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===<span style="color:#01bbe3;">Slow Units</span>=== <div class="mw-collapsible-content"> ====Strike Chamber==== All the Paladins have the same basic profile, swapping an inch of movement for an extra wound and point of bravery for their Liberator brethren. 2 in every 5 models of all Paladin units can take a Starsoul Mace that automatically inflicts D3 mortal wounds. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf Retributors]:''' (205pts, Min:5, Max:20) It's Hammertime! Retributors are the jack of all trades when it comes to Paladins. With each of them getting 2/3+/3+/-1/D2, they'll pile on the saves your opponent has to take, your opponent will sorely regret every save he fails. While their special ability isn't as gimmicky as the others', it's the most reliable, with Unmodified 6s to hit inflict 2 MW instead. Probably the best and most consistent all-around choice out of the paladins, there's not much in the game that'll enjoy being in combat with these guys. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf Decimators]:''' (185pts, Min:5, Max:20) These guys have an ax to grind. They don't like horde infantry, and horde infantry doesn't like them. With a 2" 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" and at 3+/3+/-1/1 they'll certainly put a combine harvester to shame. Furthermore, enemies have to subtract 2 from their bravery when within 6" of a Decimator, so even more of your opponent's models will decide to call it a day after seeing their buddies get blenderised. They'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're trading a bucketload of attacks against horde infantry for a few guaranteed knocks against a monster you shouldn't have engaged with Decimators in the first place. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-en.pdf Protectors]:''' (185pts, Min:5, Max:20) Protectors come with big glaives and are almost as blendy as the Decimators with a whopping 3 attacks each. And thanks to their 3" reach, they can quite easily fight over the top of any other troops you want to put them with. Provides Shooting protection with -1 to hit them and at another unit within 6 inches of them gain Cover if Protectors are closer targets. Despite these fun abilities, though, they're most at home cutting down monstrous creatures. An Unmodified 6's to hit Deal D6 Damage instead of 1. Potentially cutting down even dragons with ease. It can also reach over a front rank to shank any dickheads who thought they were safe in the back with their 3" 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's even possible puts them head and shoulders over a lot of your other choices. *The table below is based on a unit of 5 with no rerolls. {| class="wikitable" style="width:70%; margin:0 27% 0 3%; text-align: center" |+ Paladin MathHammer |- ! rowspan="2" | Weapon !! colspan="2" | 3+ Save !! colspan="2" | 4+ Save !! colspan="2" | 5+ Save !! colspan="2" | 6+ Save |- | Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. |- | Retributors || 4.4 || 1.8 || 5.9 || 3.0 || 7.4 || 4.4 || 8.9 || 5.7 |- | Protectors || 3.3 || 1.7 || 4.4 || 2.7 || 5.6 || 3.7 || 6.7 || 4.7 |} *It is hard to apply MathHammer to Decimators because of their variable number of attacks but when each Decimator is in reach of 3 models each they have the same output as Protectors. When they are within reach of 4 models each they have the same damage output as Retributors although with greater reliability. *'''Annihilators:''' (190 pts, Min: 3, Max: dunno yet since the new battletome isn't out yet) Dominion's new version of the Paladin/Terminator type, a massive tank who immediately hits the ground running. That mighty 2+ save alone already makes them a bit more survivable against rend. That said, they have only two uses: Upon deep-striking, they can roll a d6 for each enemy unit within 10" of them and deal d3 mortal wounds on a 3+. Their second role is as chargers: Upon arriving, they can re-roll their charge distance, but on any charge they can potentially deal mortal wounds before they even make a swing. The issue with this second rule is that it requires all your boys to be there to be at its most effective, and with only three models with three wounds each, expect to use Yndrasta or the Banner of Apotheosis to reinforce them plenty of times. Their new kit has them coming with grandhammers, presumably to greater deal damage. The question now becomes, how many can you take in a single unit? **So remember how the Lord-Imperitant allowed units to deep-strike within 7" of an enemy? Yeah, these are the prime targets, allowing them to strike as many foes as possible before making the mother of all bumrushes. *'''Praetors:''' (155 pts, Min: 3, Max: ditto to the above) Bodyguards in that fancy new Dominion boxset. Before the game begins, they have to bind themselves to a single hero, for whom they'll potentially either soak wounds for or even flat-out negate. Fortunately, that 3+ save gives them some decent protection and their halberds are more than capable of making a dent in an enemy. However, their entire role is built upon being bodyguards, so you can't throw them at enemies so carelessly or else lose out on their damage mitigation. *'''Vigilors:''' (Unknown cost, Min: 5?, Max: ???) Vigilors are the newest ranged Stormcast option, and presumably Conditional Battleline when you take the Knight-Judicator. They are supposedly good archers, though considering how they're up against the Man-Skewer Boltboyz and the Vanari Auralan Sentinels, they have some stiff competition to beat. ====Sacrosanct Chamber==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Castigators_Stromcast_2018.pdf Castigators]:''' (75pts, Min:3, Max:18) cheaper Judicators with a smaller unit size and a Skybolt Bow with less range. Like the Sequitors, Castigators have an ability that allows you to choose between 2 different upgrades: during the shooting phase, you can choose to Re-roll 1s to hit or increase their rend by 1. You could also benefit from both by having a Lord-Arcanum use its command ability. Also has d3 exploding hits on 6+ against '''Daemons''' and '''Nighthaunts'''. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Celestar_Ballista_Stromcast_2018.pdf Celestar Ballista]:''' (120pts, Artillery) Did someone want Quad Heavy Bolters in AOS? Well here you go- The Mustash man now doesn't have to import his guns. The Ballista has 2 firing modes, a 36" shot that hit on 3+ or 4 18" shots that hit on 5+. the best thing about the Ballista is that each successful hit turns into d6 hits with -2 rend. Hordes and single wound elites beware. *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Evocators_Stormcast_2018.pdf Evocators]:''' (225pts, Min:5, Max:20) A cabal of Magical Paladins (No Paladin Keyword). Each Evocator model can choose between Tempest Blade and Stormstave or Grandstave - the paired weapons get 4 attacks at 3+/3+/-1/1 with 1" range, the Grandstave gets 3 attacks at 3+/3+/no rend/2/ with 2" range. <!----> **The table below is based on a unit of 5 with no rerolls. If the unit Empowers itself, then they do 33% more wounds irrespective of load out. {| class="wikitable" style="width:70%; margin:0 27% 0 3%; text-align: center" |+ Evocator MathHammer |- ! rowspan="2" | Weapon !! colspan="2" | 3+ Save !! colspan="2" | 4+ Save !! colspan="2" | 5+ Save !! colspan="2" | 6+ Save |- | Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. || Mean || Mean - 1 S.D. |- | Tempest Blade and Stormstave || 4.4 || 2.6 || 5.9 || 3.9 || 7.4 || 5.2 || 8.9 || 6.7 |- | Grandstave || 4.4 || 1.7 || 6.7 || 3.4 || 8.9 || 5.4 || 11.1 || 7.4 |} <!----> :*Based on the MathHammer above, there isn't much in it. A whole unit of Evocators with Grandstaves will on average do two more wounds against hordes but about the same against more heavily armoured foes. Grandstaves will have the advantage against ethereal foes (not to mention the reach making it more likely they will get in). The Blade and Stave will be much better against units with rerolls however as the rend will have a much greater impact. All in all it is probably better to have a mix although large units will want to lean on the Grandstave more heavily due to the extra reach. <!----> :*Unlike true PALADINS, Evocators only have a 4+ save, but on the other hand, they'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" 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" of an enemy, you can choose that enemy as the target. On average, you'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" 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. *'''[https://www.games-workshop.com/resources/PDF/Downloads//aos_warscroll_stormsires_cursebreakers_en.pdf Stormsire's Cursebreakers]:''' Only usable alongside Averon Stormsire. A pair of Evocators with 1 extra attack each and rerolling 1s against Death and Chaos. ====Vanguard Auxiliary Chamber==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Longstrike-Crossbows-en.pdf Vanguard-Raptors''' ''with Longstrike Crossbows]:'' (185pts, Min:3, Max:12) Snipers with magical giant crossbows that shoot thunders. They have 24" range, or 30" if they don't move; their weapons are very powerful but only shoot once each turn, but with a 6 to hit they instead deal 2 mortal wounds. These are the guys you want for killing commanders/wizards/support heroes/war machines or just elite units that are highly armored and powerful but not very numerous. Just find them some cover and/or high ground and start head shooting; some screening units, particularly Aetherwings, are also welcome. They can also hold pretty well if some fast melee unit catches to them, because they've got the basic Liberator stat line (but only 1 melee attack and Bravery 7), but don't expect them to survive for very long and send them some support asap. Using a Lord Aquilor to teleport them every time the enemy is gonna catch them will give your opponent repeated rage episodes and/or seizures, which are always fun things to see. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Vanguard-Raptors''' ''with Hurricane Crossbows]:'' (150pts, Min:3, Max:12)"These magical lightning-shooting crossbows my guys have are nice and all", thought Sigmar one day, "but I can do even better". Then he gave them magical lightning-shooting machine guns. So, now they only have 18" range, but make 6 attacks, or fucking 9 if they don't move. Also -1 for enemies charging within 12". 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'll never be in melee, while still peppering thing with lots of shots. Use terrain to your advantage, too. They're excellent against hordes with low saves, slow units, or units with good saves but low numbers (with enough paper cuts, even the mightiest armor will be breached). Be aware of units with both decent numbers and armor, though, as they will survive, reach you and kick your sorry ass. If you'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, "you-saved-my-life-and-married-my-sister" friendships. </div></div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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