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AoS 2 - Stormcast Eternals Discussion


Chris Tomlin

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Just now, Chrisdanish said:

It looks like these will be the predefined Stormhosts at a guess.

 

StormhostRules-June28-Stormhosts21gv.jpg

Based on what they mentioned in the article from left to right:
 

Hammers of Sigmar, Hallowed Knights, Celestial Vindicators, Celestial Warbringers, Anvils of the Heldenhammer, Tempest Lords.

Surprised to see no Astral Templars or Knights Excelsior

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1 minute ago, mystycalchemy said:

Based on what they mentioned in the article from left to right:
 

Hammers of Sigmar, Hallowed Knights, Celestial Vindicators, Celestial Warbringers, Anvils of the Heldenhammer, Tempest Lords.

Surprised to see no Astral Templars or Knights Excelsior

Bit aren't Tempest Lords dark-blue/blackish? The last one is kind if white-ish: Knights Excelsior?

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27 minutes ago, Erdemo86 said:

You are able to make your own stormhost. Does that mean you can choose your command ability, traits, ability and artifact from a list? I think it will be very strong. A welcome buff to our sce.

So it seems that either you choose an established Stormhost and get an Ability, Command Ability, forced Artifact and forced Command Trait - OR you make a custom one, choose your Command Trait and Artifact, but don't get the special Abilities. Trade off for flexibility vs power.

If Staunch Defender and Mirrorshield are still around, it'll be a tough decision. Play Anvils as Anvils and shoot/fight multiple times per turn? Or take the better General options and lose out on that?

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27 minutes ago, Erdemo86 said:

You are able to make your own stormhost. Does that mean you can choose your command ability, traits, ability and artifact from a list? I think it will be very strong. A welcome buff to our sce.

What this article is saying is that you'd just pick one of the existing Stormhosts and use their rules, not that you'd create your own pick-and-mix style.

So if you're playing a Stormhost that doesn't have rules, but fluff-wise is really aggressive and hates Chaos, you'd use the the rules for Celestial Vindicators.

Which seems to confirm the opposite of what you're saying, that there aren't any rules for making your own Stormhost from scratch. To be honest, I think that's probably for the best - rules for things like that are a fun idea, but in practice they tend to mostly just encourage weird min-maxing. 

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I think the Celestial Vindicators look very good atm.

Reroll hits of 1 when they charge and command ability that gives +1 attack to a unit is more worth than taking staunch defender in my opinion. Imagine 4 charging Fulminators with +1 A and reroll 1s to hit.

also you get a 6 do 1 extra dmg for your general and +2 attacks.

 

or think about anvils of heldenhammer+ balistas and ordinator.

Edited by Erdemo86
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3 minutes ago, Erdemo86 said:

or think about anvils of heldenhammer+ balistas and ordinator.

Nah man, the sauce (imo) is Anvils + Longstrikes. Stack up multiple Command Points (maybe a Battalion), burn 3 in a turn, shoot 9xLongstrikes 3 times in your Hero Phase, once in Shooting phase. That's Aetherstrike but stronger. 

Or heck, Anvils + Retributors. Charge in, get a double turn, blow a bunch of Points to attack again in your Hero Phase. That'll remove any unit in the game.

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7 minutes ago, Requizen said:

Nah man, the sauce (imo) is Anvils + Longstrikes. Stack up multiple Command Points (maybe a Battalion), burn 3 in a turn, shoot 9xLongstrikes 3 times in your Hero Phase, once in Shooting phase. That's Aetherstrike but stronger. 

Or heck, Anvils + Retributors. Charge in, get a double turn, blow a bunch of Points to attack again in your Hero Phase. That'll remove any unit in the game.

Omg that sounds very op. Oo  

You could even buy some command points and shoot 4 times turn one. Imagine a unit of 12 Raptors shooting 4 or 5 times in turn one. 

But only if you can use the same command ability more than one time what it looks like now.

Edited by Erdemo86
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1 minute ago, Erdemo86 said:

I hope they will make a rule that let you use a command ability only ones per turn. Else a lot of games will be over turn one.

even with celestial vindicators you could give a unit +4 attacks? 

a lot of the faqs that came out yeasterday showed that you can use the same command ability more than once but not on the same units, so well see

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44 minutes ago, Requizen said:

Nah man, the sauce (imo) is Anvils + Longstrikes. Stack up multiple Command Points (maybe a Battalion), burn 3 in a turn, shoot 9xLongstrikes 3 times in your Hero Phase, once in Shooting phase. That's Aetherstrike but stronger. 

Or heck, Anvils + Retributors. Charge in, get a double turn, blow a bunch of Points to attack again in your Hero Phase. That'll remove any unit in the game.

The wording says you can pile in (with no limitation to being within 3" of an enemy) so you could potenially use it to dance in to new targets after you obliterate the first one!

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Gotta say, celestial vindicators are looking mighty fine,  reroll 1 on charge and extra attacks are welcome in any dractohian list, the horrible artifact and command trait is problably most effective on a drakesworn Templar with arc hammer, effectively doubling    The number of attacks (2-4) making hitrolls of 6 deal 4! Damage.! Ouch.  Just bank on rolling 6 to hit ;)

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16 minutes ago, Thor said:

Gotta say, celestial vindicators are looking mighty fine,  reroll 1 on charge and extra attacks are welcome in any dractohian list, the horrible artifact and command trait is problably most effective on a drakesworn Templar with arc hammer, effectively doubling    The number of attacks (2-4) making hitrolls of 6 deal 4! Damage.! Ouch.  Just bank on rolling 6 to hit ;)

 every hit roll of 6 do 2 wound rolls of 4 dmg and reroll 1s on charge.

or a Stormlance does 5 attacks, on 6 do d6+1 on monsters is nice too.

Edited by Erdemo86
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On 6/26/2018 at 10:20 AM, DanielFM said:

And I hope you are wrong.

How many players have painted their army as Astral Templars, Tempest Lords, Knights Excelsior or Celestial Warbringers? They deserve to have rules as much as the other 4.

Definitely looking forward for the Astral Templars rules. I think we will sure have them as there are 2 big characters on the current and upcoming books (Hamilcar and Zephacleas).

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14 minutes ago, Erdemo86 said:

 every hit roll of 6 do 2 wound rolls of 4 dmg and reroll 1s on charge.

or a Stormlance does 5 attacks, on 6 do d6+1 on monsters is nice too.

Exactly.  I get the opportunity to test it out in a few days, it will be glorious.

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4 minutes ago, Erdemo86 said:

Can someone explain me what the second part of stormrage blade does? It gives you +2 attacks and then? Dont understand the part with substract 1 from save rolls?

You get easier to hit. 2+attacks but it costs you -1 on your save roll.

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24 minutes ago, PJetski said:

If they don't limit the Anvils command ability then competitive play will not be fun. What can beat 12x Longstrikes and 10 command points?

Lots of stuff. 

  • Bricks of Plaguebearers that are -2 to shoot and have Disgustingly Resilient
  • Things that start off the table and charge/shoot when they come in (especially if you're sacrificing army for CP)
  • Nighthaunts that ignore the -2 Rend and have 6+ Death saves for everything else
  • Legion of Sacrament armies where the General has Shroud of Darkness so is -2 to be shot, -3 with Look Out Sir!, and can rez bricks of dudes

Mass Longstrike shooting will punk lots of stuff but is far from unbeatable.

2 minutes ago, Erdemo86 said:

Can someone explain me what the second part of stormrage blade does? It gives you +2 attacks and then? Dont understand the part with substract 1 from save rolls?

If you choose to activate it, the wielder gets more attacks but reduces their save for the Combat Phase. It's a Berserker weapon.

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6 minutes ago, Carnelian said:

At War of Sigmar where they summarise today's article they saysstormhost "bonus/options are added to one offered by choosing SE keyword (deepstrike, -1 to hit vs SE on deep strike turn)"

If true, that's pretty dope. Would make dropping in way stronger than it is currently, would have to see the actual wording on it.

There's gonna be a Facehammer podcast on the Battletome this Saturday, so I'm gonna listen to it a couple times when it comes out haha!

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45 minutes ago, Carnelian said:

At War of Sigmar where they summarise today's article they saysstormhost "bonus/options are added to one offered by choosing SE keyword (deepstrike, -1 to hit vs SE on deep strike turn)"

Interesting, Scions won't be more reliable but if you take the risk it offers a bigger advantage?

Better than we have now.

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