with some modifiers, starting at -3 to your roll, slowly turning to +3 as you lose wounds). This right here is disgusting. With an average roll of 4, you kill support heroes about 60% of the time or get to guaranteed snipe off important banners or unit champions whenever you&#039;re feeling cheeky. Worth noting that forcing support heros to make saves or take 5 damage from the normal shot is often also enough to kill the hero outright. Did that daemon prince swoop in and drop you to 1 wound? Wouldn&#039;t it be great if his failure meant your average roll is now a 10 and insta-gibs the winged sexy, sexy biscuit daemon?  (Lovely to consider, but the 6&amp;quot; minimum range on the Crawler&#039;s attacks means if it&#039;s in melee it&#039;s been neutered - protect at all costs!)&lt;br /&gt;
&lt;br /&gt;
===Scenery===&lt;br /&gt;
*&#039;&#039;&#039;Bone-tithe Nexus&#039;&#039;&#039;: (0pts) Your mandatory accompanying setpiece is a giant monolith surrounded by bones upon bones. In truth it acts more like a sentry that can chuck out one of four different Punishments each turn: -1 to hit, MW Sniping, causes problem for a wizard, or Can&#039;t run and only roll 1d6 for charges. The physical footprint of this thing is BIG. You&#039;re supposed to place the terrain before defining and placing any of the game&#039;s (neutral) terrain. Placing the damn thing can therefore be problematic in organized events, where terrain is pre-set before the game starts.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
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 doodads are going to be likely added to the faction rules as default.&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Ossiarch Cohort&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;4450&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Katakros, Zandtos or Liege Kavalos, 1-3 Mortek Shield-Corps, 1-3 Kavalos Lances, 1 Mortisian Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1 Mortek Ballistari&#039;&#039;&lt;br /&gt;
* The Super Battalion.&lt;br /&gt;
For putting together all that dough together your general generates 1d3 additional RDPs at the beginning of your hero phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Aegis Immortal&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Archai, 2 Immortis.&#039;&#039; &lt;br /&gt;
The ARCHAI from this battalion has the SOULBOUND PROTECTORS ability from the Immortis Guard warscroll. In addition, if you use the SOULBOUND PROTECTORS and the roll is a 5+, the wound/MW is negated instead of allocated to a unit from this battalion.  Solid choice, pun intended, the only drawback is if you want a more offensive playstyle since this is defensive-based and you&#039;re focused on bubble-wrapping a character. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Katakrosian Deathglaive&#039;&#039;&#039;&amp;lt;/big&amp;gt; 80 pts (min points: &#039;&#039;&#039;690&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Stalkers, 1 Morghast Harbinger&#039;&#039; &lt;br /&gt;
After units are set up but before the first battleround, if all units from the btn are WHOLLY WITHIN 12&amp;quot; of the Harbingers, you can move any of them up to 6&amp;quot; The best name for a Battalion in all of AoS.  Useful for strategic positioning and claiming objectives, it&#039;s a decent choice.  One foe it does help against is Kharadron Overlords, positioning your Morghasts and Stalkers to better catch their fliers. Especially useful in Stalliarch Lords as those units can then run and charge after. This is OBR&#039;s best way to alpha strike.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Kavalos Lance&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;680&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Arch-Kavalos OR 1 Liege-Kavalos, 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
Units from this battalion can retreat and charge if wholly within 12&amp;quot; of the Liege when the charge roll is made.  In addition, once per turn, you can use the Deathrider Wedge CA for a unit from this battalion without spending RDP.  Pretty good, especially if you bring a spellcaster with Empower Nadirite Weapons, more so if you&#039;re running Petrifex to give the weapons extra rend.  Just remember it&#039;s a waste of points if you&#039;re using the Stalliarch Lords legion because they do this but better and for free.&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Ballistari&#039;&#039;&#039;&amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;760&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Mortek Guard, 2 Crawlers.&#039;&#039;&lt;br /&gt;
Roll a die before you allocate a wound/MW to a Crawler from this btn while it is within 3&amp;quot; of the Mortek Guard unit from the same btn. Add 2 if the Crawler is within 3&amp;quot; of the Boneshaper from the same btn. On a 4+, it is instead allocated to the GUARD instead of the CRAWLER. A decent way to keep your crawlers alive, but this will likely just result in your opponent blowing up entire units of guard instead, which likely means you lose the game. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortek Shield-corps&#039;&#039;&#039;&amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;630&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Either Volkmortian, a Boneshaper, a Soulreaper OR a Soulmason, and 3 Mortek Guard.&#039;&#039;&lt;br /&gt;
Once per turn, you can use Shieldwall for one unit in the battalion without spending RDP.  The cheapest option, and a decent choice, making your Mortek Guard that much more durable and freeing RDP to be spent elsewhere. It&#039;s a good safety net if a unit loses their Hekatos. A valid option if you find yourself having the points to spare and want another artefact, as you will likely be running these units anyway.  Pro-tip; as is, don&#039;t take Vormortion with this battalion, he&#039;s not worth it here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mortisan Trident&#039;&#039;&#039;&amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;700&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Boneshaper, 1 Soulreaper, 1 Soulmason, 1 Harvester.&#039;&#039;&lt;br /&gt;
EACH Mortisan from this battalion can attempt to cast 1 extra spell if WITHIN 18&amp;quot; of the harvester AND the harvester is within 3&amp;quot; of any enemy units. Very situational and not very impressive for the points. Simply needs a lot of specific conditions to occur for this to even be activated. For example, unless you are charged turn one, this ability will not be active as your harvester won&#039;t be within 3&amp;quot; of any enemies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’s Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 120 pts (min points: &#039;&#039;&#039;840&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Volkmortian, 1 Mortek Guard, 1 Stalker, and 1 Archai.&#039;&#039;&lt;br /&gt;
The exclusive battalion from Feast of Bones. At the start of your hero phase, you can return 1 slain model to a unit within 8 inches of Morty. &lt;br /&gt;
This battalion, and it&#039;s older dreadier brother, is the armies only reliable method of bringing back dead Stalkers and Archai. It does require you to run Vokmortian, who is probably the worst unit in the entire army, so that&#039;s quite a downside to dream this big. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian’s Dread Retinue&#039;&#039;&#039; &amp;lt;/big&amp;gt; 130 pts (min points: &#039;&#039;&#039;850&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;Vokmortian, 1-3 Mortek Guard, 1 Stalker, and 1-2 Archai or Harbingers, in any configuration.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Comes with the same ability as Vokmortain&#039;s Retinue, but also gives you a start of game ability to hurt the chances of a single enemy hero hitting Vokmortian. Because you can take Harbingers instead of Archai with this battalion, which opens up returning Morghast Harbingers to play, this battalion is much better than the regular Retinue. However, it still requires you to pay for Vokmortian, the overcosted caster with a terrible warscroll spell and no natural bonus to cast. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Harvester Scythe Corps&#039;&#039;&#039; &amp;lt;/big&amp;gt; 100 pts (min points: &#039;&#039;&#039;660&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;2 Kavalos Deathriders and 1 Gothizzar Harvester.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion. Battalion lets you add one to wound rolls for the Harvester if within 12 of the dead ponies. Decent if you need to generate the RDP and the artefact, but if you are taking a pair of Deathriders, you might as well be taking a Liege and going for the Kavalos Lance battalion, which also doesn&#039;t restrict you out of the better legions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt; &#039;&#039;&#039;Vokmortian&#039;s Tithe Legion&#039;&#039;&#039; &amp;lt;/big&amp;gt; 110 pts (min points: &#039;&#039;&#039;5640&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;This list of other battalions: 1 Vokmortian&#039;s Dread Retinue, 1-3 Mortek Shield Corps, 1 Mortisan Trident, 1-2 Katakrosian Deathglaives, 1 Aegis Immortal, 1-3 Kavalos Lances or Harvester Scythe Corps in any configuration, 1 Mortek Ballistari, 1 Harvester Scythe Corps.&#039;&#039;&lt;br /&gt;
One of the battalions from May 2020&#039;s issue of White Dwarf. This battalion must be taken with the Mortis Praetorians legion.&lt;br /&gt;
The boring part of this battalion is that you probably won&#039;t ever get to field it, and even if you do, the abilities from it aren&#039;t the best. You get to generate an additional D3 RDP per hero phase, and you get to take &#039;&#039;&#039;any number of&#039;&#039;&#039; Nighthaunt allies, without them counting against ally rules. Super battalions are fun, but this one means that outside of the nearly 6k points you have to spend on it, you also need Nighthaunt to make use of it. It&#039;s a good goal for a collection, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Horrek&#039;s Dreadlance&#039;&#039;&#039;&amp;lt;/big&amp;gt; -- pts (min points: &#039;&#039;&#039;---&#039;&#039;&#039;)&lt;br /&gt;
&#039;&#039;1 Arch-Kavalos (Horrek), 2 Kavalos Deathriders.&#039;&#039;&lt;br /&gt;
A battallion from Broken Realms. This battallion must be taken with the Stalliarch Lords legion.&lt;br /&gt;
The Arch-Kavalos is a named character (Horrek) and has to be the first &#039;&#039;&#039;LIEGE&#039;&#039;&#039; to take an artifact and take the Nadir-bound Mount (his legions artifact), if he is chosen as general he has the Twisted Challenge Command Trait (His legion&#039;s again).&lt;br /&gt;
This battallion allows you to regain the RDP you spent on Rally Back (The Stalliarch Lord&#039;s unique command abilitty) on a 4+.. It is extremely boring and probably not worth the cost since you can just spend the battallion cost on another unit of deathriders.&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
=== Getting Started ===&lt;br /&gt;
When getting started with the Ossiarch Bonereapers, it&#039;s important that you understand the direction you want to take your list in. If you are going for competitive, you&#039;re going to be making the most out of Mortek Guard, while if you are going for fun and cool, you have a lot of fun and cool options. &lt;br /&gt;
&lt;br /&gt;
If new to the game, look out for a Feast of Bones set half, as it can be a great start to your Ossiarch Army. Another way to start would be with a box of Mortek Guard and a Liege Kavalos, as this gives you a little bit less than a Start Collecting worth of points, but a lot of cool units to start working on.&lt;br /&gt;
&lt;br /&gt;
=== Currently Competitive ===&lt;br /&gt;
&lt;br /&gt;
The best lists right now center around the fact that Mortek Guard units are incredibly over-statted for their points cost.  As for which Legion, following the nerfing of Petrifex in 2.0 and the slight buff in 3.0, Mortis Praetorians and Petrifex share the top spot.&lt;br /&gt;
&lt;br /&gt;
==== Heroes ====&lt;br /&gt;
&lt;br /&gt;
A Petrifex-aligned Liege-Kavalos is a mainstay in the General position, as the Mighty Croissant command trait and Godbone Armor artefact make it a 9 wound, ignoring first wounds of every phase monster, along with the extra RDP generation for being a liege and a penalty to rend rolls making the Liege basically indestructible, as Nagash would want.  The other best hero seems to be the Soulmason, as it has great casting for the points, and really fills out the support role of your army.&lt;br /&gt;
&lt;br /&gt;
You can also build Nagash or Arkhan centric lists, and those typically look like Nagash/Arkhan, blobs of 30 guard and a support unit or two.  Taking Arkhan and Katakros together is a potent alternative to taking Nagash, especially following Nagash&#039;s points increase and Katakros&#039; points drop.&lt;br /&gt;
&lt;br /&gt;
==== Battleline ====&lt;br /&gt;
&lt;br /&gt;
Mortek Guard, usually a pair of 2 30 blobs are great (and also almost half your army, so its probably best to run them in smaller groups to have more board presence.) Then, fill out the battleline with some of those dead ponies. Seriously, Mortek Guard are only 140 points right now, can be given exploding 5+s and additional rend (in Petrifix Elite.)  They&#039;re practically the backbone of any Ossiarch army.&lt;br /&gt;
&lt;br /&gt;
==== Other Models ====&lt;br /&gt;
&lt;br /&gt;
Necropolis Stalkers are your can-openers, popping heavily armored units.  They can also move as if flying, opening up more options, and are cheaper than the other Hekatos units.&lt;br /&gt;
&lt;br /&gt;
Gothizzar harvesters can be run as a one of per blob of Guard you manage to field. This means that your Mortek Guard is going to have a 4+/6+/4+ save, which is equal to about a 13.88% (or a &amp;quot;1.25+&amp;quot; save equivalent) chance to wound. Per model. That&#039;s like having a 0.83+ save.&lt;br /&gt;
&lt;br /&gt;
Mortek Crawlers can be utilized to constantly rampage as your large blobs of guard gum up the board, create incredibly tough tar pits, and slow down enemy units. Another benefit is that if a cheap unit is used by your opponent to attempt to capture an objective, you might be able to wipe it out before it gains any points if you notice it soon enough and identify that part of your opponent&#039;s game plan.&lt;br /&gt;
&lt;br /&gt;
==== Spells ====&lt;br /&gt;
&lt;br /&gt;
There are several good spells that you can take, although overall the spell lore is kind of boring. Empower Nadirite Weapons is the best spell in the lore, mainly because most lists are running blobs of 40 Mortek Guard and the spell makes them table. Arcane Command can be taken on a second support wizard, as can Mortal Contract, depending on who you think you might be facing. Reinforce shield walls can also be a decent spell, especially if you are combining several layers of saves to make Mortek Guard the ultimate pit of bone. &lt;br /&gt;
&lt;br /&gt;
==== Using Battalions ====&lt;br /&gt;
&lt;br /&gt;
Because of the ability to increase RDP generation, there are some ways you can use cheap battalions to increase the amount of RDP you have, and lower the amount you need for specific units. One of the best and cheapest battalions is the Mortek Shield Corps battalion, which requires one of your 3 Mortisans or Vokmortian and 3 units of 10 Mortek Guard, allowing you to use one of the CAs on the Mortek Guard for free, once per turn. It also presents you with an additional RDP per turn. The shield wall ability allows you to reroll saves, which means that your 4+/6+ save turns into a 4+/4+/6+ save.  Now, add in one of those Harvesters, meaning that you have a 4+/4+/4+/6+ save, or a 10% chance to fail incoming non-rend armor saves. That means that for every 20 armor saves, less than three should convert to a wound.&lt;br /&gt;
&lt;br /&gt;
The Kavalos Lance battalion makes use of a pair of the fantastically modelled (by Nagash or GW) Kavalos Deathriders, and a Liege Kavalos. This battalion allows you to make up some of the difficulties of movement that the Ossiarch are presented with, and the additional RDP are always great for the +3&amp;quot; movement. &lt;br /&gt;
&lt;br /&gt;
Another interesting battalion to consider taking is the Mortisan Trident Battalion, which would be how you go about building a strong Magical Ossiarch Bonereapers army. With the current state of Tzeentch, however, this army might be a bit rough to play. This battalion requires you to take all three Mortisans, as well as a Harvester, allowing you additional spell casts, when close to the harvester. That battalion and an Arkhan would allow you some crazy amounts of spells, and if you can take full advantage of that, you might end up thrashing a lot of armies that can&#039;t deal with heavy spell usage. Sadly, a lot of your spells work much better when you have a lot of your points in Mortek Guard, who are core to any army you create.&lt;br /&gt;
&lt;br /&gt;
Other battalions can be taken solely for RDP generation and the artefacts you can take, seeing as your first artefact will generally have to be the specific legion artefact. Both Boneshapers and Soulmasons have decent &amp;quot;tools&amp;quot; for their artefacts, but they are not necessary, so don&#039;t feel forced to take a battalion for some bad models.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Mr. Arkhan’s Wild Ride===&lt;br /&gt;
Take Arkhan the Black as your general, along with two Gothizzar Harvesters and a buttload of Mortek Guard. Finally put them all under the Crematorians legion. Your boney boys will proceed to explode in the faces of the enemy and then be brought back to un-life from the ashes thanks to the Mortarch and Harvesters’ restoration abilities. Is this trolling? Yes. Is it fun? &#039;&#039;Oh yes.&#039;&#039;  Also take a Mortisan Boneshaper as a cherry on top for extra heals and RDP, plus an Endless Spell or two.&lt;br /&gt;
&lt;br /&gt;
* Nerfed slightly in December 2019 Errata.  Now Gothizzar Harvester ability only triggers &amp;quot;each time a model is slain within 3&amp;quot; of any models with this ability.&amp;quot;  No double dipping on the Gothizzar heals anymore by choosing to remove a model within 3&amp;quot; of both.  Personally, I&#039;d say this is a good thing since this formation would be pretty much unbeatable without enough ranged firepower/artillery to snipe the 10 wound Gothizzars out of the Mortek blob (and in a single shooting phase to prevent 6 wound auto-heal from Arkhan and the Boneshaper).&lt;br /&gt;
&lt;br /&gt;
===Trolling with Catapults===&lt;br /&gt;
Take a Soulmason as your general and put him in a massive blob of 60 Mortek Guard with 4 Mortek Crawlers behind. With some amazing dice rolls (which can be helped by using the Soul Resevoir artefact) the Soulmason can give all 4 Crawlers rerollable hits of 1. The Guard can block any incoming attackers whilst the catapults bombard your enemies from across the table. Even if your skellie dudes are taken out and the enemy damages your Centipedes of Doom it just means that their characters are more likely to be decimated by the most trolling shot in AoS, the Cursed Stele. So just sit back, relax and watch your enemies die before they even reach you.&lt;br /&gt;
&lt;br /&gt;
Alternatively, take 2 of Ballistari battalions. Lose the Soulmason but gain some mad defenses.&lt;br /&gt;
&lt;br /&gt;
=== Feast of Bones upgrades ===&lt;br /&gt;
&lt;br /&gt;
If you started with the Feast of Bones kit, there are several ways to build the army. The first is the (maybe subjectively) best, which is to go with the Rule of Cool - buy the cool models. Run 3x10 Mortek Guard to get Battleline out of the way, and then take advantage of how cool Morghasts are to scare your opponents. &lt;br /&gt;
&lt;br /&gt;
Starting with Vokmortian, 10x Mortek Guard, 3x Necopolis Stalkers, and 2x Morghasts, and the Vokmortian&#039;s Retinue battalion, you can instead use the Dread Retinue Battalion, to use Morghast Harbingers instead of Archai. Or, get a second unit of Stalkers and create the objectively coolest battalion, the Katakrosian Deathglaive. Add in some more guard or Kavalos Deathriders, and whatever else you want that you like. That&#039;s it. It&#039;s the rule of cool. With Morghasts - the coolest rule of cool unit.&lt;br /&gt;
&lt;br /&gt;
The other way is to move to a more competitive list, but sadly, the Feast of Bones units aren&#039;t great. Vokmortian is pretty bad, as are Morghasts, relative to what is offered in the army, although they can be used as a tool. You can run Vokmortian as a Boneshaper, especially if you figure out a cool conversion for it. Then, add in a Soulmason and another support HQ or Liege, and a lot of Mortek Guard. Add in a few Gothizzar Harvesters and/or Crawlers, and you have the fundamentals to a competitive list.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
No Allies. Nope, none. Nighthaunt hate your guts. The army formerly known as Legions of Nagash hate your attitude. Not even the Flesh Eater Courts is crazy enough to be your friend. Don&#039;t like it? Go play Stormcast, and go fuck yourself while you&#039;re at it.&lt;br /&gt;
&lt;br /&gt;
There is... one... however...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Drogg Fort-Kicka&#039;&#039;&#039;: A Gatebreaker Mega-Gargant available to all Death factions as an ally. Functions like Gotrek in the Order factions where he uses up your whole allies allowance in exchange for a very destructive monster of a unit. His most important feature is the ability to destroy terrain, including faction terrain. He also has a unique breath attack that attacks one unit within 3&amp;quot; at the end of the combat phase; roll a dice for each model in the unit and deal 1MW on a 6+.&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:38C2:43A7:2E8C:86B3</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Stormcast_Eternals&amp;diff=37212</id>
		<title>Age of Sigmar/Tactics/Order/Stormcast Eternals</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Stormcast_Eternals&amp;diff=37212"/>
		<updated>2021-08-21T04:01:00Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:38C2:43A7:2E8C:86B3: /* Named Leaders */ Katakros doesn&amp;#039;t have the MONSTER keyword.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Stormcast Eternals|Logo=Ae7063ba280b6a7f3c9ec61c2bfa2d45-768x1000.png|Alliance=Order|Motto=[https://www.youtube.com/watch?v=mIdzJnbUb5g Cue the power-metal.]}}&lt;br /&gt;
&lt;br /&gt;
Lo and behold the might of the Stormcast Eternals!&lt;br /&gt;
&lt;br /&gt;
If you want to always have multiple wounds and fight for Sigmar, the Stormcast Eternals are for you! Stormcast Eternals all have at least a 4+ save and 2 wounds per model making them a tough force to take down in hand to hand combat. At the moment they seem more focused on having X models and ensuring those X models survive until the end of the game through various hero abilities (immune to Battleshock, regain wounds, increase their already durable (for AoS at least) 4+ save and bonuses to hit). At the same time, your guys don&#039;t punch all that hard, though your Paladins (read: Elite) more than make up for that. Thanks to their hardiness and comparatively low damage output, they are the epitome of &amp;quot;easy to learn, hard to master,&amp;quot; much like their 40k cousins. They recently got an update as of February 2017 and another in 2018, tactical page in the process of being updated.&lt;br /&gt;
&lt;br /&gt;
The new book in 2017 included the vanguard wing auxiliary chamber, rules for using specific Stormhosts and new battalions. Also included are new warlord traits, relics, prayers for your priests (read Lord-Relictor and Lord Veritant), and mount traits to make that Stardrake an even bigger threat.&lt;br /&gt;
&lt;br /&gt;
The book released in 2018 introduced the Sacrosanct Chamber. Mostly comprised of warrior wizards but also contained the Stormcast&#039;s first dedicated artillery piece and accompanying engineer style hero to go with it. Stormhost rules were overhauled, two new faction-specific lores were added in addition to three faction-specific endless spells.&lt;br /&gt;
&lt;br /&gt;
Third edition Updates forthcoming. The newest Stormhost is the Thunderstrike Brotherhood, bringing forth even more units for Stormcast, a brand new redesign, and two named characters.&lt;br /&gt;
&lt;br /&gt;
==Why play Stormcast Eternals?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Fairly tough, well-armored Troops.&lt;br /&gt;
*Newbie friendly, very forgiving of mistakes.&lt;br /&gt;
*You have a constant supply of new models. Seriously, you&#039;ve had one big release per year every year since the game launched. The Lord Sigmar saw his legions in 2019 and said it was good enough for the moment.&lt;br /&gt;
*Lots of options in both Heroes and Units to pick from, making it possible to fill out a wide variety of battle strategies.&lt;br /&gt;
*Have many abilities to restore Wounds.&lt;br /&gt;
*You hate Chaos Daemons and Nighthaunt, especially for Sancrosact Chamber units. Expect to deal more damage against them, and have some additional protection against them. Conversely, expect your fellow players to stop playing Daemons and Nighthaunt against you.&lt;br /&gt;
*If you&#039;re into metal music, there&#039;s plenty of thematic songs to choose from.&lt;br /&gt;
*They are Space Marines in Fantasy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Expect to throw out your previous Battletome every year with all the new models coming out.&lt;br /&gt;
*Your Bravery Scores are relatively low.&lt;br /&gt;
*When you bring 5 guys, almost everybody else brings 10. So if your opponent is on an objective you need to smash him in the knee caps to do it. Even worse now in the new edition, where everything is more expensive, and less models are on the table. About 20 models is more or less 1500 pts, so get ready to be really questioning what you want versus what you need.&lt;br /&gt;
*No real way to stop Mortal Wounds and with your high saves and elite units they can really sting.  Between this and your low bravery, Nighthaunt will hurt you bad.&lt;br /&gt;
*They are Space Marines in Fantasy.&lt;br /&gt;
*You aren&#039;t quite the favorite child Space Marines are in Fantasy, so unlike them you don&#039;t get new models and rules every week (Much to the joy of literally every other faction in the game)&lt;br /&gt;
*Currently the most played army and basically have all the same issues that Space Marines do in 40k. Foremost among them is that just about everyone you will ever face will have some kind of plan or optimization to counter your Sigmarines.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Stormcast Eternals (2018)|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/c3e42c6e.pdf Stormcast Eternals Errata]}}&lt;br /&gt;
&lt;br /&gt;
Don&#039;t use the original Stormcast Eternals Battletome or the Stormcast Extremis Battletome.&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army has a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and chose to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities, it has the following rules:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battletome (Default)&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Scions of The Storm:&#039;&#039;&#039; 40K Deep Strike. You may hold up to half of your units (rounding down) in reserve instead of deploying, and at the end of your movement phase, decide if you want to set up one or more reserve units on the battlefield. Each unit not set up this way before round 4 is slain. Setting up anywhere more than 9&amp;quot; away from any enemy models. Very useful, especially for an otherwise relatively slow army. It does let your heavy-hitters get across the board really fast as well as set up your ranged units in prime firing positions. Now even stronger courtesy of certain lords allowing you to set up from 7&amp;quot; away, and certain units dealing damage when they deploy this way to enemies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shock And Awe:&#039;&#039;&#039; Subtract 1 from hit rolls for attacks that target friendly {{AOSKeyword|STORMCAST ETERNAL}} units that were set up on the battlefield during the same turn. A nice little bonus that makes your Sigmarines just a little bit harder to kill as they rush into combat from deepstrike. Keep in mind that this battle trait only affects units that arrived &amp;quot;that turn&amp;quot;, meaning on yours, when you dropped them. The effects are no longer in effect when your turn ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blaze of Glory:&#039;&#039;&#039; Introduced in the 3E Dominion Boxset to mildly offset the sting of losing models in melee. When one of your models is slain, target an enemy unit within 1&amp;quot; and roll a number of dice equal to their wounds stat, adding another one if the model has the {{AOSKeyword|Thunderstrike}} keyword; each 6 deals a mortal wound to that model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Celestial Sentinel&amp;quot;&amp;gt;&lt;br /&gt;
Introduced in Broken Realms: Morathi, a {{AOSKeyword|STORMCAST ETERNALS}} army can choose to be stationed in a Stormkeep instead of blasting down from the heavens. When making your army, you can say that it is from a Stormkeep and use the following Battle Traits instead of the ones from the Battletome:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield of Civilization:&#039;&#039;&#039; {{AOSKeyword|LIBERATORS}} grant +1 bravery to {{AOSKeyword|STORMCAST ETERNALS}} units wholly within 12&amp;quot;. In addition, at the end of your movement phase, any {{AOSKeyword|LIBERATOR}} units that weren&#039;t set up and didn&#039;t move that phase gain +1 to hit and saves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortal Auxillaries:&#039;&#039;&#039; 1 in 4 units in your army can be {{AOSKeyword|CITIES OF SIGMAR}} units. They also benefit from the liberators&#039; new bravery aura and can be targeted by command abilities as if they were {{AOSKeyword|STORMCAST ETERNALS}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Stormhosts&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
If your army is a Stormcast Eternals army, you can give it a Stormhost Keyword. ALL {{AOSKeyword|Stormcast Eternal}} units in your army gain that keyword, if they already have a Stormhost, like Vandus or Neave (Side note, all named characters, save for the Celestant-Prime are part of the {{AOSKeyword|Hammers of Sigmar}} Stormhost.), it does not replace it, but it also doesn&#039;t prevent other units in your army for having a different Stormhost keyword. Furthermore, it&#039;s worth noting that unlike 40K Chapter Tactics, picking one of these forces your General to take a unique Command Trait, and &amp;quot;the first hero to receive an Artifact of Power&amp;quot; (so probably your General again) is forced to take a specific unique Artifact that only that specific Stormhost has access to. In other words, while you gain a new special rule and a unique Command Ability, you are forcibly locked in for some important decisions. It&#039;s up to you if you want to be more freeform and have more choice with your Command Traits and Artifacts, or play with a specific Stormhost. &lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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=====Hallowed Knights=====&lt;br /&gt;
The [[Black Templars]] of Stormcast. Ignore magic and charge into the fray.&lt;br /&gt;
*&#039;&#039;&#039;Only the Faithful:&#039;&#039;&#039; The anti-spell-caster Sigmarines, if a friendly {{AOSKeyword|Hallowed Knights}} unit is affected by a spell or endless spell, on a roll of a 6+, they ignore the effects of the spell for a turn. &lt;br /&gt;
**Sadly this counts for your own spells too. Very nice for dealing with those pesky Nighthaunt armies who basically chain cast as many spells as they please with a silly amount of bonuses to cast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Holy Crusaders:&#039;&#039;&#039; A {{AOSKeyword|Hallowed Knights}} Wholly within 9&amp;quot; of a  {{AOSKeyword|Hallowed Knights}} Hero (18&#039; if it is your General) it gains +1 to run and charge rolls and can do both during the same turn&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Martyr&#039;s Strength:&#039;&#039;&#039; During the Combat phase when your general is slain. On a roll of 2+, your general Musters the Strength to Pile-in and attack with all its Melee weapons.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Parchment of Purity:&#039;&#039;&#039; Heal a wound each hero phase.&lt;br /&gt;
&lt;br /&gt;
=====Celestial Vindicators=====&lt;br /&gt;
Vicious Hatefilled melee combatants. This is one of the more melee/charge heavy Stormhosts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driven by Vengeance:&#039;&#039;&#039; they get to reroll hit rolls of 1 for attacks made by friendly {{AOSKeyword|Celestial Vindicators}} units if they made a charge roll this turn. &lt;br /&gt;
**A nice addition if you&#039;re split up and charging multiple different units at once. But, again, our Prayers and spells can imitate this fairly well, so don&#039;t feel strong-armed into it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Righteous Hatred:&#039;&#039;&#039;  Gives a unit within 9&amp;quot; of one of your Heroes (or 18&amp;quot; if your General is using it) an extra Melee attack. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Single-Minded Fury:&#039;&#039;&#039;  which gives any of his unmodified hit rolls of six to cause an extra point of damage. &lt;br /&gt;
*&#039;&#039;&#039;Artifact: Stormrage Blade:&#039;&#039;&#039; which upgrades one of your Melee Weapons with the ability to (if you choose to use the ability) gain +2 attacks, in exchange for lowering his Armour Save by one.&lt;br /&gt;
&lt;br /&gt;
=====Hammers of Sigmar===== &lt;br /&gt;
GW&#039;s special golden boys got treated pretty well. They have many names and they don&#039;t die easy. &lt;br /&gt;
*&#039;&#039;&#039;First to be Forged:&#039;&#039;&#039;  +1 to the bravery of friendly {{AOSKeyword|Hammers of Sigmar}} units, &lt;br /&gt;
**isn&#039;t the most exciting but it&#039;s rarely a buff you won&#039;t appreciate, though like all the others it&#039;s more useful in certain matchups (Legions of Nagash in particular).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Soul of the Stormhost:&#039;&#039;&#039; When a friendly {{AOSKeyword|HAMMERS OF SIGMAR REDEEMER}} unit (Liberators, Sequitors and Steelheart&#039;s Champions) is destroyed, roll a dice; on a 5+ you may return it to the battlefield 9&amp;quot; away from enemy models. &lt;br /&gt;
**It&#039;s hardly reliable but for 1CP the chance to put a 20 man Sequitor unit back on the battlefield is worth it just for the look on your opponents face if nothing else. &lt;br /&gt;
*&#039;&#039;&#039;Command Trait: We Cannot Fail:&#039;&#039;&#039;  which grants him a 9&amp;quot; entirely within bubble of a 6+ save on mortal wounds and wounds allocated. Yeah we can bring back units and get Deathless &lt;br /&gt;
*&#039;&#039;&#039;Artifact: God-Forged Blade:&#039;&#039;&#039; which upgrades one of the Hero&#039;s Melee Weapons to let his Hit rolls of 6+ have +1 damage. This is alright I guess.&lt;br /&gt;
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*&#039;&#039;&#039;Special Characters:&#039;&#039;&#039; In short? All of them(with official models) (except the Celestant Prime which we can still take). &lt;br /&gt;
**Vandus Hammerhand is really good with a battleshock immunity bubble and one of the best command Abilities in the army.&lt;br /&gt;
**Gavriel Sureheart&#039;s Command ability is amazing with the army Allegiance ability as it&#039;s confirmed to stack meaning for 2CP you can deep strike Paladins 9&amp;quot; away and charge them in with a +6&amp;quot; to range all but guaranteeing the charge.&lt;br /&gt;
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=====Anvils of the Heldenhammer=====&lt;br /&gt;
Shyish Heros Resurrected. Shyish flavored and lets a Deathstar swing twice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;No True Death:&#039;&#039;&#039; These guys got stuck with the old Stormcast army wide rules, allowing you to reroll failed battleshock tests for all &#039;&#039;&#039;Anvils Of The Heldenhammer&#039;&#039;&#039; units. &lt;br /&gt;
**Considering the relatively low bravery for most of our units, this might come in handy, but, is overshadowed by someone like Vandus, who just ignores battleshock for all units within 24&amp;quot; of him from the Hammers of Sigmar Stormhost. Overall not bad, but there are ways to do this better.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Heroes of Another Age:&#039;&#039;&#039;  Allows a unit within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to either attack with all the Missile Weapons the unit has, or make a Pile-In move and attack with all the Melee Weapons they&#039;re carrying, a unit can only benefit from this ability once per phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Deathly Aura:&#039;&#039;&#039;  which lowers enemy Bravery by -1 within 6&amp;quot; of him&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Soulthief:&#039;&#039;&#039; which upgrades one of the Hero&#039;s Melee Weapons to let it deal a Mortal Wound on a 3+ to any enemy models it wounded but failed to kill.&lt;br /&gt;
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=====Knights Excelsior=====&lt;br /&gt;
Annihilators of all Chaos. Getting Rerolls for attacks.&lt;br /&gt;
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*&#039;&#039;&#039;Storm of Annihilation:&#039;&#039;&#039;An interesting Stomhost to be sure, though it requires a bit of bookkeeping, especially in higher point value games against hordes of units. If a &#039;&#039;&#039;Knights Excelsior&#039;&#039;&#039; unit makes an attack that destroys an enemy unit, you can re-roll hit rolls of 1 for attacks made by that &#039;&#039;&#039;Knights Excelsior&#039;&#039;&#039; unit for the rest of the battle. &lt;br /&gt;
**The thing to note is that it does not specify in melee, so, perhaps a good use for your Knight-Venator, or your Celestial Ballistae, for potential character sniping abilities.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: No Mercy:&#039;&#039;&#039; a &#039;&#039;&#039;Knight Excelsior&#039;&#039;&#039; unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to re-roll Wound rolls of 1 until the end of the turn.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Divine Executioner:&#039;&#039;&#039; add 1 Damage to all Melee weapons if the General targets a hero.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Chains of celestial Lightning:&#039;&#039;&#039; Once per Battle, Select an Enemy Hero or Monster within 3&amp;quot;. Roll 3d6 of against your opponent (your opponent rolls 2d6 if the target isn&#039;t a monster), if you win the target halves(Rounding up) its movement, Run and charge rolls, and Melee Weapon Attacks until the next Hero Phase.&lt;br /&gt;
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=====Celestial Warbringers=====&lt;br /&gt;
Prophets and Wizard specialists.&lt;br /&gt;
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*&#039;&#039;&#039;Fearless Foresight:&#039;&#039;&#039; These guys are pretty tricky, as their ability is that at the start of the first battleround, after determining who goes first, but before the first turn begins, you can set up D3 friendly &#039;&#039;&#039; Celestial Warbingers&#039;&#039;&#039; units and set them up again. &lt;br /&gt;
**It could be very interesting, especially in combination with the ability to deep-strike again. You could potentially bait some enemy firepower with a juicy target, only to set it up in deep strike instead.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Astral Conjunction:&#039;&#039;&#039; Gives a Warbringers wizard wholly 9&amp;quot; (or 18&amp;quot; if done by the General) +1 to Casting Rolls.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Portents and Omens:&#039;&#039;&#039; Once per turn, the general can re-roll one of his failed Hit, Wound or Save roll of 1.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Hammers of Augury:&#039;&#039;&#039; At the end of the combat phase, an enemy within 3&amp;quot; takes a Mortal wound on a 3+ and then another one on a 4+.&lt;br /&gt;
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=====Tempest Lords=====&lt;br /&gt;
Warrior Tacticians, Generating CP.&lt;br /&gt;
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*&#039;&#039;&#039;Grand Strategists:&#039;&#039;&#039; At the start of your Hero phase, roll a dice, on a 4+ you receive 1 extra command point. &lt;br /&gt;
**Relatively boring, but, for armies that are command point hungry, this could be a lifesaver. Also, innately very powerful even if you&#039;re not super command point hungry.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Rousing Oratory:&#039;&#039;&#039;  Allows a &#039;&#039;&#039;TEMPEST LORDS&#039;&#039;&#039; unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to re-roll Wound rolls of 1 until your next Hero Phase.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Bonds of Noble Duty:&#039;&#039;&#039; which adds 1 to any wound rolls with Melee Weapons if he is within 6&amp;quot; of another &#039;&#039;&#039;TEMPEST LORDS&#039;&#039;&#039; Unit.&lt;br /&gt;
*&#039;&#039;&#039;Artifact: Patrician&#039;s Helm:&#039;&#039;&#039; which allows you to get a Command Point on a roll of a 5+ every time you use a Command Point. Combined with the ability you gain when you pick the Tempest Lords, enjoy endlessly shitting CP all over the place!&lt;br /&gt;
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=====Astral Templars=====&lt;br /&gt;
The [[Space Wolves|Storm Wolves]], Specializing in Monster and Hero hunting.&lt;br /&gt;
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*&#039;&#039;&#039;Beast Stalkers:&#039;&#039;&#039; Add 1 to hit rolls for attacks made by Astral Templars units that target a monster. &lt;br /&gt;
**Unless you&#039;re fighting a whole ton of monsters in your particular Meta, I don&#039;t think this will be getting much use. Especially with Lay Low the Tyrant. Situationally useful, probably not worth the Stormhost.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Cut off the Head:&#039;&#039;&#039; Allows an Astral Templars unit or hero within 9&amp;quot; of the Hero using it (or 18&amp;quot; if it&#039;s your General) to add 1 to Wound rolls that target Heros.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait: Dauntless hunter:&#039;&#039;&#039; an improved version of Cunning Strategist. After set-up is done, all Astral Templars units wholly within 12&amp;quot; move up to 6&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Artifact: Godbeast Plate:&#039;&#039;&#039; -1 to wound rolls made by Monsters that target the Bearer.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
A {{AOSKeyword|STORMCAST ETERNALS}} General of an army with a {{AOSKeyword|STORMCAST ETERNALS}} allegiance and has chosen to take the {{AOSKeyword|STORMCAST ETERNALS}} allegiance abilities can choose one of the following Command Traits:&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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#&#039;&#039;&#039;Shielded by Faith&#039;&#039;&#039;: A 5+ save for your general for mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Consummate Commander&#039;&#039;&#039;: While your general is on the battlefield roll a D6 at the start of your hero phase, on a 4+ you also receive +1 command point&lt;br /&gt;
#*necessary in a CP centric build.&lt;br /&gt;
#&#039;&#039;&#039;Cunning Strategist&#039;&#039;&#039;: D3 {{AOSKeyword|STORMCAST ETERNALS}} get a 5&amp;quot; move before the first battle round begins.&lt;br /&gt;
#&#039;&#039;&#039;Zealous Crusader&#039;&#039;&#039;: Your general can re-roll charge distances.&lt;br /&gt;
#&#039;&#039;&#039;Staunch Defender&#039;&#039;&#039;: Your general and every {{AOSKeyword|STORMCAST ETERNALS}} unit wholly within 9&amp;quot; add 1 to saves if they have not charged this turn. &lt;br /&gt;
#*By far our best command trait, it&#039;s the primary reason you don&#039;t really see Stormhosts being taken outside of Sureheart shenanigans lists.&lt;br /&gt;
#&#039;&#039;&#039;Champion of the Realms&#039;&#039;&#039;: +1 attack for a weapon on your general.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Artefacts of Power&amp;lt;/span&amp;gt;===&lt;br /&gt;
One {{AOSKeyword|HERO}} in your army (+1 per additional Warscroll Battalion) may take a relic from the following tables:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Storm-Forged Weapons&amp;quot;&amp;gt;&lt;br /&gt;
Pick a weapon that is not used by a mount for one of the following bonuses&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Strife-ender&#039;&#039;&#039;: +1 attack for a melee weapon (+2 against a CHAOS unit).&lt;br /&gt;
#&#039;&#039;&#039;Blade of Heroes&#039;&#039;&#039;: re-roll failed to hit rolls made with a melee weapon against HEROES or MONSTERS.&lt;br /&gt;
#&#039;&#039;&#039;Hammer of Might&#039;&#039;&#039;: wound rolls of 6+ cause double damage for a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Fang of Dracothian&#039;&#039;&#039;: re-roll wound rolls of 1 for a melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Obsidian Blade&#039;&#039;&#039;: improve the rend characteristic of a melee weapon by 1.&lt;br /&gt;
#&#039;&#039;&#039;Gift of the Six Smiths&#039;&#039;&#039;: pick a melee weapon, each turn you may re-roll one hit, wound or damage roll for an attack made with this weapon.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heaven-Wrought Armour&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Armour of Destiny&#039;&#039;&#039;: A 6+ save after the save for an unsaved wound or mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Armour of Silvered Sigmarite&#039;&#039;&#039;: -1 to hit for melee weapons directed at the HERO&lt;br /&gt;
#&#039;&#039;&#039;Drakenscale Armour&#039;&#039;&#039;: Re-roll failed saves for this HERO against weapons with a Damage characteristic greater than 1.&lt;br /&gt;
#&#039;&#039;&#039;Mirrorshield&#039;&#039;&#039;: -2 to hit for missile weapons directed at this HERO.&lt;br /&gt;
#&#039;&#039;&#039;Spellshield&#039;&#039;&#039;: This HERO may unbind a single spell in each enemy hero phase as if it were a WIZARD and if the HERO is a WIZARD it may unbind 1 additional spell&lt;br /&gt;
#&#039;&#039;&#039;Featherfoe Torc&#039;&#039;&#039;: Units which can fly must re-roll successful hit rolls for attacks directed against this HERO.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Artefacts Of The Tempest&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Talisman of Endurance&#039;&#039;&#039;: +1 wounds.&lt;br /&gt;
#&#039;&#039;&#039;Obsidian Amulet&#039;&#039;&#039;: negate a spell used on this hero on a 4+, other units are affected as normal.&lt;br /&gt;
#&#039;&#039;&#039;Luckstone&#039;&#039;&#039;: Once per battle you can change the results of one hit, wound, damage or save roll for this HERO to the result of your choice.&lt;br /&gt;
#&#039;&#039;&#039;Seed of Rebirth&#039;&#039;&#039;: On a 4+ in each hero phase you heal 1 wound.&lt;br /&gt;
#&#039;&#039;&#039;Sigmarite Pendant&#039;&#039;&#039;: When this hero is slain, cause D6 mortal wounds to the unit that slew them on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Quicksilver Draught&#039;&#039;&#039;: Once per battle this HERO may pile in and attack in the combat phase before any other units, even if it is your opponent&#039;s turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Treasured Standards&amp;quot;&amp;gt; &lt;br /&gt;
For heroes with the {{AOSKeyword|TOTEM}} keyword, AKA Knight-Vexillor&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hurricane Banner&#039;&#039;&#039;: This HERO and any friendly STORMCAST ETERNALS units within 12&amp;quot; can re-roll all rolls when running and charging.&lt;br /&gt;
#&#039;&#039;&#039;Lichbone Standard&#039;&#039;&#039;: Friendly STORMCAST ETERNALS units wholly within 9&amp;quot; of this HERO heal one wound in each of their hero phases.&lt;br /&gt;
#&#039;&#039;&#039;Pennant of Sigmaron&#039;&#039;&#039;: If a friendly STORMCAST ETERNALS unit within 24&amp;quot; of this HERO fails a battleshock test, on a 2+ only one model flees from that unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mystic Lights&amp;quot;&amp;gt;&lt;br /&gt;
For any hero with a lantern - Lord-Castellant, Lord-Veritant or Knight-Azyros&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Shriving Light&#039;&#039;&#039;: -1 to enemy bravery (-2 for CHAOS) within 6&amp;quot; of this hero.&lt;br /&gt;
#&#039;&#039;&#039;Fury Brand&#039;&#039;&#039;: In the hero phase, give +1 to attacks for one weapon on a HERO within 6&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Lantern of the Tempest&#039;&#039;&#039;: Enemy units that direct missile attacks against friendly STORMCAST ETERNALS units wholly within 12&amp;quot; of the bearer must re-roll hit rolls of 6+.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Celestial Staves&amp;quot;&amp;gt;&lt;br /&gt;
For Lord-Arcanum or Knight-Incantor only&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Staff of Focus&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can add 1 to casting rolls for the bearer until the end of the phase. In addition, if the barer casts a spell that inflicts any mortal wounds during that phase, add 1 to the number of mortal wounds inflicted on each unit that the spell effects.&lt;br /&gt;
#&#039;&#039;&#039;Mindlock Staff&#039;&#039;&#039;: Once per battle, at the start of the enemy hero phase, you can pick an enemy &#039;&#039;&#039;Wizard&#039;&#039;&#039; within 12&amp;quot; of the bearer. That Wizard Cannot cast any spells that phase.&lt;br /&gt;
#&#039;&#039;&#039;Staff of Azyr&#039;&#039;&#039;: In your hero phase, if the bearer successfully casts any spells that are not unbound, subtract 1 from hit rolls for attacks that target the bearer until your next hero phase&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scrolls Of Power&amp;quot;&amp;gt;&lt;br /&gt;
For Lord-Arcanum or Knight-Incantor only&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Scroll of Unraveling&#039;&#039;&#039;: Once per battle, at the start of the enemy hero phase, the bearer can use this artifact. If they do so, in that hero phase, enemy casting rolls that are equal to the spell&#039;s casting value are unsuccessful, and the caster suffers d3 mortal wounds.  &lt;br /&gt;
#&#039;&#039;&#039;Scroll of Condemnation&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can use this Artefact. If they do so, pick an enemy &#039;&#039;&#039;Hero&#039;&#039;&#039; within 12&amp;quot; of the bearer. Until the end of that turn add 1 to wound rolls for attacks made by friendly &#039;&#039;&#039;Stormcast Eternals&#039;&#039;&#039; that target that model.&lt;br /&gt;
#&#039;&#039;&#039;Storm Scroll&#039;&#039;&#039;: Once per battle, in your hero phase, the bearer can use this artifact. If they do so, pick up to 6 different enemy units on the battlefield, and give them each a different number from 1 to 6. Then, roll a dice. If the number is the same as the roll, that units suffer D6 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Prayers of the Stormhosts&amp;lt;/span&amp;gt;===&lt;br /&gt;
Every {{AOSKeyword|PRIEST}} in a {{AOSKeyword|STORMCAST ETERNALS}} army gains an additional prayer to a  which can be used in addition to their other abilities in the hero phase, in the same vein as spells for other armies mages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Divine Light&#039;&#039;&#039;: 3+ to cast, choose a unit wholly within 18&amp;quot;. If it is an enemy, you may re-roll 1&#039;s to hit when attacking that unit until your next hero phase. If you choose a friendly unit, enemy units re-roll unmodified hit rolls of 6 when attacking that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Bless Weapons&#039;&#039;&#039;: 4+ to cast, a friendly unit wholly within 18&amp;quot; gains an additional hit for every unmodified hit roll of 6 until your next hero phase. &lt;br /&gt;
#&#039;&#039;&#039;Bolster Faith&#039;&#039;&#039;: 3+ to cast, friendly units within 9&amp;quot; do not have to take battleshock tests until your next hero phase. It does not require the unit you cast this on to be wholly within. So use this on units with lots of models.&lt;br /&gt;
#&#039;&#039;&#039;Abjuration&#039;&#039;&#039;: 3+ to cast, pick an enemy {{AOSKeyword|WIZARD}} within 12&amp;quot; from the priest. If successful the priest can attempt to unbind a 1 spell by that {{AOSKeyword|WIZARD}} in that hero phase.&lt;br /&gt;
#&#039;&#039;&#039;God-King&#039;s Aspect&#039;&#039;&#039;: 3+ to cast, subtract 1 from bravery for units that are within 6&amp;quot; from this priest until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Translocation&#039;&#039;&#039;: 3+ to cast, remove a friendly {{AOSKeyword|STORMCAST ETERNAL}} unit wholly within 9&amp;quot; of this priest from the battlefield and set them up again anywhere on the battlefield more than 9&amp;quot; from enemy units. It may not move in the subsequent movement phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Steeds of the Celestial Realms&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
One mount in your army (+1 per additional Warscroll Battalion) may be &amp;quot;exceptional&amp;quot; and take a trait from the relevant tables.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Generic Traits&amp;quot;&amp;gt;&lt;br /&gt;
Available to all mounts&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Lithe-Limbed&#039;&#039;&#039;: +1 to move characteristic.&lt;br /&gt;
#&#039;&#039;&#039;Savage Loyalty&#039;&#039;&#039;: If this HERO is slain in the combat phase, on a 4+ the unit that slew them takes D3 mortal wounds.&lt;br /&gt;
#&#039;&#039;&#039;Keen-Clawed&#039;&#039;&#039;: Any wound rolls of 6+ in the combat phase for this HERO&#039;s mount are resolved with a rend of -3.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dracoth Traits&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Drake-Kin&#039;&#039;&#039;: If this HERO suffers damage from an attack with a damage characteristic greater than 1, on a 5+ the HERO only suffers 1 Damage from the attack.&lt;br /&gt;
#&#039;&#039;&#039;Thunder Caller&#039;&#039;&#039;: The HERO&#039;s Dracoth&#039;s Storm Breath ability has a range of 16&amp;quot; rather than 12&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Pack Hunter&#039;&#039;&#039;: +2 to Attacks of the HERO&#039;s Dracoth&#039;s Claws and Fangs if another friendly model is riding a Dracoth within 6&amp;quot;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stardrake Traits&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Storm-Winged&#039;&#039;&#039;: After this model has moved you can pick 1 enemy unit that has any models that this model passed across. On a 2+ the unit takes D3 mortal wounds. This was reworded in the latest book so its no longer limited to the movement phase.&lt;br /&gt;
#&#039;&#039;&#039;Thunderlord&#039;&#039;&#039;: Roiling Thunderhead ability has a range of 24&amp;quot; rather than 18&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Star-Branded&#039;&#039;&#039;: When referring to the Damage table of this HERO, treat it as having suffered one fewer wounds than it actually has.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gryph-Charger Traits&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Wind Runner&#039;&#039;&#039;: When this HERO rides the Winds Aetheric, roll an extra dice on the distance they can move.&lt;br /&gt;
#&#039;&#039;&#039;Aethereal Stalker&#039;&#039;&#039;: When this HERO is set up, choose an enemy HERO. This HERO can re-roll all failed hit and wound rolls made for its Gryph-charger&#039;s Razor Beak and Claws attacks that are directed against the chosen HERO.&lt;br /&gt;
#&#039;&#039;&#039;Indefatigable&#039;&#039;&#039;:  re-roll the distance when this HERO runs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dracoline Traits&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Bounding Leap&#039;&#039;&#039;: This model is eligible to fight in the combat phase if it is within 6&amp;quot; of an enemy unit instead of 3&amp;quot;, and it can move an extra  3&amp;quot; when it piles in&lt;br /&gt;
#&#039;&#039;&#039;Pride Leader&#039;&#039;&#039;: Add 1 to hit rolls for attacks made by friendly &#039;&#039;&#039;Dracoline&#039;&#039;&#039; units while they are wholly within 9&amp;quot; of this model.&lt;br /&gt;
#&#039;&#039;&#039;Ear-bursting Roar&#039;&#039;&#039;: At the start of the combat phase, you can pick an enemy within 3&amp;quot; of this model and roll a dice. On a 4+ subtract 1 from hit rolls for attacks made by that unit until the end of the phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tauralon Traits&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Swiftwing&#039;&#039;&#039;: You can re-roll run rolls for this model&lt;br /&gt;
#&#039;&#039;&#039;Lashing Tail&#039;&#039;&#039;: At the end of the combat phase, you can pick an enemy unit within 3&amp;quot; of this model and roll a d6, on a 4+ it causes 1 mortal wound.&lt;br /&gt;
#&#039;&#039;&#039;Steel Pinions&#039;&#039;&#039;: Roll a d6 every time this model suffer a regular or mortal wound, on a 6+ the wound is negated.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
Your wizards May take one spell either the Lore of Invigoration or Storm&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of Invigoration&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Terrifying Aspect:&#039;&#039;&#039; Cast 5, a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 18&amp;quot; gain a 3&amp;quot; aura of -1 Bravery to enemies until the next Hero Phase.&lt;br /&gt;
#&#039;&#039;&#039;Celestial Blades:&#039;&#039;&#039; Cast 5, a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 18&amp;quot; adds 1 to Melee wounds rolls until the next Hero Phase.&lt;br /&gt;
#&#039;&#039;&#039;Speed of Lighting:&#039;&#039;&#039; Cast 5, visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; units wholly within 9&amp;quot; can Re-roll Charges until the next Hero Phase&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of the Storm&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Lightning Blast:&#039;&#039;&#039; Cast 5, a closest Visible unit is dealt d3 Mortal wounds.  Like 40k Smite but with an infinite range.&lt;br /&gt;
#&#039;&#039;&#039;Starfall:&#039;&#039;&#039; Cast 5, pick a visible point within 12&amp;quot;. On a roll of 4+ for each enemy within 3&amp;quot; of that Point they take a Mortal Wound&lt;br /&gt;
#&#039;&#039;&#039;Thundershock:&#039;&#039;&#039; Cast 6, roll a dice for each enemy within 6&amp;quot;. on a 4+ the unit takes a Mortal Wound.  In addition, subtract 1 from hit rolls for attacks made by that unit until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Azyrite halo:&#039;&#039;&#039; Cast 5, Pick a visible &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 12&amp;quot;, until the next hero phase whenever the unit makes an unmodified save roll of 6, the attacker takes a Mortal Wound. Remember that you still make a save roll even if out-Rended.&lt;br /&gt;
#&#039;&#039;&#039;Chain Lightning:&#039;&#039;&#039; Cast 7, a visible enemy unit within 24&amp;quot; suffers D3 Mortal Wounds, then each other enemy unit within 3&amp;quot; of the first take a mortal wound on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Stormcaller:&#039;&#039;&#039; Cast 7, For each enemy unit on the battlefield, on a roll of 6+ inflict D3 Mortal wounds on the unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Endless Spells&amp;quot;&amp;gt;&lt;br /&gt;
These can only be cast by &#039;&#039;&#039;STORMCAST ETERNAL WIZARDS&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Everblaze_Comet.pdf Everblaze Comet]:&#039;&#039;&#039; (110pts) Comet of Cassandora, Stormcasts edition. When it comes down, it hits everything within 10&amp;quot; for a bunch of Mortal Wounds determined by a D3 roll - on a 1, the unit takes a single Mortal Wound. On a 2, the Unit takes a further D3 Mortal Wounds, and on a 3, the Unit takes 3 Mortal Wounds! On top of this, the Comet remains in play and spits out Mortal Wounds at the start of each battle round at any Units within 5&amp;quot;, though this time on a 1-3 it only does one Mortal Wound, while on a 4+ it does D3 Mortal Wounds. Also, all Wizards must subtract 1 from their casting rolls while they are 5 inches or closer to the comet. This spell has the potential to dish out an obscene amount of Mortal Wounds, but a word of caution: even though the spell continues to damage units and bother Wizards after it has been cast, the Comet cannot be moved once it has been placed in the table (but you can dispel it in a later turn and then cast it again) This, combined with the fact that it costs 100 points, forces you to be &#039;&#039;&#039;extremely&#039;&#039;&#039; cautious about where and when to put it.&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Celestian_Vortex.pdf Celestian Vortex]&#039;&#039;&#039; (30pts) &#039;&#039;&#039;(AKA the HAMMERNADO):&#039;&#039;&#039; It&#039;s a Hurricane of Hammers that dispenses Mortal Wounds (12 dice on 6+) and gives any Unit within 6&amp;quot; of it -1 to hit with Missile Weapons. Additionally, it wounds on a 5+ against &#039;&#039;&#039;Chaos&#039;&#039;&#039; units instead. Thanks to its 8 inch movement and the fact that it can move after being set up, the Hammernado proves to be a cheap (Only 40 points!!!) and effective way to damage Chaos forces and screw ranged units (If you manage to cast it against a Tzeentch or Skaven army, they are in for a bad time).&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Dais_Arcanum.pdf Dais Arcanum]:&#039;&#039;&#039; (30pts) This is what is known as a STORMCAST ETERNAL WIZARD that has ascended past a STORMCAST ETERNAL WIZARD. A big disk for your Wizard to ride on: it grants them Fly, 12&amp;quot; movement, +1 to their Save and an additional Unbind. For just 30 points, you can hop in a Knight-Incantor or a Lord Exorcist, and make them go even further beyond. Your opponents are going to love it, trust me...&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
Common keywords in these warscrolls are {{AOSKeyword|ORDER}}, {{AOSKeyword|CELESTIAL}}, {{AOSKeyword|HUMAN}} and {{AOSKeyword|STORMCAST ETERNAL}}.&lt;br /&gt;
*&#039;&#039;&#039;Stormkeeps:&#039;&#039;&#039; 1 in 4 units in a Free City army may be a Stormcast, so think about that when reading these entries.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Named Leaders&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The majority of these characters tied to the Hammers of Sigmar.  Note that named characters cannot be given command abilities or relics. Named characters CAN however take Mount Traits, regardless of if their mount is named or not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Astreia_Solbright.pdf Astreia Solbright]&#039;&#039;&#039;: (215pts) A named HAMMERS OF SIGMAR LORD-ARCANUM on DRACOLINE. Her Unique spell is a 360 degree Storm Lance and her Command Ability is the same as the  LORD-ARCANUM Gryph-Charger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Aventis_Firestrike.pdf Aventis Firestrike]&#039;&#039;&#039;: (325pts) Named Lord-Arcanum on Tauralon for the Hammers of Sigmar. Regenerates a wound each hero phase and dishes out a mortal wound on a 5+ each time he&#039;s hurt by melee. Trades out Lightning Orb for a 1mm line of [[Awesome|FIRE-LIGHTNING]], inflicting D3 mortal wounds - less range potential, but more reliable since it always hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_stormsires_cursebreakers_en.pdf Averon Stormsire]:&#039;&#039;&#039; (280pts) Only usable with Stormsire&#039;s Cursebreakers. A buffed Knight-Incantor with a buffed spell, adding d3 wounds to enemies within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-celestantprime-en.pdf Celestant-Prime]:&#039;&#039;&#039; (325pts) &#039;&#039;Only one can be included in a Pitched Battle army.&#039;&#039; While not exactly &#039;&#039;named&#039;&#039;, this here is your army&#039;s big model that also acts as a centerpiece. The &#039;first&#039; Stormcast Eternal, this is one bad dude. Prime has a very powerful shooting attack, dramatically one-upping the Lord-Celestant on Dracoth by tossing a comet onto the battlefield. His close combat potential seems to have potential, having 3 attacks base. That said, add 2 to the attacks characteristic of Ghal Maraz until the end of the battle (game). Also, whenever he deploys, all enemies within 12&amp;quot; of him suffer -2 Bravery until his next Hero Phase. Let&#039;s put it this way: Nagash will kick his ass. The Glottkin will kick his ass. Archaon... will probably think twice, as might the Mortarchs. The point is, this guy only looks like a combat monster, but he&#039;s your artillery equivalent, except for really big games, where you can afford to leave him off the table for two or three turns. &lt;br /&gt;
**&#039;&#039;Alternatively&#039;&#039; if you build your army to be hyper defensive with a bunch of shielded Liberators with a Castallant&#039;s lantern, you could very easily just set up on the extreme far edge of the board and camp there to force your opponent to spend ages trekking over to you, while you take turns lasting only a couple of seconds (Use a Command Ability, use the Lantern, maybe a quick snipe with the Knight-Venator, turn done.) This way you&#039;ll be in Turn 3 by the time you reach combat and will be able to last a few more turns after that due to your high defense. By the point, you need to bust out the Celestant-Prime to counter-attack, so many turns will have passed that he&#039;ll dominate anything he gets into combat with.&lt;br /&gt;
**In fact, the Prime is a lot better than it would seem at first glance. With his &amp;quot;Orrery of Celestial Fates,&amp;quot; once per turn, you can CHANGE one of his rolls to any result you want. Meaning, each turn you can either: almost guarantee 3 Damage in combat if you change the Hit dice (Ghal Maraz wounds on 2+ and has -3 Rend), or almost guarantee that 9&amp;quot; charge the turn he enters play, or avoid one non-mortal wound to him if you change the Save roll (even against -3 Rend opponents!), or make his meteor attack work in a 12&amp;quot; bubble (that will also give you perfect control to avoid hitting your own guys!). This last option is the best one: usually, you&#039;ll hit at least 3 units, meaning an average 6 mortal wounds, and Battleshock tests for 3 units, at -2 Bravery if they&#039;re at 12&amp;quot; or less! If you make him appear in the right spot, and when many enemy units are at combat with your guys, you&#039;ll force A LOT of Battleshock test at -2 Bravery. Your second turn is ideal for this: most of your units will be engaged, and with 5 Ghal Maraz attacks, if you change the hit dice, the Prime deals each turn something like 9 wounds in combat (except against a handful of super-protected units, like Stonehorns or Phoenix Guard), which is MIGHTY. But in your turn, it&#039;s probably better to change the radius roll for the comet and deal myriads of mortal wounds. This guy requires a lot of skill to play, but if you do it right, his 340 points cost will be repaid in no time. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/Vandus_Hammerhand_CB_Web%20-%20cropped.pdf Vandus Hammerhand]:&#039;&#039;&#039; (280pts) Dracoth-borne Lord-Celestant of the Hammerhands, the first chamber of the Hammers of Sigmar. He&#039;s Sigmar&#039;s favorite Stormcast, and it shows. On the tabletop he has a brutal command ability, granting all Hammers of Sigmar units within 12 inches an extra attack. His tempestos hammer, Heldensen, deals 3 wounds rather than D3 and his dracoth Calanax has 4 attacks rather than 3. He automatically grants battleshock immunity to all Hammers of Sigmar units within 24 inches.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/Neave_Blacktalon_ENG.pdf Neave Blacktalon]:&#039;&#039;&#039; (120pts) The Stormcast Eternals Hero Hunter. 7 Attacks, 8 on the charge. Her axes and pistol go from Damage 1 to Damage 2 if you target an enemy HERO. She can run and shoot in the same turn. Her best ability is &amp;quot;Windrider&amp;quot; - When a friendly Stormcast Eternal unit within 9&amp;quot; uses their Ride the Winds Aetheric ability, Neave Blacktalon can follow in their wake; she can immediately move in the same manner up to the distance moved by the unit she is following, provided that she ends this move within 9&amp;quot; of them and more than 3&amp;quot; from any enemy models. If she moves in this way, Neave Blacktalon may not run or charge in that turn. Neave Blacktalon is taken from the Hammers of Sigmar Stormhost and always wears their colors in battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-Gavriel-Sureheart-en.pdf Gavriel Sureheart]:&#039;&#039;&#039; (130pts) Lord-Celestant and yet another member of the Hammers of Sigmar. Despite this, he can be used with any Stormhost, but his +3 to charge rolls within 9&amp;quot; of him applies to ONLY Hammers of Sigmar units. He trades the Lord Celestant&#039;s regular weapons with 2 damage -1 rend sword with 3 attacks (which gets +1 attack when he charges) and a Thundershield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lynus Ghalmorian:&#039;&#039;&#039; (240pts) Named Lord Arcanum on Gryph-Charger for the {{AOSKeyword|Anvils of the Heldenhammer}}, found in the August 2019 White Dwarf. Almost identical to the base one, but makes every friendly {{AOSKeyword|Anvils of the Heldenhammer}} unit within 12&amp;quot; reroll save rolls of 1 against missile weapons, replaces the healing spell with one that is cast on a 6+ and deals D3 mortal wounds to a unit within 12&amp;quot; while also giving it -1 to hit rolls until your next hero phase and haves a command ability that gives every friendly Anvils of the Heldenhammer unit within 12&amp;quot; +1 to their hit rolls. 240 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/BR_Belakor_Warscroll_GardusSteelSoul_eng.pdf Gardus Steel Soul:]&#039;&#039;&#039; (120 pts) Named Lord-Celestant of the {{AOSKeyword|Hallowed Knights}} who has been the main character of a few novels and has a starring role in Broken Realms: Be&#039;lakor. While he lacks speed, he has a 5+ save against mortal wounds (That spreads to other {{AOSKeyword|Hallowed Knights}} units within 12&amp;quot; and triggers on a 6+) as well as a shooting-lie attack that deals MWs onto units. On top of that, he has a once-per-game ability to re-roll charges for any heroes within 12&amp;quot; and add an an extra attack - this can combo into his command ability to let a single stormboy unit add +1 to hit during combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Yndrasta, the Celestial Spear:&#039;&#039;&#039; (300 pts) Dominion&#039;s big centerpiece [[Sanguinius]]-chan is quite a dangerous showing. She&#039;s a flying {{AOSKeyword|Thunderstrike}} hero with a 3+/4++ save and equipped with some very dangerous weapons. Both of them wound on a 2+ with -2 Rend, but the spear deals d6 wounds at range while the sword only deals 3. This is especially a problem for monsters, as she also has a 3&amp;quot; aura that forces any monsters she faces to act as if they&#039;ve suffered 10 additional wounds, meaning that her very presence can nerf greater daemons and other monsters before she attacks them. That said, she&#039;s not entirely offensive. Friendly Stormcast and Cities units within 12&amp;quot; can ignore battleshock and once per turn she can raise one model for a Stormcast unit with a wounds characteristic of 3 or less - incredibly useful since now you aren&#039;t only gaining back those models for attacking but also to act as reloading kamikazes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Leaders&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Celestant====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcelestant-en.pdf Lord-Celestant]:&#039;&#039;&#039;(110pts) A strong hero on foot that can do an average of 1.75 mortal wounds in the shooting phase and 1,77 damage at -1 rend + 0,66 damages in the melee phase (more if he charges). when he is within 3&amp;quot; of an enemy he can use command ability to give nearby Stormcast Eternals units(including himself) a +1 to hit during the combat phase. At first, he seems to lose out to his brother on the Dracoth, but in the end, you&#039;re exchanging personal killing power against the powerful support that might end up being worth more than the hilariously unreliable breath attack of the Dracoth. Make sure you surround him with lots of melee units and keep him alive. He&#039;s harder to use than the mounted version, but with careful positioning, he&#039;ll be more effective while taking up fewer Wounds. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-celestant-dracoth-en.pdf Lord-Celestant on Dracoth]:&#039;&#039;&#039; (215pts) A guy in pompous golden armor and a big cloak who can be equipped with a Dracothian Guard weapon and rides a dragon on lightning. Couldn&#039;t be more Power Metal if he tried. He&#039;s &#039;&#039;very&#039;&#039; killy in close combat and his CA grants a huge bubble in which Stormcast Eternals don&#039;t have to take Battleshock. His ranged attack is potentially devastating, but only if the enemy was stupid enough to bunch up all his important stuff and you get very lucky. With a 50% chance to deal damage, it&#039;s nice to have, but you shouldn&#039;t rely on it. Due to being mounted, he moves at a fast pace and has 7 wounds as opposed to the &amp;quot;general&amp;quot; hero base of 5. This guy is hard-hitting, fast and durable meaning you want him up in the front line where he can lead the charge and give everyone the benefit of his aura.&lt;br /&gt;
**the Celestant Weapon choice:&lt;br /&gt;
*** A glaive that deals more damage on charges, &lt;br /&gt;
***A Hammer that deals Mortal Wounds and stops enemy Pile-ins on hit rolls of 6.&lt;br /&gt;
*** another Hammer that deals more attacks on charges with the best to wound roll and highest damage potential per hit of all the options&lt;br /&gt;
***An Axe that that makes more attacks for each Nearby Stormcast unit cheering you on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-stormcast-stardrake-en.pdf Lord-Celestant on Stardrake]:&#039;&#039;&#039;(550pts, Behemoth) aka Rage Made Manifest Hoo boy. Recently received a cost reduction from 600 points down to 500. Now back up to 540. Looking at the stat-wheel, this guy compares quite well to &#039;&#039;Nagash&#039;&#039;, with sixteen wounds at a 3+ save and a high flying Move. Melee-wise, the Drake looks lacking at first, having just about the same profile as a Vampire Lord, with four attacks at 3+/3+/-1/D3, which is a good profile, but not stellar for such a huge model. The Celestant on top adds to the beastie by wielding either the same Hammer you&#039;re used to from the starter set Celestant or a Sword with much worse To Wound rolls (4+ instead of 2+) but which makes 3 To Wound rolls instead of 1 if you rolled a 6+ To Hit, making him nice and blendy and as usual, both profiles get more attacks if you charge. He also bears a Shield, which does the same thing you&#039;re used to and can cause Mortal Wounds on the guys who punch your Celestant. And then you see why the Drake looks so lacking in melee: At range, he can either barf lightning, which works like a Grey Seer&#039;s unique spell, rolling as many D6 as the enemy unit has models and every 6 deals a Mortal Wound or he can instead shoot comets, which have &#039;&#039;&#039;infinite range&#039;&#039;&#039; and hit D6 units for D3 Mortal Wounds on 4+, then before combat, he can just flat-out eat up to 3 enemy models, with higher chances to succeed if their Wound-stat is low and after combat, he swings his tail, which deals Mortal Wounds and is more accurate against larger units. His command ability grants all Drakes and Dracoths in your army reroll To Wound with their Claws, Jaws et cetera, including the Celestant&#039;s mount. And he can also adjust casting rolls for all Wizards around him by +/-1. Simply put, this guy is not an auto-win button, and his Command Ability is somewhat lackluster, but he raises holy hell by having a huge threat bubble and crapping out an enormous amount of Mortal Wounds all over the field.&lt;br /&gt;
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====Arcanum====&lt;br /&gt;
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All variants in the GHB 2019 received a 20 point decrease but is canceled out by the increase in Sequitors if you take 10 or more of them. Only really beneficial to lists using an Arcanum for spawning endless spells and no Sequitors (Even then, Incantor is still usually the better option).  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum.pdf Lord-Arcanum]:&#039;&#039;&#039; (160pts) A wizard and Leader of the Sacrosanct Chamber and has many abilities. Ok in a fight. When surrounded he can Break Spirit Flasks to deal Mortal wounds to everyone around him including himself. Once per turn, he can heal a recently slain Stormcast model (that is not himself) back to 1 wound allowing him to hold the line longer or crawl back to the nearest Cleric. For spells, he can upgrade his Arcane Bolt back to its original d3 Mortal wounds and d6 on casting of 10+. His Unique Spell while on foot is Thunderclap which subtracts 1 from hit rolls of a single enemy unit&#039;s attacks. &lt;br /&gt;
**&#039;&#039;Interestingly&#039;&#039;, when combined with the new Stormcast &amp;quot;Blaze of Glory&amp;quot; ability, the Lord Arcanum&#039;s Spirit Flasks make him incredibly dangerous for opponents to deal with. If hes going to die in combat, you can burst his Spirit Flasks, kill himself and pop some mortal wounds. Than then, watch him blow up like a roman candle. I very nearly killed the Light of Eltharion with this today, and I would gladly make that trade any day. You could even use Praetors to potentially negate wounds on the Arcanum, potentially killing themselves in the process and detonating themselves as well while still not losing your hero. Its not really a primary strategy, but definitely a useful fall-back strat if youve got a dangerous enemy hero killer gunning for him, and you value their death more than your hero&#039;s life.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Stormcast_2018.pdf Lord-Arcanum on Gryph-Charger]:&#039;&#039;&#039; (215pts) Comes from the Soul Wars box. The medic of the Arcanum. Like other Gryph-Charger, his movement increased to 12&amp;quot;, Gaining 3/+3/+3/-2/D1 Beak &amp;amp; Claws attack that inflicts a Mortal wound on a natural hit 6. It also gains the ability to &#039;&#039;&#039;Ride the winds Aetheric&#039;&#039;&#039; which lets it make a 6D6&amp;quot; As if it could fly but it can&#039;t charge that turn. It has a different Unique spell that Heals D3 wounds on a Stormcast Model and D6 instead on a cast of +8, this spell can make him good friends with Dracoths. His Command Ability allows a Sacrosanct Evocators to Auto-Cast Empower or allows Castigators and Sequitors to use both options of their Aetheric Channelling&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_on_Celestial_Dracoline.pdf Lord-Arcanum on Celestial Dracoline]:&#039;&#039;&#039; (225pts) Mounted for offense and would lead Evocators on Dracolines. Similar to the Gryph-Charger stats but has one less in rend, but makes up for it by increasing its Claws damage to d3 on Charges. Dracolines also subtract 1 from enemy Bravery. Its unique spell creates a 12&amp;quot; line that inflicts a Mortal wound to an enemy unit on a 5+ for each of its models that falls under the line. its unique Command Ability Gives +1 attack to the Claw weapons of nearby Evocators mounted on Dracoline.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Arcanum_Tauralon.pdf Lord-Arcanum on Tauralon:]&#039;&#039;&#039; (MONSTER, 300pts) A Lord-Arcanum Riding a flying Ram that has a similar weapons profile to the Dracoline but with +1 Damage. The Tauralon gives a +1 to hit for Stormcast shooting attacks against an enemy it passes over and deals a single mortal wound on a charge. His Unique spell deals d3 mortal wounds to on a 4+ to enemies within 3&amp;quot; of a point you pick. Give &#039;&#039;&#039;Sacrosanct&#039;&#039;&#039; units wholly within 18&amp;quot; +2 to run rolls. You will see him flying ahead, hepping Judicators line up their shots and crush that unbubblewrapped wizard.&lt;br /&gt;
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====Other Wizards====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Lord_exorcist.pdf  Lord Exorcist]:&#039;&#039;&#039; (95pts) A Wizard that Specializes in Close Quarters Exorcising. He has the same stats and weapon Profile as the Lord-Arcanum. During the Shooting Phase, he deals a mortal wound to all {{AOSKeyword|Daemon}} and {{AOSKeyword|Nighthaunt}} units within 6&amp;quot; on a 4+. His Unique spell Rolls a dice for each enemy unit within 6&amp;quot;. If (d6 + enemy&#039;s unit&#039;s Bravery &amp;lt; 10 ) than that unit takes d3 Mortal wounds and if that said unit was a {{AOSKeyword|Daemon}} or {{AOSKeyword|Nighthaunt}}, their affective Bravery is Halved (rounded up) for the purposes of this spell. &amp;lt;strike&amp;gt;Received a 20 point decrease in the GHB 2019 &amp;lt;/strike&amp;gt;. He now the cheapest Wizard in the army as of &amp;lt;strike&amp;gt;2020&amp;lt;/strike&amp;gt; 2021 Pitched Battle updates, sitting pretty at only &amp;lt;strike&amp;gt;90&amp;lt;/strike&amp;gt; 95 points!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Knight_Incantor_Stormcast_2018.pdf Knight-Incantor]:&#039;&#039;&#039; (120pts) The on-foot wizard from Soul Wars. Nothing to write home about in melee, and not a particularly impressive caster with only 1 each cast and deny with no bonus. The Knight Incantor does, on the other hand, come with a Voidstorm Scroll, a once-per-game ability that can be used before rolling to make an Unbinding roll automatically succeed. This can deny your opponent a critical spell, breaking a combo or saving one of your units. Also equipped with Spirit Flasks - once per game at the beginning of a combat phase, the Knight Incantor can choose to shatter up to three spirit flasks. For each one broken, each unit (friendly or enemy, including the Knight Incantor herself) suffers 1 mortal wound, or d3 if there are 10 or more models in the unit. Finally, Her unique spell creates a Storm that inflicts a mortal wound and gives -1 to Charge and Run of all enemies within 18&amp;quot;. The Knight Incantor is a decent all-around wizard who doesn&#039;t stand out in any one area, but can also do almost any task you ask of her. Also a solid ally to any Order faction that doesn&#039;t have wizards of their own.&lt;br /&gt;
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*&#039;&#039;&#039;Knight-Arcanum:&#039;&#039;&#039; (150 pts) From the Dominion Boxset. An otherwise ordinary wizard who acts as a 3&amp;quot; bubble of denial for predatory Endless Spells - no spell can go into or through this space, which can give you a bit of breathing room. Their unique spell acts like an Arcane Bolt that can pick who it hits in exchange for any overcasting benefits, and its range is boosted for every {{AOSKeyword|Thunderstrike}} unit within 12&amp;quot; of the caster.&lt;br /&gt;
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====Priest====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Relictor.pdf Lord-Relictor]:&#039;&#039;&#039; (110pts) Your foot-slogging cleric with a wicked skull helm. He can control the storms, meaning he can choose to either heal a friendly &#039;&#039;model&#039;&#039; for D3 wounds (best used on other Heroes), or to lose what is basically &#039;&#039;Arcane Bolt&#039;&#039; without a casting roll on an enemy, with an excellent bonus that anyone hit also takes a -1 To Hit-penalty in the following turn. You will also choose 1 of the 6 prayers (which can be cast each turn in addition to one of the 2 just described). While no slouch in combat, he&#039;s nowhere near as good as a Lord-Celestant; of course, this isn&#039;t why you take him. The best use for him is in the &amp;quot;secondary&amp;quot; line, using his healing buff to keep your men in fighting shape and lending a hand with the lightning storm anywhere they&#039;re struggling. Heroes and paladins of all types will find him a very good &amp;quot;best bud.&amp;quot; The comparison between him and the Lord-Celestant is easily explained: the Celestant is the fighter of the party while the Relictor is the &amp;lt;strike&amp;gt;chaplain &amp;lt;/strike&amp;gt;  cleric. Remember that the healing storm can&#039;t actually bring things back to life, it only heals stuff that&#039;s still alive. Frankly, the guy is awesome. The advent of Prayers gives him two options to influence the game in the Hero Phase, neither of which can be unbound. Favorite combo - &amp;quot;the FUCK YOU button&amp;quot;: Give him the prayer Divine Light and then use his Lightning in enemy mode. With luck you&#039;ll have a unit that&#039;s taken D3 wounds, is -1 to hit, and your whole army gets to re-roll ones against them. All for the cost of two Gryph-hounds! Bargain!&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf Lord-Veritant]:&#039;&#039;&#039; (120 pts) Another Priest, Has an extra wound compared to standard heroes just like the Castellant, and gets a pretty good melee profile (4 attacks at 3/3/-1, 2 damage each). Again, like the Castellant, he gets a Free pet gryph-hound (see Fast Movers below). This guy is a wizard killer. He can unbind one spell in the same way as a wizard, and has a 50/50 chance of doing D3 mortal wounds to an enemy wizard within 7&amp;quot;. Which isn&#039;t a spell so there is no way for the enemy to stop it. Also if the gryph-hound is within 6&amp;quot; of the enemy wizard, you get +3 to your unbinding roll. The gryph-hound is no slouch in combat either, doubling its attacks as long as the enemy is within 3&amp;quot; of the Veritant. Last but not least he is a priest, so don&#039;t forget to throw some extra prayers on him. His role is more of an assassin than the Relictors more support role, choose accordingly for him when deciding on prayers.&lt;br /&gt;
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*&#039;&#039;&#039;Lord-Exorcist:&#039;&#039;&#039; (95 pts) The cheapest priest, and the Sancrosact option. Just because he&#039;s the cheapest of the bunch, don&#039;t count him out. His Redemption Stave isn&#039;t all that impressive (4 attacks at 3/3/-1, D3 Wounds each) but it will keep him alive should he get into a fight. His biggest trick is his Redemptor Casket, which hits any Daemon or Nighthaunt every shooting phase that&#039;s within 6&amp;quot; of him. Roll a D6 for every Daemon or Nighthaunt unit, and on a 4+ that unit suffers a mortal wound. He&#039;s also a wizard, that can cast his own unique spell, as well as the default spells. His unique spell deals D3 mortal wounds to any enemy in 6&amp;quot;. The trick is that when determining if the spell hits, you roll again, adding the enemy&#039;s bravery to the roll, and you&#039;re looking for less than ten. If you&#039;re asking yourself how this is useful, the trick comes when you realize you halve the bravery of Death and Daemon units for this spell, making him a terror against a whole Grand Alliance, and a potent weapon against Daemons.&lt;br /&gt;
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====Others====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Drakesworn-Templar-en.pdf Drakesworn Templar]:&#039;&#039;&#039; (MONSTER, Behemoth, 450pts) If you like your Drake better without a meh Command Ability. Like Paladins, Dracoths and Dracoth Celestants, the Templar gets the obligatory choice of your three favorite weapons, and again all of them do different things: The Axe gets 6 swings at 1 damage and has a chance of drastically worsening enemy Pile-in moves, great to keep your Templar safe from small gribbles. The Hammer is more or less a Retributor&#039;s hammer but with damage 3, but with the extra goodness of 6+s To Hit making 2 To Wound rolls instead of 1. This can ruin a monster&#039;s day all on its own. Be wary that the Hammer does only get 2 swings, so debuffs will cripple you. The Lance also gets you a nice effect: If you roll a 6+ To Hit against a monster with it, you instantly deal D6 Mortal Wounds. Be aware that D6 Mortal Wounds can potentially be worse than your normal damage of 2, though. Again, the Hammer is the more balanced choice, right between Monster killer and tarpit cleaner, but it&#039;s not as specialized as the other two; pick the one you think is most appropriate, the Drake will probably do most of the work on its own anyway. He gives a +/- of 1 to Nearby Wizards. He also has a bow which pretty much lights the enemy up with phosphorus, granting +1 To Hit for your Dracothian Guards against that unit until end of turn. Use this with Concussors for the best effect.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Aquilor-en.pdf Lord-Aquilor]:&#039;&#039;&#039; (185pts) The post given to the leader of the Vanguard Auxiliary Chambers, aka the Stormcast Eternal Rangers. He&#039;s got decent combat stats and some ranged capability, and also comes with both the &amp;quot;flanking&amp;quot; ability of Vanguard-Hunters and the &amp;quot;jump&amp;quot; of the Vanguard-Palladors (not both at the same time, though). Nice and all, but his real meat comes with his Command Ability: it&#039;s the same flanking thing of the Vanguard-Hunters, but for him AND a unit of either Vanguard-Hunters, Vanguard-Palladors, Vanguard-Raptors or Aetherwings that are within 24&amp;quot; of him. The possibilities are endless: set up an alpha strike with Vanguard-Palladors, save a unit in peril, grab TWO objectives, make Vanguard-Raptors infuriatingly immortal, controlling the flow of the battle, or mess with your opponents&#039; plans (and head). But most of all, he&#039;s loads of fun: teleporting every turn lets you do some strange things and have some strange battles, what with being unpredictable and keeping your opponent guessing. Particularly good if you&#039;re going for a hit-and-run-and-shoot-you-to-death Vanguard Auxiliary Chamber army or if playing an Anvilstrike list (9 Longstrikes in an Anvils of Heldenhammer Stormhost) to keep the Longstrikes out of combat.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf Lord-Castellant]:&#039;&#039;&#039; (130pts) 1 wound more than the standard hero on foot, this hero is slightly better than Lord-Celestant in the combat phase (2,66 damages at -1 rend and 2&amp;quot; range). His lantern&#039;s ability inflicts 1 mortal wound to a {{AOSKeyword|Chaos}} unit or an average of 2 mortal wounds to a {{AOSKeyword|Chaos}} {{AOSKeyword|Daemon}} unit. If there aren&#039;t any such foes around, it can make Stormcast Eternals units more resistant and occasionally heal them. As above, the Celestant may be the fighter, the Relictor is probably the cleric and the Castellant is definitely the paladin. He&#039;s at home upfront where the Celestant could be (though the Castellant lacks any command ability of his own), but equally at home in the secondary line warding your Eternals with his lantern (wording means that you can gain and lose wounds at the same time while your units will have a majority 3+ save thanks to him) or even as a beastmaster if he fights with a bunch of gryph hounds in close proximity. His lantern&#039;s other ability is very nice if a little circumstantial, auto sniping a Chaos Marauder equivalent or letting him damage daemons something fierce without even trying. Finishing off a Chaos hero who&#039;s down to his last wound is fun. All in all, he&#039;s a flexible choice. He&#039;s good at buffing up units that are going to be taking some saves ensuring you&#039;ve got enough men to hold on that little bit longer. Extra rage points when all your opponents attack simply heal a wound back on your Liberator squad.&lt;br /&gt;
**Comes with a free Gryph-hound when he is set-up.&lt;br /&gt;
**Received a 20 point nerf in GHB 2019, but is still worth it for his buff.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_lord_ordinator.pdf Lord-Ordinator]:&#039;&#039;&#039; (150pts) [[Rogal Dorn|A mustachioed non-Engineer that buffs Warmachines.]] Add 1 to hit rolls to &#039;&#039;&#039;War Machines&#039;&#039;&#039; wholly within 6&amp;quot;. This pairs very well with the Celestar Ballista which turns every successful hit into d6 hits. Has a Command ability &amp;lt;s&amp;gt; to let a &#039;&#039;&#039;War Machine&#039;&#039;&#039; fire twice.&amp;lt;/s&amp;gt; Was replaced with the ability to give Stormcast whole within 18&amp;quot; of him immunity to Battleshock for the turn. He will find himself in lists with Stormcast Eternals or Free City Warmacines.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightazyros-en.pdf Knight-Azyros]:&#039;&#039;&#039; (110pts) Your flying support Hero. Has the same average melee profile as the Relictor, but gets 2 special rules to make up for it. The first lets any unit re-roll 1s To Hit against enemies if their target is close to the Azyros. He can also deal a bunch of Mortal Wounds to all enemy units within 8&amp;quot; once per game. If you find a situation where this is useful, go for it. Otherwise, the guy isn&#039;t a powerhouse, but he doesn&#039;t want to be. If you want him, simply tweak your army a bit to accommodate him. Prosecutors with Javelins profit a lot from his buff. Keep in mind that Judicators already reroll 1s to hit against Chaos, so he&#039;s better for supporting Prosecutors in general or Judicators against any other army. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf Knight-Venator]:&#039;&#039;&#039;(120pts) Your flying shooty Hero. Has a whole bunch of good shots at a ridiculously high 30&amp;quot; range, but is by far the worst Stormcast Hero in melee. He can also shoot a special arrow once per game that can either hurt a Monster real bad or murder the face off of a normal Hero with D6+3 Damage &#039;&#039;&#039;IF&#039;&#039;&#039; they fail their saving throw. Thanks to Look Out Sir, the Venator is a whole lot less reliable since its hitting and wounding on a 3+. Hence take the Luckstone and/or an Azyros for maximum benefit.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf Knight-Heraldor]:&#039;&#039;&#039; (110pts) Your only Hero with a 4+ save. In melee, his profile is slightly worse than the Relictor and the Azyros. Why do you use him? Because he&#039;s got a big, honking Trumpet. With it, he allows a Stormcast unit to Retreat, Run and Charge during the same turn, AND cause damage to opponents huddled up in a terrain piece. Pick a Chaos Dreadhold and cackle &amp;lt;s&amp;gt;maniacally&amp;lt;/s&amp;gt; righteously. Feel free to blow that trumpet wherever you please as your opponent tries to understand how falling rocks only hit his boys! &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf Knight-Vexillor]:&#039;&#039;&#039; (120pts) Your Standard Bearer. In melee, he&#039;s a Hammer-Liberator with twice the attacks, and he can have a pick of two banners. No matter which you pick, Stormcast Eternals around him get to reroll charge rolls. Also, the banners have these effects: The Meteoric Standard grants you a one-shot version of the Prime&#039;s Cometstrike Scepter, which means a big boom. The Pennant of the Stormbringer, on the other hand, lets you pick up a Stormcast unit and then redeploy it anywhere so long as you stay 9&amp;quot; away from enemies, sadly no longer guaranteeing a charge or dropping mortal wounds on nearby enemies. No Longer the go-to option it was, but still potentially very useful. This guy is the polar opposite of the Lord-Castellant; he&#039;s slow and hard to use, but the potential payout is far greater if you find creative ways to employ him.&lt;br /&gt;
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*&#039;&#039;&#039;Knight-Vexillor with Banner of Apotheosis:&#039;&#039;&#039; (125 pts) The Dominion boxset&#039;s version, meant to work with {{AOSKeyword|Thunderstrike}} units. Alongside the bubble to re-roll charges, there&#039;s also the unique banner which, once per game, can be triggered to use three charges: These charges can heal one nearby unit of 1d3 wounds or restore a model with 1d3 wounds. This also means that you can spend multiple charges on one unit, allowing you to immediately reinforce a very battered unit on the double with 2d3 or 3d3 wounds.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-whquest-rules-en.pdf Knight-Questor]:&#039;&#039;&#039; (110pts) Well IF you want to field him, be our guest. The Questor is very self-sufficient, meaning he&#039;s not dependent on any buffs but doesn&#039;t dish any out either. He tries to be a duelist, but in the end, his mediocre combat potential holds him back. On the other hand, he never ever dies thanks to his re-rollable 3+ Save. He&#039;s five Wounds that will always pull their weight but will never bring you in more than you paid for him.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.belloflostsouls.net/wp-content/uploads/2016/08/errant-questor-03.jpg Errant-Questor]:&#039;&#039;&#039; (140pts) Warhammer World exclusive, so expect to pay inflated eBay prices if you can&#039;t get there yourself or ask a friend. Similar profile to the Knight-Questor except instead of a rerollable save, he ignores Rend. This might be preferable when facing armies that pile it on. At setup he can take one of three oaths; the first one lets him take wounds for a nominated Stormcast Hero as long as he&#039;s within 3&amp;quot;, like an automatic Look Out Sir. The second lets you name a Hero in the enemy army, which gives the Errant free rerolls to hit and to wound versus that guy. The final and arguably best oath gets you an extra attack, cumulatively, for every 10 wounds you inflict - and with a base of three attacks at 3+/3+/-1 doing D3 damage each, that isn&#039;t too hard. He also rerolls all failed charge rolls, no catch. All in all a pretty strong character; team him up with a Celestant on foot and Castellant for your own little Stormcast Adventuring Party. Surprisingly, one of the few models that didn&#039;t get a points increase in the jump to 3E.&lt;br /&gt;
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*&#039;&#039;&#039;[https://preview.redd.it/lrxsvtaismd11.png?width=843&amp;amp;auto=webp&amp;amp;s=a3507bc6fa940fb4158c8067344778943912e6d4 Knight-Zephyros]:&#039;&#039;&#039;* (110pts) 6 Attacks, 7 on the charge. She can run and shoot in the same turn. Her best ability is &amp;quot;Windrider&amp;quot; - When a friendly Stormcast Eternal unit within 9&amp;quot; uses their Ride the Winds Aetheric ability, she can follow in their wake; she can immediately move in the same manner up to the distance moved by the unit she is following, provided that she ends this move within 9&amp;quot; of them and more than 3&amp;quot; from any enemy models. If she moves in this way, she may not run or charge in that turn. Unlike Neave Blacktalon, the Knight-Zephyros can benefit from Command Traits, Artifacts, and can be part of other Stormhosts. In short, she&#039;s a great skirmisher and is a useful asset to keep in your backline to cut off any pesky throw-away squads gunning for an uncontested objective (looking at you, skinks).&lt;br /&gt;
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*&#039;&#039;&#039;Lord-Imperitant:&#039;&#039;&#039; (160 pts) The commander among Dominion&#039;s generic heroes. His weapons aren&#039;t too bad, with a ranged weapon that spits out random attacks and a pet gryph-hound to support him. Most useful of his abilities is that he can issue a command each turn without spending CP, which is quite useful. Also helpful is their ability to guide fellow Thunderstrike Eternals in deep-striking, letting them arrive within 7&amp;quot; of an enemy unit rather than the typical 9&amp;quot; - in case your unit REALLY needs to get stuck in immediately. In the fluff he&#039;s the strategist leader, in play seems to confirm him as this, as his most useful features is his free command ability and reduced deep strike. While he can reliably pump out four attacks with his hammer, and has an 18&amp;quot; shooting with his baton with fairly reliable hit, wound, and rend, he&#039;s not exactly a damage dealer, or a tank. Stick him into the thick of it at your peril, since he would be better positioned behind your Vindicators. That said, consider bubble-wrapping him with Praetors so he doesn&#039;t get focused-fired before you can drop your Annihilators. The biggest drawback to this lord is just that his deepstrike ability only works with keyword Thunderstrike, meaning you&#039;re going to have to bring all the new toys along to get any mileage out of it.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Battleline Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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All matched play games require 2-4 battleline units as a minimum. Some units are made battleline by your choice of general.&lt;br /&gt;
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====Strike Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-liberators-en.pdf Liberators]:&#039;&#039;&#039; (Battleline, 95/480pts, Min:5, Max:30) Your basic melee troops, strong with average durability (4+ and 2 wounds). Sigmar tweaked those to be used against the strongest Chaos enemies, so always go for the biggest model on the field. Now let&#039;s talk a little about weapon options because you can have four different flavors of Liberators. If you want to arm them with a weapon and shield, it doesn&#039;t matter which weapon, as the math is the same (0,66 damage per model and you can reroll save rolls of 1 improving them from 50% to 58%) so long as there are no buffs and other special rules to change the odds. Really though, the differences between Sword and Hammer are so marginal you won&#039;t really see them; just remember that your Liberators get &#039;&#039;a lot&#039;&#039; better at punching if you heap on the buffs, going from 0,66 Wounds up to 1,29 Wounds per model if you do it juuust right. Also, get a choice to taking paired weapons for doubling hits on 6s or Shields to reroll saves of 1.&lt;br /&gt;
** Always choose to add the special weapon (the same efficiency again between the two, but doubled compared to the normal weapons and with a -1 rend). But even with all this, don&#039;t start to believe that your Liberators are powerful melee units, as a lot of stuff will outclass them on a Wound-to-Damage basis. What they can do is outlast most of those. Their job is to break the charge, hold objectives and keep your heroes safe. &lt;br /&gt;
*** Regarding the shields. With paired weapons granting additional hits on unmodified rolls of 6 means, there is now a legitimate reason to not want to go with the shields. You will lose the re-rolling 1&#039;s for saves but gain potential extra damage. With the changes to mystic shield and other buffs from your new mages, it is entirely possible to make them just as survivable (for instance a paired weapon squad with a mystic shield is just as durable as a shield squad but better in combat. Though spells are never guaranteed and there is only a chance at additional hits as you need 6&#039;s unmodified. Though with a big enough squad you can increase your chances of 6 with enough attacks. If you are taking smaller squads it&#039;s probably better to stick with the shields, but in larger groups, the paired weapons may see more viability, especially with a mystic shield on them.&lt;br /&gt;
*** Alternative take: As an earlier anon said, Liberators aren&#039;t your killing machines, they&#039;re there to bear the impact of your opponent&#039;s attacks and survive long enough for Retributors and their other large-and-in-charge cousins to get smacking things. Are exploding sixes useful? Damn, right they are. Are your Liberators there to rain attacks down on your enemies when there are probably other units that can do the job much better? That depends on your personal strategies. But it&#039;s a choice between trading out the equivalent of a permanent, no-cast-required mystic shield on your unit that is built to endure vs. improving the offensive bottom line of a unit that arguably isn&#039;t build to be offensive. The choice is yours.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-judicators-en.pdf Judicators]:&#039;&#039;&#039; (Stormcast Battleline, 150pts , Min:5, Max:20) Battleline if you&#039;re running a Stormcast Eternals army. Your basic ranged troops, same stats as the Liberators. They can reroll hit rolls of 1 against Chaos in the shooting phase. If you arm them with Skybolt Bow, you can do 0,44 damage per model with -1 rend at 24&amp;quot;. With a Boltstorm Crossbow, you can do 0,66 damage per model with at 12&amp;quot; and if you don&#039;t move this number goes up to 0,99 damage per model. As with Liberators, always add the special weapon (1,54 damages per model with -1 rend at 24&amp;quot; for the Shockbolt Bow, 2 mortal wounds with the Thunderbolt Crossbow if it hits; the larger the target unit, the better your chances. It has a 1 in 3 chance of hitting a lone monster, so it isn&#039;t quite impossible to land a hit if there aren&#039;t any blobs of infantry around to blow up). In melee you do an average of 0,33 damage, the bare minimum to reply in combat, which is where these guys don&#039;t want to be. When it comes to weapon choice, different tactics apply. Bows will see you getting a better payoff in the long run; let them hang back and pincushion the enemy&#039;s units and they&#039;ll do fine. However, if you manage to set up the triple shots for the crossbows, you&#039;re going to darken the sky with bolts and chortle heartily at all the saves your opponent is forced to take. Spread your Liberators wide, so they act as a net to trap the enemy, then put Judicators behind them to tear up anyone foolish enough to attack you. This way your crossbowmen will start where they&#039;re most needed, and you needn&#039;t go to any extra effort to set them up.&lt;br /&gt;
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*&#039;&#039;&#039;Vindictors:&#039;&#039;&#039; (Stormcast Battleline, 140 pts, Min: 5, Max: 20) The primaris-cast troops of Dominion are a considerable step up from the base liberators, given a flat 3+ save and spears that have a bit of range and hit and wound on a 3+ but can&#039;t be thrown. Of note here is that their spears also deal mortal wounds on a natural 6 to wound, which is a bit of a help. 1 in every 5 can come with a standard, which adds 1 to bravery for a grand total of 8, making them just as brave as the Praetors. Considering how they have shields for a 3+, one can only wonder if the same can be applied to Liberators to avoid these blokes being the auto-pick option... Despite their current warscroll lacking the Battleline keyword, GHB21 lists them as Battleline.&lt;br /&gt;
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====Sacrosanct Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Sequitors.pdf Sequitors]:&#039;&#039;&#039; (Conditional Battline: Lord Arcanum General, 130pts, Min:5, Max:20) Battleline if &#039;&#039;&#039;LORD-ARCANUM&#039;&#039;&#039; is your General. All in all, Sequitors are upgraded Liberators: firstly, Sequitors&#039; mauls have a To Hit value of 3+ against all targets, while the Liberators&#039; hammers only have said advantage against beefy enemies. In addition, they can also take a sword instead that only wounds on 4&#039;s, but they get three attacks each; These upgrades already sound sweet, but wait until you hear the second one: at the beginning of &#039;&#039;&#039;every&#039;&#039;&#039; combat phase, the unit can choose to be more offensive, rerolling all failed To Hit rolls, or more defensive, rerolling all failed Save rolls. Combining the upgraded shields with a Lord-Castellant or with your trusty Staunch Defender makes them one of the toughest battlelines in the game, both stronger and tankier than regular Liberators. 2 in 5 models in the unit can take a Stormsmite Greatmace, in addition to that the Sequitor-Prime can have a Greatmace too. This makes 3 Greatmaces (3+/3+/-1/2) per Unit. You&#039;ll have to give up the mortal wound on 4+ in combat, which the Prime is able to dish out with his redemption cache when he is not holding that big hammer. In addition, Greatmaces score d3 hits to &#039;&#039;&#039;Daemons&#039;&#039;&#039; or &#039;&#039;&#039;Nighthaunts&#039;&#039;&#039; on a Hit roll of 6+. These upgrades are not free, as Sequitors are slightly more expensive than Liberators, and on another note, you can&#039;t take Sequitors in as big a squad as Liberators (max 20 in comparison to the Liberators 30), but this is more than compensated by the Sequitors inherent effectiveness. They are a great option as a battleline alternative, and a &#039;&#039;&#039;fundamental&#039;&#039;&#039; one in a magic-focused Stormcast Eternals army.&lt;br /&gt;
** Important Change: Sequitors lost their Soulshield rend reduction ability, but in exchange, when they use their defensive Aetheric Channeling they now gain a 5+ ward save instead. This, combined with buffs from a Knight Castellant&#039;s Lantern, makes them amoung the most durable infantry in the game. 5 Sequitors in their defensive curl will tank an unbelievable amount of damage from just about any source.&lt;br /&gt;
** Sequitors vs Liberators: This is going to be a tough one going forward as both units have uses to bring. Liberators have gotten some upgrades to their bravery and weapon options that ups their game in comparison to Sequitors a bit, though Sequitors are still obviously better per model. The Sequitors are more effective in combat and on the defense than Liberators, but are more expensive and come in smaller unit sizes. And since you can fit more models into Liberator squads with the potential of their new paired-weapons to generate more attacks they can potentially put out a lot more attacks, but less effective ones. A good option could be to use both. Use Liberators more defensively, using their greater numbers and reasonable combat abilities as objective grabbers and charge breakers, while deepstriking in the Sequitor units into the enemy lines as assault units. Really both have their uses and it is up to the player on what they want to do with both. Against other elite order armies you&#039;re taking these guys to dunk on Saurus Guard, Hearthguard Beserkers, Sisters of Slaughter,and Lumineth stone hats.&lt;br /&gt;
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====Vanguard Auxiliary Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Hunters-en.pdf Vanguard-Hunters]:&#039;&#039;&#039; (Conditional Battline: Lord Aquilor General, 110pts, Min:5, Max:15) Battleline if &#039;&#039;&#039;LORD-AQUILOR&#039;&#039;&#039; is your General. They are armed with either a sabre or handaxe (which, stat-wise, have the same relationship as the hammer vs. sword on your Liberators) and all carry a Run &amp;amp; Shoot Boltstorm Pistol 9&amp;quot;/2/3+/4+/-/1, making them an odd Jack-Of-All-Trades unit. Further, they have an &#039;Astral Compass&#039;, which affords an ability similar to 40k&#039;s outflank (but better!). Rather than deploying normally with &#039;&#039;&#039;Scions of The Storm&#039;&#039;&#039;, on the first turn during your movement phases, you can just walk them on from any table edge - so long as you are within 6&amp;quot; of that edge, and more than 7&amp;quot; from enemy models. Meaning it&#039;s more probable than not you can make a charge against the thing you just shoot, making them pretty good at alpha strike/beheading first turn offensives.&lt;br /&gt;
**Coming in at more than Liberators and without the option to take that all-important Sigmarite shield, Vanguard-Hunters are notably more squishy than their brethren. Their lack of &#039;special&#039; weapon makes them the only battleline choice that doesn&#039;t have something a little more choppy to fall back on (but between ranged and melee attacks they make 4 each, while Liberators make only 2). That being said, the application of a well-timed Astral Compass can really swing things in your favor.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Slow Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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====Strike Chamber====&lt;br /&gt;
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All the Paladins have the same basic profile, swapping an inch of movement for an extra wound and point of bravery for their Liberator brethren. 2 in every 5 models of all Paladin units can take a Starsoul Mace that automatically inflicts D3 mortal wounds. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf Retributors]:&#039;&#039;&#039; (205pts, Min:5, Max:20) It&#039;s Hammertime! Retributors are the jack of all trades when it comes to Paladins.  With each of them getting 2/3+/3+/-1/D2, they&#039;ll pile on the saves your opponent has to take, your opponent will sorely regret every save he fails. While their special ability isn&#039;t as gimmicky as the others&#039;, it&#039;s the most reliable, with Unmodified 6s to hit inflict 2 MW instead. Probably the best and most consistent all-around choice out of the paladins, there&#039;s not much in the game that&#039;ll enjoy being in combat with these guys.&lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf Decimators]:&#039;&#039;&#039; (185pts, Min:5, Max:20) These guys have an ax to grind. They don&#039;t like horde infantry, and horde infantry doesn&#039;t like them. With a 2&amp;quot; range per guy, you want these men in the thick of the fight, as deep in an enemy unit as possible. Why do you ask? Because each Decimator gets one attack for every enemy model within that 2&amp;quot; and at 3+/3+/-1/1 they&#039;ll certainly put a combine harvester to shame. Furthermore, enemies have to subtract 2 from their bravery when within 6&amp;quot; of a Decimator, so even more of your opponent&#039;s models will decide to call it a day after seeing their buddies get blenderised. They&#039;re far weaker to monsters or characters since they will generally only get 1 attack per guy. You could potentially add a Starsoul Mace to deal with that, but a previous anon covered this merit of this idea quite nicely. You&#039;re trading a bucketload of attacks against horde infantry for a few guaranteed knocks against a monster you shouldn&#039;t have engaged with Decimators in the first place. &lt;br /&gt;
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*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-en.pdf Protectors]:&#039;&#039;&#039; (185pts, Min:5, Max:20) Protectors come with big glaives and are almost as blendy as the Decimators with a whopping 3 attacks each. And thanks to their 3&amp;quot; reach, they can quite easily fight over the top of any other troops you want to put them with. Provides Shooting protection with -1 to hit them and at another unit within 6 inches of them gain Cover if Protectors are closer targets. Despite these fun abilities, though, they&#039;re most at home cutting down monstrous creatures. An Unmodified 6&#039;s to hit Deal D6 Damage instead of 1. Potentially cutting down even dragons with ease. It can also reach over a front rank to shank any dickheads who thought they were safe in the back with their 3&amp;quot; weapons. And never ever forget that, potentially, even a single Protector can murder the Glottkin at full wounds. Sure, the chances are about as high as winning the lottery, but the fact that it&#039;s even possible puts them head and shoulders over a lot of your other choices.&lt;br /&gt;
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*The table below is based on a unit of 5 with no rerolls. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Paladin MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
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| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
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| Retributors || 4.4 || 1.8 || 5.9 || 3.0 || 7.4 || 4.4 || 8.9 || 5.7&lt;br /&gt;
|-&lt;br /&gt;
| Protectors || 3.3 || 1.7 || 4.4 || 2.7 || 5.6 || 3.7 || 6.7 || 4.7&lt;br /&gt;
|}&lt;br /&gt;
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*It is hard to apply MathHammer to Decimators because of their variable number of attacks but when each Decimator is in reach of 3 models each they have the same output as Protectors. When they are within reach of 4 models each they have the same damage output as Retributors although with greater reliability.&lt;br /&gt;
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*&#039;&#039;&#039;Annihilators:&#039;&#039;&#039; (190 pts, Min: 3, Max: dunno yet since the new battletome isn&#039;t out yet) Dominion&#039;s new version of the Paladin/Terminator type, a massive tank who immediately hits the ground running. That mighty 2+ save alone already makes them a bit more survivable against rend. That said, they have only two uses: Upon deep-striking, they can roll a d6 for each enemy unit within 10&amp;quot; of them and deal d3 mortal wounds on a 3+. Their second role is as chargers: Upon arriving, they can re-roll their charge distance, but on any charge they can potentially deal mortal wounds before they even make a swing. The issue with this second rule is that it requires all your boys to be there to be at its most effective, and with only three models with three wounds each, expect to use Yndrasta or the Banner of Apotheosis to reinforce them plenty of times.&lt;br /&gt;
**So remember how the Lord-Imperitant allowed units to deep-strike within 7&amp;quot; of an enemy? Yeah, these are the prime targets, allowing them to strike as many foes as possible before making the mother of all bumrushes.&lt;br /&gt;
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*&#039;&#039;&#039;Praetors:&#039;&#039;&#039; (155 pts, Min: 3, Max: ditto to the above) Bodyguards in that fancy new Dominion boxset. Before the game begins, they have to bind themselves to a single hero, for whom they&#039;ll potentially either soak wounds for or even flat-out negate. Fortunately, that 3+ save gives them some decent protection and their halberds are more than capable of making a dent in an enemy. However, their entire role is built upon being bodyguards, so you can&#039;t throw them at enemies so carelessly or else lose out on their damage mitigation.&lt;br /&gt;
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====Sacrosanct Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Castigators_Stromcast_2018.pdf Castigators]:&#039;&#039;&#039; (75pts, Min:3, Max:18) cheaper Judicators with a smaller unit size and a Skybolt Bow with less range. Like the Sequitors, Castigators have an ability that allows you to choose between 2 different upgrades: during the shooting phase, you can choose to Re-roll 1s to hit or increase their rend by 1. You could also benefit from both by having a Lord-Arcanum use its command ability. Also has d3 exploding hits on 6+ against &#039;&#039;&#039;Daemons&#039;&#039;&#039; and &#039;&#039;&#039;Nighthaunts&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Celestar_Ballista_Stromcast_2018.pdf Celestar Ballista]:&#039;&#039;&#039; (120pts, Artillery) Did someone want Quad Heavy Bolters in AOS? Well here you go- The Mustash man now doesn&#039;t have to import his guns. The Ballista has 2 firing modes, a 36&amp;quot; shot that hit on 3+ or 4 18&amp;quot; shots that hit on 5+. the best thing about the Ballista is that each successful hit turns into d6 hits with -2 rend. Hordes and single wound elites beware.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Evocators_Stormcast_2018.pdf Evocators]:&#039;&#039;&#039; (225pts, Min:5, Max:20) A cabal of Magical Paladins (No Paladin Keyword). Each Evocator model can choose between Tempest Blade and Stormstave or Grandstave - the paired weapons get 4 attacks at 3+/3+/-1/1 with 1&amp;quot; range, the Grandstave gets 3 attacks at 3+/3+/no rend/2/ with 2&amp;quot; range. &lt;br /&gt;
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**The table below is based on a unit of 5 with no rerolls. If the unit Empowers itself, then they do 33% more wounds irrespective of load out.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Evocator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Blade and Stormstave || 4.4 || 2.6 || 5.9 || 3.9 || 7.4 || 5.2 || 8.9 || 6.7&lt;br /&gt;
|-&lt;br /&gt;
| Grandstave || 4.4 || 1.7 || 6.7 || 3.4 || 8.9 || 5.4 || 11.1 || 7.4&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:*Based on the MathHammer above, there isn&#039;t much in it. A whole unit of Evocators with Grandstaves will on average do two more wounds against hordes but about the same against more heavily armoured foes. Grandstaves will have the advantage against ethereal foes (not to mention the reach making it more likely they will get in). The Blade and Stave will be much better against units with rerolls however as the rend will have a much greater impact. All in all it is probably better to have a mix although large units will want to lean on the Grandstave more heavily due to the extra reach.&lt;br /&gt;
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:*Unlike true PALADINS, Evocators only have a 4+ save, but on the other hand, they&#039;re still Move of 5. A unit of Evocators counts as a single Wizard so long as it has at least 2 models, and it has access to the Empower spell and the Lore of Invigoration(thanks to an errata) but they cannot cast Arcane Bolt or Mystic Shield. Where Evocators really shine, though, is their ability Celestial Lightning Arc. First, it allows the unit to re-roll save rolls of 1 in the shooting phase, but second, it allows the Evocator unit to, after attacking, roll 2 dice for each Evocator in the unit, and each 4+ deals a mortal wound to an enemy unit within 3&amp;quot; of the Evocator unit. This works on a unit-by-unit basis instead of model by model, so so long as one Evocator is within 3&amp;quot; of an enemy, you can choose that enemy as the target. On average, you&#039;ll do one mortal wound per Evocator. A good way to use this is to select the Evocators as the first unit you activate and pile them in so that one model is within 3&amp;quot; of an important character, resolve all your attacks against another unit, and then deal the mortal wounds from Celestial Lightning Arc to a character, most likely killing the character before they get a chance to attack and denying your opponent critical support abilities. As you can tell, Evocators are very very good right now. Unless you have a compelling argument otherwise, you should be running them.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_stormsires_cursebreakers_en.pdf Stormsire&#039;s Cursebreakers]:&#039;&#039;&#039; Only usable alongside Averon Stormsire. A pair of Evocators with 1 extra attack each and rerolling 1s against Death and Chaos.&lt;br /&gt;
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====Vanguard Auxiliary Chamber====&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Longstrike-Crossbows-en.pdf Vanguard-Raptors&#039;&#039;&#039; &#039;&#039;with Longstrike Crossbows]:&#039;&#039; (185pts, Min:3, Max:12) Snipers with magical giant crossbows that shoot thunders. They have 24&amp;quot; range, or 30&amp;quot; if they don&#039;t move; their weapons are very powerful but only shoot once each turn, but with a 6 to hit they instead deal 2 mortal wounds. These are the guys you want for killing commanders/wizards/support heroes/war machines or just elite units that are highly armored and powerful but not very numerous. Just find them some cover and/or high ground and start head shooting; some screening units, particularly Aetherwings, are also welcome. They can also hold pretty well if some fast melee unit catches to them, because they&#039;ve got the basic Liberator stat line (but only 1 melee attack and Bravery 7), but don&#039;t expect them to survive for very long and send them some support asap. Using a Lord Aquilor to teleport them every time the enemy is gonna catch them will give your opponent repeated rage episodes and/or seizures, which are always fun things to see.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Vanguard-Raptors&#039;&#039;&#039; &#039;&#039;with Hurricane Crossbows]:&#039;&#039; (150pts, Min:3, Max:12)&amp;quot;These magical lightning-shooting crossbows my guys have are nice and all&amp;quot;, thought Sigmar one day, &amp;quot;but I can do even better&amp;quot;. Then he gave them magical lightning-shooting machine guns. So, now they only have 18&amp;quot; range, but make 6 attacks, or fucking 9 if they don&#039;t move. Also -1 for enemies charging within 12&amp;quot;. Support them with some Aetherwings or something that can tarpit the enemy well (like Liberators), and even saints will start flipping tables: if all goes well, they&#039;ll never be in melee, while still peppering thing with lots of shots. Use terrain to your advantage, too. They&#039;re excellent against hordes with low saves, slow units, or units with good saves but low numbers (with enough paper cuts, even the mightiest armor will be breached). Be aware of units with both decent numbers and armor, though, as they will survive, reach you and kick your sorry ass. If you&#039;re still not convinced, because of their low range and the high cost and all, use a Lord Aquilor to just go, *Poof*, whenever the enemy is going to reach you. Guaranteed to break even the strongest, years-long, &amp;quot;you-saved-my-life-and-married-my-sister&amp;quot; friendships.&lt;br /&gt;
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===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Fast Units&amp;lt;/span&amp;gt;===&lt;br /&gt;
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====Strike Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf Prosecutors&#039;&#039;&#039; &#039;&#039;with Celestial Hammers]:&#039;&#039;(95pts, Min:3, Max:12) With the ability to fly 12&amp;quot;, these guys are basically assault marines. The hammers shoot 18&amp;quot; at 4+/4+. This goes up to a 3+/3+ when you close to face-smashing range, which won&#039;t be hard considering that they can charge 3D6. Never forget the increased charge range, especially when you are setting them up via Lightning Strike, as it grants them a significantly better chance of making that 10&amp;quot; charge. These guys will lend your army some much-needed mobility. Soften up a big enemy unit for a charge, pick off wizards and war machines, or zoom on to a much-needed objective. For every one in three, one can take a special weapon: Either the Grandblade or Grandhammer you were already used to, or 1&amp;quot; range version of the Decimators&#039; greataxe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorjavelins-en.pdf Prosecutors&#039;&#039;&#039; &#039;&#039;with Stormcall Javelins]:&#039;&#039; (95pts, Min:3, Max:12) Get a completely exclusive Warscroll for some arbitrary reason. Increased in cost from 80 to 100 for three winged, armored spartans with Spear and Shields. Surprisingly poor in melee but pretty damn good at range, they get only 1 attack at 4+/4+/-/1 in melee, but also an 18&amp;quot; shot at 3+/3+/-/1, which goes up to 2 damage at ranges over 9&amp;quot;. One in three can instead get a Stormsurge Trident so you can also rock freaking Poseidon while you&#039;re at it. The Trident is pretty much what you&#039;re used to from the Stormcasts, gaining -1 Rend and 2 damage both in melee and shooting. Their Prime also shoots twice, so stick (hehe) him with the Trident. And to top it off, they get some nice Sigmarite Shields for rerolls of 1s on saves. Never let these guys anywhere NEAR the enemy. Because their damage goes up to 2 outside of 9&amp;quot;, they&#039;re going to do roughly 3.4 wounds per turn whether you stay back for the bonus or charge in to shoot and stab at the same time. One of those options keeps them almost entirely out of harm&#039;s way, so it shouldn&#039;t be a difficult decision. If you need some burst damage, throw your javelins at 10&amp;quot; and then use your 3D6&amp;quot; to make that charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Gryph-Hounds-en.pdf Gryph-hounds]:&#039;&#039;&#039; (130pts, Min:6, Max:18) Your war hounds. 3 wounds and claws of 2/3+/4+/-/D1 that increases to 4 attacks if near a Castellant or Veritant but no Armour 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&#039;t deepstrike, They will be put on chaff duty, Using their attack &amp;amp; retreat ability to annoy heavy hitters by tieing them down and then running away before they can smack them back.&lt;br /&gt;
&lt;br /&gt;
====Sacrosanct Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Evocators_Celestial_Dracolines.pdf Evocators on Celestial Dracolines]:&#039;&#039;&#039; (280pts, Min:3, Max:12) Evocators riding Dracolines granting them 2 more wounds and a 12&amp;quot; movement. The Dracolines acquit themselves well with similar attack profile to the Tempest Blade and Stormstave, namely 3/3+/3+/-1/D1. In addition to its Evocator ability, the Dracolines give -1 Bravery to nearby enemies and increase their claw damage to d3s on a charge. All of this culminates in something that can kill a lot of people and Skeletons.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
**The table below is based on a units all armed with Tempest Blades and Stormstaves with no rerolls. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Evocators vs Evocators on Celestial Dracolines MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| 5 Evocators || 4.4 || 2.6 || 5.9 || 3.9 || 7.4 || 5.2 || 8.9 || 6.7&lt;br /&gt;
|-&lt;br /&gt;
| 3 Evocators on Celestial Dracolines || 4.7 || 2.0 || 6.2 || 3.3 || 7.8 || 4.7 || 9.3 || 6.1&lt;br /&gt;
|-&lt;br /&gt;
| 3 Evocators on Celestial Dracolines (charging)|| 6.7 || 2.7 || 8.9 || 4.6 || 11.1 || 6.5 || 13.3 || 8.6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
:* The difference between the two units from a purely MathHammer approach is a bit of a toss up. The EoCD are 36% more expensive than normal Evocators but do 50% more damage on the charge. When charged the difference between the two is minimal. The bravery debuff is largely irrelevant (and probably largely forgotten) so it comes down to your preferred play-style. The normal Evocators are better for buffing Sequitors (especially as part of a Cleansing Phalanx battalion). The EoCD are better for roving around the board bullying small units and taking objectives as they can buff themselves fairly easily.&lt;br /&gt;
&lt;br /&gt;
====Vanguard Auxiliary Chamber====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Aetherwings]:&#039;&#039;&#039; (45pts, Min:3, Max:12) &amp;lt;s&amp;gt;Attack birds&amp;lt;/s&amp;gt; Defense birds. Lovely plumage. At about 8 pts per wound for 4+/4+/-/1, it&#039;s a waste to use them to attack anything. They will kill nothing and promptly die due to &amp;quot;-&amp;quot; armor. Now look at their ability: if they are hanging out close to their masters Vanguard-Raptors, they can move in response to opponent declaring a charge on Raptors. These are designed to be cheap chaff to protect your Vanguard-Raptors with their atrocious melee and can use their 12&amp;quot; movement to swoop about and control objectives when necessary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Palladors-en.pdf Vanguard-Palladors]:&#039;&#039;&#039; (185pts, Min:3, Max:12) Gryph riders - your new fast cavalry with either javelins or axes. Their mounts are surprisingly powerful for skinny demi-gryphs, having 5 Wounds and a 4+ Save, and -2 Rend mortal-wound-causing attacks, meaning they eat other armies&#039; heavy cavalry for breakfast. So do not think of them as cheap cavalry, in fact, they&#039;re pretty expensive and elite, use gryph hounds/aetherwings for that. They got a good 12&amp;quot; Move, but most of the time you&#039;ll just use their &amp;quot;jump&amp;quot; ability: instead of both moving and running/charging, you can make them move 6D6 inches (so an average 21 inches) as if they could fly. And you can shoot that turn, too! Remember you cannot charge that turn, so this is only for positioning them in strategic places or make them reach things faster. Fast and all-purpose, they&#039;re a simple but excellent unit.&lt;br /&gt;
&lt;br /&gt;
====Extremis Chamber====&lt;br /&gt;
&lt;br /&gt;
Your elite Dragon Riders. In Pitched Battles, they come in units of at least 2 and cost more than 200 points. All Dracothian Guard units have the same profile - 10&amp;quot; move, 3+ save which re-rolls 1s, 5 wounds per model, and bravery 7. In addition, they all have the same attacks for their mounts - Claws and Fangs(3+/3+/-1/1 weapon which up their damage to d6 on natural Wound rolls of 6s) and Storm Breath (shooting  attack, hits on 4+, deals d3 mortal wounds, 12&amp;quot; range) - the primary difference comes from their weapons and a few special abilities. Note that the kit comes with the parts to make all of these, and enough spare arms to magnetize at least two weapons for each model, so you don&#039;t have to commit while you&#039;re building them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Concussors-en.pdf Concussors]:&#039;&#039;&#039; (235pts, Min:2, Max:12) Retributors +1 on dragons. As with the Retributors, Concussors are the jacks of all trades. Their Lightning Hammers get 3 swings each, at 3+/3+/-1/2, and a 6 to hit both inflicts a mortal wound AND prevents the target unit from piling in later in the phase, which means Concussors can land with only one or two enemy models in attack range, do this, and laugh as the enemy as they can&#039;t pile in to attack back. Be sure to activate these guys first, if you&#039;re trying for that.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Concussor MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Hammer || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Desolators-en.pdf Desolators]:&#039;&#039;&#039; (205pts, Min:2, Max:12) A &amp;quot;fuck you&amp;quot; to everyone at the table including the guy who bought them. Desolators are at first glance slightly worse than Concussors, with worse To Hit rolls and mostly the same otherwise, then you read their special rule, which increases their attacks the bigger the unit is, going from 3 attacks at 3 or fewer models up to 5 attacks with 6 or more models. Yes, GW expects you to buy four boxes of these just to reliably keep their bonus. Other than that, Desolators are plenty terrifying in small numbers already, but if you don&#039;t want to go the extra mile and field 7 or 8 of them, just use Concussors and have done.&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Desolator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | 2 Desolators || Thunderaxe || 2 || 0.2 || 2.7 || 0.6 || 3.3 || 1.1 || 4 || 1.7&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 3.3 || 0.5 || 4.4 || 1.3 || 5.6 || 2.2 || 6.7 || 3.1&lt;br /&gt;
|-&lt;br /&gt;
| 4 Desolators || Combined || 11.3 || 4.1 || 15.1 || 7 || 18.9 || 10.3 || 22.7 || 13.6&lt;br /&gt;
|-&lt;br /&gt;
| 6 Desolators || Combined || 25.3 || 12.2 || 33.8 || 19.2 || 42.2 || 26.6 || 50.7 || 34.4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Fulminators-en.pdf Fulminators]:&#039;&#039;&#039; (235pts, Min:2, Max:12) YES. Cavalry with actual charge weapons. No, they&#039;re not spears, they&#039;re glaives, like the ones the Protectors get, but cooler. Same stats but shorter range, but here&#039;s where it gets interesting: They don&#039;t give a To Hit penalty to enemy shooters, they give you +1 to your saves against shooters, which stacks with the shields for rerollable 2+ saves against shooting. The glaives also don&#039;t get bonus damage against monsters, their damage just climbs from 1 to 3 in the turn they charge. These are your line breakers. They&#039;re pointless to shoot at with anything less than War Machines and raise holy hell if they make the charge. However, they are a bit less intimidating than Concussors if they don&#039;t charge. Combine these with a Heraldor to make sure you can charge every turn,&lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Fulminator MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Not charging || Stormstrike Glaive || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Charging || Stormstrike Glaive || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|- &lt;br /&gt;
| Combined || 5.3 || 1.3 || 7.1 || 2.6 || 8.9 || 4.2 || 10.7 || 5.8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Tempestors-en.pdf Tempestors]:&#039;&#039;&#039; (205pts, Min:2, Max:12) The odd one out. These guys want to be shooty, with a 4-shot crossbow. -1 to hit for Enemy shooting within 12&amp;quot; of them. Don&#039;t expect them to shoot something dead or out-damage the other variants. &lt;br /&gt;
&amp;lt;!----&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:70%; margin:0 27% 0 3%; text-align: center&amp;quot;&lt;br /&gt;
|+ Tempestor MathHammer&lt;br /&gt;
|- &lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Weapon !! colspan=&amp;quot;2&amp;quot; | 3+ Save !! colspan=&amp;quot;2&amp;quot; | 4+ Save !! colspan=&amp;quot;2&amp;quot; | 5+ Save !! colspan=&amp;quot;2&amp;quot; | 6+ Save&lt;br /&gt;
|-&lt;br /&gt;
| Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D.&lt;br /&gt;
|-&lt;br /&gt;
| Warblade || 1.2 || 0.2 || 1.8 || 0.6 || 2.4 || 1.1 || 3 || 1.6&lt;br /&gt;
|-&lt;br /&gt;
| Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4&lt;br /&gt;
|-&lt;br /&gt;
| Combined || 2.5 || 0.5 || 3.6 || 1.3 || 4.6 || 2.1 || 5.6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Volleystorm Crossbow || 0.9 || 0 || 1.3 || 0.3 || 1.8 || 0.6 || 2.2 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that none of the MathHammer above includes the chances of getting D6 damage on a 6 to wound with the Dracoths nor the chance to get mortals with the Concussors. Your choice of draco-chonker depends on your playstyle. If you want to go all in (600 points), 6 Desolators will do big damage to a lot of stuff but it is a not particularly durable basket. If you don&#039;t make your charge out of deepstrike then you are laying out a big target for your opponent to gobble up. If you only want the one &amp;quot;small&amp;quot; unit, then your choice between Fulminators and Concussors is largely a toss up. The damage of the Concussors is more reliable but the Fulminators are more likely to make it into combat unscathed. There is never a place for Tempestors however, the -1 to hit is so short ranged that it won&#039;t come into play often and the damage from the Volleystorm Crossbows is so negligible (2 dead grots on average) that you might as well not bother.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Always weigh the value of the bonus rules, Traits, Command points and artifacts against adding an additional unit to your army. Most battalions now clock in around 150-200 points, which is roughly the average base cost of most Stormcast units.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Single Battalions&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lords of the Storm&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord Celestant (Either on foot, Dracoth, or on a Stardrake), a Lord-Relictor, an optional Gryph-hound unit, 1-4 Lord-Castellants or -Veritants, and 3-15 Knights-Heraldor, -Vexillor, -Azyros, or -Venator.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 points. So long as any heroes from the formation remain on the battlefield, at the beginning of your hero phase you roll a die and on a 4+ you get an extra command point. &lt;br /&gt;
&lt;br /&gt;
Between the cost, the conditional effect and the rather specific/steep requirements you are better off not taking this battalion in most cases.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cleansing Phalanx&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 Evocators or mounted on Dracoline, 2 Sequitors&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. When Evocators cast Empower on the Sequitors, the Sequitors can re-roll all hit rolls in addition to wound rolls.&lt;br /&gt;
&lt;br /&gt;
Far and away the best battalion we have in the faction. Sequitors are already insane for their cost just on their own. Between the Sequitors and Evocators Stormcast have some of the strongest combat units in the game for their cost and this battalion just requires you take the best units you were probably already going to take. Just imagine 10 sequitors, now imagine you use the command ability on your Lord Arcanum on Gryph-charger guaranteeing the Empower from your Evocators is successful. Your 10 block of BATTLELINE infantry is re-rolling ALL their hits, their wounds AND their saves!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grand Convocation&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 unit with the Lord-Arcanum keyword, 1 Lord-Exorcist, 2+ Knight-Incantor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 Points. If one model is wholly within 9&amp;quot; of 2 other models, add +1 to Casting Rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hailstorm Battery&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord-Ordinator, 1 Celestar Ballista, 1 Castigators&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 Points. In this Battalion the wounds your Castigators inflict act as markers lights and grant the Ballista a re-roll to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soulstrike Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Celestar Ballista, 2 Castigators, 2 Vanguard-hunters&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 Points. If one of the Hunters were on the field at the start of the turn, any Sacrosanct unit in the battalion entering the battlefield gets +1 attack to their missile weapons for the turn. More Dakka for your artillery. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderhead Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Three gangs of Liberators and two gangs of Judicators.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
150 points. If a Liberator squad is put in front of a judicator squad when they get shot, the Liberators act as cover (Which will get a lot less usage than it sounds). Judicators must be wholly within 3&amp;quot; of the Liberators to benefit from their shields.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Wing&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 packs of Prosecutors and a pack of Liberators as well as judicators in a rather nice formation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
140 points. If the Liberators or judicators are within 16&amp;quot; of the Prosecutors and they roll a 6 to hit, they can even inflict 2 wounds for each hit, making dual-wielding an actually useful option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hammerstrike Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two Paladin gangs and a pack of Prosecutors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. In the hero phase pick ONE of the Paladin units wholly within 9&amp;quot; of the flyboys, they add +1 to wound rolls for the Paladin unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devastation Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One pack of every sort of Paladin assembled together with a pack of Prosecutors and a group of Judicators.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
110 Points. If the Paladins all wound an enemy unit in the same Combat Phase, that unit will get even further turbo-rekt by d6 additional mortal wounds. The Prosecutors are there to bog down the enemy so you can hit them; they can force an enemy unit within 9&amp;quot; to take -1 Bravery. If Judicators cause any wounds to a unit in the shooting phase, the enemy unit gets -d6 to movement until your next turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Skyborne Slayers&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found on the GW Website [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-skyborneslayers-en.pdf Here] and for free on the app.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Celestant leads 2 squads of Liberators, 2 squads of Judicators, and a squad each of Decimators and Protectors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
180 points. This entire formation can deep-strike absolutely anywhere they like so long as it&#039;s 5&amp;quot; from any enemies and within 12&amp;quot; of a point, and they never suffer Battleshock. This rule is separate from the normal deepstrike, and allows for all the units in the battalion to set up in the celestial realm, and they all have to come down at the same time also. LUBE UP, THE STORM&#039;S COMING IN DRY! Only semi-legal in tournament play depending on the organizer (not sure why OP thinks this wouldnt be tournament legal, its and official Battalion from GW, and is included in the 2019 Generals Handbook.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior Brotherhood&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the Grand Alliance: Order book.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 heroes in any combination with 1 unit of prosecutors, 2 units of paladins, 3 units of liberators, and 2 units of judicators.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
170 points. Benefits include +1 bravery to any unit within 6&amp;quot; of another, &amp;lt;s&amp;gt;deep&amp;lt;/s&amp;gt; lightning strike: can start with any unit in reserve and teleport it in the movement phase at least 9&amp;quot; away from enemies, and a re-roll on wound rolls of 1 for any unit within 8&amp;quot; of two other units from the battalion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Angelos Conclave&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1-3 units of Vanguard-Palladors join 3-9 groups of Hunters.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
150 points. The Palladors roll 3 extra dice for their Ride the Winds Aetheric ability.&lt;br /&gt;
&lt;br /&gt;
Fucking garbage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Justicar Conclave&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 units of Raptors and 3 units of Aetherwings&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. The Raptors re-roll to hits of 1 when shooting something that&#039;s within 12&amp;quot; of any Aetherwings from this Conclave. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Echelon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two units each of Fulminators and Tempestors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. Once per game, all charging units from this battalion cause d3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderwave Echelon&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two units each of Concussors and Desolators&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. -1 bravery to units within 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drakesworn Temple&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Three fucking Drakesworn Templars&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
130 points. Together, they can sparkle so hard they inflict Mortal Wounds on enemies / heal your Stormcasts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Hailstorm Battery&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Ordinator, a Castigators unit and a Celestar Ballista. Everyone must be Anvils of the Heldenhammer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
150 points. Castigators and Ballista can reroll every 1 to wound when shooting if they&#039;re within 12&amp;quot; from the Lord-Ordinator.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Cleansing Phalanx&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2 units of Evocators and 2 units of Sequitors. Everyone must be Anvils of the Heldenhammer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
170 points. Like the regular Cleansing Phalanx, but instead of rerolls, the Sequitors get +1 Rend when Empowered by the Evocators.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wardens of the Stormkeep&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Broken Realms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord-Celestent and 2-5 Stormcast Eternals Heros. Must be a stormkeep and can&#039;t include Monsters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- 140 points. During hero phase roll dice with a +3 for general, on 5+ gain +1 CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormtowner Garrison&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Broken Realms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 knight-Vexillor and 2-4 Liberators, 1-2 Paladins, 1-2 Judicators. Must be a stormkeep.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- 160 points. Paladins and Judicators wholly within 12&amp;quot; of a Liberators gain the Shield of Civilization trait.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stormkeep Patrol&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Broken Realms.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord-Veritant and 1 Gryph hounds, 2 Redeamers or Justicars. Must be a stormkeep and can&#039;t include Monsters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- 130 points. Before the start of the battle you can setup again the whole battalion everywhere, wholly within 9 of the Veritant and 9 of enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Chamber Battalions&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exemplar Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm instead join 3 Devastation Brotherhoods.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
80 points. They get the same Deep-Strike rule but also gain an extra attack if ever a unit dies.  If you piss them off, you better pray you can run from the STORM.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbinger Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm grab 3 Vanguard Wings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. This leads to quite a lot of goons. However, any model can deep-strike wherever and whenever they want and they also gain +1 to-hit.  Things that get hit by these boys get wrecked. Especially fun for the Venator and the Prosecutors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacrosanct Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternal 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Grand Convocation, 3 Cleansing Phalanxes, 3 hailstorm Batteries&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
70 points. For fielding all these units you gain the ability to let one Lord-Arcanum an extra spell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Auxiliary Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Take 1 Lord-Aquilor, 3-9 Knights Azyros, Zephyros or Venators, a Vanguard Angelos Conclave, and a Justicar Conclave.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
140 points. You make 1 additional attack for every shooting weapon for every unit in the chamber except heroes. Vanguard-Raptors with 2 shot longstrike crossbows? Thanks to the point changes in the GHB 2020 you can now fit all this stuff in a 2000 points army (1990 points to be precise).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extremis Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One of each of the Lightning Echelon, Thunderwave Echelon and Drakesworn Temple plus a Celestant on Stardrake OR Dracoth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
100 points. For the filthy rich ($980-$3680 to buy directly from GW). In addition to the bonuses they each get on their own, this battalion allows you to deep-strike them via comet: You pick a point on the battlefield. Each enemy unit within 18&amp;quot; takes D3 Mortal Wounds on 4+. Then, deploy all the entire Chamber within 24&amp;quot; of that same spot, more than 9&amp;quot; from the enemy. Kablooey, here comes the dragons to eat your ass. After that, guess what, MOAR Dragons are even MOAR terrifying because enemies close to them roll 2D6 for Battleshock and pick the highest. &lt;br /&gt;
&lt;br /&gt;
This battalion costs a minimum of 3950 points and a maximum of 13690 points as of General’s Handbook 2018.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Lords of the Storm with 3 Thunderhead Brotherhoods and 3 Hammerstrike Forces.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
80 points. They are able to re-roll to wound rolls as long as there are at least 50 models on the table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternals Sacrosanct Chamber&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in the August 2019 White Dwarf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Sempiternals Grand Convocation, 3 Sempiternals Hailstorm Batteries and 3 Sempiternals Cleansing Phalanxes.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
90 points. Lynus Ghalmorian gets +9&amp;quot; to the range of his spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Defunct Battalions&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wardens of the Realmgate&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Castellant (with an optional gryph-hound) joins a gang of Protectors and two gangs of Liberators in protecting a Baleful Realmgate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That gate is set up after the Castellant and any time he&#039;s within 6&amp;quot; of it during the Hero Phase, he can roll a d6 and summon a new set of Sigmarines (or a unit that just died) within 6&amp;quot; of it. All the Protectors do is give anyone in this set re-rollable saves if they&#039;re within 6&amp;quot;. S&#039;yeah, summoning Sigmarines.  Not really worth it considering you need to shell out for that terrain.&lt;br /&gt;
&lt;br /&gt;
Like Nagash, this Battalion is practically a scenario in and of itself. It can&#039;t move away after being placed, but it can crap enormous numbers of Sigmarines onto your opponent and is nigh indestructible with the Castellant&#039;s save bonuses and the rerolls from the Protectors. If you&#039;re going to field this, build a narrative around it, because under normal circumstances, its immobility makes it nearly useless for the Stormcasts, even if it&#039;s actually very powerful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aetherstrike Force&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Take a Knight-Venator, a Knight-Azyros, 2 blobs of Judicators, 2 units of Raptors, and 2 squads of birds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your opponent kills a unit from this (like the birds, or heroes), then you get a free shooting attack from one of your units at whatever killed your unit. On top of that, one unit from the battalion can shoot in the hero phase, as long as they shoot at something that&#039;s within 12&amp;quot; of some Aetherwings from this or the Azyros.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celestial Hunting Pack&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord Celestant on Dracoth, 1 Lord-Aquilor, 3 units of &#039;&#039;&#039;DRACOTHIAN GUARD&#039;&#039;&#039;, and 3 units of Vanguard-Palladors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a unit from this moves over an enemy while Riding the Winds Aetheric, AND there&#039;s a unit with the Storm Breath or Storm Blast (basically your Dracothian Guard) within 12&amp;quot; of that enemy unit, that unit takes a single mortal wound. On top of that, if either hero from this is your general, both heroes can use their Command Abilities as though they were your general.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Vortex Garrison&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 Lord-Castellant, 1 Knight-Heraldor, 1 Knight-Vexilllor, and 2 groups each of Liberators, Vanguard-Hunters, and &#039;&#039;&#039;PALADINS&#039;&#039;&#039; (of any kind).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For this, you ignore battleshock for everything in this as long as the unit is within 8&amp;quot; of a &#039;&#039;&#039;HERO&#039;&#039;&#039; from this garrison. And if the Liberators or Paladins die, then they can return from the dead when a unit of Hunters arrive from pursuit. The newly revived unit just has to be 7&amp;quot; away from the enemy, 6&amp;quot; of the table edge, and 6&amp;quot; of the Hunters that led the guys back to the battle. Use with a Lord-Aquilor to keep bringing guys back each turn! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Heralds&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A Lord-Celestant on Stardrake, 3 groups of Prosecutors and 3 units of Vanguard-Palladors become a living thunderstorm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can set up any units from the battalion in the Aetheric Currents when a unit of Palladors Rides the Winds Aetheric, you can set up any of the other units from the battalion within 5&amp;quot; of the Palladors that moved and more than 3&amp;quot; from the enemy. When the Prosecutors show up using that ability, they get to add 1 to the hit and wound rolls in the shooting phase. On top of &#039;&#039;that&#039;&#039;, the Stardrake can use his Roiling Thunderhead ability in the Hero phase and the Shooting phase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
* &#039;&#039;&#039;Sigmars Testudo&#039;&#039;&#039;: 30 Shield Liberators in a Line. 20 Protectors directly behind them so they can hit without getting hit back. 2 Units of 5 Bow Judicators behind them who can snipe whilst not be getting sniped back thanks to the Protectors. Lord Castellant to buff your Saves. Lord Relictor to use Divine Light and Healing Storm. Knight Vexillor with the Pennant of Sigmar relic for Battleshock Resistance. 1980 points, 7 drops. Enjoy losing friends.&lt;br /&gt;
** For 2500 points exactly add another unit of Judicators and 6 Vanguard-Raptors with Longstrike Crossbows.&lt;br /&gt;
** This has suddenly become insane now. Run your army as a stormkeep army using the rules in Broken Realms Morathi. Bring the Stormtower garrison battalion, using a units of 5 libs and a unit of 30. Now take those 20 protecters to go with them. For this battaillion you&#039;ll also need a unit 5 Judicators to fill out your batteline, and then to finish the battalion you&#039;ll need a Knight Vexillor. So far thats 1500 points. Next you&#039;ll want the Lord Castellant to buff your saves and if you give him the Staunch Defender Warlord Trait and the Lantern of The Tempest he&#039;s going to give some incredibly powerful buffs, next a lord relictor for healing light and translocation, then a Knight Incantor for the Auto-Dispel and the Celestial Blades spell. Now you&#039;re looking at four drops, 2,000 points on the nose. If you don&#039;t move then you&#039;ll be getting 2+ saves from shooting, and your opponent will be re-rolling hit rolls of sixes. In combat though, you&#039;ll have liberators with 1+ saves rerolling 1s. Your Liberators will never die and no-one will be able to target your protectors because of their 3&amp;quot; range behind the wall of gold.. If they try to shoot you they wont get any exploding 6s, and shooting just generally doesn&#039;t do quite as much damage as melee. What you need to do is: Take turn 1 and do one of two things. 1) Prepare for the enemy to come to you. Get your wall of Liberators backed up and then shred anything that comes close. OR 2) Tricksy opponents will play the objective game, so if you turn one teleport the Protectors(using translocation) and the Liberators (Using the pennant of the Stormbringer) onto an objective. They definitely won&#039;t die in one turn even with 3+ saves. On turn 2 translocate your Lord Castellent right in the middle of them and watch your opponent cry. &lt;br /&gt;
This list can struggle against clever opponents though, so watch out!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Daylord&#039;s Legion:&#039;&#039;&#039; Stormcast have Access to Bravery Debuffs listing first what you have In faction: Heldenhammer Command trait, Mystic Light Shriving Light Artifact, God-King&#039;s Aspect Player, Terrifying Aspect Spell, Celestant-Prime When he Deepstrike, A Dracoline unit, Decimator, in addition, other things not inside the faction like Allies, endless spells, Realm artifacts, and Realm Effects. If used all the infection abilities together you have a total debuff of -8 to bravery for a turn. You are unlikely to consistently pull this total off. Beware that you have to kill models to get a battleshock test and the effort may be meaningless if the opponent can negate Battleshock tests. To prevent this by you can Focus down the Support units and Heros with Ranged and deep strikes. You can also purposefully Use Inspiring Presence force your opponent to spend his CP so he doesn&#039;t have enough to use his stronger abilities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skyborne Slayers:&#039;&#039;&#039; With 2x5 Libs, 2x5 Judies, 5 Decimators, 15 Protectors, and 1 Lord Celestant, clocking in at 1530 points, and with their own special Deepstrike Ability, you set these guys up your enemy&#039;s face (5&amp;quot;!!) and charge in for the alpha strike. Sure you have to set em all up at the same time and within 12&amp;quot; of a point, but not fully within, so leaving some room on the flanks and behind your line. With the new 2020 points reductions, I think id play them with Celestant Prime, and 1 Incantor and the Everblaze comet. Give the Incantor Staff of Focus. This is a Strong Battalion for Alpha Strike.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Chamber:&#039;&#039;&#039; With the 2020 Points decreases across the board, this Battalion Looks Viable to me in competitive play. This is a Super battalion, meaning it consists of 2 other battalions and some heroes. You can now run 3x3 Longstrikes, and 3x venators.  Everyone shoots and non heroes gets +1 on their missile attack profile. Sending 18 2/3/-2/2, with 2mw on 6s to hit, across the board at 30&amp;quot; range is the main damage. The Venators can open up on enemy heroes or monsters fishing for D6+3 Damage, before helping out with shooting the bulk of the enemy army. Aetherwings as cheap and effective screening units, and are designed to basically lock an enemy into melee in the enemy charge phase, so they cant charge, the bird will most likely die, 2w each with no armor save. Unless your oppenent double turns you, they will guarentee another turn of shooting for the longstrikes. Im excited to build this battalion. And thanks to the sub-battalion, the birds also gift the longstrikes reroll 1 to stuff close by, which means more chances to proc the mortal wounds.&lt;br /&gt;
**You can make building this a lot cheaper if you buy a box of prosecutors and stick some Judicators bows on them and maybe some Aetherwings by their feet, but If not then enjoy three £25 single pose heroes!&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
There is very little that a Stormcast Eternal army can&#039;t do. When you&#039;re building your army, probably the first decision you should make should be the units you want to use for your battleline. You&#039;ve actually got four options here.&lt;br /&gt;
*&#039;&#039;&#039;Liberators&#039;&#039;&#039;: Liberators are your main choice for Battleline, what you&#039;ll be doing unless you have a theme going. Liberators aren&#039;t going to get a huge amount of killing done, but that&#039;s not their job - their job is to stay alive and force the enemy to spend time killing them. With a 4+ save and rerolling 1s thanks to their shields, they&#039;re good at this. Put them in cover for a 3+, keep them near an objective, and watch your enemy&#039;s frustrations mount. With Broken Realms, you can take the stormkeep battle traits and buff these guys into sequitor levels with a 3+ save if they did not move (rerolls for 1s with shield) AND +1 to hit. Not to mention they get 1+ bravery just for being around each other ( other liberators).&lt;br /&gt;
*&#039;&#039;&#039;Judicators&#039;&#039;&#039;: Your choice for ranged battleline, and only battleline if your allegiance is STORMCAST ETERNALS. Judicators are almost half-again as expensive as Liberators, but have the ability to be involved in the battle more thanks to having ranged weapons. If you give them the bows, they&#039;ll be decent at holding an objective and giving your melee units covering fire. Judicators can&#039;t re-roll saves and don&#039;t have the survivability needed to stand up in melee. Keep another unit around to guard them and help hold the objective.&lt;br /&gt;
*&#039;&#039;&#039;Vanguard-Hunters&#039;&#039;&#039;: Battleline as long as you have a Lord-Aquilor general. Vanguard Hunters are a mixed bag, having some ability to shoot with their boltstorm pistols, an extra inch of move compared to most of your units, and an ability to appear 7&amp;quot; away from the enemy and within 6&amp;quot; of the board edge. For all this, they&#039;re 10% more expensive than Liberators, without any real addition in killing power. Being able to shoot their pistols in melee does bring you up to a respectable 4 attacks per hunter, though. Unless you absolutely love the Vanguard chamber aesthetic, probably best skipped.&lt;br /&gt;
*&#039;&#039;&#039;Sequitors&#039;&#039;&#039;: Sequitors are Battleline as long as you have a Lord-Arcanum general. For the same cost as Vanguard-Hunters(10% more than Liberators), Sequitors are almost strictly better than liberators. Their weapons are strictly better - their mauls are more accurate than liberator hammers, their swords get more attacks than liberator warblades, and they have access to a large mace that&#039;s 3+/3+/-1/2. Sequitors also have shields that let them re-roll save rolls of 1, and an extremely useful unique ability - at the beginning of the combat phase, the unit chooses whether to upgrade its shields to re-roll all saves, or upgrade their weapons to re-roll all misses. All of this combined makes a very powerful unit - the only real downside is that the Lord Arcanum is an unremarkable wizard and for Sequitors he must be your General.&lt;br /&gt;
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==Allied Armies==&lt;br /&gt;
While playing a Seize Ground Matched Play battle, throwing in a Seraphon/Stormcast Eternal army for the first time, I discovered they made an all right combo. Sure, they don&#039;t have matching keywords or anything, but then Stormcasts don&#039;t really need them anyway. The Seraphon work well with the Stormcasts, as the lizard dudes give a front line of more numerous units - Saurus Warriors, for example - and a cheapish cavalry who can chew at your enemy, before the Paladins can -every and make your opponent cry! What&#039;s more, the Seraphon can give the on for main thing the Stormcasts are lacking - wizards. Now, with a Lord-Relictor and say, even a Skink Starpriest, enjoy as your Lightning Prayers and Arcane Bolt make wonders ... depending on the fortune of the dice, of course! Finally - it seems that, due to the strength of individual Stormcast units, you can basically ally them with any faction - some more fitting than others. But Seraphon, Sylvaneth and, maybe, Fyreslayers - I don&#039;t know! - perhaps ⠋⠊⠞ best.&lt;br /&gt;
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*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: 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.&lt;br /&gt;
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===[[Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar|Cities of Sigmar]]===&lt;br /&gt;
Hoo boy, did this open some venues.&lt;br /&gt;
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As a universal rule, Cities of Sigmar armies can grab a unit of Stormcasts as part of their army for every three normal units they hold. Sure, this will rob them of any Stormhost keywords and traits, but you instead gain the city&#039;s keyword and special rules. While we won&#039;t go into the full specifics of how these cities and forces work, here are some basic ideas.&lt;br /&gt;
*{{AOSKeyword|Hammerhal}}: Fun note here - Aventis Firestrike grants a free CP on the first turn if he&#039;s in a Hammerhal army. In addition, any banners (which you&#039;ll lack with exception of the Knight-Vexilor) can grant additional CPs and your entire army ignores battleshock while on their side of the board. You can generally pick anything on this end and not go wrong, but do beware how squishy your humie/stuntie/elfy friends are.&lt;br /&gt;
*{{AOSKeyword|Anvilguard}}: Nothing to really support you here. Stormcast aren&#039;t really the sort that hurt easily in Battleshock, and going {{BLAM}} on one is a terrible idea. Being able to delete units via Vitriolic Spray is good, and only costs around 270 points (320 if you add Emerald Lifeswarm for maximum grief).&lt;br /&gt;
*{{AOSKeyword|Tempest&#039;s Eye}}: Very keyed towards alpha-striking. Whether it&#039;s getting your Vanguard in place to lay down fire early or helping throw Prosecutors and Paladins right in the enemy&#039;s face, you really wanna make that turn 1 speed-boost worth your while. Also, remember that the Kharadron Overlords can also cover shooting since they can also be included.&lt;br /&gt;
*{{AOSKeyword|Hallowheart}}: Sacrosanct Chamber says hello. Each Evocator squad can now cast Empower twice a turn, allowing them to boost even more of their own, while the Lord Arcanum can try their special spell and then fire an amped-up Arcane Bolt.&lt;br /&gt;
*{{AOSKeyword|The Living City}}: While not the same as your normal deep-strike, this does give you some fun venues for sniping flanks. Wanted to make your Dracothain Guard fire and then smack up? Want your Judicators to volley fire and then slip away? This is no better way for it.&lt;br /&gt;
*{{AOSKeyword|Greywater Fastness}}: Don&#039;t forget your Lord-Ordinator! While Stormcasts lack much in the way of artillery, your Lord-Ordinator can absolutely bolster what war machines you do pack. His command ability doesn&#039;t hurt either, especially if you take some more Stormboys to act as a wall for your war machines.&lt;br /&gt;
*{{AOSKeyword|The Phonecium}}: Kinda hard to work with here. Stormcast are expensive. Sure, you can send packs of chaff to fuel your big boys&#039; strikes, but that&#039;s just whack. Aetherwings can make decent enough chaff, tho, and the anti-charge ability can give you some control about when they die. Plus, you can paint them as mini Phoenixes!&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here&lt;br /&gt;
Here are links to all the warscrolls for the army, in the same order as they are listed in the article. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-celestantprime-en.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-celestant-dracoth-en.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcelestant-en.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightazyros-en.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-knight-questor-en.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-liberators-en.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-judicators-en.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-en.pdf&lt;br /&gt;
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https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:38C2:43A7:2E8C:86B3</name></author>
	</entry>
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