Age of Sigmar/Tactics/Order/Stormcast Eternals: Difference between revisions

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;Trait: Celestial Vindicators - At the start of combat, pick a unit of {{AOSKeyword|Celestial Vindicators}} that charged to make Exploding 6s on hits.
;Trait: Celestial Vindicators - At the start of combat, pick a unit of {{AOSKeyword|Celestial Vindicators}} that charged to make Exploding 6s on hits.
*No extra Battleline and a mediocre Command Trait? I'm sorry Celestial Vindicator players.
*No extra Battleline and a mediocre Command Trait? I'm sorry Celestial Vindicator players. If you want to lean into this, focus on your melee blenders like Vanquishers, Protectors, and especially Decimators and Desolators. It can also help your Annihilators make their debut turn even more destructive. Avoid units like Vindictors, Retributors and Concussors, who already have a built-in "on an unmodified 6+ to hit" mechanic.


=====Hammers of Sigmar=====  
=====Hammers of Sigmar=====  

Revision as of 17:16, 6 December 2021

Grand Alliance Order

Stormcast Eternals

Cue the power-metal.

Lore
Tactics
General Tactics

Lo and behold the might of the Stormcast Eternals!

If you want to always have multiple wounds and fight for Sigmar, the Stormcast Eternals are for you! Stormcast Eternals all have at least a 4+ save and 2 wounds per model making them a tough force to take down in hand to hand combat. At the moment they seem more focused on having X models and ensuring those X models survive until the end of the game through various hero abilities (immune to Battleshock, regain wounds, increase their already durable (for AoS at least) 4+ save and bonuses to hit). At the same time, your guys don't punch all that hard, though your Paladins (read: Elite) more than make up for that. Thanks to their hardiness and comparatively low damage output, they are the epitome of "easy to learn, hard to master," much like their 40k cousins.

The new book in 2017 included the Vanguard Auxiliary chamber, and rules for using specific Stormhosts and new battalions.

The book released in 2018 introduced the Sacrosanct Chamber. Mostly comprised of warrior wizards but also contained the Stormcast's first dedicated artillery piece and accompanying engineer style hero to go with it. Stormhost rules were overhauled, two new faction-specific lores were added in addition to three faction-specific endless spells.

The Third edition book released 9/18/2021, and brought forth a much-needed refresh for a faction that had well lagged behind its counterparts, as well as bringing in four new named heroes, a small slurry of minor heroes, the totally new Thunderstrike Brotherhood, and an overhaul of just about everything, now allowing you to bring all kinds of unusual combinations to the tabletop witha staggering 76 unique warscrolls. Oh, and this is now the faction to play if you want to play a Dragon-only list. Eat your heart out High Elves.

Why play Stormcast Eternals?

Pros

  • Fairly tough, well-armored Troops.
  • Newbie friendly, very forgiving of mistakes.
  • You have a constant supply of new models. Seriously, you've had one big release per year every year since the game launched. The Lord Sigmar saw his legions in 2021 and said it was good enough for the moment.
  • Lots of options in both Heroes and Units to pick from, making it possible to fill out a wide variety of battle strategies.
  • Have many abilities to restore Wounds.
  • You hate Chaos Daemons and Nighthaunt.
  • You want to run an all-dragon army. Especially doable with the new Draconith units available.
  • You have a staggering 76 Warscrolls at your fingertips. You theoretically have an army loadout for every situation.
  • You have one of the newest battletomes currently, alongside the Orruk Warclans.
  • If you're into metal music, there's plenty of thematic songs to choose from.
  • They are Space Marines in Fantasy.

Cons

  • Expect to throw out your previous Battletome every year with all the new models coming out.
  • Your Bravery Scores are relatively low.
  • When you bring 5 guys, almost everybody else brings 10. So if your opponent is on an objective you need to smash him in the knee caps to do it. Even worse now in the new edition, where everything is more expensive, and less models are on the table. About 20 models is more or less 1500 pts, so get ready to be really questioning what you want versus what you need.
  • No real way to stop Mortal Wounds and with your high saves and elite units they can really sting. Between this and your low bravery, Nighthaunt will hurt you bad.
  • You don't hate Chaos Daemons and Nighthaunt as much as you used to, and now your former friends who exclusively play Chaos and Death want some revenge.
  • They are Space Marines in Fantasy.
  • You aren't quite the favorite child Space Marines are in Fantasy, so unlike them you don't get new models and rules every week (Much to the joy of literally every other faction in the game)
  • Currently the most played army and basically have all the same issues that Space Marines do in 40k. Foremost among them is that just about everyone you will ever face will have some kind of plan or optimization to counter your Sigmarines.
    • Expect Codex Creep to set in as the months pass and other battletomes get the formula down more.

Rulebooks

Faction rules and abilities: Battletome Stormcast Eternals (2021)


Latest Matched play points: Battletome Stormcast Eternals (2021)

Core rules: here

Matched play rules, battleplans and expansions: General's Handbook 2022-23 Season 2, plus the battleplans from the Core Book.

Supplement all the above with any Errata and Designers' Commentary from the FAQs.

Allegiance Abilities

Battle Traits

If your army has a STORMCAST ETERNALS allegiance and chose to take the STORMCAST ETERNALS allegiance abilities, it has the following rules:

<tabs> <tab name="General"> Stormhosts: Pick your subfaction, giving all (Stormcast Eternals in the army that keyword. named characters from different Stormhosts stop you from gaining the subfaction ability.

Guardians of the Heavens and shields of the mortal realms: pick between the mobile strike force descending from Azyr (Scions of The Storm ) or the boots on the ground troops (Stormkeep ).

Blaze of Glory: Introduced in the 3E Dominion Boxset to mildly offset the sting of losing models in melee. When one of your models is slain, target an enemy unit within 1" and roll a number of dice equal to their wounds stat, adding another one if the model has the Thunderstrike keyword; each 6 deals a mortal wound to that model. </tab> <tab name="Scions of The Storm"> The original battletome's trait, the only change since the first and last book is that the protection after deap striking is now a command trait ):

Scions of The Storm: 40K Deep Strike. You may hold up to half of your units (rounding down) in reserve instead of deploying, and at the end of your movement phase, decide if you want to set up one or more reserve units on the battlefield. Each unit not set up this way before round 4 is slain. Setting up anywhere more than 9" away from any enemy models.

  • Very useful, especially for an otherwise relatively slow army. It does let your heavy-hitters get across the board really fast as well as set up your ranged units in prime firing positions. Now even stronger courtesy of certain lords allowing you to set up from 7" away, and certain units dealing damage when they deploy this way to enemies.

</tab> <tab name="Stormkeep"> Introduced in Broken Realms: Morathi and expanded upon in our newest Battletome, a STORMCAST ETERNALS army can choose to be stationed in a Stormkeep instead of blasting down from the heavens. When making your army, you can say that it is from a Stormkeep and use the following Battle Traits instead of the default ones:

Watchful Guardians: You get Cities of Sigmar Auxiliaries to make a Coalition army. They gain the Stormkeep keyword and don't affect any of your battletraits. In addition all your units add +1 to their bravery when they're within 12" of a friendly Redeemer unit.

Shield of Civilization: Redeemer units count as 3 models for each model for the purposes of capturing objectives in their own deployment zone in turns 1 & 2, and any objective starting turn 3. Additionally, that unit deals d3 mortal wounds to whoever charges them on a 3+.

</tab> </tabs>

Stormhosts

If your army is a Stormcast Eternals army, you can give it a Stormhost Keyword. ALL Stormcast Eternal units in your army gain that keyword - if they already have a Stormhost, like Vandus or Neave (Side note, almost all named characters are part of the Hammers of Sigmar Stormhost. The Celestant-Prime, the sons of Dracothion and Yndrasta are the only heroes without a Stormhost to call home), it does not replace it, but it also doesn't prevent other units in your army for having a different Stormhost keyword.

Enhancements

Command Traits

A STORMCAST ETERNALS General of an army with a STORMCAST ETERNALS allegiance and has chosen to take the STORMCAST ETERNALS allegiance abilities can choose one of the following Command Traits:


  • Shock and Awe: -1 to hit units that came out of deep strike this turn. This buff effects the whole army, so your general doesn't have to come in with them.
  • Staunch Defender: Stormkeep armies may reroll the number of mortal wounds that a Redeemer unit gets to roll within 12" of your general.
  • Envoy of the Heavens: When a STORMCAST ETERNALS model dies in a unit, that unit gets +1 to saves for the rest of the phase. Vindictors can now go to 2+s.
  • Master of the Celestial Menagerie: If the general is a Monster and is on the table, subtract 1 from all wound rolls of melee weapons that target friendly STORMCAST ETERNALS MONSTERS . This has since been FAQ'd to also require the Behemoth role, so no -1 to wound across the board for all the new shiny Stormdrakes!

Artefacts of Power

One HERO in your army may take a relic from the following tables:

<tabs> <tab name="Storm-Forged Weapons"> Pick a weapon that is not used by a mount for one of the following bonuses

  1. Blade of Heroes: re-roll failed to hit rolls made with a melee weapon against HEROE s or MONSTER s.
  2. Hammer of Might: Pick a weapon; unmodified wound rolls of 6 double damage for that weapon
  3. Fang of Dracothian: If you deal a wound to an enemy unit with this weapon, then at the end of each turn it suffers a Mortal Wound.

</tab> <tab name="Heaven-Wrought Armour">

  1. Drakescale Armour: Re-roll failed saves for this HERO against weapons with a Damage characteristic greater than 1.
  2. Mirrorshield: Missile weapons can't target the bearer unless the firing unit is within 9".
  3. Amulet of the Silvered Sigmarite: Any incoming attacks against the bearer cannot be re-rolled.

</tab> <tab name="Artefacts Of The Tempest">

  1. Quicksilver Draught: Once per battle this HERO gains Fight First in the combat phase.
  2. Luckstone: Once per battle you can change the results of one-hit, wound, run or save roll for this HERO to the result of your choice. For 1d6 rolls you pick a number 1-6, and for 2d6 rolls you pick a result 2-12.
  3. Obsidian Amulet: Once per game, this hero can ignore all effects of any spells or endless spells that are affecting or would affect the bearer until your next Hero phase.

</tab> </tabs>

Spell Lore

Your wizards May take one spell from the Lore of the Storm. All spells are 12" range, but if the caster is LORD or DRACONITH then it goes up to 18".

<tabs> <tab name="Lore of the Storm">

  1. Lightning Blast: CV 5+. The closest visible unit is dealt d3 Mortal wounds. Like 40k Smite, except with no range to speak of. Ensures your Wizards will always be able to do work so long as they can see somebody, even if caught out of position on the other side of the board.
  2. Azyrite halo: CV 5+. Pick a visible Stormcast unit wholly within 12", until the next hero phase, whenever the unit makes an unmodified save roll of 6, the attacker takes a Mortal Wound. Remember that you still make a save roll even if out-Rended. Not a bad pick for defensive spells, but Mystic Shield exists for the same casting value, and combats rend (and stacks with all-out defense).
  3. Celestial Blades: CV 5+. A visible Stormcast unit wholly within 12" adds 1 to Melee wounds rolls until the next Hero Phase. Not a bad pick, as you get to pick a unit to have "their finest hour", which in combination with all-out attack can make most of your guys hit and wound on 2+s.
  4. Chain Lightning: CV 6+. One visible enemy unit within 12" suffers D3 Mortal Wounds, then each other enemy unit within 3" of the first take a mortal wound on a 4+. Perhaps your best damage-dealing spell, as you can ping one unit with mortal wounds, then all their buddies may take some damage too. Of course, it's not perfect, but unless you're casting for utility, or have a better spell at your disposal, this is a good way to soften the enemy up before you bring the hammer down.
  5. Thundershock: CV 6+. Pick a visible point within range. All enemy units wholly within 6" have -1 to wound on all their attacks. There's some potential here, but it's high casting value and the fact that typically, increasing saves is a better call means that this spell can probably be ignored. Keep in mind that between Mystic Shield, the Castellant's Warding Lantern and All-Out Defense, +1 save is a lot easier to get than -1 to wound, so why not both? Bring along the Lord-Relictor to give enemies -1 to hit and you've got the Holy Trinity!
  6. Starfall: CV 5+. Pick a point on the table. On a roll of 4+ for each enemy within 3" of that Point, until end of turn that unit cannot make pile-in moves. A weird situational spell, and one that's liable to not even go off as you need to do two whole rolls in order to get the ability to go off. Pass.

</tab> <tab name="Endless Spells"> These can only be cast by STORMCAST ETERNAL WIZARDS.

  • Everblaze Comet: (100pts) Comet of Cassandora, Stormcasts edition. When it comes down, it hits everything within 10" for a bunch of Mortal Wounds determined by a D6 roll - on a 1, the unit takes a single Mortal Wound. On a 2-5, the Unit takes D3 Mortal Wounds, and on a 6, the Unit takes D6 Mortal Wounds! Also, all Wizards must subtract 1 from their casting rolls while they are 10 inches or closer to the comet. This spell got, well, reduced in points, and in value. It can no longer keep spitting out mortal wounds round after round, this combined with the fact that it costs 100 points, forces you to be extremely cautious about where and when to put it.
  • Celestian Vortex (80pts) (AKA the HAMMERNADO): It's a Hurricane of Hammers that dispenses Mortal Wounds (12 dice on 6+) and gives any Unit within 6" of it -1 to hit with Missile Weapons. Thanks to its 8 inch movement (14" if you're controlling it with a Lord-Arcanum) the Hammernado proves to be a relatively cheap and effective way to damage forces that lack mortal wound protection and screw ranged units (If you manage to cast it against a Tzeentch or Skaven army, they are in for a bad time).
  • Dais Arcanum: (55pts) This is what is known as a {{AOSKeyword}STORMCAST ETERNAL WIZARD}} that has ascended past a STORMCAST ETERNAL WIZARD . A big disk for your Wizard to ride on: it grants them Fly, 12" movement and an additional Unbind. For just 55 points, you can hop in a Knight-Incantor or a Lord-Exorcist, and make them go even further beyond. Your opponents are going to love it, trust me...

</tab> </tabs>

Prayers of the Stormhosts

Every PRIEST in a STORMCAST ETERNALS army gains an additional prayer which can be used in addition to their other prayers in the Hero Phase.

All prayers have a range of 12" for Knights , which extend to 18" for Lords

  1. Divine Light: 3+ to cast, choose an enemy unit wholly within 12". You may re-roll 1's to hit when attacking that unit until your next hero phase.
  2. Translocation: 3+ to cast, remove a friendly STORMCAST ETERNAL unit wholly within 9" of this priest (12" for Lords ) from the battlefield and set them up again anywhere on the battlefield more than 9" from enemy units. Expect to use this a lot for your footsloggers.
  3. Bless Weapons: 4+ to cast, a friendly unit wholly within 18" deals 2 hits for every unmodified 6 rolled to hit instead of just 1.

Traits of the Noble Beast

One mount in your army may be "exceptional" and take a relevant trait. Heavily changed from before.

  1. Aetheric Swiftness: For DRACOTHS , DRACOLINES , and Gryph-Chargers . Allows the rider eligible to fight and pile in from 6" instead of 3".
  2. Light of the Young Stars: For STARDRAKES . It gains a new Monstrous Rampage to grant -1 to hit rolls until the end of turn on a 3+.
  3. Celestial Instincs: The mount can fall back and either charge or shoot on the same turn.
  4. Envoy of Lighting: If the hero deep-strikes with Scions of the Storm, roll a d6 for every enemy unit within 10" of them, dealing d3 mortal wounds on a 4+.
  5. Scintillating Trail: Enemy wizards suffer a -1 to their unbinding rolls when a wizard from within 12" casts a spell.
  6. Thunderous Presence: For Draconith . It effectively gives you a second roar that shuts off commands during the Battleshock phase, shutting off the use of Inspiring Presence.

Holy Commands

At long last. Stormhosts no longer hand out a bonus Command Trait, so you get these instead. You get one of five to choose from for your army. You may use that Command Ability once per game. They are unique enhancements, so you can take multiple if you spend additional enhancements to do so. Also with the exception of Call for Aid, these commands can only be issued by KNIGHT s or DRACONITH /LORD s, the latter of which get an 18" range.

  1. Call for Aid: Can be issued by any hero. A REDEEMER unit of 5 models or less get all their dead models to come back to life. An interesting ability, and HALLOWED KNIGHTS will like this ability as they rely on those units to fight as their frontlines. If they can come back and do it again, this can be potentially devastating - if only limited by the model requirement.
  2. Steadfast March: The unit that is issued this Command Ability gets to run and charge. You already have some ideas of what you want to do with this, don't you?
  3. Thunderbolt Volley: Allows an Angelos or Justicar unit within range to shoot in the hero phase.
  4. Unleash Thy Hatred: One PALADIN unit within range adds +1 to the attacks for their melee weapons.
  5. Final Thunderstrike: You add +1 to the rolls for a Blaze of Glory, dealing mortal wounds on 5+s. Save it for when one of the dragons (which are THUNDERSTRIKE ) or your biggest hero dies, and watch your enemies explode.

Grand Strategies

As the new gimmick in AOS 3rd edition, each army has three unique Grand Strategies. Of course, Stormcast get the... Weird ones.

  1. Draconith Defiance: You complete this grand strategy if the only HEROES left alive are DRACONITH .
  2. Pillars of Victory: You complete this grand strategy if the only BATTLELINE left alive are REDEEMERS .
  3. Sacred Charge: You complete this grand strategy if 2 friendly CITIES OF SIGMAR units are left alive on the battlefield.

Battle Tactics

You get these in addition to the ones granted by your battleplan (either the core ones for core batteplans, or the Ghur ones for the GHB2021 battleplans).

  1. Hammer Strike Assault: Get victory points for killing a Hero with at least 10 wounds.
  2. No Challenge Too Great: Get victory points for killing a Hero with a Redeemer Unit.
  3. Draconith Destruction: Get victory points for killing a unit of 10 or more models with a DRACONITH unit.
  4. A Matter of Honour: Get victory points for killing a MONSTER with a DRACONITH unit.
  5. Pioneers of the Realm: Get victory points for capturing objectives wholly within your opponent's deployment zone with a CITIES OF SIGMAR unit.
  6. Lightning-shattered Morale: Get victory points for making a model in a unit of Bravery 10 run.

Core Battalions

Coming soon, but these battalions just shuffle around the roles a bit while granting the same options.

Warscrolls

Common keywords in these warscrolls are ORDER , CELESTIAL , HUMAN and STORMCAST ETERNAL .

Named Leaders

The majority of these characters tied to the Hammers of Sigmar. Note that named characters cannot be given command abilities or relics. Named characters CAN however take Mount Traits, regardless of if their mount is named or not.

Leaders

Battleline Units

All matched play games require 2-4 battleline units as a minimum. Some units are made battleline by your choice of general.

Conditional Battleline Units

Several units in the Stormcast list now are Conditional Battleline depending on subfaction, general, or even hero selection.

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, giing +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 Paladins are Battleline for anyone who's using Knights Excelsior as their Stormhost of choice.
    • 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.
    • 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).
    • 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.
  • 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.
  • 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.

Vanguard Auxiliary Chamber

  • Vanguard-Hunters: (Conditional Battleline: Astral Templars Subfaction, 125pts, Min:5) Battleline if Astral Templars is your Stormhost. They are armed with either a Stormwrought Weapon (the sword and axe share a statline now) and all carry a Run & Shoot Boltstorm Pistol 12"/2/4+/4+/-1/1D, making them an odd Jack-Of-All-Trades unit. Further, they have an 'Astral Compass', which allows the unit to redeploy instead of move- you just have to set them up 6" away from the battlefield edge, and more than 9" away from all enemy units. This can't be improved by the Lord-Imperitant, as this isn't Scions of the Storm (nor are they THUNDERSTRIKE , anyway). Sadly. Having previously occupied such a strange role in the Stormcast roster, the Vanguard-Hunters continue to be unusual choices that don't quite fit in by the standards of their modern brethern. However, with a movement of 6", and their unique weapon profile, their function suddenly becomes clear- skrimishers and flankers. While they wont quite be as tough as your core battleline, the fact that they can be redeployed in the middle of the game can provide some avenues for creative generals to suddenly set up Vanguard-Hunters to flank an enemy horde from one side, while sending your heavy-hitters to deal with the things you really need dead.
  • Vanguard-Palladors: (Conditional Battleline: Astral Templars subfaction, 215pts, Min:3) 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, and they have Ride the Winds Aetheric, allowing them to redeploy anywhere so long as they're 1" from terrain, and 9" from all enemy units. If you're trying to determine to kit them out with the Javelin or the Handaxe, consider the following. The Javelin only has one attack, but a consitant 2 damage that can be used at ranged, or in melee. The Handaxe has three attacks, but deals d3 damage for each attack that lands- meaning you could get more (or less) damage out of an attack. Astral Templars want to be monster hunters, and these guys seem to support that idea- each of their weapon profiles (except for their pistols) can deal multiple wounds, and these guys can easily provide some well-needed backup for Yndrasta on her hunts.

Extremis Chamber

  • The Dracothian Guard, 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,, 6 wounds per model, and bravery 7. In addition, they all have the same attacks for their mounts - Claws and Fangs(3/3+/3+/-2/2 weapon) 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. Notably, all the Dracothian Guard are now Battleline if you're playing as Hammers of Sigmar, making them the battleline of choice for Dragons- unless you prefer the Stormdrake Guard.
    • Concussors: (Conditional Battleline: Hammers of Sigmar Subfaction, 220pts, Min:2) 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+/-2/2, and a 6 to hit both inflicts mortal wounds instead of regular wounds. With the Dracoths now dealing 2 damage on each claw and fang attack, and their hammers dealing it too, Concussors can reliably handle just about anything you throw them at.
    • Desolators: (Conditional Battline: Hammers of Sigmar Subfaction, 220pts, Min:2) No longer a really big disapointment. Much to their relief. Desolators, at first glance, appear to be slighty worse Concussors despite sharing the same attack profile, but a closer inspection reveals them to be the Dracothian Guard equivilant of Decimators, which coincidentally, are just five points less than these guys. They share the same rule as Decimators, where if the unit they're fighting outnumbers them, they get 2 more attacks. The Desolators feel right at home being your horde blenders, and probably woudn't mind getting to take a bite out of enemy calvary or other large units with low wounds. Use them to tie up hordes, or if you're feeling particularly gutsy, send them after enemy artillery or lone heros, and you'll find that they'll make short work of them.
    • Fulminators: (Conditional Battline: Hammers of Sigmar Subfaction, 230pts, 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: Their glaves go from Damage 1, to Damage 3 if they charged this turn. 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, so make sure you have a command point floating to ensure they get that charge off!
    • Tempestors: (Conditional Battline: Hammers of Sigmar Subfaction, 220pts, Min:2) The odd one out. These guys want to be shooty, with a 3-shot crossbow. Don't expect them to shoot something dead or out-damage the other variants. Their rules changed ever so slightly, but enough that it's worth noting- if they land an attack, it scores 2 hits instead of 1, which means... Kinda nothing really. While Desolators finally found their niche, the Tempestors are still floating rudderless, without anything to really justify them being a thing other than the fact that GW really wants to keep selling that part of the sprue. Big pass, as you have much, much better shooting than these guys
  • Stormdrake Guard: (Conditional Battline: Draconith or Stardrake general, 340pts, Min: 2) Finally, actual dragons. Now we're talking. The newest Extremis chamber members. These guys are conditional battleline if you take the Knight-Draconis, Krondys, Karazai, the Lord-Celestant on Stardrake, or the Drakesworn Templar as your general (why would you do that last one though?). They come with 9 wounds, a 3+ save, a 4+ spell ignore, and a 12" fly. They have the same dragon breath shooting attack and the same dragon claws as the Knight-Draconis, but they have a slightly different weapon choice. They either have a lance with a range of 2" with 3 attacks at 3+/3+/-1/1 damage, but turn into rend -2 and damage 2 on the charge, or a warblade that's OK, with 6 attacks at 3+/3+/-1/1 damage. Since you'll probably be using these guys as linebreakers, you probably want their Lance instead of the sword. They notably hagve a 3" unit choerency. Also note that after this unit attacks, your opponent picks 1 model in the unit that was attacked, then you roll a die. If you rolled greater than the wounds characteristic of the model that was picked, it is instantly slain. Once per battle, this unit can also make a move, after which, you roll a die, and on a 2+ they can charge. At long last you have your Hurakan-killers. Unlike the other Extremis Chamber units, the different weapon loadouts aren't different units. These will spend the game either hunting down and putting Hurakan in the ground where they belong, or wrecking those pesky enemy multi-wound elite infantry. Either that, or hunting monsters. Oh yea, and did I mention they get to do a single monstrous rampage, like all other good monsters?

Slow Units

Fast Units

Tactics

  • Dominion: Playing with what you get from Dominion is exactly 1415 points. Add a Celestar Ballista into the mix, then swap the praetors for a unit of Prosecutors with Celestial Hammers, and suddenly you have a real army on your hands at exactly 1500 points. This list can be shrunken down to 1000 points as well, but be mindful that playing Stormcast at 1000 points means that you bring just about nothing to the game. Hold the Vindictors and Annihilators in reserve, and take the first turn as opposed to your opponent. Drop the Vindictors on whichever objective you want at the end of the first movement phase to instantly fortify and force your opponent's hand. Save the Annihilators as a hammer for the enemy line, using the Lord-Imperatant's ability. Keep the Lord-Imperatant back to make sure he survives spells and shooting, and use Yndrasta to first hunt down a monster, then any enemy heroes. Be mindful, since most people know that Yndrasta is the nastiest monster-hunter in the game, when she even comes out of your storage case, your opponent is going to be trying to hide their big monster from as far away from her as possible. If they're even smarter, they're going to try their hardest to hide their heroes too. Use this to your advantage, and use the Celestar Ballista to snipe at anyone or anything that thinks its safe hiding away on the other side of the board with its genuinely ridiculous range. Put the squeeze on your opponent as well by forcing their hands with control of the objectives, and the fast-moving Prosecutors. This list makes good use of everything good right now in Stormcast, such as Vindictors, Annihilators, Yndrasta, and a terrifying piece of artillery that is now the terror of the tabletop.
  • Deep Strike and You: Stormcast are unique among AOS armies for their ability to hold half the army in reserve- and drop any number of them down at the end of movement. Unlike in 40K, you can charge your guys out of this "deep strike", but you'll need to be conscious about how you use it. Here's some basic ideas for how to use Scions of the Storm to maximum effect;
    • Objective Grabbing: It's a very valid strategy to hold your objective-grabbers in reserve, and take the first turn to just put them down on one (or more) objectives. It's an aggressive move, as you're immediately in control of one or more objectives, and forcing your opponent to respond quickly before you rack up VP through board control. The other benefits are simple: Stormcast are notoriously slow, as a whole army of heavily-armored elite infantry that are horrid footsloggers, doing this will be like immediately lighting a fire under your opponent's feet. Of course, the first problem with this is simple- putting your Objective grabbers in reserve is slots that your more offensive units could've wanted instead, as many of SCE's heaviest hitters are real slow- but if you're going to center your list around this aggressive strategy, you should prepare for that by bringing mounted paladins, chariots, or a real mean beatstick to back up your dudes.
    • Hammer and Anvil: The "traditional" method when it comes to reserves. Put your real slow heavy-hitters in reserve, bring a Lord-Imperatant, and use his Guided by Lightning ability to drop your heavy paladins within 7" of the enemy. Ideally, you'll want to drop them behind your opponent's line, to either trap their battleline against your shieldwall, or to take out a troublesome caster or war machine. This is a tried and true strategy, and it works even better courtesy of the Lord-Imperatant- but you'll still have to force your paladins to make a 7" charge to really get it to work, and you can only use Guided by Lightning on one unit, once per turn, during your movement phase. Now the flaws become apparent- not only can only one unit of heavy-hitters drop at once, but when selecting this strategy, you're essentially going to be telegraphing this move to your enemy at the start of the game. Savvy opponents will prepare for you to do this, and will do their best to actively hamper your attempts at doing so, or place their units specifically to deny you any space to drop your guys. Your best workaround for this is to bring a Lord-Relictor with the Translocation prayer, so you can get it on a 2+ and make sure guys, no matter where they initially deploy, are in the right place to take a charge, or charge your opponent their next movement.
    • Responsive Action: The oddball of the three strategies for handling Scions of the Storm . This ideology requires you, as a general to "go with the flow of things". Keeping an odd assortment of paladins, battleline, and harassers in reserve means that theoretically, you could deploy the right tool for the right job. Need an objective grabbed to deny a point? Drop battleline to contest. A shieldwall is about to break? Drop the paladins to reinforce them. An annoying caster keeping those skeletons alive, or a war machine tearing your lines apart? Send in those harassers to tie them up in combat. Just want to make the enemy die in alarming volume: Celestar Ballistas (yes, this is very much still a thing). This is pretty simple, all things considered, as it keeps your options open throughout the battle on what you feel that you should respond to. A word of caution, this strategy is hard to pull off in small games. If you're playing at any less than 2000pts, you can kiss this strategy goodbye, as you simply don't have the manpower to spare. A small recommendation, bring both the Lord-Imperatant, and some flavor of priest (but preferably either the Lord-Relictor or the Lord-Veritant) that can take Translocation. This not only allows your reinforcements to quickly get stuck in (a 2" difference always is a little more than you think it is, especially when deep striking), but also to redeploy should they manage to complete their current task and need to move somewhere else where their talents could be appreciated instead of having to footslog it. Of course, this requires also having your priest being in range of the unit you want to translocate- hence the importance of selecting a Lord-level priest, as opposed to a Knight-level priest.

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.

Allied Armies

While playing a Seize Ground Matched Play battle, throwing in a Seraphon/Stormcast Eternal army for the first time, I discovered they made an all right combo. Sure, they don't have matching keywords or anything, but then Stormcasts don't really need them anyway. The Seraphon work well with the Stormcasts, as the lizard dudes give a front line of more numerous units - Saurus Warriors, for example - and a cheapish cavalry who can chew at your enemy, before the Paladins can -every and make your opponent cry! What's more, the Seraphon can give the on for main thing the Stormcasts are lacking - wizards. Now, with a Lord-Relictor and say, even a Skink Starpriest, enjoy as your Lightning Prayers and Arcane Bolt make wonders ... depending on the fortune of the dice, of course! Finally - it seems that, due to the strength of individual Stormcast units, you can basically ally them with any faction - some more fitting than others. But Seraphon, Sylvaneth and, maybe, Fyreslayers - I don't know! - perhaps ⠋⠊⠞ best.

  • Bundo Whalebiter: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.

Cities of Sigmar

Hoo boy, did this open some venues.

As a universal rule, Cities of Sigmar armies can grab a unit of Stormcasts as part of their army for every three normal units they hold. Sure, this will rob them of any Stormhost keywords and traits, but you instead gain the city's keyword and special rules. While we won't go into the full specifics of how these cities and forces work, here are some basic ideas.

  • Hammerhal : Fun note here - Aventis Firestrike buffs not only Hammers of Sigmar, but also Hammerhal units by giving them +1 to hit within 3" of him. You can generally pick anything on this end and not go wrong, but do beware how squishy your humie/stuntie/elfy friends are.
  • Anvilguard : Nothing to really support you here. Stormcast aren't really the sort that hurt easily in Battleshock, and going *BLAM* on one is a terrible idea. Being able to delete units via Vitriolic Spray is good, and only costs around 270 points (320 if you add Emerald Lifeswarm for maximum grief).
  • Tempest's Eye : Very keyed towards alpha-striking. Whether it's getting your Vanguard in place to lay down fire early or helping throw Prosecutors and Paladins right in the enemy's face, you really wanna make that turn 1 speed-boost worth your while. Also, remember that the Kharadron Overlords can also cover shooting since they can also be included.
  • Hallowheart : Sacrosanct Chamber says hello. Each Evocator squad can now cast Empower twice a turn, allowing them to boost even more of their own, while the Lord Arcanum can try their chain lightning and then fire an amped-up Arcane Bolt.
  • The Living City : While not the same as your normal deep-strike, this does give you some fun venues for sniping flanks. Wanted to make your Dracothain Guard fire and then smack up? Want your Judicators to volley fire and then slip away? This is no better way for it.
  • Greywater Fastness : Don't forget your Lord-Ordinator! While Stormcasts lack much in the way of artillery, your Lord-Ordinator can absolutely bolster what war machines you do pack. His command ability doesn't hurt either, especially if you take some more Stormboys to act as a wall for your war machines. Of course, you can always bring your Celestar Ballista now...
  • The Phonecium : Kinda hard to work with here. Stormcast are expensive. Sure, you can send packs of chaff to fuel your big boys' strikes, but that's just whack. Aetherwings can make decent enough chaff, tho, and the anti-charge ability can give you some control about when they die. Plus, you can paint them as mini Phoenixes!
    • As we wait for Cities of Sigmar (or Dawnbringer Crusades, or Redeemers, or whatever GW wants to call the soup faction now) to get a new exclusive book, Stormcast got several new options for taking Cities of Sigmar units in a Stormkeep list instead of the other way around, and there is the Sacred Charge Grand Strategy and Pioneers of the Realm Battle Tactic that you can get mileage out of, if you're feeling up for it. Potentially, this is a good way to take something from the Cities list that can do just as good as Stormcast (if not a little better, or more specialized than Stormcast are) and save on points, or potentially just make an interesting, weird list using some of the unique options from Cities of Sigmar. Just remember that your mortal companions aren't as tough and as enduring as Stormcast are, and that additional protections will be needed to ensure that they survive the fight- especially if you're playing with the Sacred Charge Grand Strategy.

External links

Rules are here Here are links to all the warscrolls for the army, in the same order as they are listed in the article.


Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
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