Editing
Age of Sigmar/Tactics/Old/2e/Order/Stormcast Eternals
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===<span style="color:#01bbe3;">Fast Units</span>=== <div class="mw-collapsible-content"> ====Strike Chamber==== *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf Prosecutors''' ''with Celestial Hammers]:''(95pts, Min:3, Max:12) With the ability to fly 12", these guys are basically assault marines. The hammers shoot 18" at 4+/4+. This goes up to a 3+/3+ when you close to face-smashing range, which won't be hard considering that they can charge 3D6. Never forget the increased charge range, especially when you are setting them up via Lightning Strike, as it grants them a significantly better chance of making that 10" 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" range version of the Decimators' greataxe. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorjavelins-en.pdf Prosecutors''' ''with Stormcall Javelins]:'' (95pts, Min:3, Max:12) Get a completely exclusive Warscroll for some arbitrary reason. Increased in cost from 80 to 100 for three winged, armored spartans with Spear and Shields. Surprisingly poor in melee but pretty damn good at range, they get only 1 attack at 4+/4+/-/1 in melee, but also an 18" shot at 3+/3+/-/1, which goes up to 2 damage at ranges over 9". One in three can instead get a Stormsurge Trident so you can also rock freaking Poseidon while you're at it. The Trident is pretty much what you'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", they'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's way, so it shouldn't be a difficult decision. If you need some burst damage, throw your javelins at 10" and then use your 3D6" to make that charge. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Gryph-Hounds-en.pdf Gryph-hounds]:''' (130pts, Min:6, Max:18) Your war hounds. 3 wounds and claws of 2/3+/4+/-/D1 that increases to 4 attacks if near a Castellant or Veritant but no Armour saves. They will be found near archer because of Warning Cry let them shoot enemies that think they can deep strike you. If the enemy doesn't deepstrike, They will be put on chaff duty, Using their attack & retreat ability to annoy heavy hitters by tieing them down and then running away before they can smack them back. *'''Stormstrike Chariot:''' (Unknown pts, Min: 1?, Max: 3?) Not sure if these things will follow Chaos Chariot rules just yet, but these appear to be kitted out for ranged skirmishing and harrasing with Greatbows and Battleaxes, or as linebreakers with swords and spears. Being pulled by Gryph-Chargers means we're likely to see the return of Ride the Winds Aetheric, and the talk about these things being built by Grungi means they're liable to be extremely durable. Expect them to be expensive however. ====Sacrosanct Chamber==== *'''[https://www.games-workshop.com/resources/PDF/Downloads//ENG_Stormcast_Evocators_Celestial_Dracolines.pdf Evocators on Celestial Dracolines]:''' (280pts, Min:3, Max:12) Evocators riding Dracolines granting them 2 more wounds and a 12" movement. The Dracolines acquit themselves well with similar attack profile to the Tempest Blade and Stormstave, namely 3/3+/3+/-1/D1. In addition to its Evocator ability, the Dracolines give -1 Bravery to nearby enemies and increase their claw damage to d3s on a charge. All of this culminates in something that can kill a lot of people and Skeletons. <!----> **The table below is based on a units all armed with Tempest Blades and Stormstaves with no rerolls. {| class="wikitable" style="width:70%; margin:0 27% 0 3%; text-align: center" |+ Evocators vs Evocators on Celestial Dracolines 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. |- | 5 Evocators || 4.4 || 2.6 || 5.9 || 3.9 || 7.4 || 5.2 || 8.9 || 6.7 |- | 3 Evocators on Celestial Dracolines || 4.7 || 2.0 || 6.2 || 3.3 || 7.8 || 4.7 || 9.3 || 6.1 |- | 3 Evocators on Celestial Dracolines (charging)|| 6.7 || 2.7 || 8.9 || 4.6 || 11.1 || 6.5 || 13.3 || 8.6 |} <!----> :* The difference between the two units from a purely MathHammer approach is a bit of a toss up. The EoCD are 36% more expensive than normal Evocators but do 50% more damage on the charge. When charged the difference between the two is minimal. The bravery debuff is largely irrelevant (and probably largely forgotten) so it comes down to your preferred play-style. The normal Evocators are better for buffing Sequitors (especially as part of a Cleansing Phalanx battalion). The EoCD are better for roving around the board bullying small units and taking objectives as they can buff themselves fairly easily. ====Vanguard Auxiliary Chamber==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Raptors-with-Hurricane-Crossbows-en.pdf Aetherwings]:''' (45pts, Min:3, Max:12) <s>Attack birds</s> Defense birds. Lovely plumage. At about 8 pts per wound for 4+/4+/-/1, it's a waste to use them to attack anything. They will kill nothing and promptly die due to "-" 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" movement to swoop about and control objectives when necessary. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Palladors-en.pdf Vanguard-Palladors]:''' (185pts, Min:3, Max:12) Gryph riders - your new fast cavalry with either javelins or axes. Their mounts are surprisingly powerful for skinny demi-gryphs, having 5 Wounds and a 4+ Save, and -2 Rend mortal-wound-causing attacks, meaning they eat other armies' heavy cavalry for breakfast. So do not think of them as cheap cavalry, in fact, they're pretty expensive and elite, use gryph hounds/aetherwings for that. They got a good 12" Move, but most of the time you'll just use their "jump" 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're a simple but excellent unit. ====Extremis Chamber==== 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" 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" 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't have to commit while you're building them. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Concussors-en.pdf Concussors]:''' (235pts, Min:2, Max:12) Retributors +1 on dragons. As with the Retributors, Concussors are the jacks of all trades. Their Lightning Hammers get 3 swings each, at 3+/3+/-1/2, and a 6 to hit both inflicts a mortal wound AND prevents the target unit from piling in later in the phase, which means Concussors can land with only one or two enemy models in attack range, do this, and laugh as the enemy as they can't pile in to attack back. Be sure to activate these guys first, if you're trying for that. <!----> {| class="wikitable" style="width:70%; margin:0 27% 0 3%; text-align: center" |+ Concussor 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. |- | Lightning Hammer || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9 |- | Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4 |- | Combined || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3 |} *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Desolators-en.pdf Desolators]:''' (205pts, Min:2, Max:12) A "fuck you" to everyone at the table including the guy who bought them. Desolators are at first glance slightly worse than Concussors, with worse To Hit rolls and mostly the same otherwise, then you read their special rule, which increases their attacks the bigger the unit is, going from 3 attacks at 3 or fewer models up to 5 attacks with 6 or more models. Yes, GW expects you to buy four boxes of these just to reliably keep their bonus. Other than that, Desolators are plenty terrifying in small numbers already, but if you don't want to go the extra mile and field 7 or 8 of them, just use Concussors and have done. <!----> {| class="wikitable" style="width:70%; margin:0 27% 0 3%; text-align: center" |+ Desolator MathHammer |- ! colspan="2" 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. |- | rowspan="3" | 2 Desolators || Thunderaxe || 2 || 0.2 || 2.7 || 0.6 || 3.3 || 1.1 || 4 || 1.7 |- | Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4 |- | Combined || 3.3 || 0.5 || 4.4 || 1.3 || 5.6 || 2.2 || 6.7 || 3.1 |- | 4 Desolators || Combined || 11.3 || 4.1 || 15.1 || 7 || 18.9 || 10.3 || 22.7 || 13.6 |- | 6 Desolators || Combined || 25.3 || 12.2 || 33.8 || 19.2 || 42.2 || 26.6 || 50.7 || 34.4 |} *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Fulminators-en.pdf Fulminators]:''' (235pts, Min:2, Max:12) YES. Cavalry with actual charge weapons. No, they're not spears, they're glaives, like the ones the Protectors get, but cooler. Same stats but shorter range, but here's where it gets interesting: They don'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't get bonus damage against monsters, their damage just climbs from 1 to 3 in the turn they charge. These are your line breakers. They'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't charge. Combine these with a Heraldor to make sure you can charge every turn, <!----> {| class="wikitable" style="width:70%; margin:0 27% 0 3%; text-align: center" |+ Fulminator MathHammer |- ! colspan="2" 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. |- | rowspan="3" | Not charging || Stormstrike Glaive || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4 |- | Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4 |- | Combined || 2.7 || 0.6 || 3.6 || 1.3 || 4.4 || 2.1 || 5.3 || 2.9 |- | rowspan="3" | Charging || Stormstrike Glaive || 4 || 0.9 || 5.3 || 2 || 6.7 || 3.1 || 8 || 4.3 |- | Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4 |- | Combined || 5.3 || 1.3 || 7.1 || 2.6 || 8.9 || 4.2 || 10.7 || 5.8 |} *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Tempestors-en.pdf Tempestors]:''' (205pts, Min:2, Max:12) The odd one out. These guys want to be shooty, with a 4-shot crossbow. -1 to hit for Enemy shooting within 12" of them. Don't expect them to shoot something dead or out-damage the other variants. <!----> {| class="wikitable" style="width:70%; margin:0 27% 0 3%; text-align: center" |+ Tempestor 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. |- | Warblade || 1.2 || 0.2 || 1.8 || 0.6 || 2.4 || 1.1 || 3 || 1.6 |- | Claws and Fangs || 1.3 || 0.3 || 1.8 || 0.7 || 2.2 || 1 || 2.7 || 1.4 |- | Combined || 2.5 || 0.5 || 3.6 || 1.3 || 4.6 || 2.1 || 5.6 || 3 |- | Volleystorm Crossbow || 0.9 || 0 || 1.3 || 0.3 || 1.8 || 0.6 || 2.2 || 1 |} Note that none of the MathHammer above includes the chances of getting D6 damage on a 6 to wound with the Dracoths nor the chance to get mortals with the Concussors. Your choice of draco-chonker depends on your playstyle. If you want to go all in (600 points), 6 Desolators will do big damage to a lot of stuff but it is a not particularly durable basket. If you don't make your charge out of deepstrike then you are laying out a big target for your opponent to gobble up. If you only want the one "small" unit, then your choice between Fulminators and Concussors is largely a toss up. The damage of the Concussors is more reliable but the Fulminators are more likely to make it into combat unscathed. There is never a place for Tempestors however, the -1 to hit is so short ranged that it won't come into play often and the damage from the Volleystorm Crossbows is so negligible (2 dead grots on average) that you might as well not bother. *'''Stormdrake Guard:''' (Unknown pts, Min: 2?, Max: 12?) The newest Extremis chamber members. We think. These guys are conditional battleline if you take the Knight-Draconis. Otherwise, they presumably move closer to 12", and have the fly keyword. They come with either lances or warblades. With the lances presumably having better reach, while the Warblades potentially having better damage. Unlike the other Extremis Chamber units, the different weapon loadouts aren't different units. </div></div>
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information