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==Army Building== There is very little that a Stormcast Eternal army can't do. When you're building your army, probably the first decision you should make should be the units you want to use for your battleline. You've actually got five options here. *'''Liberators''': Liberators are your cheapest choice for Battleline, what you'll be doing unless you have a theme going. Liberators aren't going to get a huge amount of killing done, but that'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're good at this. Put them in cover for a 3+, keep them near an objective, and watch your enemy's frustrations mount. With Broken Realms, you can take the stormkeep battle traits and buff these guys into sequitor levels with a 3+ save if they did not move (rerolls for 1s with shield) AND +1 to hit. Not to mention they get 1+ bravery just for being around each other ( other liberators). *'''Judicators''': Your choice for ranged battleline, and only battleline if your allegiance is STORMCAST ETERNALS. Judicators are your most expensive Battleline option currently, but have the ability to be involved in the battle more thanks to having ranged weapons. If you give them the bows, they'll be decent at holding an objective and giving your melee units covering fire. Judicators can't re-roll saves and don't have the survivability needed to stand up in melee. Keep another unit around to guard them and help hold the objective. *'''Vanguard-Hunters''': 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" away from the enemy and within 6" of the board edge. For all this, they'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. *'''Sequitors''': 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'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 get a ward save of +5, 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. That said, they're cheaper than Vindicators by a whole 10 points, which is sometimes just enough to take something like an extra unit sometimes. *'''Vindicators''': As the Primaris Stormcast, Vindicators are Battleline regardless of your General. Vindicators are fairly boring and unremarkable, but this isn't much of a problem for them. However, a closer look at Vindicators reveals that they're the brand new auto-pick until the new Battletome releases. Boasting an impressive 3+ save, a bravery of 8 (so long as the standard bearer is alive), 2" reach with their spears, spears that dish out mortal wounds on 6s, and when Vindicators blow up, they deal Mortal Wounds on 5+s instead of on 6s. For Battleline Stormcast, they are now the automatic pick. So long as they're sticking around Yndrasta or the Knight-Vexilor (which they should) they even can potentially heal wounds and bring back their dead. The biggest downside is that unless you bought Dominion or any of the new starter sets, they're essentially only available on the aftermarket due to GW pushing back their official release.
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