Age of Sigmar/Tactics/Order/Stormcast Eternals
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Grand Alliance Order
Stormcast Eternals |
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. They recently got an update as of February 2017 and another in 2018, tactical page in the process of being updated.
The new book in 2017 included the vanguard wing auxiliary chamber, rules for using specific Stormhosts and new battalions. Also included are new warlord traits, relics, prayers for your priests (read Lord-Relictor and Lord Veritant), and mount traits to make that Stardrake an even bigger threat.
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.
Third edition Updates forthcoming. The newest Stormhost is the Thunderstrike Brotherhood, bringing forth even more units for Stormcast, a brand new redesign, and two named characters.
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 2019 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, especially for Sancrosact Chamber units. Expect to deal more damage against them, and have some additional protection against them. Conversely, expect your fellow players to stop playing Daemons and Nighthaunt against you.
- 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.
- 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.
Rulebooks
Faction rules and abilities: Battletome Stormcast Eternals (2018)
Latest Matched play points: Stormcast Eternals Errata
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.
Don't use the original Stormcast Eternals Battletome or the Stormcast Extremis Battletome.
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="Battletome (Default)"> 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.
Shock And Awe: Subtract 1 from hit rolls for attacks that target friendly STORMCAST ETERNAL units that were set up on the battlefield during the same turn. A nice little bonus that makes your Sigmarines just a little bit harder to kill as they rush into combat from deepstrike. Keep in mind that this battle trait only affects units that arrived "that turn", meaning on yours, when you dropped them. The effects are no longer in effect when your turn ends.
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="Celestial Sentinel"> Introduced in Broken Realms: Morathi, 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 ones from the Battletome:
Shield of Civilization: LIBERATORS grant +1 bravery to STORMCAST ETERNALS units wholly within 12". In addition, at the end of your movement phase, any LIBERATOR units that weren't set up and didn't move that phase gain +1 to hit and saves.
Mortal Auxillaries: 1 in 4 units in your army can be CITIES OF SIGMAR units. They also benefit from the liberators' new bravery aura and can be targeted by command abilities as if they were STORMCAST ETERNALS .
</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, all named characters, save for the Celestant-Prime are part of the Hammers of Sigmar Stormhost.), it does not replace it, but it also doesn't prevent other units in your army for having a different Stormhost keyword. Furthermore, it's worth noting that unlike 40K Chapter Tactics, picking one of these forces your General to take a unique Command Trait, and "the first hero to receive an Artifact of Power" (so probably your General again) is forced to take a specific unique Artifact that only that specific Stormhost has access to. In other words, while you gain a new special rule and a unique Command Ability, you are forcibly locked in for some important decisions. It's up to you if you want to be more freeform and have more choice with your Command Traits and Artifacts, or play with a specific Stormhost.
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:
Artefacts of Power
One HERO in your army (+1 per additional Warscroll Battalion) 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
- Strife-ender: +1 attack for a melee weapon (+2 against a CHAOS unit).
- Blade of Heroes: re-roll failed to hit rolls made with a melee weapon against HEROES or MONSTERS.
- Hammer of Might: wound rolls of 6+ cause double damage for a melee weapon.
- Fang of Dracothian: re-roll wound rolls of 1 for a melee weapon.
- Obsidian Blade: improve the rend characteristic of a melee weapon by 1.
- Gift of the Six Smiths: pick a melee weapon, each turn you may re-roll one hit, wound or damage roll for an attack made with this weapon.
</tab> <tab name="Heaven-Wrought Armour">
- Armour of Destiny: A 6+ save after the save for an unsaved wound or mortal wound.
- Armour of Silvered Sigmarite: -1 to hit for melee weapons directed at the HERO
- Drakenscale Armour: Re-roll failed saves for this HERO against weapons with a Damage characteristic greater than 1.
- Mirrorshield: -2 to hit for missile weapons directed at this HERO.
- Spellshield: This HERO may unbind a single spell in each enemy hero phase as if it were a WIZARD and if the HERO is a WIZARD it may unbind 1 additional spell
- Featherfoe Torc: Units which can fly must re-roll successful hit rolls for attacks directed against this HERO.
</tab> <tab name="Artefacts Of The Tempest">
- Talisman of Endurance: +1 wounds.
- Obsidian Amulet: negate a spell used on this hero on a 4+, other units are affected as normal.
- Luckstone: Once per battle you can change the results of one hit, wound, damage or save roll for this HERO to the result of your choice.
- Seed of Rebirth: On a 4+ in each hero phase you heal 1 wound.
- Sigmarite Pendant: When this hero is slain, cause D6 mortal wounds to the unit that slew them on a 4+.
- Quicksilver Draught: Once per battle this HERO may pile in and attack in the combat phase before any other units, even if it is your opponent's turn.
</tab> <tab name="Treasured Standards"> For heroes with the TOTEM keyword, AKA Knight-Vexillor
- Hurricane Banner: This HERO and any friendly STORMCAST ETERNALS units within 12" can re-roll all rolls when running and charging.
- Lichbone Standard: Friendly STORMCAST ETERNALS units wholly within 9" of this HERO heal one wound in each of their hero phases.
- Pennant of Sigmaron: If a friendly STORMCAST ETERNALS unit within 24" of this HERO fails a battleshock test, on a 2+ only one model flees from that unit.
</tab> <tab name="Mystic Lights"> For any hero with a lantern - Lord-Castellant, Lord-Veritant or Knight-Azyros
- Shriving Light: -1 to enemy bravery (-2 for CHAOS) within 6" of this hero.
- Fury Brand: In the hero phase, give +1 to attacks for one weapon on a HERO within 6".
- Lantern of the Tempest: Enemy units that direct missile attacks against friendly STORMCAST ETERNALS units wholly within 12" of the bearer must re-roll hit rolls of 6+.
</tab> <tab name="Celestial Staves"> For Lord-Arcanum or Knight-Incantor only
- Staff of Focus: Once per battle, in your hero phase, the bearer can add 1 to casting rolls for the bearer until the end of the phase. In addition, if the barer casts a spell that inflicts any mortal wounds during that phase, add 1 to the number of mortal wounds inflicted on each unit that the spell effects.
- Mindlock Staff: Once per battle, at the start of the enemy hero phase, you can pick an enemy Wizard within 12" of the bearer. That Wizard Cannot cast any spells that phase.
- Staff of Azyr: In your hero phase, if the bearer successfully casts any spells that are not unbound, subtract 1 from hit rolls for attacks that target the bearer until your next hero phase
</tab> <tab name="Scrolls Of Power"> For Lord-Arcanum or Knight-Incantor only
- Scroll of Unraveling: Once per battle, at the start of the enemy hero phase, the bearer can use this artifact. If they do so, in that hero phase, enemy casting rolls that are equal to the spell's casting value are unsuccessful, and the caster suffers d3 mortal wounds.
- Scroll of Condemnation: Once per battle, in your hero phase, the bearer can use this Artefact. If they do so, pick an enemy Hero within 12" of the bearer. Until the end of that turn add 1 to wound rolls for attacks made by friendly Stormcast Eternals that target that model.
- Storm Scroll: Once per battle, in your hero phase, the bearer can use this artifact. If they do so, pick up to 6 different enemy units on the battlefield, and give them each a different number from 1 to 6. Then, roll a dice. If the number is the same as the roll, that units suffer D6 mortal wounds.
</tab> </tabs>
Prayers of the Stormhosts
Every PRIEST in a STORMCAST ETERNALS army gains an additional prayer to a which can be used in addition to their other abilities in the hero phase, in the same vein as spells for other armies mages.
Steeds of the Celestial Realms
One mount in your army (+1 per additional Warscroll Battalion) may be "exceptional" and take a trait from the relevant tables.
<tabs> <tab name="Generic Traits"> Available to all mounts
- Lithe-Limbed: +1 to move characteristic.
- Savage Loyalty: If this HERO is slain in the combat phase, on a 4+ the unit that slew them takes D3 mortal wounds.
- Keen-Clawed: Any wound rolls of 6+ in the combat phase for this HERO's mount are resolved with a rend of -3.
</tab> <tab name="Dracoth Traits">
- Drake-Kin: If this HERO suffers damage from an attack with a damage characteristic greater than 1, on a 5+ the HERO only suffers 1 Damage from the attack.
- Thunder Caller: The HERO's Dracoth's Storm Breath ability has a range of 16" rather than 12".
- Pack Hunter: +2 to Attacks of the HERO's Dracoth's Claws and Fangs if another friendly model is riding a Dracoth within 6".
</tab> <tab name="Stardrake Traits">
- Storm-Winged: After this model has moved you can pick 1 enemy unit that has any models that this model passed across. On a 2+ the unit takes D3 mortal wounds. This was reworded in the latest book so its no longer limited to the movement phase.
- Thunderlord: Roiling Thunderhead ability has a range of 24" rather than 18".
- Star-Branded: When referring to the Damage table of this HERO, treat it as having suffered one fewer wounds than it actually has.
</tab> <tab name="Gryph-Charger Traits">
- Wind Runner: When this HERO rides the Winds Aetheric, roll an extra dice on the distance they can move.
- Aethereal Stalker: When this HERO is set up, choose an enemy HERO. This HERO can re-roll all failed hit and wound rolls made for its Gryph-charger's Razor Beak and Claws attacks that are directed against the chosen HERO.
- Indefatigable: re-roll the distance when this HERO runs.
</tab> <tab name="Dracoline Traits">
- Bounding Leap: This model is eligible to fight in the combat phase if it is within 6" of an enemy unit instead of 3", and it can move an extra 3" when it piles in
- Pride Leader: Add 1 to hit rolls for attacks made by friendly Dracoline units while they are wholly within 9" of this model.
- Ear-bursting Roar: At the start of the combat phase, you can pick an enemy within 3" of this model and roll a dice. On a 4+ subtract 1 from hit rolls for attacks made by that unit until the end of the phase.
</tab> <tab name="Tauralon Traits">
- Swiftwing: You can re-roll run rolls for this model
- Lashing Tail: At the end of the combat phase, you can pick an enemy unit within 3" of this model and roll a d6, on a 4+ it causes 1 mortal wound.
- Steel Pinions: Roll a d6 every time this model suffer a regular or mortal wound, on a 6+ the wound is negated.
</tab> </tabs>
Spells
Your wizards May take one spell either the Lore of Invigoration or Storm
<tabs> <tab name="Lore of Invigoration">
- Terrifying Aspect: Cast 5, a visible Stormcast unit wholly within 18" gain a 3" aura of -1 Bravery to enemies until the next Hero Phase.
- Celestial Blades: Cast 5, a visible Stormcast unit wholly within 18" adds 1 to Melee wounds rolls until the next Hero Phase.
- Speed of Lighting: Cast 5, visible Stormcast units wholly within 9" can Re-roll Charges until the next Hero Phase
</tab> <tab name="Lore of the Storm">
- Lightning Blast: Cast 5, a closest Visible unit is dealt d3 Mortal wounds. Like 40k Smite but with an infinite range.
- Starfall: Cast 5, pick a visible point within 12". On a roll of 4+ for each enemy within 3" of that Point they take a Mortal Wound
- Thundershock: Cast 6, roll a dice for each enemy within 6". on a 4+ the unit takes a Mortal Wound. In addition, subtract 1 from hit rolls for attacks made by that unit until your next hero phase.
- Azyrite halo: Cast 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.
- Chain Lightning: Cast 7, a visible enemy unit within 24" suffers D3 Mortal Wounds, then each other enemy unit within 3" of the first take a mortal wound on a 4+.
- Stormcaller: Cast 7, For each enemy unit on the battlefield, on a roll of 6+ inflict D3 Mortal wounds on the unit.
</tab> <tab name="Endless Spells"> These can only be cast by STORMCAST ETERNAL WIZARDS.
- Everblaze Comet: (110pts) Comet of Cassandora, Stormcasts edition. When it comes down, it hits everything within 10" for a bunch of Mortal Wounds determined by a D3 roll - on a 1, the unit takes a single Mortal Wound. On a 2, the Unit takes a further D3 Mortal Wounds, and on a 3, the Unit takes 3 Mortal Wounds! On top of this, the Comet remains in play and spits out Mortal Wounds at the start of each battle round at any Units within 5", though this time on a 1-3 it only does one Mortal Wound, while on a 4+ it does D3 Mortal Wounds. Also, all Wizards must subtract 1 from their casting rolls while they are 5 inches or closer to the comet. This spell has the potential to dish out an obscene amount of Mortal Wounds, but a word of caution: even though the spell continues to damage units and bother Wizards after it has been cast, the Comet cannot be moved once it has been placed in the table (but you can dispel it in a later turn and then cast it again) 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 (30pts) (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. Additionally, it wounds on a 5+ against Chaos units instead. Thanks to its 8 inch movement and the fact that it can move after being set up, the Hammernado proves to be a cheap (Only 40 points!!!) and effective way to damage Chaos forces 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: (30pts) This is what is known as a 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, +1 to their Save and an additional Unbind. For just 30 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>
Warscrolls
Common keywords in these warscrolls are ORDER , CELESTIAL , HUMAN and STORMCAST ETERNAL .
- Stormkeeps: 1 in 4 units in a Free City army may be a Stormcast, so think about that when reading these entries.
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.
Slow Units
Fast Units
Battalions
Always weigh the value of the bonus rules, Traits, Command points and artifacts against adding an additional unit to your army. Most battalions now clock in around 150-200 points, which is roughly the average base cost of most Stormcast units.
Due to how Battalions are now universal, expect see the whole lot of this on the trash bin outside of narrative games. Bonus rules, traits and dodads are going to be likely added to the faction rules as default.
Single Battalions
Chamber Battalions
Defunct Battalions
Tactics
- Sigmars Testudo: 30 Shield Liberators in a Line. 20 Protectors directly behind them so they can hit without getting hit back. 2 Units of 5 Bow Judicators behind them who can snipe whilst not be getting sniped back thanks to the Protectors. Lord Castellant to buff your Saves. Lord Relictor to use Divine Light and Healing Storm. Knight Vexillor with the Pennant of Sigmar relic for Battleshock Resistance. 1980 points, 7 drops. Enjoy losing friends.
- For 2500 points exactly add another unit of Judicators and 6 Vanguard-Raptors with Longstrike Crossbows.
- This has suddenly become insane now. Run your army as a stormkeep army using the rules in Broken Realms Morathi. Bring the Stormtower garrison battalion, using a units of 5 libs and a unit of 30. Now take those 20 protecters to go with them. For this battaillion you'll also need a unit 5 Judicators to fill out your batteline, and then to finish the battalion you'll need a Knight Vexillor. So far thats 1500 points. Next you'll want the Lord Castellant to buff your saves and if you give him the Staunch Defender Warlord Trait and the Lantern of The Tempest he's going to give some incredibly powerful buffs, next a lord relictor for healing light and translocation, then a Knight Incantor for the Auto-Dispel and the Celestial Blades spell. Now you're looking at four drops, 2,000 points on the nose. If you don't move then you'll be getting 2+ saves from shooting, and your opponent will be re-rolling hit rolls of sixes. In combat though, you'll have liberators with 1+ saves rerolling 1s. Your Liberators will never die and no-one will be able to target your protectors because of their 3" range behind the wall of gold.. If they try to shoot you they wont get any exploding 6s, and shooting just generally doesn't do quite as much damage as melee. What you need to do is: Take turn 1 and do one of two things. 1) Prepare for the enemy to come to you. Get your wall of Liberators backed up and then shred anything that comes close. OR 2) Tricksy opponents will play the objective game, so if you turn one teleport the Protectors(using translocation) and the Liberators (Using the pennant of the Stormbringer) onto an objective. They definitely won't die in one turn even with 3+ saves. On turn 2 translocate your Lord Castellent right in the middle of them and watch your opponent cry.
This list can struggle against clever opponents though, so watch out!
- The Daylord's Legion: Stormcast have Access to Bravery Debuffs listing first what you have In faction: Heldenhammer Command trait, Mystic Light Shriving Light Artifact, God-King's Aspect Player, Terrifying Aspect Spell, Celestant-Prime When he Deepstrike, A Dracoline unit, Decimator, in addition, other things not inside the faction like Allies, endless spells, Realm artifacts, and Realm Effects. If used all the infection abilities together you have a total debuff of -8 to bravery for a turn. You are unlikely to consistently pull this total off. Beware that you have to kill models to get a battleshock test and the effort may be meaningless if the opponent can negate Battleshock tests. To prevent this by you can Focus down the Support units and Heros with Ranged and deep strikes. You can also purposefully Use Inspiring Presence force your opponent to spend his CP so he doesn't have enough to use his stronger abilities.
- Skyborne Slayers: With 2x5 Libs, 2x5 Judies, 5 Decimators, 15 Protectors, and 1 Lord Celestant, clocking in at 1530 points, and with their own special Deepstrike Ability, you set these guys up your enemy's face (5"!!) and charge in for the alpha strike. Sure you have to set em all up at the same time and within 12" of a point, but not fully within, so leaving some room on the flanks and behind your line. With the new 2020 points reductions, I think id play them with Celestant Prime, and 1 Incantor and the Everblaze comet. Give the Incantor Staff of Focus. This is a Strong Battalion for Alpha Strike.
- Vanguard Chamber: With the 2020 Points decreases across the board, this Battalion Looks Viable to me in competitive play. This is a Super battalion, meaning it consists of 2 other battalions and some heroes. You can now run 3x3 Longstrikes, and 3x venators. Everyone shoots and non heroes gets +1 on their missile attack profile. Sending 18 2/3/-2/2, with 2mw on 6s to hit, across the board at 30" range is the main damage. The Venators can open up on enemy heroes or monsters fishing for D6+3 Damage, before helping out with shooting the bulk of the enemy army. Aetherwings as cheap and effective screening units, and are designed to basically lock an enemy into melee in the enemy charge phase, so they cant charge, the bird will most likely die, 2w each with no armor save. Unless your oppenent double turns you, they will guarentee another turn of shooting for the longstrikes. Im excited to build this battalion. And thanks to the sub-battalion, the birds also gift the longstrikes reroll 1 to stuff close by, which means more chances to proc the mortal wounds.
- You can make building this a lot cheaper if you buy a box of prosecutors and stick some Judicators bows on them and maybe some Aetherwings by their feet, but If not then enjoy three £25 single pose heroes!
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 four options here.
- Liberators: Liberators are your main 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 almost half-again as expensive as Liberators, 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 re-roll all saves, 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.
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 grants a free CP on the first turn if he's in a Hammerhal army. In addition, any banners (which you'll lack with exception of the Knight-Vexilor) can grant additional CPs and your entire army ignores battleshock while on their side of the board. 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 special spell 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.
- 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!
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 | ||
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General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
Others |