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Chris Tomlin

AoS 2 - Stormcast Eternals Discussion

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Posted (edited)

Need help on a 2000 point list for a 3 month escalation league I'm joining. I have the lists for the first two months (1000 and 1500 points) more or less figured out through trial and error against local players, but it's hard ot find pick up games for 2000, so I'm a bit conflicted on what to carry. Normally I would leave it for later, but there are painting requirements so it helps to know in advance roughly what I'll need to get painted.

with that said, this is the core of any list I would like to run:

Spoiler

Allegiance: Stormcast Eternals
- Stormhost: Hammers of Sigmar
Mortal Realm: Aqshy

Leaders
Lord-Arcanum on Gryph-Charger (240)
- General
- Trait: We Cannot Fail 
- Artefact: God-forged Blade 
- Spell: Azyrite Halo
- Mount Trait: Wind Runner
Lord-Castellant (100)
Gavriel Sureheart (100)

Battleline
20 x Sequitors (400)
- Stormsmite Mauls and Soulshields
- 9x Stormsmite Greatmaces

Units
15 x Evocators (600)

Total: 1440 / 2000
Extra Command Points: 11
Allies: 0 / 400
Wounds: 103
 

That leaves me with quite a few points and two battlelines to fill. At the lower points levels I'm running Judicators as my second battleline, but at this level I'm wondering if I couldn't do better with 2 units of Liberators and an extra 120 points to spend).  I'm also at a loss as to what to use the remainder of my points. Add some cavalry? (I have 4 Dracothian Guards with magnetized weapons) more/any shooting? (I have a unit of longstrikes, 2 of bow judicators and a ballista) more heroes (maybe a priest for Translocation?).

Right now I'm looking at running this, but any suggestions are welcome, if only to get the gears turning in my head.

Spoiler

Allegiance: Stormcast Eternals
- Stormhost: Hammers of Sigmar
Mortal Realm: Aqshy

Leaders
Lord-Arcanum on Gryph-Charger (240)
- General
- Trait: We Cannot Fail 
- Artefact: God-forged Blade 
- Spell: Azyrite Halo
- Mount Trait: Wind Runner
Lord-Castellant (100)
Gavriel Sureheart (100)
Knight-Incantor (140)

Battleline
20 x Sequitors (400)
- Stormsmite Mauls and Soulshields
- 9x Stormsmite Greatmaces
5 x Judicators (160)
- Skybolt Bows
5 x Judicators (160)
- Skybolt Bows

Units
15 x Evocators (600)

War Machines
Celestar Ballista (100)

Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 135
 

 

Edited by kuroyume

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22 minutes ago, ChaosLord said:

Mind posting a list?

Here it is! Still ironing things out/optimizing, but this is the current iteration.  

Anvils of the heldenhammer:

Arcanum

Heraldor

Castellant

20 sequitors

5 sequitors

5 sequitors

6 longstrikes

6 evos on dracolines 

shackles

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I've been having good results Anvils with:
Arc on foot
Heraldor
Vexillor
Castellant
Libs*5
Seq*5
Seq*10
Dracolines*6
ordinator+3*ballistae

I think this is the exact same as Nathan Princi's list?  10 sequitors seem to be enough when you're hitting hard enough with the dracolines and ballistae.  Honestly, the sequitors haven't been doing much because they don't need to.  Often just sitting on an objective and not getting to attack.

Target selection is super important (not that it ever isn't).

Ideally, ballistas drop in and take out a problem.  Then Dracs run+charge to get an alpha on something.  Hopefully positioning so that enemy pile-ins are awkward at best.  They're not super tough, so you still need to be careful with them.  If they survive the turn, Anvils CA (if you can have something in range) them to clear whatever they're engaged with so they can charge again.

In the games I've played, Castellant and Vexillor have done almost nothing.  I keep imagining the vexillor teleport winning a game, but it just hasn't come up.  So they're currently on the chopping block.  Moving back to a 20 block of Sequitors makes me want the Castellant back.  But kinda thinking he's just an unnecessary tax.  A win-more, if you will, because the list isn't relying on the sequitors to never die. (and because the things that kill 20 sequitors still do-so even with a +1sv).  Instead, the list is relying on the ballistae and the dracolines to put enough pressure on the opponent that the sequitors aren't really a focus.

Next iteration I'll be using is:
LAoGC
Heraldor
Ordinator+3*ballistae
libs*5
seq*5
seq*20
evo on d*6
 

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45 minutes ago, crkhobbit said:

I've been having good results Anvils with:
Arc on foot
Heraldor
Vexillor
Castellant
Libs*5
Seq*5
Seq*10
Dracolines*6
ordinator+3*ballistae

I think this is the exact same as Nathan Princi's list?  10 sequitors seem to be enough when you're hitting hard enough with the dracolines and ballistae.  Honestly, the sequitors haven't been doing much because they don't need to.  Often just sitting on an objective and not getting to attack.

Target selection is super important (not that it ever isn't).

Ideally, ballistas drop in and take out a problem.  Then Dracs run+charge to get an alpha on something.  Hopefully positioning so that enemy pile-ins are awkward at best.  They're not super tough, so you still need to be careful with them.  If they survive the turn, Anvils CA (if you can have something in range) them to clear whatever they're engaged with so they can charge again.

In the games I've played, Castellant and Vexillor have done almost nothing.  I keep imagining the vexillor teleport winning a game, but it just hasn't come up.  So they're currently on the chopping block.  Moving back to a 20 block of Sequitors makes me want the Castellant back.  But kinda thinking he's just an unnecessary tax.  A win-more, if you will, because the list isn't relying on the sequitors to never die. (and because the things that kill 20 sequitors still do-so even with a +1sv).  Instead, the list is relying on the ballistae and the dracolines to put enough pressure on the opponent that the sequitors aren't really a focus.

Next iteration I'll be using is:
LAoGC
Heraldor
Ordinator+3*ballistae
libs*5
seq*5
seq*20
evo on d*6
 

I tested out exactly what you just posted (both lists actually) and found a couple things.  As for the first list I just felt underwhelmed by the serious lack of models. the second list with a block of 20 sequitors gave me the anvil unit I was looking for.  My big experiment was using the ballistas, I've never been a fan of high variance damage and found that it was simply unreliable in a pinch, thats why I went for the long strikes.

Just figured I'd give you my experience with what you're doing! 

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8 hours ago, Warbossironteef said:

Do people have good reasons for not using them? I plan on bringing a 20 man unit of Sequitors and some skins to be my defense against charges.

I didn't choose to play an army of heroics dudes in superb and massive heavy armor to field a bunch of frail and naked lizardmen using hit and run tactics while attacking with stone age weapons

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1 hour ago, ledha said:

I didn't choose to play an army of heroics dudes in superb and massive heavy armor to field a bunch of frail and naked lizardmen using hit and run tactics while attacking with stone age weapons

Similarly, I generally do not like using allies. I realise we just had a conversation about restricting one’s self. But I prefer to try to create a winning army with the tools from just the SCE box.

 I agree that skinks fill a void in our book however.

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7 hours ago, jake3991 said:

I tested out exactly what you just posted (both lists actually)

How did you test the lists so fast? 

 

9 hours ago, kuroyume said:

Right now I'm looking at running this, but any suggestions are welcome, if only to get the gears turning in my head.

Make room for at least 1 additional CP, you don’t wanna drop those evos and get caught pants down rolling a <6 ;) so switch 1 Judi to Libs i guess, better 2 , then you can reroll in case of 1,1 or have 1 CP left to avoid BS if necessary.

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8 hours ago, schwabbele said:

How did you test the lists so fast? 

My weekly game group!

 

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Agree that Skinks do something that's not in our book.  And they're a great points-per-wound cost.  But I don't think we really need them.  If they could be our battleline, I'd take them.  But as an extra battleline-like unit in addition to the battleline we already have to take, I think they just dilute the list.

I hate the variance on ballistae, too.  But Longstrikes are just so fragile.  And so expensive.  Having a hard time justifying spending the points (and the $).  They also have less damage potential.

And the Longstrikes share a wound pool.  12 damage would wipe out the whole unit.  12 damage to a ballista kills one ballista; and you still have 2 more and an ordinator.  And for that reason, they can drop in anywhere on the board without needing to be bubble wrapped.  I've even dropped them in front of my sequitors (when the situation called for it) so the opponent has to charge the ballistae and split up their attacks, leaving my sequitors available to move and/or pick targets.  It's real satisfying when they just do 6 damage to a ballista, effectively doing nothing.  6 damage to a unit of Longstrikes is 180 points dead, and a battleshock test.

As far as wanting more bodies on the board, Longstrikes are the opposite of that.  18 wounds for 540 points, to do an average of ~10 damage per volley against a 4+ save.  And that's not counting what you want in support - 100-120 points for a teleport, and 100-150 points in birds.

If you get a good position, and if you get to alpha with the Longstrikes with Anvils CA, they're going to do some great damage.  But that's two big ifs for the amount of points you need to spend.  Seems like a win-more unit to me.  If things go your way, they're awesome.  If things don't go your way, you're forfeiting a huge chunk of your army.

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From my opinion, the key for using longstrike is never let your opponent have a chance to charge it, you can relocate them when really necessary, SCE have many heros can do that, priest, lord-aquilor, vexillor.

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9 minutes ago, HammerOfSigmar said:

From my opinion, the key for using longstrike is never let your opponent have a chance to charge it, you can relocate them when really necessary, SCE have many heros can do that, priest, lord-aquilor, vexillor.

Agreed, its also pretty easy to keep them out of combat or away from enemy shooting given their 30'' range.  I find that 6 at 360 points (compared to 3 ballistas and a hero for 440) is a steal as they reliably do damage, sure it doesn't have the upside of the ballista, but it also doesn't have the downside and isn't 4 drops including the ordinator.  I think I've just been repeatedly let down by the ballistas and long strike raptors always do what I'm expecting them to.  

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26 minutes ago, jake3991 said:

Agreed, its also pretty easy to keep them out of combat or away from enemy shooting given their 30'' range.  I find that 6 at 360 points (compared to 3 ballistas and a hero for 440) is a steal as they reliably do damage, sure it doesn't have the upside of the ballista, but it also doesn't have the downside and isn't 4 drops including the ordinator.  I think I've just been repeatedly let down by the ballistas and long strike raptors always do what I'm expecting them to.  

30" is not as safe as you might think when there's plenty of things that can move 18+" and still charge, or teleport and charge with rerolls, or charge with +multiple inches. The game is extremely fast right now, and even if you park at max range, you're not really as safe as you might think.

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1 hour ago, jake3991 said:

My weekly game group!

 

Sorry i got the postings wrong, i was like how did he test 2 lists in 1 hour 😝

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33 minutes ago, Requizen said:

30" is not as safe as you might think when there's plenty of things that can move 18+" and still charge, or teleport and charge with rerolls, or charge with +multiple inches. The game is extremely fast right now, and even if you park at max range, you're not really as safe as you might think.

So that's why I think aetherwings are needed.:)

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10 hours ago, schwabbele said:

Make room for at least 1 additional CP, you don’t wanna drop those evos and get caught pants down rolling a <6

It actually happened to me on tuesday 😫so I'm thinking it's a good idea.

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1 hour ago, frostfire said:

So that's why I think aetherwings are needed.:)

This is correct. It doesnt matter how fast or strong your opponent is if you can get one little bird within 3" before they get to declare a charge

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3 hours ago, PJetski said:

This is correct. It doesnt matter how fast or strong your opponent is if you can get one little bird within 3" before they get to declare a charge

Like I said, if I stick with Anvilstrike (might need to for my next big tournament), I'm thinking of jumping to 2, 3, maybe even 4 units. There's lots of ways to get overwhelmed by fast melee, and we need all the slowdown we can get. 

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3 hours ago, PJetski said:

This is correct. It doesnt matter how fast or strong your opponent is if you can get one little bird within 3" before they get to declare a charge

Just to be clear, as it is not in the FAQ.  When a unit of aetherwings makes their beginning of the charge phase move, they can in fact move inside 3'' therefore tying up that enemy unit? 

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16 minutes ago, jake3991 said:

Just to be clear, as it is not in the FAQ.  When a unit of aetherwings makes their beginning of the charge phase move, they can in fact move inside 3'' therefore tying up that enemy unit? 

My apologies, I found a very detailed thread covering this, link below. 

 

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32 minutes ago, Requizen said:

Like I said, if I stick with Anvilstrike (might need to for my next big tournament), I'm thinking of jumping to 2, 3, maybe even 4 units. There's lots of ways to get overwhelmed by fast melee, and we need all the slowdown we can get. 

The battalion vanguard justicar conclave might offer a good route.  It not only contains the units of interest (raptors and aetherwings) but it reduces drops and re rolls 1s!

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5 minutes ago, jake3991 said:

The battalion vanguard justicar conclave might offer a good route.  It not only contains the units of interest (raptors and aetherwings) but it reduces drops and re rolls 1s!

From my point of view, the problem with that battalion is that you want a big raptor unit to use Anvils CA, then you will spend many points on the raptors(9+3+3?), which you need to spend like 1000 points on this battalion and the units inside alone.

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56 minutes ago, HammerOfSigmar said:

From my point of view, the problem with that battalion is that you want a big raptor unit to use Anvils CA, then you will spend many points on the raptors(9+3+3?), which you need to spend like 1000 points on this battalion and the units inside alone.

I've been musing a Vanguard Justicar as more of an MSU list. ~6 Longstrikes, 2x3 Hurricanes (or 3 and 6), dropping the Hurricanes in the middle of the board with the Birds to play distraction while the Longstrikes whittle down. But 6 without double shooting is just... very inefficient, even against a perfect enemy unit. If you're going Vanguard Justicar, it would only (imo) be worth it if you're going heavy Hurricane Raptors and just trying to play a midfield field of fire type list.

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I think that it would be... amusing... to have an army that starts with birds on the boards, and raptors int he sky, such that at the start of the game the only thing on the board is a bunch of birds.

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Right, you kinda need Aetherwings.  So even 6 Longstrikes at 360 is actually 3 drops for 460 points.  Plus a teleport.  So your 6 Longstrikes are now at 560 points, and are going to average about 6 wounds per turn against a 4+.

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I am pretty much looking forward to some point drop on the Vanguard Chamber to make the big Vanguard battlion viable. It will certainly become super strong then.(Maybe a good way to sell stocked vanguard models for GW.)

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