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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 that gets an added 1 to the save thanks to their shields, they're good at this. '''Keep them near an objective''' to get easy access to Law Low The Tyrants and the ability to dish out some mortal wounds, and watch your enemy's frustrations mount. With Broken Realms, you can take the stormkeep battle traits and turn these guys into objective-holding monsters that count as 3 models for every one of them, and can dish out mortal wounds when they get charged. Liberators are your anvil of choice for Stormcast, and now they will certainly hold the line, or die trying. *'''Judicators''': Your choice for ranged battleline. Judicators are your most expensive Battleline option currently, but have the ability to be involved in the battle more thanks to having ranged weapons. The biggest problem with Judicators is the changes made to their rules, while still going up in price. Unless you have a specific plan in mind (perhaps taking a ranged list that focus-fires on a single enemy each turn?) then your best bet is take a unit of Judicators with the Crossbows to keep them behind whatever is camping the objective, and having them deal out chip damage, and unleashing hell on whatever makes the mistake of trying to charge that objective. *'''Sequitors''': Sequitors are Battleline now, irregardless of general. Sequitors are almost strictly better than liberators, but come at a cost (30 points more, to be precise). Their weapons are strictly better - their mauls are more accurate than liberator hammers, and they have access to a large mace that's 3+/3+/-1/2. Sequitors have 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 turn one attack into 2 on 6s. Add in that they can take a Redemption Cache to prevent enemy units from bringing models back to life, and all of a sudden Sequitors are your go-to pick against Death armies. The biggest problem with Sequitors is that they're more expensive than the other really good option on this list, the Vindictors. *'''Vindictors''': As the Primaris Stormcast, Vindictors are Battleline regardless of your General. Vindictors are fairly boring and unremarkable, but this isn't much of a problem for them. However, a closer look at Vindictors reveals that they're the brand new auto-pick unless you've got something in mind, or you really need a cheaper option. 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 Vindictors blow up, they get an extra dice to potentially deal mortal wounds. 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. *'''Vanquishers''': The newest Stormcast Battleline, these Greatsword infantry can potentially mow through single-wound infantry and hordes, and with a musician in their ranks, they're liable to actually stay alive should they get finished with that horde. They're best paired with some sort of healer hero to help keep them alive. Just like the good old days of WFB, eh? Be mindful that, of all the options here, they're fairly offensive, with little defensive ability, and they won't perform as good against multi-wound enemies with their low damage, and because they don't carry shields around. These guys are definitely the scissors you bring to beat paper hordes, rather than the rock that your Liberators, Sequitors and Vindictors are. *'''Vigilors''': Battleline as long as you have a Knight-Judicator as your general. Vigilors are you middle-ground option between Liberators with crossbows and skybolt bows. The biggest boon they bring to the table is that if they wound a unit, all attacks that target that unit until the end of turn get +1. Vigilors are good at standing behind your shieldwall, shooting at whatever is engaged with your battleline, and ensuring that your guys get a free all-out attack every turn. However, their high cost is a small, but notable demerit against them. Coming in at 195 points, ideally, if you're bringing them as your battleline tax, you'll want them to grab objectives, and having them target different units (their Navigators of the Storm ability can't stack) with their bows to cause maximum damage while your heavy-hitters bring the pain. *'''Vanguard-Hunters''': Battleline as long as you are playing as the Astral Templars. 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 9" away from the enemy and within 6" of the board edge. For all this, they're 10 more points 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. *'''Vanguard-Palladors''': Like their little brothers above, the Vanguard-Palladors are Battleline so long as you're playing as Astral Templars. Now while 3 units of them will cost a grand total of 645 points, these are the guys you want to seriously consider taking with Yndrasta to hunt down enemy monsters. Saying that, 2 units of these guys plus Yndrasta makes exactly 750 points, meaning that you can run them alongside Yndrasta as a support squad while she bags that big enemy monster your opponent brought. These are your troop choice when you want to hunt monsters, and while they're not all that impressive, they can functionally act as shields to Yndrasta by going and hitting say, a Gargant first, to soften them up for when Yndrasta makes her attack? *'''Paladins''': A new list that seemingly popped up out of nowhere (c'mon, we all knew that dragons were going to be a thing well in advance) for Stormhost Knights Excelsior, a paladin-only list is now technically a thing. A few things to note here. First, Stormcast are already an expensive army with elite infantry. By going the direction of taking paladins as battleline, you're making your army even more elite than it previously was, but in exchange, you're going for even more killing power, and even better infantry. Just remember that going down this path makes your army '''really''' slow. Either bring a Lord-Relictor with Translocation, or keep most of your Paladins in reserve to drop as needed. Due note that the Knights Excelsior trait does help to deal with you always being outnumbered now by giving one of your paladin units +1 to hit and wound per turn- which, as we both know at this point, can turn just about any Paladin unit from good, to scary. How do you feel about your Annihilators wounding on 1+s? A cool themey and effective army, but one with very specific set of strengths and weaknesses. *'''Prosecutors''': Another weird one that came out of nowhere for Tempest Lords. Prosecutors are... not in a good spot right now, but are a cheaper option than Liberators by a whole 5 points, meaning that this can open up some options further down the road. 3 units of prosecutors are just 330 points, which won't hold up as well as a unit of Liberators or Sequitors are, but if you take the Tempest Lord's rule of being able to re-roll one of the charge dice (!!!) now all of a sudden you might be able to lean into an Alpha Strike list with all that 1670 points you still have... *'''Dracothian Guard''': Battleline for Hammers of Sigmar, the Dracothian Guard are going to be your core for an all-dragon army. Concussors, Desolators, and Fulminators all have their own unique roles to play on the field, and taking one of each may be a good idea, if only to bring them along to deal with the specific threats in question. At the end of the day though, if you're selecting these guys as Battleline, it's probably because you're playing Dragons, and who needs to worry about the enemy army when you've brought Krondys, Karazai, or a Stardrake? *'''Stormdrake Guard''': Battleline for if your general is Krondys, Karazai, a Stormdrake, or the Knight-Draconis, the Stormdrake Guard are the expensive Battleline option for the dragon list, especially since the single Stormdrake Guard unit cannot be taken as Battleline. These guys are the single most expensive Battleline option available to you, but boy howdy do these guys more than make up for it with their profile. They should be able to tear through anything they can get their claws on, only being stopped by enemy centerpiece units (Nagash, Archaon, named greater daemons, The Glotkin, Alarielle, Gotrek, some of the Mortarchs, Mega-Gargants, etc.) or dedicated monster-slayer units. Also, bringing three Stormdrake Guard is expensive, that's 855 points. That's more than Archaon, less than Nagash. Just so you have a relative idea of how many other points you have to fit in say, Krondys, Karazai, the Lord-Celestant on Stardrake, or the Knight-Draconis. Consider this option '''carefully'''.
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