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====Sacrosanct Chamber==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Sequitors.pdf Sequitors]:''' (Conditional Battline: Lord Arcanum General, 130pts, Min:5, Max:20) Battleline if '''LORD-ARCANUM''' is your General. All in all, Sequitors are upgraded Liberators: firstly, Sequitors' mauls have a To Hit value of 3+ against all targets, while the Liberators' hammers only have said advantage against beefy enemies. In addition, they can also take a sword instead that only wounds on 4's, but they get three attacks each; These upgrades already sound sweet, but wait until you hear the second one: at the beginning of '''every''' combat phase, the unit can choose to be more offensive, rerolling all failed To Hit rolls, or more defensive, rerolling all failed Save rolls. Combining the upgraded shields with a Lord-Castellant or with your trusty Staunch Defender makes them one of the toughest battlelines in the game, both stronger and tankier than regular Liberators. 2 in 5 models in the unit can take a Stormsmite Greatmace, in addition to that the Sequitor-Prime can have a Greatmace too. This makes 3 Greatmaces (3+/3+/-1/2) per Unit. You'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 '''Daemons''' or '''Nighthaunts''' 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'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 '''fundamental''' one in a magic-focused Stormcast Eternals army. ** Important Change: Sequitors lost their Soulshield rend reduction ability, but in exchange, when they use their defensive Aetheric Channeling they now gain a 5+ ward save instead. This, combined with buffs from a Knight Castellant's Lantern, makes them amoung the most durable infantry in the game. 5 Sequitors in their defensive curl will tank an unbelievable amount of damage from just about any source. ** Sequitors vs Liberators: This is going to be a tough one going forward as both units have uses to bring. Liberators have gotten some upgrades to their bravery and weapon options that ups their game in comparison to Sequitors a bit, though Sequitors are still obviously better per model. The Sequitors are more effective in combat and on the defense than Liberators, but are more expensive and come in smaller unit sizes. And since you can fit more models into Liberator squads with the potential of their new paired-weapons to generate more attacks they can potentially put out a lot more attacks, but less effective ones. A good option could be to use both. Use Liberators more defensively, using their greater numbers and reasonable combat abilities as objective grabbers and charge breakers, while deepstriking in the Sequitor units into the enemy lines as assault units. Really both have their uses and it is up to the player on what they want to do with both. Against other elite order armies you're taking these guys to dunk on Saurus Guard, Hearthguard Beserkers, Sisters of Slaughter,and Lumineth stone hats.
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