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AoS 2 - Stormcast Eternals Discussion


Chris Tomlin

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55 minutes ago, Nizrah said:

Yup. They are useless. They can literally benefit from 4 CA which are better run, 2x bravery immunity and 1+ to hit XD. Its sadly a joke just like all other SCE rules. Broken Realms were so ****** terrible for SCE. Which is kinda annoying how broken things IDK get... 

And duckoff to all people saying Staunch Defender is broken. IDK get it on each turtle for free XD. With defensive eells getting 2+ sv with rend immunity xD. 

Staunch Defender is the only good thing left.

I'm trying to build a defensive list with units I have and the best I can come up with is the following list. I was hoping that I'd be able to benefit from the shooting twice CA on my Irondrakes, but that's not possible, so chose Staunch Defender and generic Stormhost to boost the rest of the force instead.

The plan would be to castle the large Libs squad in front of the Protectors and Castellant. Sit the Irondrakes and Hurricanum behind them. Then use the Relictor and Vexillor to deliver units to objectives.

Allegiance: Stormcast Eternals

Mortal Realm: Shyish

Lord-Castellant (120)

- General

- Command Trait: Staunch Defender

- Mystic Light (Artefact): Lantern of the Tempest

Lord-Relictor (100)

- Prayer: Translocation

Knight-Vexillor (110)

- Pennant of the Stormbringer

- Treasured Standard (Artefact): Pennant of Sigmaron

Celestial Hurricanum with Celestial Battlemage (280)

5 x Judicators (140)

- Skybolt Bows

- 1x Shockbolt Bows

5 x Liberators (90)

- Warhammer & Shield

- 1x Grandblades

5 x Liberators (90)

- Warhammer & Shield

- 1x Grandblades

15 x Liberators (270)

- Warhammer & Shield

- 3x Grandblades

10 x Protectors (340)

- 2x Starsoul Maces

20 x Irondrakes (300)

Stormtower Garrison (160)

 

Total: 2000 / 2000

Extra Command Points: 1

Allies: 0 / 400

Wounds: 137

 

 

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2 hours ago, SentinelGuy said:

The plan would be to castle the large Libs squad in front of the Protectors and Castellant. Sit the Irondrakes and Hurricanum behind them. Then use the Relictor and Vexillor to deliver units to objectives.

Allegiance: Stormcast Eternals

Mortal Realm: Shyish

Lord-Castellant (120)

- General

- Command Trait: Staunch Defender

- Mystic Light (Artefact): Lantern of the Tempest

Lord-Relictor (100)

- Prayer: Translocation

Knight-Vexillor (110)

- Pennant of the Stormbringer

- Treasured Standard (Artefact): Pennant of Sigmaron

Celestial Hurricanum with Celestial Battlemage (280)

5 x Judicators (140)

- Skybolt Bows

- 1x Shockbolt Bows

5 x Liberators (90)

- Warhammer & Shield

- 1x Grandblades

5 x Liberators (90)

- Warhammer & Shield

- 1x Grandblades

15 x Liberators (270)

- Warhammer & Shield

- 3x Grandblades

10 x Protectors (340)

- 2x Starsoul Maces

20 x Irondrakes (300)

Stormtower Garrison (160)

 

Total: 2000 / 2000

Extra Command Points: 1

Allies: 0 / 400

Wounds: 137

 

 

 

The problem with this is that it's incredibly static. You have no way of moving the ionrakes other than their stumpy legs (which means losing the bonus shots), so your opponent can know exactly your threat range and dance around it scoring the objectives. The hurricanum only buffs the irondrakes so its value decreases with every lost dwarf, so much that I would consider swapping for a runelord (who still provides a great buff for the irondrakes). The points you save might be used to get some mobility in the form of shadowstalkers / shadow warrios / chameleon skinks / khinerai.

As for delivering units on objectives, it's kind of tricky because the relictor can (of course) fail and the vexillor means losing the bonus for the shield of civilisation if you teleport the liberators. Also, the protectors and liberators are kind of fused together if you want to keep the bonus on the paladins -which is also the only thing you are geting from the battalion apart from the standard stuff.

That being said: why not? unless you are asking about buying choices, just try it and see how it goes. Worst case scenario you lose and learn stuff -like deciding that you could just run something similar in Tempest Eye and improve the whole situation :D

 

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2 hours ago, Marcvs said:

The problem with this is that it's incredibly static. You have no way of moving the ionrakes other than their stumpy legs (which means losing the bonus shots), so your opponent can know exactly your threat range and dance around it scoring the objectives. The hurricanum only buffs the irondrakes so its value decreases with every lost dwarf, so much that I would consider swapping for a runelord (who still provides a great buff for the irondrakes). The points you save might be used to get some mobility in the form of shadowstalkers / shadow warrios / chameleon skinks / khinerai.

As for delivering units on objectives, it's kind of tricky because the relictor can (of course) fail and the vexillor means losing the bonus for the shield of civilisation if you teleport the liberators. Also, the protectors and liberators are kind of fused together if you want to keep the bonus on the paladins -which is also the only thing you are geting from the battalion apart from the standard stuff.

That being said: why not? unless you are asking about buying choices, just try it and see how it goes. Worst case scenario you lose and learn stuff -like deciding that you could just run something similar in Tempest Eye and improve the whole situation :D

 

Yep, coming from Cities I was kind of trying to stay away from going back to them, but looks like I may have to 😂

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1 hour ago, chord said:

I've been away for a long time and was thinking of quitting prior to the pandemic (moving plus powercreep), just wondering if the SCE have been fixed?

No. 

Allegiance: Stormcast Eternals
- Stormhost: Hammers of Sigmar (Stormkeep)

Leaders
Vandus Hammerhand (260)
- Mount Trait: Drake-kin
Lord-Castellant (120)
- Mystic Light (Artefact): Lantern of the Tempest
Knight-Incantor (120)
- Spell: Azyrite Halo
Knight-Azyros (100)
- General
- Artefact: God-forged Blade

Battleline
10 x Liberators (180)
- Warhammer & Shield
- 2x Grandhammers
10 x Liberators (180)
- Warhammer & Shield
- 2x Grandhammers
5 x Liberators (90)
- Warhammer & Shield
- 1x Grandhammers

Units
10 x Evocators (420)
- 10x Grandstaves
- Lore of Invigoration: Speed of Lightning
2 x Concussors (220)

Battalions
Wardens of the Stormkeep (140)

Endless Spells / Terrain / CPs
Everblaze Comet (100)
Extra Command Point (50)

Total: 1980 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 113

Have to test this list. Looks fun for me :P

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1 hour ago, chord said:

I've been away for a long time and was thinking of quitting prior to the pandemic (moving plus powercreep), just wondering if the SCE have been fixed?

well we have no book so i gotta tell you No, but people are expecting AOS 3.0 this year. and i think there's a good chance that if Azyr and/or COS are expanded, Stormcast will be able to have a joint army with them

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Ok so i played in the latest Hammertime TTS tournament with a bit of a different stormcast list, overall the tournament was a little disappointing but the nature of how my games turned out means i still have faith in this as a competitive list. It's not a 5-0 list but no stormcast list will be at this point. List below and ill do a little breakdown of the tournament games in spoilers so as not to clog up board.

Allegiance: Stormcast Eternals
- Stormhost: Celestial Vindicators (Stormkeep)

Leaders
Knight-Heraldor (100)
- General
- Command Trait: Single-minded Fury
Knight-Incantor (120)
- Celestial Staves (Artefact): Staff of Focus
- Spell: Celestial Blades
Lord-Veritant (110)
- Artefact: Stormrage Blade
- Prayer: Translocation

Battleline
10 x Liberators (180)
- Warhammer & Shield
- 1x Grandhammers
5 x Judicators (140)
- Skybolt Bows
- 1x Shockbolt Bows
10 x Freeguild Handgunners (100)

Units
6 x Gryph-Hounds (120)
4 x Fulminators (440)
3 x Aetherwings (40)
5 x Chameleon Skinks (90)
- Allies
5 x Chameleon Skinks (90)
- Allies
2 x Akhelian Allopexes (220)
- Retarius Net Launcher
- Allies

Battalions
Stormkeep Patrol (130)

Endless Spells / Terrain / CPs
Everblaze Comet (100)

Total: 1980 / 2000
Extra Command Points: 1
Allies: 400 / 400
Wounds: 126

 

battle reports in spoilers if you want to see why i like this list/feel my pain

Spoiler

Game 1 vs Bonesplitters, Starstrike

So this felt like a nice match up army wise but going in starstrike always felt like a bad battleplan for my army thanks to the randomness of the object location, this would prove true soon enough.

I setup on the right side of the board, dominating the midboard space with the stormkeep patrol. Bonesplitters took the first turn and laid plenty of chargers in from the get go but thanks to some poor rolls only managed to remove 3 gryph hounds, half the libs and a judicator. On my turn the comet went off with the artefeact (incantor was deployed out of unbind range) dropping on a couple of units and 2 wardokks putting out a solid amount of hurt. The sharks tagged a big unit of savage orruks with the net and then went in on the corner killing 8ish without any retaliation, shooting and mortal wound reigned on the right side taking out multiple big stikkas outside of melee  and the remaining wounds on 1 wardok from a unit of chamos that dropped in space behind opponent that had been opened. A pretty good start but the first comet landed left side of the board, right ontop of his boars and nowhere near me) I won the first roll off and as his units were still stuck behind screens (aetherwings, dogs, libs) I chose to give him the turn to try for the double later,I would go on to lose the next 7 priority rolls. His next turn was pretty ineffectual, he battered my screens but ultimately only killed the dogs, 2 aetherwings , all but one lib and 1 shark. On my turn more mortals came down, more shooting and the fullminators got involved removing about 20 savage orruks and the remaining big stikka. At this point my opponent was left with a unit of 5 boars, 30 savage orruks, 10 morboys and a couple of foot heroes. 0-2 The object in his area dropped on the right side, great for me but my object dropped on the left side directly on my veritants gryph hound, not so good. Bonesplitters went first and a unit of morboys ran getting a toe on the objective in their territory, the boars took the objective in my area, 1 gryph hound was no match and they castled up. I took the objective in his territory with the shark  and lib, veritant teleported fulminators to the other side of the map, they were going to have to clear out the objectives themselves The incantor also cast the comet again having dispelled it the round before and having found a piece o arcane terrain to help out. It dropped on top of the big boss and savage orruks. A bit of shooting picked a few more orks off but I chose not to shoot with fullminators as I knew if I killed a boar with shooting he would remove the one closest to them, turning their 9 inch charge into 11, they failed the charge of course, I charged the handgunner in the hope they could survive and outnumber the boars, they made a 10 inch charge (seriously) and promptly got squashed. (I started my 3rd turn with only 20ish minutes left in the round so we had to rush, this caused me to forget to bring my other skink unit on, my opponent let me drop them at the back of the board to stop them being destroyed but it cost me) 3-11. Bonesplitters  did very little this turn, just got any buffs they could and moved all orks onto objectives. Knight heraldor teleported over the back and hit bigg boss with a toot, killing him for aux. shooting took a few more orruks off the board. Fullminators went after savage orruks and failed their charge rerolling with only cp to get high enough for one to get in. They failed to clear the objective killing about 8 but the remaining wardokk blocked battleshock and they still had about 10 on the board. 7-19. Priority lost and it’s all over. My opponent had about 10 savage orruks, 3 boars and a wardokk left but gained so many free vp’s  in the middle rounds I was up against it. Major loss 4-16

Game 2 v OBR, Scorched earth

Great battleplan for this army, terrible matchup, I hate OBR, I rarely play them and the times I have it was miserable. This game felt over from the start. OBR went first, the mortek crawler took out 2 fulminators from 36 away. The libs were wiped, 3 hounds died and 2 judicators. My turn the incantor burned the artifact and promptly rolled a 3, then the veritant failed translocate, good start. Few shots and mortal wounds but mortek shrugged a fair bit and my rolls were awful. Sharks flew up board, shot mortek and charged in clipping an objective with a single hero on it they then killed 7 mortek, 5 of which returned and daisy chained back onto the objective denying my steal. 4-4, OBR took next turn with the gothizar harvester destroying the veritant and judicators, the mortek battered the sharks and the crawler killed the heraldor. The incantor rolled a 4 on the comet. Gryph hounds moved away from the combat area 9”, charged 9” on a harvester making it’s way down the board then retreated the 6” off in combat to make a  24” move that caught my opponent off guard stealing an objective, burning it for 2. Chamos came on the board behind OBR trying to snipe mortisan. Aetherwings positioned on edge of objective with a handful of mortek able to steal if I get the double ( I don’t). fullminators kill liege kavalos. 10-8, OBR take first turn, aetherwings die, mortek completely surround hounds but fails to kill them, mortek charge fullminators and lose, gothizar harvester succesfly charges incantor and is succesfly blown up, incantor 1- harvester 0. The other harvest hits the handgunenrs and they’re gone giving OBR my objective. My turn, incantor tries to cast warscroll spell and rolls a 6, Fullminators hit mortek on opponents objective but cant shift them fully then roll nothing but 2’s to save and they’re gone , chamos getting a toe on the objective and can steal if we win priority, incantor and gryph hound take back lost objective 14-12.  OBR win priority and it’s officially over ive got nothing left and no more tricks. Major loss 0-20

 

Game 3 v Khorne, battle for the pass

decent matchup and the perfect battle plan, what could go wrong?

I actually set-up first and let khorne go first, mindful of the double, this will turn out to be a mistake. Stormkeep patrol let me take control of the midboard objective on the right immediately, khorne charged but failed to shift the bodies on the objective, with hounds screening a fair few troops out, on the other side a handful of chaos warriors claim the middle objective. The comet is cast succesfly and lands smack bang on a pile of heroes and chaos shrines dealing huge damage. Sharks hit chas knight on the right side objective killing a few, the liberators who were backed onto mystical terrain basically take no damage from the chaos warriorsm shooting and mortals do a pretty good job thinning the ranks 3-3. Khorne go first but have bery little space to move with the comet taking up space in an already cramped board. The chaos lord on karkadrak makes his first major move, charging the liberators and killing only 2, failing to take that objective, scoring them another 3 points but in the process they opened up too large a gap on their back objective. My turn and my incantors back to failing all their spells. Judicators are eleported out of fray, inront of my objective. Chamo skinks land on opponents objective and behind liberators to supply support fire, things are looking good, chamo skinks on opponents objective shoot of the wounded blood secrator and then everything went bad. Handgunners shoot. 0 damage. Fullminators shoot. 0 damage. Heraldor toots, all damage negated except 2 on bloodstoker, killing him. Skinks shoot. 0 damage. Judicators shoot. 0 damage. ******. Fullminators charge chaos warriors, get extra attack from command ability and I used my triumph to reroll all wound rolls. 3 damage. They take 6 back in return and im stunned, chaos lord tears through liberators and I lose objective, 8-6. I WON A PRIORITY!!!! This is what I was playing for, I take the turn to keep my opponents objective and try to push my lead. Incantor still can’t cast spells despite being unopposed. Shooting goes a lot better this turn nothing lands on chaos lord. this is where the game is lost as well, using my heraldor I pull the fullminators out of combat and swing around to try remove the chaos lord who is on 4 wounds. +1 attack CA and they whiff everything again, no damage on the chaos lord, he wipes the squad, ive suddenly gone from completely in control to in trouble. The chaos warriors charge the handgunners, reavers charge the skinks and a chaos shrine joins the chaos lord. Handgunenrs are wiped, 1 liberator survives the chao shrine. Chamos kill 1 reaver and don’t lose a model. The other chamos are wiped by chaos lord, 13-11. Priority roll is a tie, my 6th of the tournament but for the first time im the first. Veritant charges the warshrine and kills it, taking back objective, lone shark charges the reavers, wiping 1 squad, skinks kill a couple more with shotting but lose a few models back in combat. Incantor rolls a 4. Chaos warriors take my objective. 16-17. Khorne wins priority and it’s all over. I was in shock, if id simply left the fullminators in combat or even used them as the most expensive ever screen I would have won but instead they failed to combat phases and I lost he game. Major loss 4-16

 

Game 4 vs Khorne, Shifting objectives

Like Starstrike this is not a good battleplan and after the last game I was feeling very gun shy against khorne.  Objective started in the middle and my opponent started first, stormpkep patrol set up on the left of center, touching the middle and left objectives. This was a very different list though, 2 bloodthirsters and a skarrbrand. I started this one horribly, making a few positioning errors and getting my libs battleshocked off the board by sitting them ½” out of command ability range. Khorne claimed left and right objectives but hounds running from combat got them on center objective, denying points to opponent. In my turn the comet hit the back board landing on a group of foot heroes and a skarrbrand (which I now know is a bad idea). The heraldor teleported to back board to snipe foot heroes standing around throne and some chamos joined him as a screen. Shooting units cut down reavers and the other chamos got their toes on the right objective along with the veritants dog. All foot heroes killed, 1 unit of blood knightds and 2 units of reavers battleshocked off the board. Claimed the center objective with judiators for bonus point and right. 4-2.objective stays in center.  Khorne won priority and unfortunately thanks to some terrible positioning by myself the blood thirsters got into the sharks and fullminators. Skarrbrand hit the judicators and veritant and wiped them easily. 1 shark and 2 fullminators died but they took out a bloodthirter in return. Untamed beasts kill chamos on right objective but hounds keep center. A unit of bloodletter is summoned to try kill chamos at top of board but fail charge. My turn the fullminators hit the other bloodthirster, wiping him easily. Chamos go back to reserve, heraldor bravely runs away. Handgunners move onto central objective giving me battlelien bonus again. 7-4. Objective moved to left. Khorne wins priority again and the skarrbrand makes short work of shark and fullminators. Heraldor is killed by khorne judgement still floating around board. Chaos hounds summoned onto edge of central objective. Untamed beasts on right objective charge hound but it escapes, this is super important. Khorne scores left and right objectives. My turn the incantor is still failing spells. The handgunners shoot most of the chaos hounds off the board, I have no way of stealing main objectice so chamos skinks drop on right objective and shoot untamed beasts, scoring 4 mortals then hound charges and scores 2 wounds before retreating, untamed beasts fail battleshock and are gone leaving only the hound. 10-7. The objective moves back into the center and I win another priority! Handgunners finish of chaos hounds and chamos leave the board again, hound moved towards center objective as there is no one around to take right objective, 4 points gained this turn. Incantor still does nothing but positions herself to claim center objective if needed. Skarrbrand kill handgunners, blood letters summoned onto center objective. 14-10. Khorne wins priority but objective lands on right side, he has no one who can make it that far thanks to scenery blocking path so it’s game over, major victory stormcast 20-0 in one of the weirder games ive ever played, there was only 1 gryph hound on the board when we called it but I think this win shows where the list shines, it can find ways to score VP’s.

 

Game 5 v IronJawz, Total conquest.

Never played Ironjawz before so I was in for a treat. They went first, teleported around me, moved, charged and next thing I know my liberators, handgunners, game winning gryph-hound :( , 1 other gryphhound, 1 shark, 1 judicator were dead and my incantor was on 1 life, only because she was on mystical terrain and rolled three 6’s all before I was allowed to swing back, in return I killed 3 brutes. My turn I had to make things happen quickly, the inantor got the comet off and dropped it onto 2 warchanters and a shaman, plus a unit of brutes and gruntas, then proceeded to roll highon he mortal wounds. The veritant teleported the judicators to safety in the opponents territory where they had left their objective open. The megaboss took control of the top right objective so the 2 lots of chamos dropped behind it near the board edge trying to snipe him off, scoring 2 wounds. The gryph hounds ran on a 6 and got their toes on the objective with the megaboss, the fullminators charged a unit of 20 brutes who had teleported into the back, killing 13 and losing a model in return, , the shark also died after failing to hit the net. The brutes battle shocked off the table giving the objective back to me. 6-5. Ironjawz win priority but the comet kills the shaman and a warchanter before they can do anything. The brutes and gruntas charge into the veritant, heraldor and aetherwings who were feebly trying to screen them out. The aetherwings die but without buffs the brutes fail to kill the heroes with the heraldor on 1 after making two clutch 5+ saves and the veritant choosing to reroll 1’s to save was clutch rolling a 1 into a 6 on a 2 damage attack, he lived on 2 wounds left. The last wardancer tried to kill the judicators but failed and the gryph hounds ran away from the megaboss before he could swing his weapons, keeping their toes on the objective. In my turn the incantor cast a whole spell, celestial blades on the fullminators. The veritant teleported himself away to the back of the now free bottom left objective the gruntas and brutes had charged from, the fullminators hit the brutes, killing 7 but losing another, the heraldor stayed in combat, killing nothing but surviving again, somehow. The chamos moved onto the back of the top right objective allowing the hounds to run onto the top left to support the judicators. The chamos shot the megaboss off the board scoring 4 mortals and slipping 1 last wound through his armour. 11-8. Priority won and that’s basically the game. Incantor casts celestial blades on fullminators  again, heraldor gives them retreat and charge, they wipe the last remaining brutes, reclaiming objective, warchanter kills judicators in combat but hounds keep objective and I score 7 more vp’s and ironjawz oly have a unit of 2 gruntas and a wardancer so game is called. This felt so tense to start with the heavily buffed brutes carving a huge chunk out of my army but the movement shenanigans of this list shined, stealing VP’s at every opportunity. Major victory 17-3

 

 

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54 minutes ago, Mattrulesok said:

Ok so i played in the latest Hammertime TTS tournament with a bit of a different stormcast list, overall the tournament was a little disappointing but the nature of how my games turned out means i still have faith in this as a competitive list. It's not a 5-0 list but no stormcast list will be at this point. List below and ill do a little breakdown of the tournament games in spoilers so as not to clog up board.

Allegiance: Stormcast Eternals
- Stormhost: Celestial Vindicators (Stormkeep)

Leaders
Knight-Heraldor (100)
- General
- Command Trait: Single-minded Fury
Knight-Incantor (120)
- Celestial Staves (Artefact): Staff of Focus
- Spell: Celestial Blades
Lord-Veritant (110)
- Artefact: Stormrage Blade
- Prayer: Translocation

Battleline
10 x Liberators (180)
- Warhammer & Shield
- 1x Grandhammers
5 x Judicators (140)
- Skybolt Bows
- 1x Shockbolt Bows
10 x Freeguild Handgunners (100)

Units
6 x Gryph-Hounds (120)
4 x Fulminators (440)
3 x Aetherwings (40)
5 x Chameleon Skinks (90)
- Allies
5 x Chameleon Skinks (90)
- Allies
2 x Akhelian Allopexes (220)
- Retarius Net Launcher
- Allies

Battalions
Stormkeep Patrol (130)

Endless Spells / Terrain / CPs
Everblaze Comet (100)

Total: 1980 / 2000
Extra Command Points: 1
Allies: 400 / 400
Wounds: 126

 

battle reports in spoilers if you want to see why i like this list/feel my pain

  Reveal hidden contents

Game 1 vs Bonesplitters, Starstrike

So this felt like a nice match up army wise but going in starstrike always felt like a bad battleplan for my army thanks to the randomness of the object location, this would prove true soon enough.

I setup on the right side of the board, dominating the midboard space with the stormkeep patrol. Bonesplitters took the first turn and laid plenty of chargers in from the get go but thanks to some poor rolls only managed to remove 3 gryph hounds, half the libs and a judicator. On my turn the comet went off with the artefeact (incantor was deployed out of unbind range) dropping on a couple of units and 2 wardokks putting out a solid amount of hurt. The sharks tagged a big unit of savage orruks with the net and then went in on the corner killing 8ish without any retaliation, shooting and mortal wound reigned on the right side taking out multiple big stikkas outside of melee  and the remaining wounds on 1 wardok from a unit of chamos that dropped in space behind opponent that had been opened. A pretty good start but the first comet landed left side of the board, right ontop of his boars and nowhere near me) I won the first roll off and as his units were still stuck behind screens (aetherwings, dogs, libs) I chose to give him the turn to try for the double later,I would go on to lose the next 7 priority rolls. His next turn was pretty ineffectual, he battered my screens but ultimately only killed the dogs, 2 aetherwings , all but one lib and 1 shark. On my turn more mortals came down, more shooting and the fullminators got involved removing about 20 savage orruks and the remaining big stikka. At this point my opponent was left with a unit of 5 boars, 30 savage orruks, 10 morboys and a couple of foot heroes. 0-2 The object in his area dropped on the right side, great for me but my object dropped on the left side directly on my veritants gryph hound, not so good. Bonesplitters went first and a unit of morboys ran getting a toe on the objective in their territory, the boars took the objective in my area, 1 gryph hound was no match and they castled up. I took the objective in his territory with the shark  and lib, veritant teleported fulminators to the other side of the map, they were going to have to clear out the objectives themselves The incantor also cast the comet again having dispelled it the round before and having found a piece o arcane terrain to help out. It dropped on top of the big boss and savage orruks. A bit of shooting picked a few more orks off but I chose not to shoot with fullminators as I knew if I killed a boar with shooting he would remove the one closest to them, turning their 9 inch charge into 11, they failed the charge of course, I charged the handgunner in the hope they could survive and outnumber the boars, they made a 10 inch charge (seriously) and promptly got squashed. (I started my 3rd turn with only 20ish minutes left in the round so we had to rush, this caused me to forget to bring my other skink unit on, my opponent let me drop them at the back of the board to stop them being destroyed but it cost me) 3-11. Bonesplitters  did very little this turn, just got any buffs they could and moved all orks onto objectives. Knight heraldor teleported over the back and hit bigg boss with a toot, killing him for aux. shooting took a few more orruks off the board. Fullminators went after savage orruks and failed their charge rerolling with only cp to get high enough for one to get in. They failed to clear the objective killing about 8 but the remaining wardokk blocked battleshock and they still had about 10 on the board. 7-19. Priority lost and it’s all over. My opponent had about 10 savage orruks, 3 boars and a wardokk left but gained so many free vp’s  in the middle rounds I was up against it. Major loss 4-16

Game 2 v OBR, Scorched earth

Great battleplan for this army, terrible matchup, I hate OBR, I rarely play them and the times I have it was miserable. This game felt over from the start. OBR went first, the mortek crawler took out 2 fulminators from 36 away. The libs were wiped, 3 hounds died and 2 judicators. My turn the incantor burned the artifact and promptly rolled a 3, then the veritant failed translocate, good start. Few shots and mortal wounds but mortek shrugged a fair bit and my rolls were awful. Sharks flew up board, shot mortek and charged in clipping an objective with a single hero on it they then killed 7 mortek, 5 of which returned and daisy chained back onto the objective denying my steal. 4-4, OBR took next turn with the gothizar harvester destroying the veritant and judicators, the mortek battered the sharks and the crawler killed the heraldor. The incantor rolled a 4 on the comet. Gryph hounds moved away from the combat area 9”, charged 9” on a harvester making it’s way down the board then retreated the 6” off in combat to make a  24” move that caught my opponent off guard stealing an objective, burning it for 2. Chamos came on the board behind OBR trying to snipe mortisan. Aetherwings positioned on edge of objective with a handful of mortek able to steal if I get the double ( I don’t). fullminators kill liege kavalos. 10-8, OBR take first turn, aetherwings die, mortek completely surround hounds but fails to kill them, mortek charge fullminators and lose, gothizar harvester succesfly charges incantor and is succesfly blown up, incantor 1- harvester 0. The other harvest hits the handgunenrs and they’re gone giving OBR my objective. My turn, incantor tries to cast warscroll spell and rolls a 6, Fullminators hit mortek on opponents objective but cant shift them fully then roll nothing but 2’s to save and they’re gone , chamos getting a toe on the objective and can steal if we win priority, incantor and gryph hound take back lost objective 14-12.  OBR win priority and it’s officially over ive got nothing left and no more tricks. Major loss 0-20

 

Game 3 v Khorne, battle for the pass

decent matchup and the perfect battle plan, what could go wrong?

I actually set-up first and let khorne go first, mindful of the double, this will turn out to be a mistake. Stormkeep patrol let me take control of the midboard objective on the right immediately, khorne charged but failed to shift the bodies on the objective, with hounds screening a fair few troops out, on the other side a handful of chaos warriors claim the middle objective. The comet is cast succesfly and lands smack bang on a pile of heroes and chaos shrines dealing huge damage. Sharks hit chas knight on the right side objective killing a few, the liberators who were backed onto mystical terrain basically take no damage from the chaos warriorsm shooting and mortals do a pretty good job thinning the ranks 3-3. Khorne go first but have bery little space to move with the comet taking up space in an already cramped board. The chaos lord on karkadrak makes his first major move, charging the liberators and killing only 2, failing to take that objective, scoring them another 3 points but in the process they opened up too large a gap on their back objective. My turn and my incantors back to failing all their spells. Judicators are eleported out of fray, inront of my objective. Chamo skinks land on opponents objective and behind liberators to supply support fire, things are looking good, chamo skinks on opponents objective shoot of the wounded blood secrator and then everything went bad. Handgunners shoot. 0 damage. Fullminators shoot. 0 damage. Heraldor toots, all damage negated except 2 on bloodstoker, killing him. Skinks shoot. 0 damage. Judicators shoot. 0 damage. ******. Fullminators charge chaos warriors, get extra attack from command ability and I used my triumph to reroll all wound rolls. 3 damage. They take 6 back in return and im stunned, chaos lord tears through liberators and I lose objective, 8-6. I WON A PRIORITY!!!! This is what I was playing for, I take the turn to keep my opponents objective and try to push my lead. Incantor still can’t cast spells despite being unopposed. Shooting goes a lot better this turn nothing lands on chaos lord. this is where the game is lost as well, using my heraldor I pull the fullminators out of combat and swing around to try remove the chaos lord who is on 4 wounds. +1 attack CA and they whiff everything again, no damage on the chaos lord, he wipes the squad, ive suddenly gone from completely in control to in trouble. The chaos warriors charge the handgunners, reavers charge the skinks and a chaos shrine joins the chaos lord. Handgunenrs are wiped, 1 liberator survives the chao shrine. Chamos kill 1 reaver and don’t lose a model. The other chamos are wiped by chaos lord, 13-11. Priority roll is a tie, my 6th of the tournament but for the first time im the first. Veritant charges the warshrine and kills it, taking back objective, lone shark charges the reavers, wiping 1 squad, skinks kill a couple more with shotting but lose a few models back in combat. Incantor rolls a 4. Chaos warriors take my objective. 16-17. Khorne wins priority and it’s all over. I was in shock, if id simply left the fullminators in combat or even used them as the most expensive ever screen I would have won but instead they failed to combat phases and I lost he game. Major loss 4-16

 

Game 4 vs Khorne, Shifting objectives

Like Starstrike this is not a good battleplan and after the last game I was feeling very gun shy against khorne.  Objective started in the middle and my opponent started first, stormpkep patrol set up on the left of center, touching the middle and left objectives. This was a very different list though, 2 bloodthirsters and a skarrbrand. I started this one horribly, making a few positioning errors and getting my libs battleshocked off the board by sitting them ½” out of command ability range. Khorne claimed left and right objectives but hounds running from combat got them on center objective, denying points to opponent. In my turn the comet hit the back board landing on a group of foot heroes and a skarrbrand (which I now know is a bad idea). The heraldor teleported to back board to snipe foot heroes standing around throne and some chamos joined him as a screen. Shooting units cut down reavers and the other chamos got their toes on the right objective along with the veritants dog. All foot heroes killed, 1 unit of blood knightds and 2 units of reavers battleshocked off the board. Claimed the center objective with judiators for bonus point and right. 4-2.objective stays in center.  Khorne won priority and unfortunately thanks to some terrible positioning by myself the blood thirsters got into the sharks and fullminators. Skarrbrand hit the judicators and veritant and wiped them easily. 1 shark and 2 fullminators died but they took out a bloodthirter in return. Untamed beasts kill chamos on right objective but hounds keep center. A unit of bloodletter is summoned to try kill chamos at top of board but fail charge. My turn the fullminators hit the other bloodthirster, wiping him easily. Chamos go back to reserve, heraldor bravely runs away. Handgunners move onto central objective giving me battlelien bonus again. 7-4. Objective moved to left. Khorne wins priority again and the skarrbrand makes short work of shark and fullminators. Heraldor is killed by khorne judgement still floating around board. Chaos hounds summoned onto edge of central objective. Untamed beasts on right objective charge hound but it escapes, this is super important. Khorne scores left and right objectives. My turn the incantor is still failing spells. The handgunners shoot most of the chaos hounds off the board, I have no way of stealing main objectice so chamos skinks drop on right objective and shoot untamed beasts, scoring 4 mortals then hound charges and scores 2 wounds before retreating, untamed beasts fail battleshock and are gone leaving only the hound. 10-7. The objective moves back into the center and I win another priority! Handgunners finish of chaos hounds and chamos leave the board again, hound moved towards center objective as there is no one around to take right objective, 4 points gained this turn. Incantor still does nothing but positions herself to claim center objective if needed. Skarrbrand kill handgunners, blood letters summoned onto center objective. 14-10. Khorne wins priority but objective lands on right side, he has no one who can make it that far thanks to scenery blocking path so it’s game over, major victory stormcast 20-0 in one of the weirder games ive ever played, there was only 1 gryph hound on the board when we called it but I think this win shows where the list shines, it can find ways to score VP’s.

 

Game 5 v IronJawz, Total conquest.

Never played Ironjawz before so I was in for a treat. They went first, teleported around me, moved, charged and next thing I know my liberators, handgunners, game winning gryph-hound :( , 1 other gryphhound, 1 shark, 1 judicator were dead and my incantor was on 1 life, only because she was on mystical terrain and rolled three 6’s all before I was allowed to swing back, in return I killed 3 brutes. My turn I had to make things happen quickly, the inantor got the comet off and dropped it onto 2 warchanters and a shaman, plus a unit of brutes and gruntas, then proceeded to roll highon he mortal wounds. The veritant teleported the judicators to safety in the opponents territory where they had left their objective open. The megaboss took control of the top right objective so the 2 lots of chamos dropped behind it near the board edge trying to snipe him off, scoring 2 wounds. The gryph hounds ran on a 6 and got their toes on the objective with the megaboss, the fullminators charged a unit of 20 brutes who had teleported into the back, killing 13 and losing a model in return, , the shark also died after failing to hit the net. The brutes battle shocked off the table giving the objective back to me. 6-5. Ironjawz win priority but the comet kills the shaman and a warchanter before they can do anything. The brutes and gruntas charge into the veritant, heraldor and aetherwings who were feebly trying to screen them out. The aetherwings die but without buffs the brutes fail to kill the heroes with the heraldor on 1 after making two clutch 5+ saves and the veritant choosing to reroll 1’s to save was clutch rolling a 1 into a 6 on a 2 damage attack, he lived on 2 wounds left. The last wardancer tried to kill the judicators but failed and the gryph hounds ran away from the megaboss before he could swing his weapons, keeping their toes on the objective. In my turn the incantor cast a whole spell, celestial blades on the fullminators. The veritant teleported himself away to the back of the now free bottom left objective the gruntas and brutes had charged from, the fullminators hit the brutes, killing 7 but losing another, the heraldor stayed in combat, killing nothing but surviving again, somehow. The chamos moved onto the back of the top right objective allowing the hounds to run onto the top left to support the judicators. The chamos shot the megaboss off the board scoring 4 mortals and slipping 1 last wound through his armour. 11-8. Priority won and that’s basically the game. Incantor casts celestial blades on fullminators  again, heraldor gives them retreat and charge, they wipe the last remaining brutes, reclaiming objective, warchanter kills judicators in combat but hounds keep objective and I score 7 more vp’s and ironjawz oly have a unit of 2 gruntas and a wardancer so game is called. This felt so tense to start with the heavily buffed brutes carving a huge chunk out of my army but the movement shenanigans of this list shined, stealing VP’s at every opportunity. Major victory 17-3

 

 

Hey Matt I loved your list when I saw it yesterday!Gonna test it next week with a few changes!

Very original, a bit arlecchino style with CoS, IDK and seraphon

Edited by baiardo
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4 hours ago, CommissarRotke said:

well we have no book so i gotta tell you No, but people are expecting AOS 3.0 this year. and i think there's a good chance that if Azyr and/or COS are expanded, Stormcast will be able to have a joint army with them

Thanks,  Not interested in a joint army so hopefully SCE get a boost

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I may try this

Allegiance: Stormcast Eternals
Mortal Realm: Shyish
Lord-Veritant (110)
- General
- Command Trait: Staunch Defender
- Mystic Light (Artefact): Lantern of the Tempest
- Prayer: Translocation
Knight-Vexillor (110)
- Pennant of the Stormbringer
- Treasured Standard (Artefact): Pennant of Sigmaron
Celestial Hurricanum with Celestial Battlemage (280)
5 x Judicators (140)
- Skybolt Bows
10 x Liberators (180)
- Warhammer & Shield
10 x Liberators (180)
- Warhammer & Shield
10 x Protectors (340)
20 x Irondrakes (300)
9 x Khainite Shadowstalkers (100)
- Allies
9 x Khainite Shadowstalkers (100)
- Allies
Stormtower Garrison (160)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 200 / 400
Wounds: 140
 

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8 hours ago, baiardo said:

Hey Matt I loved your list when I saw it yesterday!Gonna test it next week with a few changes!

Very original, a bit arlecchino style with CoS, IDK and seraphon

Thanks I'm keen to hear how it goes/what you change. I set out to make a list within the parameters that it be in stormkeeps and I didn't use anvils but I'd be interested to see how this plays in anvils with a few changes. 

The strength of this list is the way it can dictate your opponents decisions, taking immediate control of the mid board and the threat of multiple teleports and fast flying units really gets almost every army I've faced playing the same way, I've yet to have anyone risk trying for a double turn. 

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13 hours ago, SentinelGuy said:

I may try this

Allegiance: Stormcast Eternals
Mortal Realm: Shyish
Lord-Veritant (110)
- General
- Command Trait: Staunch Defender
- Mystic Light (Artefact): Lantern of the Tempest
- Prayer: Translocation
Knight-Vexillor (110)
- Pennant of the Stormbringer
- Treasured Standard (Artefact): Pennant of Sigmaron
Celestial Hurricanum with Celestial Battlemage (280)
5 x Judicators (140)
- Skybolt Bows
10 x Liberators (180)
- Warhammer & Shield
10 x Liberators (180)
- Warhammer & Shield
10 x Protectors (340)
20 x Irondrakes (300)
9 x Khainite Shadowstalkers (100)
- Allies
9 x Khainite Shadowstalkers (100)
- Allies
Stormtower Garrison (160)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 200 / 400
Wounds: 140
 

Why take the Hurricanum?

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1 hour ago, PJetski said:

Why take the Hurricanum?

Mostly because I'm in the middle of scratch building one to fit in with my Stormcast and I like how it looks. Besides, it gives me a hero who can cast decent spells and dispel, has a nice mortal wound attack, and buffs my Irondrakes. Yes, a basic Runelord could buff them and I had considered that, but it feels a bit samey as it's what I used to play. 

Now I'm looking at the Stormcast prayers and wondering if I really need Translocation. The one that blesses weapons might actually be more beneficial. IIRC that one prayer doesn't specifically state it can only target Stormcast Eternals. Could be cool sticking that on the Irondrakes, even if I'd need a 4+ to pray.

 

Edit - perhaps couple the prayer with the Hurricanum for even more shots? Not sure if it'll work, will have to check my books when I'm home.

Edited by SentinelGuy
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4 hours ago, SentinelGuy said:

Mostly because I'm in the middle of scratch building one to fit in with my Stormcast and I like how it looks. Besides, it gives me a hero who can cast decent spells and dispel, has a nice mortal wound attack, and buffs my Irondrakes. Yes, a basic Runelord could buff them and I had considered that, but it feels a bit samey as it's what I used to play. 

Now I'm looking at the Stormcast prayers and wondering if I really need Translocation. The one that blesses weapons might actually be more beneficial. IIRC that one prayer doesn't specifically state it can only target Stormcast Eternals. Could be cool sticking that on the Irondrakes, even if I'd need a 4+ to pray.

 

Edit - perhaps couple the prayer with the Hurricanum for even more shots? Not sure if it'll work, will have to check my books when I'm home.

i do love the looks of this list on the battlefield. But damn you're gimping yourself so hard into the narrative that synergie is trown out of the window. I feel that its so easy to make this list fall apart that i wonder how fun it stays playing it. I do play a lot of themed lists but even when my opponent knows our bad warscrolls are in the way most of the games;).

the reason that irondrakes work is because you need to bring them into position. Stormcast cannot do that. City's can. With your list you can teleport protectors around but they die to fast right now. And if you want to bring protectors up close.. just go skyborne slayers.

if you wanna bring irondrakes up close.. City's is your best play. And these are the only damage part of the list. 

stalkers are good. They dont need support. 

edit: removed to stop confusion

 

Edited by Juicy
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7 minutes ago, Juicy said:

i do love the looks of this list on the battlefield. But damn you're gimping yourself so hard into the narrative that synergie is trown out of the window. I feel that its so easy to make this list fall apart that i wonder how fun it stays playing it. I do play a lot of themed lists but even when my opponent knows our bad warscrolls are in the way most of the games;).

the reason that irondrakes work is because you need to bring them into position. Stormcast cannot do that. City's can. With your list you can teleport protectors around but they die to fast right now. And if you want to bring protectors up close.. just go skyborne slayers.

if you wanna bring irondrakes up close.. City's is your best play. And these are the only damage part of the list. 

stalkers are good. They dont need support. 

edit: you cannot do blessed weapons or teleport on the irondrakes sadly. Not even anvils of the heldenhammer double shooting. Im reading your post a second time and im not sure you know this.

SCE can. they just need the soulscream bridge

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28 minutes ago, Juicy said:

i do love the looks of this list on the battlefield. But damn you're gimping yourself so hard into the narrative that synergie is trown out of the window. I feel that its so easy to make this list fall apart that i wonder how fun it stays playing it. I do play a lot of themed lists but even when my opponent knows our bad warscrolls are in the way most of the games;).

the reason that irondrakes work is because you need to bring them into position. Stormcast cannot do that. City's can. With your list you can teleport protectors around but they die to fast right now. And if you want to bring protectors up close.. just go skyborne slayers.

if you wanna bring irondrakes up close.. City's is your best play. And these are the only damage part of the list. 

stalkers are good. They dont need support. 

edit: you cannot do blessed weapons or teleport on the irondrakes sadly. Not even anvils of the heldenhammer double shooting. Im reading your post a second time and im not sure you know this.

I played Tempests Eye and Hammerhal previously so I already have fast armies, I kind of wanted something a bit more defensive. I also have a collection of Stormcast that I never use but like the look of, hence me chucking them together in a list with some of my favourite Cities units. I honestly don't care too much how effective they are now as I just want to get some games in. They won't be going anywhere near a tournament.

I know Irondrakes can't benefit from Stormhost rules and command abilities, but prayers are different aren't they? The teleport won't work as it specifically mentions needing to target Stormcast Eternals, but Blessed Weapons doesn't have that rule as far as I remember. Can't check it for certain right now as I'm working :/

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23 minutes ago, SentinelGuy said:

I know Irondrakes can't benefit from Stormhost rules and command abilities, but prayers are different aren't they? The teleport won't work as it specifically mentions needing to target Stormcast Eternals, but Blessed Weapons doesn't have that rule as far as I remember. Can't check it for certain right now as I'm working :/

correct, Bless Weapons works on friendly units, so it will work on irondrakes

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1 hour ago, Juicy said:

edit: you cannot do blessed weapons or teleport on the irondrakes sadly. Not even anvils of the heldenhammer double shooting. Im reading your post a second time and im not sure you know this.

That's not entirely correct. If you bring a CITIES OF SIGMAR PRIEST as part of the Stormkeeps allegiance then you can give them a Stormcast prayer since that unit is part of your army and not an ally, and the Prayers do not require the STORMCAST keyword.

Since Bless Weapons does not require the STORMCAST keyword you can use it with any PRIEST.

Translocation does require a STORMCAST PRIEST though.

edit: Should have refreshed the thread before posting

Edited by PJetski
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15 hours ago, Mattrulesok said:

Thanks I'm keen to hear how it goes/what you change. I set out to make a list within the parameters that it be in stormkeeps and I didn't use anvils but I'd be interested to see how this plays in anvils with a few changes. 

The strength of this list is the way it can dictate your opponents decisions, taking immediate control of the mid board and the threat of multiple teleports and fast flying units really gets almost every army I've faced playing the same way, I've yet to have anyone risk trying for a double turn. 

Sure, in my Country we can play only with friends since there are no tournaments in my region for now..

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1 hour ago, PJetski said:

That's not entirely correct. If you bring a CITIES OF SIGMAR PRIEST as part of the Stormkeeps allegiance then you can give them a Stormcast prayer since that unit is part of your army and not an ally, and the Prayers do not require the STORMCAST keyword.

Since Bless Weapons does not require the STORMCAST keyword you can use it with any PRIEST.

Translocation does require a STORMCAST PRIEST though.

edit: Should have refreshed the thread before posting

missed that, you are correct !

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Guys, i have made a list i want to test. But i can't decide between final element. Should i take second 10 libs which i think will be decent with stormkeep or a lot of cp to try to revive them or instead should i take Lord Exorcist to better utylisize comet.   

Allegiance: Stormcast Eternals
- Stormhost: Hammers of Sigmar (Stormkeep)
Vandus Hammerhand (260)
- Mount Trait: Drake-kin
Knight-Azyros (100)
- General
- Mystic Light (Artefact): Lantern of the Tempest
Lord-Castellant (120)
Knight-Incantor (120)
- Spell: Azyrite Halo
10 x Liberators (180)
- Warhammer & Shield
- 2x Grandhammers
10 x Liberators (180)
- Warhammer & Shield
- 2x Grandhammers
5 x Liberators (90)
- Warhammer & Shield
- 1x Grandhammers
2 x Concussors (220)
10 x Evocators (420)
- 10x Grandstaves
- Lore of Invigoration: Speed of Lightning
Wardens of the Stormkeep (140)
Extra Command Point (50)
Everblaze Comet (100)

Total: 1980 / 2000
Extra Command Points: 2
Allies: 0 / 400
Wounds: 113

 

Edited by Nizrah
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4 hours ago, Juicy said:

i do love the looks of this list on the battlefield. But damn you're gimping yourself so hard into the narrative that synergie is trown out of the window. I feel that its so easy to make this list fall apart that i wonder how fun it stays playing it. I do play a lot of themed lists but even when my opponent knows our bad warscrolls are in the way most of the games;).

the reason that irondrakes work is because you need to bring them into position. Stormcast cannot do that. City's can. With your list you can teleport protectors around but they die to fast right now. And if you want to bring protectors up close.. just go skyborne slayers.

if you wanna bring irondrakes up close.. City's is your best play. And these are the only damage part of the list. 

stalkers are good. They dont need support. 

edit: removed to stop confusion

 

I do appreciate the feedback. Do you think it would help if I dropped the battalion, Vexillor and Judicators and added a Soulscream Bridge to help move the Irondrakes, and some Concussors for more punch?

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Hello folks! I’m planning to attend to a local tourmanet and I have been mostly disconnected from AOS for the last year. In my region meta, it's very common face horde armies. I would like to know your thoughts about this list and if you would make any changes:

 

Allegiance: Order
Knight-Azyros (100)
Knight-Incantor (120)
Knight-Vexillor (110)
Meteoric Standard
Lord-Relictor (100)
5 x Liberators (90)
Warhammer & Shield
5 x Liberators (90)
Warhammer & Shield
5 x Liberators (90)
Warhammer & Shield
9 x Aetherwings (120)
10 x Evocators (420)
12 x Vanguard-Raptors with Longstrike Crossbows (680)
Purple Sun of Shyish (50)

Total: 1970 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 122
or

 

Allegiance: Order
Knight-Incantor (120)
Lord-Relictor (100)
Lord-Ordinator (140)
Knight-Vexillor (110)

Meteoric Standard
5 x Liberators (90)
Warhammer & Shield
5 x Liberators (90)
Warhammer & Shield
5 x Liberators (90)
Warhammer & Shield
12 x Vanguard-Raptors with Longstrike Crossbows (680)
10 x Skinks (60)

Meteoric Javelins Celestite Daggers & Star Bucklers
10 x Skinks (60)
Meteoric Javelins Celestite Daggers & Star Bucklers
Celestar Ballista (110)
Celestar Ballista (110)
Celestar Ballista (110)
Celestar Ballista (110)

Total: 1980 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 122

 

I’m most used to play the first one, but i’ve seen the second in a tournament list and i think it can be fun to play.

Looking forward for your answers, ty!

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Allegiance: Stormcast Eternals
- Stormhost: Hallowed Knights

Leader
Gardus The Whatever
(110)
Lord-Celestant on Dracoth (200)
- General
- Thunderaxe & Thundershield
Lord-Celestant on Dracoth (200)
- Thunderaxe & Thundershield
Lord-Celestant on Dracoth (200)
- Thunderaxe & Thundershield
Lord-Celestant on Dracoth (200)
- Thunderaxe & Thundershield
Lord-Celestant on Dracoth (200)
- Thunderaxe & Thundershield

Battleline
5 x Liberators (90)
- Warhammer & Shield
- 1x Grandhammers
5 x Judicators (140)
- Skybolt Bows
- 1x Shockbolt Bows
5 x Judicators (140)
- Skybolt Bows
- 1x Shockbolt Bows

Units
3 x Aetherwings (40)
3 x Aetherwings (40)
3 x Aetherwings (40)

Artillery
Vanari Starshard Ballistas (100)
- Allies
Vanari Starshard Ballistas (100)
- Allies
Vanari Starshard Ballistas (100)
- Allies
Vanari Starshard Ballistas (100)
- Allies

Total: 2000 / 2000
Extra Command Points: 0
Allies: 400 / 400
Wounds: 109

I want to test this xD. Each LC with buff each other and get buff from Gardus. X D

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