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AoS 2 - Stormcast Eternals Discussion


Chris Tomlin

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46 minutes ago, Barnie25 said:

What type of list makes the most use out of a Stardrake? Is the Templar version competitive now that is has become so 'cheap'?

Short answer: no.

Long answer: the reason you take a Stardrake in-so-far as I understand its purpose (i have not run one myself yet) is to be a giant unkillable roadblock. The Celestant gets a shield that rerolls 1s and potentially hits everything else around it with mortal wounds. The Templar is worse at this job and about as killy which is to say very meh for its points. Too much of the Drakes killing power is tied into conditional abilities and its claws aren't much better than a quarter of the size dracoth's. 

Edited by Black Blade
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  Sorry if this has been answered already,,but does the Stormhost abilitiy for the Hallowed Knights "Only the Faithful"also apply to the spells they cast as an army?..as in do they need to roll and if its a 6+ then their own spells dont work on themselves?

 

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38 minutes ago, Thostos said:

  Sorry if this has been answered already,,but does the Stormhost abilitiy for the Hallowed Knights "Only the Faithful"also apply to the spells they cast as an army?..as in do they need to roll and if its a 6+ then their own spells dont work on themselves?

 

RAW yeah it looks that way but to me this is a clear oversight and if an opponent brought it to my attention I would have no problem just letting it be meant as "enemy spell or endless spell"

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Hi, still relatively brand new to this game. Aiming to build a 1,000 point army based on the tempest/soul wars boxes (so mostly sacrosanct units (LA on gyphon, 2x 5 sequitors, evocators or castigator, knight-invocator, ballista). Most lists I've come across seem to include one or more endless spell (in particular chronomatic cog for the extra movement if I'm not mistaken). If I don't plan on using endless spells, does this cripple the army/ is it designed to be used with endless spells? 

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4 minutes ago, Fisren said:

Hi, still relatively brand new to this game. Aiming to build a 1,000 point army based on the tempest/soul wars boxes (so mostly sacrosanct units (LA on gyphon, 2x 5 sequitors, evocators or castigator, knight-invocator, ballista). Most lists I've come across seem to include one or more endless spell (in particular chronomatic cog for the extra movement if I'm not mistaken). If I don't plan on using endless spells, does this cripple the army/ is it designed to be used with endless spells? 

Hi there! The answer is no, you don't need to take endless spells to be good, but you probably want some defence against magic, so - knight incantor. If you would like to try epic malign sorcery shenanigans - get a box of SCE spells, the comet is nasty, the flying disk gives your wizard +1 save and another unbind roll, so good for defence, and hammernado just looks super badass.

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Hey guys. Just a quesiton from a outsider from the faciton. Do you HAVE to pick a stormhost? For example if you're running Gavriel does your army have to be Hammers of Sigmar and your command trait be We will not fail or can you elect not to use a Stormhost and take Staunch Defender etc.

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19 minutes ago, AaronWIlson said:

Hey guys. Just a quesiton from a outsider from the faciton. Do you HAVE to pick a stormhost? For example if you're running Gavriel does your army have to be Hammers of Sigmar and your command trait be We will not fail or can you elect not to use a Stormhost and take Staunch Defender etc.

You don’t have too pick one but if you want the benefits of the abilities from some heroes like Gavriel you have to or else he can’t do the ability 

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Guys quick question- I recall a small narrative snippet about a Anvils of the Heldenhammer character who is always escorted by the ghosts of his former self. I can't find the story though- i assumed I read it in the SCE battletome? Anyone know what I'm talking about? I really want to make a model for my force with this dude at the head, but want to re-read the snippet! THanks

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1 hour ago, hughwyeth said:

Guys quick question- I recall a small narrative snippet about a Anvils of the Heldenhammer character who is always escorted by the ghosts of his former self. I can't find the story though- i assumed I read it in the SCE battletome? Anyone know what I'm talking about? I really want to make a model for my force with this dude at the head, but want to re-read the snippet! THanks

Pg 41, middle column, Lord-Celestant Ossiach Vanderghule.

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35 minutes ago, 123lac said:

That's a lot of sequitors!

Anyone finding success with dracoline mounted evocators?

I regularly play someone who is running 12 of them plus a lord arcanum on one. They are very strong, but only upper mid tier in my estimation. His games seem pretty binary. If he plays someone with poor stopping power, he just runs them over unchallenged. But when he faces an army with high attacks, he gets overpowered. The main issue is they are basically 100% assault, so they do amazing until they hit something that’s better at assault than them, or something that has a lot of shooting. We’ve had a lot of talks with each other about how to make the list stronger, but basically the crux of the issue is the cats are expensive so the model count is low, but there aren’t many good choices to replace them with that are stronger, except basically just swapping them out for foot evocators. Honestly I think the unit is in a weird place. Not quite as good as dracoths imo, so mostly just take them for visuals.

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We're having a few 600 point no battleline rounds to kick off our Builder's League this weekend. Not convinced things will be remotely balanced at 600 but others are fine with it so it's all good. 

Knight Encantor

10 Sequitors 

6 Castigators

Ballista

Toss up between Encantor and Castellant but I figured the wizard aspect was important. Plus guranteed wounds at this scale felt very valuable.    

Thoughts? I've not played AOS yet so complete virgin here, do I have to pay for magic equipment etc? If not, what's good? Likewise if someone cleverer than me has a plan as to what to what Stormhost will offer the best synergy that would be lovely.

I don't have any other options available at present but I'm not particularly competitive either so it's more of a "How boned am I and why?" than a "Tell me what to take" deal. 

 

Edited by Nos
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2 hours ago, Nos said:

We're having a few 600 point no battleline rounds to kick off our Builder's League this weekend. Not convinced things will be remotely balanced at 600 but others are fine with it so it's all good.  

Knight Encantor

10 Sequitors 

6 Castigators

Ballista

Toss up between Encantor and Castellant but I figured the wizard aspect was important. Plus guranteed wounds at this scale felt very valuable.    

Thoughts? I've not played AOS yet so complete virgin here, do I have to pay for magic equipment etc? If not, what's good? Likewise if someone cleverer than me has a plan as to what to what Stormhost will offer the best synergy that would be lovely.

I don't have any other options available at present but I'm not particularly competitive either so it's more of a "How boned am I and why?" than a "Tell me what to take" deal. 

 

The Stormhost are not really better than the "non stormhost" road, so you are perfectly fine if you don't pick one. Staunch defenders is still the best general trait of the army.

As the magic items, you have one in your army, and another for each warscroll bataillion. Most of the time so, only two at best. The best items are for me the mirroshield, armor of sigmarite, luckstone, spellshield, staff of focus and lantern of the tempest

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My thoughts on Dracolines:

  • You need to run an Arcanum on Dracoline with Pride Leader
  • They are WIZARDS so you can use them to activate Chronomatic Cogs to reroll all saves and cast another spell. They can both Empower and Celestial Blades on themselves, and you can stack that with Staunch Defender and a Castellant Lantern.
  • It's not worth trying to build Dracolines into the Cleansing Phalanx. The Dracolines want to Empower themselves, and you spend too many points adding more melee units.
  • 12 is too many. 6-9 seems to be the right amount. Personally I lean towards 6 Dracolines and 3 Ballista so you have more board control and area denial.

With all that in mind, here's the list I put together:

Lord-Arcanum on Dracoline - Staunch Defender, Pride Leader, Azyrite Halo
6x Dracolines - Spell: Celestial Blades
Lord-Castellant
Lord-Arcanum on Gryph-Charger - Spell: Stormcaller
Knight-Azyros
5x Liberator
5x Liberator
5x Judicator
3x Ballista
Chronomatic Cogs

2000/2000

So with this list your 6 Dracolines are potentially:
Hitting on 2+, rerolling 1s
Wounding on 2+, rerolling all wounds
+2 to saves, rerolling all saves
Unmodified save rolls of 6 cause a mortal wound back to the attacker
Save rolls of 7+ heal a wound
2x Cycle of the Storm + Healing spell
Command Ability to add +1 attack to mount attack

That's pretty good right?

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3 hours ago, Mark Williams said:

I regularly play someone who is running 12 of them plus a lord arcanum on one. They are very strong, but only upper mid tier in my estimation. His games seem pretty binary. If he plays someone with poor stopping power, he just runs them over unchallenged. But when he faces an army with high attacks, he gets overpowered. The main issue is they are basically 100% assault, so they do amazing until they hit something that’s better at assault than them, or something that has a lot of shooting. We’ve had a lot of talks with each other about how to make the list stronger, but basically the crux of the issue is the cats are expensive so the model count is low, but there aren’t many good choices to replace them with that are stronger, except basically just swapping them out for foot evocators. Honestly I think the unit is in a weird place. Not quite as good as dracoths imo, so mostly just take them for visuals.

So, I totally agree on what PJetski suggested and want to throw some thoughts on running a pack of 12. 

Since 12 dracolines already have a lot of killing power I'd suggest taking relictor for divine light and castellant for warding lantern to boost their protection.  And with 3 battlelines, Arcanum on dracoline and pack of 12 that is going to wrap up his 2k pts list, with some room for endless spell(s).

If he is facing enemies so resilient or wisely placed that the dracolines cannot remove the right away - get the anvils of the heldenhammer stormhost and swing at the opponent one more time the next turn after the charge.

Now I'll also suggest dropping 3 cats for heraldor and 2 ballistas, so the list will have at list some shooting and an ability to escape unnecesary fights.

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1 hour ago, PJetski said:

They are WIZARDS so you can use them to activate Chronomatic Cogs to reroll all saves and ...

Chronomantic Cogs can only be activated by a single Wizard. Evocators are only a Wizard in units of two or more.

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48 minutes ago, XReN said:

So, I totally agree on what PJetski suggested and want to throw some thoughts on running a pack of 12. 

Since 12 dracolines already have a lot of killing power I'd suggest taking relictor for divine light and castellant for warding lantern to boost their protection.  And with 3 battlelines, Arcanum on dracoline and pack of 12 that is going to wrap up his 2k pts list, with some room for endless spell(s).

If he is facing enemies so resilient or wisely placed that the dracolines cannot remove the right away - get the anvils of the heldenhammer stormhost and swing at the opponent one more time the next turn after the charge.

Now I'll also suggest dropping 3 cats for heraldor and 2 ballistas, so the list will have at list some shooting and an ability to escape unnecesary fights.

12 Dracolines feels excessive, also means the army have no stopping power. I would think 3 with an optimised Dracoline Arcanum should be sufficient and only costs 540. Still leaves room for a unit of foot Evocators and plenty of Sequitors.

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1 hour ago, PJetski said:

They are WIZARDS so you can use them to activate Chronomatic Cogs to reroll all saves and cast another spell. They can both Empower and Celestial Blades on themselves,

Only ONE models considered as Wizard can activate Cogs no?
+ Empower = reroll all 'to wound' while Celestial = reroll 1s ... why cast both on them? :D

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1 minute ago, Sev said:

Only ONE models considered as Wizard can activate Cogs no?
+ Empower = reroll all 'to wound' while Celestial = reroll 1s ... why cast both on them? :D

Chronomatic Cogs says WIZARD, not "model". Dracolines have the WIZARD keyword so they can activate the Cogs.

Celestial Blades is +1 to wound rolls, not reroll wound1

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4 minutes ago, Roark said:

Chronomantic Cogs can only be activated by a single Wizard. Evocators are only a Wizard in units of two or more.

Unless there's a relevant FAQ on this, I don't believe that would prevent a unit of Evocators from casting/manipulating Cogs - the wording does not say a single model, I believe it only limits the number of times the effect can be activated. The Evocator warscroll states "This unit is a Wizard while it has 2 or more models", indicating the entire unit (regardless of model count above 2) would qualify as a singular Wizard. 

It seems to me that you are reading too far into the limiter on Cogs, it was meant for a different purpose. 

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On 8/28/2018 at 10:45 PM, PJetski said:

You should re-read their rules on Aetheric Channeling. You empower at the start of the combat phase and it only lasts for that phase. If you have been rerolling saves against shooting then you have been cheating.

If you are keeping shields to the last man then you are losing greatmaces, which is the main reason you are taking the Sequitors over Liberators. The shields are ablative wounds, but they're not very effective in small squads of 5 dudes (which is what I have been primarily discussing).

Oh I missed that you said "against shooting", sorry.  My point about shields is simply about choice. You just get heaps more flexibility with Sequitors overall because of their channeling. In addition, they have triple the number of "unit superweapons" that Libs get. Seems very cut and dried to me for 20pts...

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