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		<title>Age of Sigmar/Tactics/Order/Stormcast Eternals</title>
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		<summary type="html">&lt;p&gt;2800:A4:1784:C900:3838:CC72:FD50:6493: /* Why play Stormcast Eternals? */&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=Ga-q0F7oWnU 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;
==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.&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;
*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 on a yearly basis 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 a objective you need to smash him in the knee caps to do it.&lt;br /&gt;
*No real way to stop Mortal Wounds and with your high saves and elite units they can really sting.&lt;br /&gt;
*They are Space Marines in Fantasy.&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;
The &#039;&#039;Stormcast Eternals Battletome&#039;&#039; 2018 version has all the Warscrolls, Battations and Allegiance Abilities.&lt;br /&gt;
*Don&#039;t use the original &#039;&#039;Stormcast Eternals Battletome&#039;&#039; or the &#039;&#039;Stormcast Extremis Battletome&#039;&#039;&lt;br /&gt;
*This should be supplemented with the Stormcast Eternals &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs]. &lt;br /&gt;
*Matched play points are in the &#039;&#039;General&#039;s handbook 2018&#039;&#039; and &#039;&#039;Stormcast Eternals Battletome&#039;&#039; 2018 version.&lt;br /&gt;
*Alternatively up to date warscolls can be found in the &#039;&#039;WH AoS&#039;&#039; app. Warscrolls on the GW webstore may be out of date.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s handbook 2018&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&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 &#039;&#039;&#039;STORMCAST ETERNALS&#039;&#039;&#039; allegiance and chose to take the &#039;&#039;&#039;STORMCAST ETERNALS&#039;&#039;&#039; allegiance abilities, it has the following rule:&lt;br /&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 each movement phase, decided if you want to set up one or more reserve units on the battlefield. Each unit not set up this way before round 4 are 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 lets your heavy-hitters get across the board really fast as well as set up your ranged units in prime firing positions.&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 &#039;&#039;&#039;STORMCAST ETERNAL&#039;&#039;&#039; 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;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Stormhost&amp;lt;/span&amp;gt;===&lt;br /&gt;
If your army is a Stormcast Eternals army, you can give it a Stormhost Keyword. ALL &#039;&#039;&#039;Stormcast Eternal&#039;&#039;&#039; 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 &#039;&#039;&#039;Hammers of Sigmar&#039;&#039;&#039; 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;
&lt;br /&gt;
=====Hallowed Knights=====&lt;br /&gt;
*&#039;&#039;&#039;Only the Faithful:&#039;&#039;&#039; The anti-spell-caster Sigmarines, if a friendly &#039;&#039;&#039;Hallowed Knights&#039;&#039;&#039; 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. 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;
*Command Ability &#039;&#039;&#039;Holy Crusaders:&#039;&#039;&#039; A &#039;&#039;&#039;Hallowed Knights&#039;&#039;&#039; Wholly within 9&amp;quot; of a  &#039;&#039;&#039;Hallowed Knights&#039;&#039;&#039; 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;
*Command Trait &#039;&#039;&#039;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;
*Artifact &#039;&#039;&#039;Parchment of Purity:&#039;&#039;&#039; Heal a wound each hero phase.&lt;br /&gt;
&lt;br /&gt;
=====Celestial Vindicators=====&lt;br /&gt;
This is one of the more melee/charge heavy Stormhosts, as they get to reroll hit rolls of 1 for attacks made by friendly &#039;&#039;&#039;Celestial Vindicators&#039;&#039;&#039; units, if they made a charge roll this turn. 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 strongarmed into it. You also gain the following:&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;
*Your General must use the unique &#039;&#039;&#039;Single-Minded Fury&#039;&#039;&#039; Command Trait, which gives any of his unmodified hit rolls of six to cause an extra point of damage. &lt;br /&gt;
*The first Hero in your army to be given an Artifact must be given the unique &#039;&#039;&#039;Stormrage Blade&#039;&#039;&#039;, which upgrades one of your Melee Weapons with the ability to (if you choose to use the ability) gain an extra pair of attacks, in exchange for lowering his 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. Their stormhost bonus adds +1 to the bravery of friendly &#039;&#039;&#039;Hammers of Sigmar&#039;&#039;&#039; units, which 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). You also gain the following:&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Soul of the Stormhost -&#039;&#039;&#039; When a friendly &#039;&#039;&#039;HAMMERS OF SIGMAR REDEEMER&#039;&#039;&#039; 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;
*Your General must use the unique &#039;&#039;&#039;We Cannot Fail&#039;&#039;&#039; Command Trait which grants him a 9&amp;quot; bubble of a 6+ save on mortal wounds and wounds allocated. Yeah we can bring back units and get Deathless Minions.&lt;br /&gt;
**It only affects units entirely within the bubble but this is a decent alternative to Staunch Defender as Mortal Wound saves are basically not a thing in Stormcast.&lt;br /&gt;
*The first Hero in your army to be given an Artifact must be given the unique  &#039;&#039;&#039;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;
*&#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 Alligence 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;
&lt;br /&gt;
=====Anvils of the Heldenhammer=====&lt;br /&gt;
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. 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. You also gain the following:&lt;br /&gt;
*&#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.&lt;br /&gt;
*Your General must use the unique &#039;&#039;&#039;Deathly Aura&#039;&#039;&#039; Command Trait, which lowers enemy Bravery by -1 within 6&amp;quot; of him&lt;br /&gt;
*The first Hero in your army to be given an Artifact must be given the unique  &#039;&#039;&#039;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;
&lt;br /&gt;
=====Knights Excelsior=====&lt;br /&gt;
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. The interesting 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;
&lt;br /&gt;
*Command Ability &#039;&#039;&#039;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;
*Command Trait &#039;&#039;&#039;Divine Executioner:&#039;&#039;&#039; add 1 Damage to all Melee weapons if the General targets a hero.&lt;br /&gt;
*Artifact &#039;&#039;&#039;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;
&lt;br /&gt;
=====Celestial Warbringers=====&lt;br /&gt;
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. 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;
&lt;br /&gt;
*Command Ability &#039;&#039;&#039;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;
*Command Trait &#039;&#039;&#039;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;
*Artifact &#039;&#039;&#039;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;
&lt;br /&gt;
=====Tempest Lords=====&lt;br /&gt;
At the start of your Hero phase, roll a dice, on a 4+ you receive 1 extra command point. 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. You also gain the following:&lt;br /&gt;
*&#039;&#039;&#039;Command Ability: Rousing Oriatory -&#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;
*Your General must use the unique &#039;&#039;&#039;Bonds of Noble Duty&#039;&#039;&#039; Command Trait, 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;
*The first Hero in your army to be given an Artifact must be given the unique  &#039;&#039;&#039;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;
*Want to be THAT GUY? bring a battalion for the extra Artefact and say your army is from Hysh.  Equip your second hero with the Aetherquartz Brooch and have two 5+ chances to score back your CP whenever you spend one.  Your friends will hate you.  You will hate you.&lt;br /&gt;
&lt;br /&gt;
=====Astral Templars=====&lt;br /&gt;
Add 1 to hit rolls for attacks made by Astral Templars units that target a monster. 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;
*Command Ability &#039;&#039;&#039;Cut of 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;
*Command Trait &#039;&#039;&#039;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;
*Artifact &#039;&#039;&#039;Godbeast Plate:&#039;&#039;&#039; -1 to wound rolls made by Monsters that target the Bearer.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
A &#039;&#039;&#039;STORMCAST ETERNALS&#039;&#039;&#039; General of an army with a &#039;&#039;&#039;STORMCAST ETERNALS&#039;&#039;&#039; allegiance and has chosen to take the &#039;&#039;&#039;STORMCAST ETERNALS&#039;&#039;&#039; allegiance abilities can choose one of the following Command Traits:&lt;br /&gt;
#&#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;
#&#039;&#039;&#039;Cunning Strategist&#039;&#039;&#039;: D3 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 STORMCAST ETERNALS unit wholly within 9&amp;quot; add 1 to saves if they have not charged this turn. 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;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Artifacts of Power&amp;lt;/span&amp;gt;===&lt;br /&gt;
One HERO in your army (+1 per additional Warscroll Battalion) may take a relic from the following tables:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Storm-Forged Weapons:&#039;&#039;&#039; 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;
&lt;br /&gt;
* &#039;&#039;&#039;Heaven-Wrought Armour:&#039;&#039;&#039;&lt;br /&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, 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;
&lt;br /&gt;
* &#039;&#039;&#039;Artefacts Of The Tempest:&#039;&#039;&#039;&lt;br /&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;
&lt;br /&gt;
* &#039;&#039;&#039;Treasured Standards:&#039;&#039;&#039; For heroes with the 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;
&lt;br /&gt;
* &#039;&#039;&#039;Mystic Lights:&#039;&#039;&#039; 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;
&lt;br /&gt;
* &#039;&#039;&#039;Celestial Staves:&#039;&#039;&#039; 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;
&lt;br /&gt;
*&#039;&#039;&#039;Scrolls Of Power:&#039;&#039;&#039; 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 th 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;
&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 PRIEST in a 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;
#&#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. 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 a enemy WIZARD within 12&amp;quot; from the priest. If successful the priest can attempt to unbind a 1 spell by that 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 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 an enemy units. It may not move in the subsequent movement phase.&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;
* &#039;&#039;&#039;Generic Traits:&#039;&#039;&#039;&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;
&lt;br /&gt;
* &#039;&#039;&#039;Dracoth Traits:&#039;&#039;&#039;&lt;br /&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;
&lt;br /&gt;
* &#039;&#039;&#039;Stardrake Traits:&#039;&#039;&#039;&lt;br /&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;
&lt;br /&gt;
* &#039;&#039;&#039;Gryph-Charger Traits:&#039;&#039;&#039;&lt;br /&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;
&lt;br /&gt;
* &#039;&#039;&#039;Dracoline Traits:&#039;&#039;&#039;&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;
&lt;br /&gt;
* &#039;&#039;&#039;Tauralon Traits:&#039;&#039;&#039;&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;
&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;
====Lore of Invigoration====&lt;br /&gt;
#&#039;&#039;&#039;Terrifying Aspect:&#039;&#039;&#039; Cast 5, a visable &#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 visable &#039;&#039;&#039;Stormcast&#039;&#039;&#039; unit wholly within 18&amp;quot; adds 1 to Melee wounds rolls unitil the next Hero Phase.&lt;br /&gt;
#&#039;&#039;&#039;Speed of Lighting:&#039;&#039;&#039; Cast 5, visable &#039;&#039;&#039;Stormcast&#039;&#039;&#039; units wholly within 9&amp;quot; can Re-roll Charges unitil the next Hero Phase&lt;br /&gt;
&lt;br /&gt;
====Lore of the Storm====&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;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Endless Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
New to Second Edition, you&#039;re one of the first to gain Faction Exclusive Endless Spells! These can only be cast by &#039;&#039;&#039;STORMCAST ETERNAL WIZARDS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Everblaze_Comet.pdf Everblaze Comet]:&#039;&#039;&#039; Comet of Casandora, 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! Ontop of this, the Comet remains in play and spits out Mortal Wounds 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 casted, the Comet cannot be moved once it has been placed in the table. 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] (AKA the HAMMERNADO):&#039;&#039;&#039; It&#039;s a Hurricane of Hammers that dispenses Mortal Wounds (12 dices 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; 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 inch 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;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
Common keywords in these warscrolls are &#039;&#039;&#039;ORDER&#039;&#039;&#039;, &#039;&#039;&#039;CELESTIAL&#039;&#039;&#039;, &#039;&#039;&#039;HUMAN&#039;&#039;&#039; and &#039;&#039;&#039;STORMCAST ETERNAL&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Named Leaders===&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;: 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;: 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; 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; &#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, bar Vandus Hammerhand, your unique character to hold you over while we wait for the rules for Sigmar that&#039;ll probably also come whenever FW decides to make rules for [[Emperor of Mankind|that bastard]]. The &#039;first&#039; Stormcast Eternal, this is one bad dude. Recently reduced in price from 360 to 340 points in the General&#039;s Handbook 2017. 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 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; 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; 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; Lord-Celestant and yet another member of the Hammers of Sigmar. Despite this, he can be used with any Stormhost and his +3 to charge rolls within 9&amp;quot; of him applies to all Stormcast Eternals. 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; Named Lord Arcanum on Gryph-Charger for the Anvils of the Heldenhammer, found in the August 2019 White Dwarf. Almost identical to the base one, but makes every friendly 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;
===Leaders===&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; 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; 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 command ability 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; aka Rage Made Manifest Hoo boy. Recently received a cost reduction from 600 points down to 560. 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, 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;
All variants in the GHB 2019 received a 20 point decrease, but is cancelled 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; 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 a 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;
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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; Comes from the Soul Wars Box. 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; 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 model 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; 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 mortal wound on a charge on a roll of +2. His Unique spell deals d3 mortal wounds to on a 4+ to enemies within 3&amp;quot; of a point you pick. Give a &#039;&#039;&#039;Sacrosanct&#039;&#039;&#039; unit wholly within 18&amp;quot; +2 to run rolls.&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; 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 &#039;&#039;&#039;Daemon&#039;&#039;&#039; and &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; 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 &#039;&#039;&#039;Deamon&#039;&#039;&#039; or &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039;, their affective Bravery is Halved (rounded up) for the purposes of this spell. Received a 20 point decrease in the GHB 2019. &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; 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&#039;s 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.&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; 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; 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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====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; 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 Dracothian Guard in the combat phase. Use this with Concussors for 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; 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; 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 Chaos unit or an average of 1,5 mortal wounds to a Chaos 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 up front 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; 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.&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; 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; 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; 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. &amp;lt;s&amp;gt; Remember his horn doesn&#039;t specify that enemy units get hit, so pick your targets wisely or else that Retributor squad might find itself a man short right before a charge &amp;lt;/s&amp;gt; Not anymore, now states &amp;quot;any enemy units&amp;quot; so 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; 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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-whquest-rules-en.pdf Knight-Questor]:&#039;&#039;&#039; (From Warhammer Quest: Silver Tower) 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;Errant-Questor:&#039;&#039;&#039; 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.&lt;br /&gt;
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*&#039;&#039;&#039;Knight-Zephyros:&#039;&#039;&#039; 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 6&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 6&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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===Battleline===&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; Your basic melee troops, strong with average durability (4+ and 2 wounds). Starting with 5 burly men for 100 points and maxing out at a discounted 520 points for 30 (only if you take the maximum squad size). 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, recent update to how paired-weapons work. Now instead of simply rerolling one&#039;s to hit an unmodified roll of 6 to hit causes two hits on the target instead of one. Which might actually make it worth checking out for once as now you can with the right lucky rolls acutally have more attacks hit the enemy than what you originally started with. Mind you you will lose the re-roll save bonus if you do this, but than again the new mystic shield spell does the exact same thing (finally giving a reason for you to cast it) making them just flat out better than the weapon and shield variant. Another welcome edition was their bravery was finally upped to 7 instead of 6 (which can be buffed to 8 with Hammers of Sigmar) making morale less scary for these guys.&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 the changes to paired weapons now 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 with 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 mystic shield is just as durable as a shield squad but better in combat. Though spells are never guaranteed and their 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 its 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: Like 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;
** Thanks to Generals Handbook 2017 you can now take Libs in units of 30 with an 80 point discount. &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; 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;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Sequitors.pdf Sequitors]:&#039;&#039;&#039; 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 battleline 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;
** 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 assualt units. Really both have their uses and it is up to the player on what they want to do with both.&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; 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 Boltstorm Pistol, making them an odd Jack-Of-All-Trades unit. The Pistol has only a 9&amp;quot; range, but they do kick out two shots each. These guys have the nifty trick of being able to run and shoot in the same turn. Further, one in 5 Vanguard-Hunters can be made to carry 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. Thier 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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===Slow Movers===&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; 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/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Longstrike-Crossbows-en.pdf Vanguard-Raptors&#039;&#039;&#039; &#039;&#039;with Longstrike Crossbows]:&#039;&#039; 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/warmachines 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 everytime 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; &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. Oh, and if they direct all their attacks against the same unit, it gets -2 to their next charge. 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, tough, 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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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Celestar_Ballista_Stromcast_2018.pdf Celestar Ballista]:&#039;&#039;&#039; 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+ and 4 18&amp;quot; shots that hit on 5+. the best thing about the Ballista is that each successful hit turns into d6 hits.&lt;br /&gt;
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===Paladins===&lt;br /&gt;
All the paladins have the same basic profile, swapping an inch of movement for an extra wound and point of bravery over their Liberator brethren. All Paladins can alternatively get Starsoul Mace that automatically inflicts D3 mortal wounds (2 in every 5 models). (Evocators don&#039;t have Starsoul Maces or the paladins Keyword, but are included Here because of how Paladins-like they are). GW also has a bad habit of making Paladins like units have a min size of 3 in open and narrative play but 5 in matched play, Forcing you to buy more if you got the starter box (preferably the easy build if you ever want a complete set of 5).&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; It&#039;s Hammertime! Retributors are the jack of all trades when it comes to Paladins.  With each of them getting two attacks at 3+/3+, they&#039;ll pile on the saves your opponent has to take, and 2 damage/Rend -1 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 every six to hit, they auto deal 2 mortal wounds as they literally blast their unfortunate foes to ash. 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. &amp;lt;s&amp;gt;If you have the Celestant on foot, let your Retributors hug him because while his bonus to Hit is great for Liberators, it&#039;s absolute murder with Retributors as they now hit on 2+ and each roll of 5+ immediately inflicts mortal wounds.&amp;lt;/s&amp;gt; It only activates on unmodified rolls of 6 now, no more 5+ mortal wounds.&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; 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 blendered. 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; 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. These guys have pretty decent abilities too, deflecting a portion of shooting that is fired either at them or at another unit within 6 inches of them. Despite these fun abilities, though, they&#039;re most at home cutting down monstrous creatures. A change up with the latest edition where before they needed 6&#039;s to wound to trigger their spears they now only need 6 to hit unmodified on a  monster deal a cool D6 damage characteristic instead of 1 for that attack. Much cleaner than before and potentially cutting down even dragons with ease. Can also reach over a front rank to shank any dickheads who thought they were safe in the back with their 2&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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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Evocators_Stormcast_2018.pdf Evocators]:&#039;&#039;&#039; A cabal of Magical Paladins (No Paladin Keyword). Evocators choose between Sword and Staff or Grandstave - the sword gets 4 attacks at 3+/3+/-1/1 with 1&amp;quot; range, the stave gets 3 attacks at 3+/3+/no rend/2/ with 2&amp;quot; range. Generally, you&#039;ll want to go sword and staff for the extra attack and the rend. 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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===Fast Movers===&lt;br /&gt;
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*&#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; 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 that, 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;
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*&#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; 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;
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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 Aetherwings]:&#039;&#039;&#039; &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;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Gryph-Hounds-en.pdf Gryph-hounds]:&#039;&#039;&#039; If you have a Lord-Castellant you must have one of this unit next to him. His 1,33 damages are a better wounds/damages ratio than liberators and at the same time with a bit of luck you can avoid being hit back with the Darting Attacks ability (which is always good since it has no save). His warning cry ability is useful, but you must remember to deploy this unit (and the Lord-Castellant) exactly in the middle of your army. with a bunch of these circling around or at least close to the castellant, you can have a fairly decent beastmaster unit, doubling up on their attacks then darting off.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Evocators_Celestial_Dracolines.pdf Evocators on Celestial Dracolines]:&#039;&#039;&#039; Evocators Riding Dracolines granting them 2 more wounds and a 12&amp;quot; movement. In addition to its Evocator ability, the Dracolines give -1 Bravery to nearby enemies and increase their claw damage to d3s on a charge.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Palladors-en.pdf Vanguard-Palladors]:&#039;&#039;&#039; 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;
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===Dracothian Guard===&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;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dracothian-guard-en.pdf Concussors]:&#039;&#039;&#039; 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;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dracothian-guard-en.pdf Desolators]:&#039;&#039;&#039; 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 6 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;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dracothian-guard-en.pdf Fulminators]:&#039;&#039;&#039; 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 linebreakers. 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;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dracothian-guard-en.pdf Tempestors]:&#039;&#039;&#039; The odd one out. Recently got a price cut from 240 to 220 points. These guys want to be shooty, with a 4-shot crossbow. The real meat is this: If the entire unit directs all its shooting at the same enemy unit, they take a To Hit penalty until your next Hero Phase. Given that &amp;quot;the entire unit&amp;quot; may well be just 1 Tempestor, this can fuck with your opponent really well. Just don&#039;t expect them to shoot something dead or out-damage the other variants. Handy for debuffs, but let&#039;s be real, you want your heavy dragon cavalry to be in the thick of things doing damage.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
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Note: Most battalions have seen hefty cost increases in the General&#039;s Handbook 2017 which may limit their usefulness in smaller Matched Play games but have gone down with General&#039;s Handbook 2018. 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.&lt;br /&gt;
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In the 2018 update almost all battalions have been nerfed and a bunch of the cross chamber ones are missing. &lt;br /&gt;
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===Lords of the Storm===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
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&amp;lt;s&amp;gt;200 points (up from 100).&amp;lt;/s&amp;gt; 140 points. And completely rewritten from previous incarnations. A formation based upon the heroes; 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.  &lt;br /&gt;
&amp;lt;s&amp;gt;*All assembled, they add +1 Bravery to any Stormcasts within 6&amp;quot; of a hero and if 3+ heroes are nearby, they can (on a roll of 4+ ) inflict damage on any enemies within 3&amp;quot; of them - a mortal wound for each hero in the group. The bonus effect is that any unit affected by it MUST retreat in their next movement phase. And the insane thing? This ability take place during your OPPONENT HERO PHASE. Enjoy denying close combat to half of the enemy army. Of course, it&#039;s hard to pull off (hit on 4+, need more than 3 heroes at 3&amp;quot; of your opponent unit), but when the effect occurs, your opponent will cry. This formation is necessary for most meta-formations too, so learn how to use it!&amp;lt;/s&amp;gt; New text states that 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. 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;
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===Cleansing Phalanx===&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;
*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 empower from your Evocators is successful. Your 10 block of BATTLELINE infantry is re-rolling ALL their hits, their to wounds AND their saves!&lt;br /&gt;
&lt;br /&gt;
===Grand Convoctation===&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 unit with the Lord-Arcanum keyword, 1 Lord-Exorcist, 2+ Knight-Incantor&lt;br /&gt;
*If one model is wholly within 9&amp;quot; of 2 other models, add +1 to Casting Rolls.&lt;br /&gt;
&lt;br /&gt;
===Hailstorm Battery===&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Lord-Ordinator, 1 Celestar Ballista, 1 Castigators&lt;br /&gt;
&lt;br /&gt;
* In this Battalion the wounds your Castigators inflict act as markers lights that Grant the Ballista a hit Re-roll.&lt;br /&gt;
&lt;br /&gt;
===Soulstrike Brotherhood===&lt;br /&gt;
&#039;&#039;found in Battletome: Stormcast Eternals 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Celestar Ballista, 2 Castigators, 2 Vanguard-hunters&lt;br /&gt;
&lt;br /&gt;
===Thunderhead Brotherhood===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
160 points (down from 180). Three gangs of Liberators and two gangs of Judicators. &lt;br /&gt;
&amp;lt;s&amp;gt;*If one model&#039;s within two others, they all re-roll wound rolls of 1&amp;lt;/s&amp;gt; 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 then it sounds). Judicators must be wholly within 3&amp;quot; of the Liberators to benefit from their shields.&lt;br /&gt;
&lt;br /&gt;
===Vanguard Wing===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
200 points (up from 100). 3 packs of Prosecutors and a pack of Liberators in a rather nice formation.  &lt;br /&gt;
*If the Liberators are within 8&amp;quot; of the Prosectors and they roll a 6 to hit, they can even inflict 2 wounds for each hit, making dual-wielding an actually useful option.  On top of that, the Liberators can also teleport to anywhere within 5&amp;quot; of the Prosecutors, solving their mobility issue.&lt;br /&gt;
&lt;br /&gt;
===Hammerstrike Force===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
120 points. Two Paladin gangs and a pack of Prosecutors - 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;
===Devastation Brotherhood===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One pack of every sort of Paladin assembled together with a pack of Prosecutors and a group of Judicators. &lt;br /&gt;
*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;
===Wardens of the Realmgate===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Lord-Castellant (with an optional hound) joins a gang of Protectors and two gangs of Liberators in protecting a Baleful Realmgate. &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;
** 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;
===The Skyborne Slayers===&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;
190 point. A Lord-Celestant leads 2 squads of Liberators, 2 squads of Judicators, and a squad each of Decimators and Protectors.  &lt;br /&gt;
*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 each other and never suffer Battleshock.  LUBE UP, THE STORM&#039;S COMING IN DRY! Only semi-legal in tournament play depending on the organizer.&lt;br /&gt;
&lt;br /&gt;
===Warrior Brotherhood===&lt;br /&gt;
&#039;&#039;Found in the Grand Alliance: Order book.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 heroes in any combination with 1 unit of prosecutors, 2 units of paladins, 3 units of liberators, and 2 units of judicators. &lt;br /&gt;
*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;
===Vanguard Angelos Conclave===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1-3 Units of &#039;&#039;&#039;Vanguard-Palladors&#039;&#039;&#039; join 3-9 groups of &#039;&#039;&#039;Hunters&#039;&#039;&#039; to let the Palladors roll 3 extra dice for their Ride the Winds Aetheric ability (only if all 3 units of palladors ride the winds, but 9 dice total per unit) and all other units get to run 2d6 that turn. On top of that, if all the hunters are in pursuit and arrive at the same time, they can shoot immediately.&lt;br /&gt;
*In the 2018 book update all the effects but the 9d6 ride the winds has been removed, though you can do it with just one pallador squad. Fucking garbage.&lt;br /&gt;
&lt;br /&gt;
===Vanguard Justicar Conclave===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
3 units of &#039;&#039;&#039;Raptors&#039;&#039;&#039; and 3 units of &#039;&#039;&#039;Aetherwings&#039;&#039;&#039; gets you a battalion that lets the Raptors re-roll to hits of 1 when shooting something that&#039;s within 12&amp;quot; of any Aetherwings from this Conclave. If they shoot something that&#039;s taken a wound (but not slain), add 1 to their wound rolls.&lt;br /&gt;
*2018 book update: the increase to wound rolls is gone and its actually gone up in price...&lt;br /&gt;
&lt;br /&gt;
===Lightning Echelon===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first attack wave of the Extremis Chamber, these are meant to mess with the enemy line and break through so the second wave can kill the remnants. To this end, you take two units each of Fulminators and Tempestors (again, each unit only needs to be 1 model strong *But you are charged at a 2 model per unit minimumin matched play, so you might as well take 2 per unit at the least*) and so long as the Tempestors hug the Fulminators, they benefit from the same rerollable 2+ save against shooting. Sweet. Additionally, once per game they can use an oddly specific but potentially powerful trick: After you charge, you deal one mortal wound per charging Dracoth to the units you charged. After that, you may charge again. This is tough to use as it requires a very smart opponent to be of use. If he sets up a roadblock to hem in your chargers, so he can charge them with something powerful next turn, you can charge, trample down the roadblock and then charge the actual prize instead. Other than that, it&#039;s tough to find a worthwhile use for it.&lt;br /&gt;
&lt;br /&gt;
===Thunderwave Echelon===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Extremis and Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The second attack wave of the Extremis Chamber, meant to hack down everything that survived the first charge. Two units each of Concussors and Desolators (again, each unit only needs 1 model, but remember that Desolators get bonuses for being in huge units) make units flee faster: Whenever an enemy model in melee with them flees, you can roll a D6 and on 5+ you hack down another model. This is terrifying for multi-wound infantry with low Bravery such as Trolls. The other rule allows you to, once per game, pile in and attack a second time.&lt;br /&gt;
&lt;br /&gt;
===Drakesworn Temple===&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;, because you have money to burn. Together, they can sparkle so hard they inflict Mortal Wounds on enemies / heal your Stormcasts and guess what, having a trio of huge-ass dragons come to eat you is bad for your morale, thus enemies take Bravery penalties by being close to them.&lt;br /&gt;
&lt;br /&gt;
===Extremis Chamber===&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 above plus a Celestant on Stardrake OR Dracoth&#039;&#039;&#039;, 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 6&amp;quot; from the enemy, so in easy melee distance. 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;
===Aetherstrike Force===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take a Knight-Venator, a Knight-Azyros, 2 blobs of Judicators, 2 units of Raptors, and 2 squads of birds. &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;
===Celestial Hunting Pack===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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. &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;
===Storm Vortex Garrison===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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). &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;
===Storm Heralds===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017). Removed in the 2018 update.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Lord-Celestant on Stardrake, 3 groups of Prosecutors and 3 units of Vanguard-Palladors become a living thunderstorm. &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;
===Sempiternals Grand Convocation===&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of [[White Dwarf]]. 170 points + models.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lynus Ghalmorian, a Lord-Exorcist and 3 Knights-Incantor. Everyone must be Anvils of the Heldenhammer.&lt;br /&gt;
*+2 to unbinding rolls for each model that is within 9&amp;quot; from at least two other models in the battalion.&lt;br /&gt;
&lt;br /&gt;
===Sempiternals Hailstorm Battery===&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of White Dwarf. 150 points + models.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Lord-Ordinator, a Castigators unit and a Celestar Ballista. Everyone must be Anvils of the Heldenhammer.&lt;br /&gt;
*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;
===Sempiternals Cleansing Phalanx===&lt;br /&gt;
&#039;&#039;Found in the August 2019 issue of White Dwarf. 170 points + models.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2 units of Evocators and 2 units of Sequitors. Everyone must be Anvils of the Heldenhammer.&lt;br /&gt;
*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;
== Chamber Battalion==&lt;br /&gt;
&lt;br /&gt;
===Exemplar Chamber===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Lords of the Storm instead join 3 Devastation Brotherhoods. &lt;br /&gt;
*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;
===Harbinger Chamber===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Lords of the Storm grab 3 Vanguard Wings.  &lt;br /&gt;
*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;
===Sacrosanct Chamber===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternal 2018&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1 Grand Convocation, 3 Cleansing Phalanxes, 3 hailstorm Batteries&lt;br /&gt;
&lt;br /&gt;
* For  Fielding all these units you gain the ability to let one Lord-Arcanum an extra spell.&lt;br /&gt;
&lt;br /&gt;
===Vanguard Auxiliary Chamber===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals (2017).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Take 1 Lord-Aquilor, 3-9 Knights Azyros or Venators, a Vanguard Angelos Conclave, and a Justicar Conclave. &lt;br /&gt;
*For this, you can put any or all of the units in pursuit, just like the Lord-Aquilor&#039;s or Vanguard-Hunter&#039;s Astral Compass abilities. In addition, you make 1 additional attack for every shooting weapon for every unit in the chamber except heroes. Vanguard-Raptors with 2 shot longstrike crossbows? Hmm... Expensive though, especially after the GH2017.&lt;br /&gt;
**2018 update: You can&#039;t put other stuff in pursuit anymore and you can take a Zephyros instead of an Azyros or a Venator. Also, the formations got nerfed into uselessness.&lt;br /&gt;
&lt;br /&gt;
===Warrior Chamber===&lt;br /&gt;
&#039;&#039;Found in Battletome: Stormcast Eternals.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Lords of the Storm with 3 Thunderhead Brotherhoods and 3 Hammerstrike Forces.&lt;br /&gt;
*The first of the mega-formations for apocalypse-scale games.  They get the Lightning Strike ability and 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;
===Sempiternals Sacrosanct Chamber===&lt;br /&gt;
&#039;&#039;Found in the August 2019 White Dwarf. 90 points + models.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Sempiternals Grand Convocation, 3 Sempiternals Hailstorm Batteries and 3 Sempiternals Cleansing Phalanxes.&lt;br /&gt;
* Lynus Ghalmorian gets +9&amp;quot; to the range of his spells.&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;
&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;
==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.&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;
&lt;br /&gt;
==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;
&lt;br /&gt;
*Collegiate Arcane:&lt;br /&gt;
*Eldritch Council:&lt;br /&gt;
&lt;br /&gt;
===Mercenary Companies===&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039; Yeah, you can already use these guys as regular allies but if you use The Spotter rule and have your Lord Ordinator next to the cannons, you&#039;ll have a scary group of artillery that hit units for days with 2+ hit rolls.&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039; Just use them as regular allies. The hit bonus to punish charging enemy units isn&#039;t enough to warrant them.&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; While the option to deploy these guys 6&amp;quot; from any edge of the table seems decent, it&#039;s pointless overall since the Stormcast Eternals can simply ally with other Order factions. &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039; Your Paladins and even Liberators performs waaay better than these flimsy [[Heretic|barbarians]].&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039; The Chaos Gargant and a band of Chaos Spawn, Hounds, and Furies do a decent job in their role but your fellow Stormcast players [[Heresy| will give you the stare]] if you do decide to take them.&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here&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;
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;
&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-celestantprime-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-lord-celestant-dracoth-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcelestant-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-lordcastellant-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Lord-Veritant-ENG.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvenator-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightazyros-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightheraldor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-knightvexillor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-knight-questor-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-liberators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/warhammer-aos-judicators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-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;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf&lt;br /&gt;
&lt;br /&gt;
&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>2800:A4:1784:C900:3838:CC72:FD50:6493</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Nighthaunt&amp;diff=23782</id>
		<title>Age of Sigmar/Tactics/Death/Nighthaunt</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Death/Nighthaunt&amp;diff=23782"/>
		<updated>2019-09-02T02:26:01Z</updated>

		<summary type="html">&lt;p&gt;2800:A4:1784:C900:3838:CC72:FD50:6493: /* Why play Nighthaunt? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Nighthaunt|Logo=LadyOlynderMortarch.png|Alliance=Death|Motto=Wooo!! I&#039;m a ghosty!}}&lt;br /&gt;
&lt;br /&gt;
Get ready to have [https://www.youtube.com/watch?v=XSaqSVi--Ms Grim Grinning Ghosts] playing on a loop because the ghosts of the Mortal Realms have come out to socialize!&lt;br /&gt;
&lt;br /&gt;
==Why play Nighthaunt?==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*Army wide Ethereal rule means enemy rend has no effect at all on your save rolls.&lt;br /&gt;
*Army wide ignore wounds and mortal wounds on a 6.&lt;br /&gt;
*Army wide fly means you pay no heed to the idea of &amp;quot;Battle lines&amp;quot;, just go above your enemy and hit them where it hurts. &lt;br /&gt;
*Strong leadership and small army size means routing is never an issue&lt;br /&gt;
*Dish out mortal wounds like it&#039;s nobody&#039;s business.&lt;br /&gt;
*GW support, with some of the best models released recently.&lt;br /&gt;
*You have one of the best mobility in the game. With deep strike, teleportation, and that all of your units fly. You can run around your enemy(or crash into them like a screaming banshee train) with ease! and you&#039;re not all that fragile too.&lt;br /&gt;
*12 hero options to choose from. Spoilt for choice.&lt;br /&gt;
*Your main motivation is hatred of Sigmarines. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
*Despite perfectly fitting the aesthetic, Mortis Engines aren&#039;t Nighthaunt units.&lt;br /&gt;
*Like a lot of Death armies, your heroes are the chain that binds the army together. If they get killed you might as well go back to the grave.&lt;br /&gt;
*12 hero options to choose from. Whaimmagonnadoo?&lt;br /&gt;
*Not all those 12 options are all that superb either&lt;br /&gt;
*Pray to Nagash for those 10&#039;s on the charge, because you&#039;re going to need them.&lt;br /&gt;
*Eats Mortal Wounds like a chump; your going to need that 6+ FNP, since thats almost all you get.&lt;br /&gt;
*Depending on your opinion of mono-pose models, you may either love or hate the Nighthaunt line of models.&lt;br /&gt;
*Ethereal is a HEAVY point tax. You&#039;ll feel that all your models are 10-30% more expensive point wise than they would be due to not being affected by Rend. And in some match ups, Ethereal means little.&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
The &#039;&#039;Nighthaunt Battletome&#039;&#039; has all the Warscrolls, Battations and Allegiance Abilities.&lt;br /&gt;
*This should be supplemented with the Nighthaunt &#039;&#039;Errata&#039;&#039; and &#039;&#039;Designers&#039; Commentary&#039;&#039; from the [https://www.warhammer-community.com/faqs/ FAQs]. &lt;br /&gt;
*Matched play points are in &#039;&#039;General&#039;s Handbook 2019&#039;&#039;.&lt;br /&gt;
*Alternatively up to date warscrolls can be found in the &#039;&#039;WH AoS&#039;&#039; app. Warscrolls on the GW webstore match those in the Battletome.&lt;br /&gt;
&lt;br /&gt;
As with all factions you&#039;ll want:&lt;br /&gt;
*The core rules are either [https://www.games-workshop.com/en-GB/Warhammer-Age-of-Sigmar-Rules downloadable] or in the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*Games taking place in a Realm need the Realm of Battle rules from the &#039;&#039;Core Book&#039;&#039;.&lt;br /&gt;
*In you want to take advantage of realm specific artefacts you&#039;ll need the Artefacts Of The Realms section from the &#039;&#039;Malign Sorcery&#039;&#039; book.&lt;br /&gt;
*Matched play battleplans are split across the &#039;&#039;Core Book&#039;&#039; and  &#039;&#039;General&#039;s Handbook 2019&#039;&#039;.&lt;br /&gt;
*&#039;&#039;All&#039;&#039; books should be supplemented with any updates from the [https://www.warhammer-community.com/faqs/ FAQs].&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Battle Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Aura of Dread:&#039;&#039;&#039; -1 Bravery to enemy units within 6&amp;quot; of yours. Decent, but nothing special.... until you read below.&lt;br /&gt;
*&#039;&#039;&#039;Deathless Spirits:&#039;&#039;&#039; Each time a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit takes a wound/mortal wound, if that unit is wholly within 12&amp;quot; of your general or any other &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; it can ignore the wound on a dice result of 6.&lt;br /&gt;
*&#039;&#039;&#039;Feed on Terror:&#039;&#039;&#039; If an enemy unit fails a battleshock test, a &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; within 6&amp;quot; heals 1 wound. Adds a bit of sustainability considering how you desperately need to keep your heroes... unlive? &lt;br /&gt;
*&#039;&#039;&#039;From the Underworld They Come:&#039;&#039;&#039; For each unit you set-up on the battlefield you can keep them in reserve. Then you can deep-strike them with all of the normal limitations (9&amp;quot; range, can&#039;t move yadda yadda). No need to roll a dice now!&lt;br /&gt;
*&#039;&#039;&#039;Wave of Terror:&#039;&#039;&#039; When a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit makes an unmodified charge roll of 10+. The charging unit can immediately fight, and can still fight again in the following combat phase.This is fucking illegal and incredibly powerful. &lt;br /&gt;
*&#039;&#039;&#039;Spectral Summons:&#039;&#039;&#039; A Command Ability for your general. At the start of your movement phase pick a friendly &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit on the battlefield, then teleport it to your general. Entirely within 12&amp;quot; of your general and 9&amp;quot; from any enemy unit. Great to pull a unit away that&#039;s been charged by something that&#039;s about to wreck them or to charge with something pulled from the backline or to support a unit with another HERO or... you get the idea.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Command Traits&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Living:&#039;&#039;&#039; Your general can re-roll all hits unless the target has the DEATH key word.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Entity:&#039;&#039;&#039; At the start of the enemy movement phase, roll a d6 for each enemy unit within 3&amp;quot; than your general. If the result is equal to or greater than their bravery characteristic, that unit must retreat. Combos with your -1 bravery aura from Aura of Dread. Amazing against mob armies with low base bravery. Get them to retreat and then charge them again for the chance of that tasty, tasty 10+ charge. &lt;br /&gt;
*&#039;&#039;&#039;Lingering Spirit:&#039;&#039;&#039; The general gets +1 wound. Absolute trash.&lt;br /&gt;
*&#039;&#039;&#039;Spiteful Spirit:&#039;&#039;&#039; If an enemy unit inflicts a wound on your general in melee combat, roll a d6. If you roll a 5+, enemy unit takes a mortal wound after all attacks have been made. &lt;br /&gt;
*&#039;&#039;&#039;Cloaked in Shadow:&#039;&#039;&#039; Gives -1 to hit for ranged attacks vs. the General. It&#039;s worth noting that with Look Out, Sir! it becomes -2.&lt;br /&gt;
*&#039;&#039;&#039;Ruler of the Spirit Hosts:&#039;&#039;&#039; At start of hero phase, return d3 models to a friendly &#039;&#039;&#039;SUMMONABLE NIGHTHAUNT&#039;&#039;&#039; unit within 9&amp;quot; of the general. Use on Hexwraiths or Spirit Hosts for maximum wound-return efficiency.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Weapons of the Damned&amp;lt;/span&amp;gt;===&lt;br /&gt;
All Artefacts in this list requires you to pick one of the bearers melee weapons&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow&#039;s Edge:&#039;&#039;&#039;  An unmodified hit roll of 6 using that weapon deals d3 mortal wounds and the attack sequence ends. Basically gives a &#039;&#039;&#039;HERO&#039;&#039;&#039; an improved Frightful Touch, note that this does stack if they already have that rule. Kind of wasted on weapons with a damage stat higher than 1.&lt;br /&gt;
*&#039;&#039;&#039;Reaper of Sorrows:&#039;&#039;&#039; Before attacking, roll 2D6. If the rolls exceed the target units Bravery then the Rend characteristic of this weapon is changed to -3. Since there is very little overlap between &amp;quot;units with low Bravery&amp;quot; and &amp;quot;units against which -3 Rend isn&#039;t wasted&amp;quot;, better skip this one.&lt;br /&gt;
*&#039;&#039;&#039;Balefire Blade:&#039;&#039;&#039; Add 1 to the weapon&#039;s damage characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Slitter:&#039;&#039;&#039; Every time the bearer is chosen to fight, but before piling in you can roll a dice against a model within 1&amp;quot;. If the roll exceeds their wound characteristic, it is slain.  Meaning you can pick the model you want to be removed from the unit, not your opponent.  This can lead to some very interesting situations, considering the new rules for cohesion... &lt;br /&gt;
*&#039;&#039;&#039;Headsman&#039;s Judgement:&#039;&#039;&#039; Add 1 to the hit roll and wound roll. Just in case you&#039;d like your Executioner to be able to pull his weight. Or stop pretending and give it to a Knight of Shrouds.&lt;br /&gt;
*&#039;&#039;&#039;Shrieking Blade:&#039;&#039;&#039; Subtract 1 from hit rolls made with melee weapons against the bearer.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Relics of the Underworld&amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Cloak of the Waxing Moon:&#039;&#039;&#039; Your opponent is at -1 to wound in melee against the owner of this cloak.&lt;br /&gt;
*&#039;&#039;&#039;Pendant of the Fell Wind:&#039;&#039;&#039; Add +3&amp;quot; to the movement of any Nighthaunt units wholly within 12&amp;quot; of this character at the start of their phase. Perfect when the 6&amp;quot; Move of Spirit Hosts and Chainrasps aren&#039;t doing it for you, or combine with Chronomantic Cogs for Ghrimghast Reapers who move 13&amp;quot; and then charge 2d6+2&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Dreadbolt Ring:&#039;&#039;&#039; If this model inflicts one or more wounds in the combat phase, then inflict d3 mortal wounds on an enemy unit within 3&amp;quot; after this model has finished attacking.&lt;br /&gt;
*&#039;&#039;&#039;Mirror of Screaming Souls:&#039;&#039;&#039; At the start of your shooting phase, roll 2D6 for each enemy unit within 8&amp;quot; of the bearer. If you roll above bravery, 1 mortal wound. Decent on a banshee or durable beatstick.&lt;br /&gt;
*&#039;&#039;&#039;Midnight Tome:&#039;&#039;&#039; The model becomes a Wizard and can cast/unbind once per phase and knows the two basic spells. If the model is already a wizard, it can cast one more spell.&lt;br /&gt;
*&#039;&#039;&#039;Covetous Familiar:&#039;&#039;&#039; Each combat phase, roll a dice for every enemy unit within 3&amp;quot;. On a 2+ they take a mortal wound. A perfect little bonus for a melee character, since it&#039;s a flat 50% to cause an unsaveable wound. Better than the Dreadbolt Ring if you wanna get surrounded by multiple units.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Infernal Lanterns&amp;lt;/span&amp;gt;===&lt;br /&gt;
Guardian of Souls with Nightmare Lantern only.&lt;br /&gt;
*&#039;&#039;&#039;Lightshard of the Harvest Moon:&#039;&#039;&#039; Once per battle, at the start of the combat phase, every &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit wholly within 12&amp;quot; of the bearer rerolls all to hit when they attack in the combat phase.&lt;br /&gt;
*&#039;&#039;&#039;Wychlight Lantern:&#039;&#039;&#039; Add 1 to the bearer&#039;s casting roll.&lt;br /&gt;
*&#039;&#039;&#039;Beacon of Nagashizzar:&#039;&#039;&#039; Add +3 to the heal or resurrect roll when the bearer casts Spectral Lure.&lt;br /&gt;
&lt;br /&gt;
===Notable Artifacts of the Realms===&lt;br /&gt;
Blade of Secrets- perfect for a dreadblade harrow unit that can teleport next to a caster and stop a specific spell that is causing your army grief for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Lore of the Underworld&amp;lt;/span&amp;gt;===&lt;br /&gt;
Like several armies you get a set of spells available to any &#039;&#039;&#039;NIGHTHAUNT WIZARDS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Cage:&#039;&#039;&#039; Casting Value 6. If successfully cast pick an enemy unit within 12” of the caster that is visible to it. Until the start of your next hero phase, that unit cannot attack in the combat phase until all other eligible units have done so. In addition, the unit cannot retreat. &#039;&#039;A very nice way to deal with deathstars by using this and charging multiple units at it.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spirit Drain:&#039;&#039;&#039; Casting Value 4. If successfully cast pick an enemy model within 18” of the caster that is visible to it. Roll number of dice equal to the wounds characteristic of the model. For each roll of a 6+ the model suffers 1 mortal wound. &#039;&#039;A Monster killer if there ever was one. Remember it&#039;s the Characteristic, so you can use this on a big beastie on it&#039;s last leg(s) to finish it off.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lifestealer:&#039;&#039;&#039; Casting Value 7. If successfully cast pick an enemy unit within 12” of the caster that is visible to it. The unit suffers D3 mortal wounds. For every mortal wound inflicted in this manner, the caster heals 1 wound. &#039;&#039;This works great with Reikenor the Grimhailer. Snuff out your own corpse candle and cast this powerfully spell on a natural 4, and have a guaranteed wound to heal!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reaping Scythe:&#039;&#039;&#039; Casting Value 4. If successfully cast pick one of this models melee weapons. You may reroll all failed to-hit and to-wound rolls made for that weapon until the start of your next hero phase.&#039;&#039;Great on any kind of &#039;&#039;&#039;HERO&#039;&#039;&#039; that you turned into a wizard since most of them are beatsticks.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shade Mist:&#039;&#039;&#039; Casting Value 6. If successfully cast pick a Nighthaunt unit within 12” of the caster. Until the start of your next hero phase, subtract 1 from all wound rolls made for attacks targeting this unit. &#039;&#039;Revel in your unrendable, resurrecting, -1 To Wound Chainrasp as your opponent tries to desperately get them off that objective.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spectral Tether:&#039;&#039;&#039; Casting Value 6. If successfully cast pick a friendly &#039;&#039;&#039;NIGHTHAUNT HERO&#039;&#039;&#039; unit within 12”. That unit immediately heals D3 wounds.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;Endless Spells&amp;lt;/span&amp;gt;===&lt;br /&gt;
New to Second Edition, you&#039;re the other first to gain Faction Exclusive Endless Spells! These can only be cast by &#039;&#039;&#039;NIGHTHAUNT WIZARDS&#039;&#039;&#039; or &#039;&#039;&#039;NAGASH, SUPREME LORD OF THE UNDEAD&#039;&#039;&#039;. However, these are honestly pretty crap if used with Nighthaunt.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shyish Reaper:&#039;&#039;&#039; The Shyish Reaper has a move of 8&amp;quot;, and damages units by flying over models. Thre issue is that with its base being nearly 3&amp;quot;, it can effectively only move 5&amp;quot;. It is more likely to deal damage to stuff with better save characteristics. Think for a moment - what armies around like to field lots of models with a 4+ save or better? Unfortunately, the top of the list is Nighthaunt. This spell is more likely to damage your own units than the enemy, most of the time. Avoid it.&lt;br /&gt;
* &#039;&#039;&#039;Vault of Souls:&#039;&#039;&#039; It&#039;s a floating bomb that deals Mortal Wounds, and it explodes into D6 Mortal Wounds when it dispenses 20 of them. With how hard Predatory Endless Spells are to predict, this thing is too likely to turn and explode next to you at a critical moment. Avoid it.&lt;br /&gt;
* &#039;&#039;&#039;Mortalis Terminexus:&#039;&#039;&#039; It&#039;s a big floating Hourglass that either deal D3 Mortal Wounds to everything within 6&amp;quot; or heal D3 Wounds to everything within 6&amp;quot;. Does not return dead models. In an army that already has great regeneration, mediocre regeneration that can&#039;t restore dead models is not worth taking. Avoid it. The model is cool, though, so use it as a proxy for the Chronomantic Cogs.&lt;br /&gt;
&lt;br /&gt;
Some of the generic Endless Spells are also worth considering. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Suffocating Gravetide:&#039;&#039;&#039; Now, let&#039;s not kid ourselves. The Suffocating Gravetide isn&#039;t strictly GOOD, but what it is is cheap. At 30 points, it&#039;s worth tossing in if you have 30-40 points to spare once you&#039;ve built your list, since they won&#039;t do anything for you otherwise. The Gravetide deals D3 mortal wounds to each unit it even slightly passes over, and inflicts a -1 leadership penalty on them, which can synergize with the -1 from Nighthaunt. The Gravetide is also on a pretty big base - it can be useful to plop it right in the way of an enemy unit and block them from getting that critical objective. The fact that the Gravetide provides cover is almost irrelevant to you - units with Ethereal can&#039;t benefit from cover, and you&#039;ll rarely care anyway.&lt;br /&gt;
** It also looks good next to your Nighthaunt, with the same design aesthetic.&lt;br /&gt;
* &#039;&#039;&#039;Chronomantic Cogs:&#039;&#039;&#039; Oh here we go. For a quick refresher, you need to have a WIZARD within 9&amp;quot; of the Cogs to activate them, and when you do you choose one ability to last until your next hero phase. If you slow down time, the controlling wizard can cast one additional spell in your hero phase and re-roll save rolls. If you speed up time, you add 2 to the move characteristic of and charge rolls for &#039;&#039;every unit on the board&#039;&#039;. While this doesn&#039;t sync with your allegiance ability(the rule specifies unmodified 10+), you still really want to get your charges off, and a +2 is huge, especially if you&#039;re going for risky charges from out of reserves.&lt;br /&gt;
* &#039;&#039;&#039;Aethervoid Pendulum:&#039;&#039;&#039; Good for a 40 point spend when you don&#039;t feel like the Gravetide but don&#039;t have the 50 spare for a command point. The Aethervoid Pendulum avoids the main problem of predatory endless spells by always moving in one direction, which means it&#039;s telegraphed, but also means it will never turn against you just because you get a double turn. It deals D6 mortal wounds to anything it flies over or lands 1&amp;quot; from - send it towards the enemy, ideally at an allegiance terrain piece or objective they can&#039;t afford to step away from. Even if it doesn&#039;t do damage, it crimps your opponent&#039;s options, and that&#039;s always good.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;DEATH&#039;&#039;&#039;, &#039;&#039;&#039;MALIGNANT&#039;&#039;&#039; and &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
====Named Characters====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lady_Olynder.pdf  Lady Olynder, Mortarch of Grief]:&#039;&#039;&#039; First new Mortarch since the End Times. She is all about dealing mortal wounds on the enemy in multiple ways: is surrounded by banshees that deal 6 Spirit Host attacks in melee, once per battle can either heal D6 wounds on herself or deal D6 Mortal wounds on an enemy hero within 6&amp;quot;, in every hero phase picks an enemy unit within 12&amp;quot; and inflicting mortal wounds on it on a 2+ roll (the wounds are equal to the roll result) and then heals D3 wounds on herself if she managed to kill at least a model, in shooting phase rolls 2D6 for each enemy unit within 10&amp;quot; and deals them D3 mortal wounds if the result is higher than their bravery, and also adds an extra fleeing model to every enemy unit failing battleshock tests within 12&amp;quot;. Her exclusive spell takes an enemy unit and gives it -1 to their hit rolls and +1 to the hit rolls made against it in melee, and her command ability restores a dead model in every SUMMONABLE Nighthaunt unit within 12&amp;quot;. Olynder isn&#039;t really a support unit like her model suggests; she&#039;s an assassin that you drop in to your enemies backside or deathstar and wreak havoc upon them with mortal wounds, your other units have better damage-to-point ratio but since her&#039;s is almost entirely with mortal wounds you bypass a lot of those 3+/2+ saves with rerolls fuckers that you have a hard time with.&lt;br /&gt;
** Be careful using this gal. 7 wounds with a 4+ save and an ignore wounds on a 6 is &#039;&#039;not&#039;&#039; that durable, and the fact that she needs to be fairly close to the fighting just makes her more vulnerable. &lt;br /&gt;
**, Unlike the other Mortarchs, Olynder isn&#039;t a monster and does benefit from the Look Out Sir, which coupled with her unrendable save increases her survivability. If anything she is probably maaaarginally more durable than the 3 big mortarchs. Someone do the maths.&lt;br /&gt;
**&amp;lt;ASSEMBLY TIP&amp;gt; Gaps ahoy! There is a bulb that helps you to align the 3 pieces that make up her veil and headpiece. Snip that bulb off so you can still get rid of gaps whilst keeping her entire veil as a subassembly for easier painting. Her entire assembly is also resting on one single damned stalk of her gown. Find a way to stabilize her if you don&#039;t want to be the one greiving.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Kurdoss_Valentian.pdf Kurdoss Valentian, The Craven King]:&#039;&#039;&#039; The General Killer. Usurper. Nagash&#039; Monument to Dickishness. A flying beatstick with a very good but unreliable debuff. He has 6 Spirit Host attacks like his wife, his other weapon in melee is the Sepulchral Sceptre, a weapon with 5 attacks on a 3+/3+ roll with -2 rend, each dealing D3 wounds (D6 if you rolled a 6 to wound) and rerolls failed hit rolls against the enemy general. Also, in each enemy hero phase, when they get their command point you can steal it on a 5+ roll, which can take away some armies command abilities. There&#039;s really not much else to say about him, fly him into your enemies behind and wreck face.&lt;br /&gt;
** When Kurdoss was first resurrected he said &amp;quot;Kurdoss does not serve!&amp;quot;, &amp;quot;But neither does he rule!&amp;quot; said the two Servants beside him and they laughed!&lt;br /&gt;
** Unfortunately as neat as he is at being a combat character, he does little to nothing for the army outside of CP stealing. Thus he tends to be overshadowed by nearly all the other leaders with the lack of synergy buffs. Plus 7 wounds, even with ethereal, isn&#039;t exactly too tough.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Reikenor_the_Grimhailer.pdf Reikenor the Grimhailer]:&#039;&#039;&#039; Both a warrior and a wizard. Gets a souped-up version of the scythes we saw on Cairn Wraiths, Lord Executioners and Grimghast reapers, getting the usual reroll on bigger units plus dealing mortal wounds instead of regular one on a hit roll of 6. His spell deals D3 mortal wounds on an enemy unit within 12&amp;quot;, plus D3 more if the first ones killed something. When casting, can either deal 1 mortal wound to an enemy within 12&amp;quot; or himself, getting respectively +1 or +3 to the cast roll. Consider using this guy to cast your Endless Spell, just in case your opponent wants to dispel it.&lt;br /&gt;
** As this ability targets a specific model in a unit, you can use it to split coherency and open the way to clearing multiple models off the table if you are feeling evil. Use with cogs, do this twice, earn the undying hatred of your opponent. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf The Briar Queen]:&#039;&#039;&#039; Must include her Thorns of the Briar Queen. The first Mirrorghast Banshee, she&#039;s a wizard with 3 ranged attacks with -3 rend, hitting and wounding on 3s... sadly, only doing 1 damage each, breaking the numerical focus. Her melee attack hits at 3&amp;quot;, hitting and wounding on 3 as well, -2 rend, doing D3 wounds. Her unique spell hits all enemies 6&amp;quot; of a point 18&amp;quot; away from her; if the roll is either greater than the target&#039;s Move value, or a double, it suffers a mortal wound and has halved movement until her next hero phase.&lt;br /&gt;
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====Others====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Knight%20of%20Shrouds.pdf Knight of Shrouds]:&#039;&#039;&#039; Our first genuine commander model. Blessed with the same defenses as a Cairn Wraith but with an additional wound he&#039;s pretty tough. With basically a Vampire Lord&#039;s melee profile (Damage 2 instead of D3) he&#039;s not a pushover. His Command grants Nighthaunt units within 9&amp;quot; +1 To Hit, meaning he can hit on a 2+ himself and can counter-act those pesky To-Hit penalties. In a Nighthaunt army with some allies, he&#039;s absolutely fantastic. He&#039;s tough as nails and regenerates if you kill an enemy &#039;&#039;&#039;HERO&#039;&#039;&#039;. Also adds a bonus to Dreadblade Harrow as per the dreadblade warscroll.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_knight_of_shrouds_knighthaunt_2018.pdf Knight of Shrouds on Ethereal Steed]:&#039;&#039;&#039; Mounted variant of the guy above. Similar stats, with double the movement and, weirdly, only one extra wound (In contrast to the Grimhailer and other mounted heroes whom have 2 more wounds than regular) plus the extra attacks from the spooky horse, and his command ability gives +1 attacks at a Nighthaunt unit wholly within 18&amp;quot; instead. Actually a better general for your Spirit Hosts now that they deal mortal wounds on an unmodifiable 6. Also adds a a bonus to Dreadblade harrow as per their warscroll. Also, when comparing him to a Vampire Lord, keep in mind that while a Vampire Lord&#039;s ability does last till the end of your next Hero phase, it cannot in any way affect units coming in from deep strike; luckily, since the KoSoES&#039;s command ability occurs in the combat phase, he is the perfect front-lines commander to help buff a unit thats coming from the underworld.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Guardian_of_Souls_Nighthaunt_2018.pdf Guardian of Souls with Nightmare Lantern]:&#039;&#039;&#039; First real wizard for the army. His exclusive spell restores d6 wounds to a SUMMONABLE unit within 18&amp;quot; &#039;&#039;&#039;or&#039;&#039;&#039; resurrects models with a combined wound count equal to the d6 roll, while he also makes every Nighthaunt within 9&amp;quot; add 1 to their wound rolls, which is phenomenal for most units and inconsequential to Spirit Hosts.&lt;br /&gt;
**Suffers from the &amp;quot;I&#039;m so good at supporting the army that everyone guns for me&amp;quot; syndrome. Many NH players find their guardians dying real fast when people figure out they&#039;re the key to victory! Be sure to surround them with bodies and even then aren&#039;t protected from Mortal Wound sniping. You should consider taking two - the aura stacks, which means if you&#039;ve got two of them on hand your chainrasps are wounding on 2s, but even more importantly, it lets you spread your Guardians out for redundancy and keep from losing your wound bonus, your heals, AND your magic to a single model.&lt;br /&gt;
**One thing to note is an artifact, the Beacon of Nagashizzar, which the Guardian can take. It upgrades the Guardian&#039;s unique Spectral Lure spell from restoring d6 wounds to D6+3 - it&#039;s a lot more reliable.&lt;br /&gt;
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*&#039;&#039;&#039;Guardian of Souls with Mortality Glass:&#039;&#039;&#039; Same as above, but instead of buffing wound rolls forces enemy units within 9&amp;quot; to roll a single die when charging. He uses the spell Temporal Translocation which on a 6 allows one unit within 24&amp;quot; of the caster to make a normal move of 6&amp;quot; that can be used to retreat but still allows it to charge later in the turn. Great spell on everything other than bladegheists and Glaivewrath Stalkers with a Deathbeat Drummer (they already can do this).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Spirit_Torment_Nighthaunt_2018.pdf Spirit Torment]:&#039;&#039;&#039; The sleeper hit of the Nighthaunt hero lineup. He has a 12&amp;quot; aura that lets friendly Nighthaunt re-roll hit rolls of 1, which can make your force significantly better. He has average defensive stats, but packs a surprising punch in melee thanks to his chains being a D3 damage weapon. He also heals units or restores models within 6&amp;quot; provided at least 3 enemy models were slain by the beginning of the Battleshock phase(this checks in both your turn and your opponent&#039;s turn, so it&#039;s potentialy 2d3 models per battle round). The Spirit Torment is a must - put him close to where the fighting is thickest, and you&#039;ll rarely go wrong.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Lord_Executioner_Nighthaunt_2018.pdf Lord Executioner]:&#039;&#039;&#039; Your generic Hero killer. Gets an average weapon that deals 3 wounds if you roll a 6+ to wound, rejects mortal wounds on a 5+ roll and can give -1 to hit rolls at an enemy hero within 3&amp;quot; in melee. That last ability is the only real reason this would be worth taking, and even then he&#039;s probably not worth the points.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_dreadblade_harrow.pdf Dreadblade Harrow]:&#039;&#039;&#039; Mounted lieutenant that can warp on the field instead of moving regularly as long as he&#039;s not engaged in melee and a sword that gets different buffs depending on what he does (+1 damage in the turn he charged, +1 attacks in every other turn and can also reroll every 1 to wound if a Knight of Shrouds is within 9&amp;quot; from him). At first, he seems rather pointless aside from flanking long-range artillery or mages. But then you realize that his teleportation trick works at the beginning of the movement phase, much like your deathly summons, and because of this, you pick the order they go off. So say hello to your new Undead Taxi cab.&lt;br /&gt;
**Aside from teleportation shenanigans, Dreadblade Harrows are an awkward choice - they don&#039;t really offer much damage, they don&#039;t have a support ability, and they need to buddy up with the Knight of Shrouds to get the most out of them. &lt;br /&gt;
** Some conspiracies suggest DBH were suppose to be a unit, not heroes. But some weird book shuffling occurred. After all it is a little weird to sell 2 heroes in a single EZ to build box&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG%20Cairn%20Wraith.pdf Cairn Wraith]:&#039;&#039;&#039; The Cairn Wraith was an important forerunner in the aesthetics of the Grimghast Reapers, Reikenor, and lots of other Nighthaunt units. Unfortunately, the fact is that the Nighthaunt update kind of left the Cairn Wraith behind, as it no longer has a niche of its own. It&#039;s not tanky, not a great duelist, not a decent support, and not a good blender. However, what the Cairn Wraith does bring to the table is a reliable source of damage and Deathless Spirits for your big blobs of Grimghasts for a tidy 60 points. Consider him if you already have some cogs and nothing else to spend those points on.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-tomb-banshee-en.pdf Tomb Banshee]:&#039;&#039;&#039; For all intents and purposes, a Banshee is more or less a Cairn Wraith with much weaker attacks (though at -2 Rend, that&#039;s pretty decent) and a scream attack that causes damage off of Bravery. Much like the Cairn Wraith, the update left the Tomb Banshee lacking any particular role.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Battleline====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-nighthaunt-spirithosts-en.pdf Spirit Hosts]:&#039;&#039;&#039; &#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039; (&#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army). Compared to other swarms, Spirit Hosts have fewer Wounds, but way better attacks and a 4+ unrendable save, which makes them pretty tough against anything but Mortal Wounds. Effectively, they have a rather low damage output, but the vast majority of their damage is in Mortal Wounds, which makes them great, especially against stuff with big saves and high rend. Be&#039;lakor in particular hates these things with a passion. Their Frightful Touch ability got changed to on work on an &#039;&#039;unmodified&#039;&#039; roll of 6, less synergy but you don&#039;t get fucked by hit penalties anymore.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainrasp_Horde_Nighthaunt_2018.pdf Chainrasp Hordes]:&#039;&#039;&#039; &#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039; and &#039;&#039;&#039;Battleline&#039;&#039;&#039;. The actual troops for the army, thanks to the new edition. Classic swarmy troops that deal a huge bunch of attacks, also reroll every 1 to wound as long as they&#039;re &amp;lt;s&amp;gt;10 or more&amp;lt;/s&amp;gt; more than 10 . Get a bunch of heroes around them to buff their attack stats and enjoy.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Grimghast_Reapers_Nighthaunt_2018.pdf Grimghast Reapers]:&#039;&#039;&#039; &#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039; (&#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army). Band of scythe guys. Troop with a slightly worse version of the Cairn Wraith&#039;s scythe, while the leader gets a bell that deals a mortal wound for each model it killed with regular wounds. This unit is a flying blender, so it&#039;s no wonder they&#039;re your most expensive Battleline.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_hexwraiths.pdf Hexwraiths]:&#039;&#039;&#039; &#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039; (&#039;&#039;&#039;Battleline&#039;&#039;&#039; only in a &#039;&#039;&#039;Nighthaunt&#039;&#039;&#039; army). Kinda average but can still be useful in certain situations. They hit with a bunch of decent attacks, and have a decent chance to damage enemy units they move over the top of by dealing a mortal wound on a roll of 5+ for each Hexwraith that flew over them and are very fast. Do not forget that you cannot end your movement within 3&amp;quot; of the enemy, so think of this ability as 12-3&amp;quot; if you intend to charge the enemy after that. They are also very durable and have a solid, if a bit lacklustre, weapon profile. These bois are your artillery killers. Fly them right over enemy battle lines and crush enemy archers and the like. You take these guys as a tactical option, rather than as a beat stick. &lt;br /&gt;
**One of the few units that can cause damage while retreating, which is done in the movement phase.  Flying over a unit or two (don&#039;t forget your D6 run while retreating) counts for triggering their special ability.&lt;br /&gt;
**If taken in the battalion with the black coach, these guys get an even better chance to strike during charge phase since they only need an unmodified 9+ charge roll.&lt;br /&gt;
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====Others====&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Glaivewraith.pdf Glaivewraith Stalkers]:&#039;&#039;&#039; &#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039; Another unit with annoying attacks. They reroll every failed hit roll in the turn they&#039;re engaged in combat (either if they&#039;re the ones who charged or not). Also can get a drummer to retreat and charge in the same turn. Take note that at 15 points, 6&amp;quot; move and 1 wound a piece, you might want to bring larger units of them to prevent &amp;quot;ye olde hexwraiths-getting-deleted-in-a-single-turn&amp;quot; conundrum. Have a hero that heals/resurrects float around with them, and turn that 1 Wound per Model disadvantage into some tasty tasty enemy-morale-breaking heals/resurrects.&lt;br /&gt;
**Opinion: Never take them for anything but character hunting or as a cheap list filler. Grimghast reapers do more damage. Not to mention the pokey sticks aren&#039;t battle line and move slower but worst of all are MORE expensive than the grimghasts. As a comparison, for 3 points more per model you can bring bladegheists instead.&lt;br /&gt;
**Consider: By simply clipping off the horse face to leave an empty cowl and turning the blade 90 degrees, you can turn these guys into more Grimghast Reapers. Probably a better use of the model.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_NightHaunt_Mymourn%20Banshees.pdf Myrmourn Banshees]:&#039;&#039;&#039;  &#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039; Little tykes that can unbind spells and get an extra attack each if they succeed into doing it (But if you do it on an Endless Spell, they also suffer d3 wounds and basically die a lot). Since they each have 1 attack that does D3 damage, you effectively double their damage output any time you unbind a spell. Also, since spells are one of the main ways of dealing Mortal Wounds, and since Mortal Wounds are the only way to reliably kill your spooks, the fact that these ladies can unbind them makes them a must-have for your army. However, with only 4 models and a 4+ save, they&#039;re fragile - run them in blocks of 12 or not at all.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Chainghasts.pdf Chaingasts]:&#039;&#039;&#039; &#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039; Spirit Torment&#039;s best friends. If they&#039;re within 12&amp;quot; from him, they get his &amp;quot;everyone within 12&amp;quot; rerolls 1 to hit&amp;quot; ability. Also, scourge weapons dishing as many attacks as there are enemy models in the range. One of not very many NH units to get a shooting attack, and a fairly decent one at that.&lt;br /&gt;
**Don&#039;t let their multi attacks ability fool you, these guys cannot hold up in melee. Their role is to boost the Spirit Torment&#039;s aura across half the table, and they&#039;re good at it. Use them for that and plink with their shooting weapons (which it might be noted that unless you got the Soulreach Grasp for your Black Coach, is the &#039;&#039;only&#039;&#039; shooting weapon any of your units get).&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_bladegheist_revenants.pdf Bladegheist Revenants]:&#039;&#039;&#039; &#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039; With an 8&amp;quot; move and a very good weapon profile, Bladegheist Revenants are great at first glance. Second glance reveals a bonus attack on the turn they charge and the ability to retreat and charge, meaning they get 3 attacks in essentially all of your combat phases. Then you notice the fact that when they&#039;re near a Spirit Torment(or Chainghasts repeating the aura), these guys re-roll ALL their hit rolls instead of just 1s. The only downside Bladegheists have is they&#039;ll draw a lot of fire. Run them in blocks of 10 or even 15 to avoid losing the entire unit, and keep a Guardian of Souls on hand to revive dead models and make their swords wound on 2s.&lt;br /&gt;
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*&#039;&#039;&#039;Dreadscythe Harridans:&#039;&#039;&#039; &#039;&#039;&#039;SUMMONABLE&#039;&#039;&#039; Weirdly faced and scythe limbed bitches. They apply -1 to hit against enemy units within 3&amp;quot; of them, unless they have a Bravery of 6 or more (do remember that you decrease it by one though). Decent in melee, with -1 rend and a chance for extra damage, with 3 attacks each. With support from a KoS on Steed or an allied Vampire Lord, their attacks can add up pretty quick.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_thorns_of_the_briar_queen_en.pdf Thorns of the Briar Queen]:&#039;&#039;&#039; The Briar Queen&#039;s personal squad of six Chainrasps; can&#039;t be taken without her. In lieu of numbers, they reroll ones if an enemy unit is within 3&amp;quot; of 2 models of theirs(so almost always). Otherwise, a slightly undermanned Chainrasp Horde.&lt;br /&gt;
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===Behemoths===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Black_Coach.pdf Black Coach]:&#039;&#039;&#039; This thing is not only aesthetically stunning but also a monster in game: With 12 wounds, 14&amp;quot; movement with fly, and a 4+ ethereal save, it&#039;s not going down anytime soon. It has either a single shooting attack with a petty 10&amp;quot; range, but it does do D3 damage and has rend -3 or it&#039;s regular Cairn Wraith scythe. However, it is downright terrifying in combat: Not only does it have 4 melee profiles, the reaper scythe of the rider can reroll hits against units with 5+ models (or a single attack with a rend characteristic of -3, D3 damage if you took the ranged profile.) This weapons along with the relic bearers&#039; Spectral Claws(which goes down in attacks as it gets wounded) have the Frightful Touch rule. It&#039;s Evocation of Death works like this now: At the start of each battleround roll 3 dice, &amp;lt;s&amp;gt;on a 4+&amp;lt;/s&amp;gt; on EACH 4+ it gains one level of power. Each levels stack and last for the rest of the battle.&lt;br /&gt;
**&#039;&#039;&#039;Level 1&#039;&#039;&#039;: Heal d3 wounds at the start of your hero phase and return d3 slain models to a &#039;&#039;&#039;NIGHTHAUNT&#039;&#039;&#039; unit within wholly within 12&amp;quot; of it. &lt;br /&gt;
**&#039;&#039;&#039;Level 2&#039;&#039;&#039;: Re-roll 1&#039;s to hit for this model and can run and charge in the same turn&lt;br /&gt;
**&#039;&#039;&#039;Level 3&#039;&#039;&#039;: After charging pick a unit within 1&amp;quot; of it, roll a dice, on a 2+ that unit suffers D3 mortal wounds&lt;br /&gt;
**&#039;&#039;&#039;Level 4&#039;&#039;&#039;: Can retreat and charge in the same turn. &lt;br /&gt;
**&#039;&#039;&#039;Level 5&#039;&#039;&#039;: At the start of your hero phase, roll a dice for each enemy unit within 3&amp;quot; of this model on a 4+ deal D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
** Alternative take: This grab bag of random rules doesn&#039;t add up to as much board presence as you might imagine, and it just isn&#039;t worth 280 points when stacked up next to 40 chainrasps or more reapers. That said, the model is stunning, and that alone may be reason enough to field one.&lt;br /&gt;
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{{anchor|FWMourngul}}&lt;br /&gt;
*&#039;&#039;&#039;[https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/aos_warscrolls/Downloads-AoS/aos-warscroll-mourngul.pdf Mourngul] (Forgeworld):&#039;&#039;&#039; As of the new edition a whole bunch of FW big boys have had stat changes. The Mourngul has been changed to be a bit more in line with the rest of the new Nighthaunt. First, his 3+ save is now a 4+ save, which is bad. And second his 6+ to hit that generated extra attacks that became 6+ deal additional damage has been replaced with Frightful touch, dealing 2 mortal wounds on a 6+ to hit, which is good (especially against well armoured heroes). With 8 attacks this is very scary note that it&#039;s an unmodified hit roll, so a Knight of Shrouds won&#039;t affect it&#039;s mortal wound generation. But the icing on the cake is that the Mourngul has dropped a whopping 100 points, from 400 to 300. 10 wounds and his -1 to hit aura makes him quite tough in combat, but will melt to shooting. Fact is, the Mourngul was never a real beatstick, more of a distraction Carnifex. He&#039;s definitely lost some of that power, but now you have a whole army of synergies to play with, so he might still have a place in your lists.&lt;br /&gt;
**Alternate take, he&#039;s terrible, even at 300pts. With only a 4+ save and having lost any protection against mortal wounds, his absolutely brutal degradation chart and very low wound count become massive issues, especially considering that you can&#039;t buff his damage output very much anymore. His 8 attacks sound good until you realize he also lost a point of rend which means that even after mortal wounds, he&#039;s still not even going to be killing a 5 wound 3+ save hero on average and will be absolutely shredded by horde type units, even through his heal. After what...5 rounds of nerfs now it&#039;s finally time to leave the Mourngul on the shelf.&lt;br /&gt;
** If the FW Model is too expensive, simply build two Mournghouls from one Aleguzzler Gargant - and you still have the lower half left to build a zombie gargant.&lt;br /&gt;
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==Battalions==&lt;br /&gt;
&lt;br /&gt;
===Chainguard===&lt;br /&gt;
(580pt. min. - 820pt. max)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;A Guardian of Souls and two Chainrasp Hordes with 20+ models each&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Heart of the Horde:&#039;&#039;&#039;The Guardian of Souls can bring back 2D6 models to one of the units of Chainrasps when he casts Spectral Lure.&lt;br /&gt;
&lt;br /&gt;
When paired with the Beacon of Nagashizzar the Guardian can bring back 2d6+3 models (average 10) every turn on a 6. This is ridiculous, and will force your opponent to spend their limited unbind attempts on it, every turn.&lt;br /&gt;
What&#039;s that? Your massive damage unit almost thrashed the battleline of Chainrasp Horde? Don&#039;t worry about it, they&#039;ll all be right back. This is almost manditory for anyone wanting to attempt the &amp;quot;endless horde&amp;quot; army style in Nighthaunts.&lt;br /&gt;
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===The Condemned===&lt;br /&gt;
(670pt. min. - 990pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Spirit Torment, a unit of Chaingasts and two Chainrasp Hordes with 20+ models each&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruel Taskmasters:&#039;&#039;&#039; Re-roll failed hit rolls for attacks made by the Chainrasp Hordes while they are wholly within 15&amp;quot; of the Spirit Torment or Chainghasts. This is an excellent pick, and choosing between this and the above battalion is hard. Extending the aura and making it a full reroll miss effectively makes chainrasp 3+ to hit. Add in guardian of souls buffs and you have 3+/3+ battle line that can get to four attacks each with other effects. Superb.&lt;br /&gt;
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===Death Stalkers===&lt;br /&gt;
(580pt. min. - 1380pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A Cairn Wraith, 2 units of Grimghast Reapers and 2 units of Glaivewraith Stalkers&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul-marked Prey: &#039;&#039;&#039;After setup is complete, pick an enemy unit to become &#039;Soul Marked&#039; by this battalion. Add 1 to hit and wound rolls for attacks made by this battalion against the marked unit. This can be used to get rid of your opponent&#039;s power-units, like large groups of chaos warriors or sequitors.&lt;br /&gt;
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===Deathriders===&lt;br /&gt;
(830pt. min. - 1890pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1-2 Dreadblade Harrow, 2 units of Hexwraiths and a Black Coach&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Spectral Spearhead:&#039;&#039;&#039;Add 1 to charge rolls for units in this battalion. In addition, an unmodified charge roll of 9+ allows the unit to fight immediately (replaces allegiance ability).&lt;br /&gt;
* Raises your chances for the charge bonus from 16.7% to 27.8%.&lt;br /&gt;
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===Execution Horde===&lt;br /&gt;
(540pt. min. - 1620pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;One Lord Executioner and 3 units of Spirit Hosts&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;The Headsman&#039;s Masses:&#039;&#039;&#039;Subtract 1 from the hit rolls of attacks that target this battalion&#039;s Lord Executioner while a Spirit Host unit is within 6&amp;quot; of the attacking unit. In addition, add 1 to the hit rolls of attacks made by the Lord Executioner while any Spirit Hosts are within 6&amp;quot; of the target unit. When made your general and the Cloaked in Shadows trait, that&#039;ll give him a whopping -3 to hit from range, leaving him a 4+/6++ and a additional 5++ against MW. He&#039;ll basically never die, but unless you give him a good artifact, he&#039;ll never kill anything either.&lt;br /&gt;
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===Shrieker Host===&lt;br /&gt;
(560pt. min. - 1280pt. max)&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;A Tomb Banshee, 2 units of Dreadscythe Harridans and 2 units of Myrmourn Banshees&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mournful Wailing:&#039;&#039;&#039;Re-roll battleshock rolls of 1 for enemy units while they are within 6&amp;quot; of any units from this battalion. In addition, Inspiring Presence cannot be used on enemy units within 6&amp;quot; of any units from this battalion.&lt;br /&gt;
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Really good for the &#039;Leadership attack&#039; strategy, however given that Seraphon, Daemons and well, DEATH, are popular armies, and have almost exclusively Bravery 10, this will be fairly hit and miss. Even with the maximum -3 to bravery, a bravery 10 model goes to 7, averaging 0 mortal wounds from banshees. This is probably more for someone who wants to run a gimmick list, or know that their local meta is low-bravery armies. In the latter case, it will be &amp;quot;frightening&amp;quot; how fast you lose your friends. heh...&lt;br /&gt;
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===Shroudguard===&lt;br /&gt;
(410pt. min. - 930pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Knight of Shrouds or Reikenor the Grimhailer and 2 units of Bladegheist Revenants&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frenzied Fervor:&#039;&#039;&#039; Replaces the 6+ ignore wounds from the allegiance ability to a 5+ for the Bladegheist while wholly within 12&amp;quot; of the KoS or Reikenor.&lt;br /&gt;
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This one has some really neat Synergy with the Ruler of the Spirit Hosts Command Trait. Make the Knight of Shrouds your General and pick this as his Command Trait. Now your Knight of Shrouds has a -1 to hit with Ranged Weapons (thanks to the Bladegheist Revenants blocking him), the Bladegheists can shrug off wounds and mortal wounds on a 5+ (thanks to the Battalion ability) and should a Bladegheist Revenant fall, this Command Trait will instantly let you set up some extra Bodyguards. This combo basically turns him into General Spookfucker, at least in terms of Durability.&lt;br /&gt;
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==Super-Battalions==&lt;br /&gt;
&lt;br /&gt;
===Nighthaunt Procession===&lt;br /&gt;
(3730pt. min. - 12350pt. max)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;1 Shroudguard and 6 Battalions chosen between the others in the Battletome&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Do you know Deathless Spirits? That allegiance ability we described above that makes everyone ignore wounds at a 6+? The battalion units replace it with... something a little better? The drawback is that it only works on heros from this battalion, but that hardly matters, since your bound to have 6 seperate heros due to the battalions. What it does giveis that it removes the word &amp;quot;Wholly&amp;quot; from our Deathless Minions aura. So we get the legion version of it, and makes larger battles a little easier to manage.&lt;br /&gt;
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==Army Building==&lt;br /&gt;
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===1000 pt.===&lt;br /&gt;
Start with Soul wars, and then get the Tormented Spirits set (sadly, no longer available on GW website). This will put you at around 1200 points. This list gives you some more of what makes soul wars sweet, the mortal wounds, not only that, you now have some cavalry to ride up with the Knight of Shrouds.&lt;br /&gt;
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===2000 pt.===&lt;br /&gt;
A sweet/fun spot for this army. Tons of heroes. Tons of ghosts. Get ready to spook your opponent because this is just the right point value to run TWO Mournguls, while still having a beefy battleline that isn&#039;t affected by rend! Run 4 big globs of spirit hosts, load up your heroes, and watch your opponent weep as you destroy his bravery-weak battleline with THREE separate banshee screams.&lt;br /&gt;
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==Allied Armies==&lt;br /&gt;
Definitely consider taking a Vampire Lord. The &#039;&#039;DEATHLY INVOCATION&#039;&#039; ability is amazing, as it can dish out a huge amount of healing to your most critical units. The Vampire Lord costs the same as your Knight of Shrouds on Steed and has the same Command Ability and similar damage output. The only difference is the lack of Ethereal.&lt;br /&gt;
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If you want to deploy a &#039;&#039;&#039;MALIGNANT&#039;&#039;&#039; army consider the Mortis Engine, if only because it&#039;s part of Start Collecting - Malignants. Otherwise, build it as either a Bloodseeker Palaquin or Coven Throne, since Soulblight are Nighthaunt allies while Deathmages are not for some reason. The Coven Throne deserves a special mention. They provide Deathly Invocation to help regen your ghosts, they are a Wizard, and their command ability is pretty good allowing any DEATH unit to reroll 1s of attacks, wounds, and saves. If you bought the Nighthaunt start collecting, it might be time to convert those Mortis Engines into Coven Thrones. Keep in mind that the Coven Throne is pricey though. But giving your Nighthaunt re-rolld to wounds, hit, and essentially a AoS 2.0 Mystic Shield, it is very recommended. For added fluff points, give it the Ethereal Amulet from Malign Sorceries for a ethereal save, just like your ghostly pals.&lt;br /&gt;
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The foot-slogging/flying/Nightmare-riding Vampire Lord has a great buff to toss at your Hexwraiths and the one on Zombie Dragon helps Spirit Hosts out a ton. Mannfred von Carstein is also useful because his Dread Abyssal is surrounded by spirits so he fits the theme, because he&#039;s very powerful and his buff aura is amazing and because he can summon more Nighthaunts for you every turn.&lt;br /&gt;
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For Legions, no cheese is spicier than the triple whammy Grimghasts. Take a vampire lord, a Necromancer and a Knight of shrouds on ethereal steed, a guardian of souls with lantern, and a giant honking unit of Grimghasts (Preferably 30). Use the command abilities of both the vamp lord and the knight of shrouds to bump your guys up to 4 attacks each. Next, have your necromancer cast Venhals Dance Macarbe on them so they can fight twice. Did someone say 240 attacks at 3+\3+\-1\1? Now you see those four units you charged, now you don&#039;t. Add in a Coven Throne for its CA, and suddenly, they&#039;re all re-rolling their wounds. &lt;br /&gt;
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Honorable mentions should also go out to Morghast Harbringers and Arkhan the Black. Morghasts add in a good source of Rend -2 and Damage 3 attacks that Nighthaunt lack outside of spamming Mymourn banshees and Kudross. Mobility isn&#039;t as much a problem either, since you&#039;ll most likely be dumping half your Nighthaunt army on the enemy turn 1, and the rest on turn 2, so trust me, your enemy will have more to worry about. This lets your Harbringers to get up the field relatively quickly.&lt;br /&gt;
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Arkhan also fills a hole in a Nighthaunt army, that hole being reliable magic support. Besides having a good unique spell, and the ability to extend both his and your other Nighthaunts spells, he can also cast the spells of other Death Mages, meaning that you&#039;ll get essential spells like Soulcage off.&lt;br /&gt;
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===Mercenary Companies===&lt;br /&gt;
*&#039;&#039;&#039;Blacksmoke Battery:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Greyfyrd:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grugg Brothers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gutstuffers:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Nimyard’s Rough-Riders:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Order of the Blood-Drenched Rose:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampagers:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skroug’s Menagerie:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lichemaster:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Court:&#039;&#039;&#039;&lt;br /&gt;
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{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2800:A4:1784:C900:3838:CC72:FD50:6493</name></author>
	</entry>
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