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====Strike Chamber==== *'''Vigilors:''' (Conditional Battleline: Knight-Judicator General, 195pts, Min: 5) Vigilors are the newest ranged Stormcast option, and Conditional Battleline when you take the Knight-Judicator. They are essentially Judicators with Skybolt bows but with worse range, but they can mark a target they hit, giving +1 to hit it, both melee and ranged attacks, for the rest of the turn. Not bad. Five points more expensive than Judicators with Crossbows, the real reason why you want to bring these guys along is to let them shoot first, then have your army target the unit with the bonus to hit- which, if used in conjunction with any other weapon that has a 3+ to wound, could put that unit in the ground. This works wonders with anything that hits and wounds on 3+s, and if you have something that already wounds on a 2+, those units slapping a marked unit will make nearly any opponent terrified of Vigilors. *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 on a 2+. All {{AOSKeyword|Paladins}} are Battleline for anyone who's using Knights Excelsior as their Stormhost of choice. **'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-retributors-en.pdf Retributors]:''' (Conditional Battleline: Knights Excelsior subfaction, 235pts, Min:5) It's Hammertime! Retributors are the jack of all trades when it comes to Paladins. With each of them getting 3/3+/3+/-2/2 Damage, 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 Mortal Wounds 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. They have some stiff Competition with Annihilators with Meteoric Grandhammers, but consider the humble Retributor to be spiky anvil for the Annihilators to flank against to tear their enemies apart. **'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-decimators-en.pdf Decimators]:''' (Conditional Battleline: Knights Excelsior subfaction, 215pts, Min:5) These guys have an ax to grind. They don't like horde infantry, and horde infantry doesn't like them. 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 five attacks apiece at 3+/3+/-2/1 they'll certainly put a combine harvester to shame. Furthermore, you get to add 2 attacks to each Decimator if they're outnumbered, courtesy of their unique rule. They're far weaker to monsters or characters due to slightly less damage than the Retributors. 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. With the changes to how Decimators worked previously, and the potential for a paladin-only army, Decimators are firmly stuck in their role of handling enemy hordes, and the heroes that buff them (see, you knew that Starsoul Mace was going to come in handy). **'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-protectors-en.pdf Protectors]:''' (225pts, Min:5) Protectors come with big glaives and are almost as blendy as the Decimators with a whopping 5 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. Now you add one to save rolls if at least half are armed with their glaives. They can also reach over a front rank to shank any dickheads who thought they were safe in the back with their 3" weapons. Protectors seem most at home moving up directly behind your Battleline, and supporting them against enemy monsters, heroes, or any other sort of multiwound elite infantry- but especially light infantry they can blend with their high attacks and reach, and with their save bonus they can tank a surprising amount of damage. Because of this Protectors along with Annihilators can serve the role of strong anvils if your running all paladins, and their reach comes in real handy supporting Redeemer squads. *'''Annihilators:''' (Conditional Battleline: Knights Excelsior subfaction, 200 pts, Min: 3) 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. **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. *'''Annihilators with Meteoric Grandhammers:''' (Conditional Battleline: Knights Excelsior subfaction, 240 pts, Min: 3) Their new kit has them coming with grandhammers, which gives them 3/3+/2+/-2/3 damage hammers. The only tradeoff is that they now go to 3+ save. Are they worth it moreso than regular Annihlators? Probably, but they're certainly far more of a threat than the regular ones are, considering they have all the same rules. The biggest question you probably are asking yourself is, why bother making these two different units with differing points cost? Why not mix-and-match weapon profiles, since all the other stormcast do it? The answer is greed- but there's another answer as well. Regular Annihilators can not only act as a strong hammer against most infantry, but are also tanky as all hell against anything that doesn't deal out mortal wounds. These guys are the real threat, having all the mortal wound ability as the other Annihilators, only now with 3 damage hammers apiece. If you want something to go kill a monster or a hero with, and you don't have Yndrasta for whatever reason, you probably want these guys. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorhammers-en.pdf Prosecutors''' ''with Celestial Hammers]:''(Conditional Battleline: Tempest Lords Stormhost, 110pts, Min:3) 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 at 18". 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 Grandweapon which is a single Celestial Hammer with 2 damage instead of 1. *'''[http://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-prostecutorjavelins-en.pdf Prosecutors''' ''with Stormcall Javelins]:'' (Conditional Battleline: Tempest Lords Stormhost, 155pts, Min:3) Get a completely exclusive Warscroll for some arbitrary reason. 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. One in three can instead get a Stormsurge Trident so you can also rock freaking Poseidon while you're at it. The Trident is identical to the Javelin, except that it deals 2 damage instead of 1. Never let these guys anywhere NEAR the enemy. Better yet, never take these guys. Despite being more expensive than their brothers with the hammers, they are far, far more weaker than them in both shooting and melee damage (a single-shot 1 damage ranged weapon is awful, and these guys only come with rend -1). If there are winners and losers in this Battletome, then these guys are the definitive losers.
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