Erdemo86 Posted July 1, 2018 Share Posted July 1, 2018 Hey Guys, which Stormhost is your Favorite and why, i try to make a summary from videos i‘ve seen. All Ranges are wholly within. If i did something wrong please tell me, so I can edit it. Celestial Vindicators: Command Ability: 9“ of Hero or 18“ of your General. Give a unit +1 Attack in the Combat Phase. Ability: Reroll 1 to hit if charged. Battle Trait: unmodiefied 6 gives +1 dmg Artefact: +2 Attack and -1 save if used Anvils of the Heldenhammer Command Ability: 9“ of Hero or 18“ of General a unit can attack with all melee or missile weapons during Hero Phase Ability: Reroll failed Battleshock Tests Battle Trait: 6“ Bubble -1 to Bravery for Enemy Units Artefact: if someone wounded by this weapon, on 3+ gets 1 MW Hammers of Sigmar: Command Ability: if a Redeemer unit dies on 5+ it comes back. Set it up like scions. Ability: +1 Bravery Battle Trait:9“ bubble 6+ Ward Save Artefact: unmodiefied 6s give +1 dmg Hallowed Knights: Command Ability: 9“ Of Hero or 18“ of General give a unit +1 Charge and +1 Run Ability: on 6+ a unit ignores the enemy Spell or Endless Spell Battle Trait: if you die on a 2+ you can attack again and then remove your Hero Artefact: ????????? Knight Exelsiors Command Ability: 9“ of Hero or 18“ of General give a unit reroll wound rolls of 1. In Combat. Ability: Reroll hit rolls of 1.In Combat. Battle Trait: One Time in Game you can Blind a unit 3“ away ??? Artefact:+1 Dmg Celestial Warbringers: Command Ability: 9“ of Hero or 18 „ of General gives a Wizard +1 to Cast. Ability: Before starting the Game you can set up d3 units again. Like Scions 9“ away from enemy. Battle Trait: once per turn you can Reroll a hit,a wound or a Save Roll. Artefact: End of Combat Phase choose enemy unit in 3“, roll a D6. On 3+ inflict 1MW. Roll again on 4+ another MW. Tempest Lords: Command Ability: 8“ of Hero or 18“ of General gives a unit reroll 1s to wound melee and missile. Ability: Start of Hero Phase Roll a dice on 4 + get a CP Battle Trait: +1 to wound if you are in 6“ from another Tempest Lord Unit Artefact: Each time you spend a CP on 5+ you get a Cp. Astral Templars Ability: add 1 to hit rolls if target is a MONSTER; Command Ability: At Combat Phase, pick and Astral Templar wholly within 9" of a friendly hero or 18" from General and add 1 to wound rolls if target is a HERO; Command Trait : after set up but before battle, AT units wholly within 12" from general can move 6"; Artefact : - 1 to wound rolls of attacking MONSTERS against bearer; Link to comment Share on other sites More sharing options...
Kako Posted July 1, 2018 Share Posted July 1, 2018 There is also the Astral Templars, my choice. According to the Guerrilla Miniature review The Astral Templars are the Monster and Hero hunters of all hosts. They have: Ability BEAST STALKERS: add 1 to hit rolls if target is MONSTER; Command Ability CUT OFF THE HEAD: At Combat Phase, pick and Astral Templar wholly within 9" of a friendly hero or 18" from General and add 1 to wound rolls if target is a HERO; Command Trait DAUNTELESS HUNTERS (my favorite): after set up but before battle, AT units wholly within 12" from general can move 6"; Artefact GODBEAST PLATE: - 1 to wound rolls of attacking MONSTERS against bearer; That said, I'm just a casual player, focusing more on converting and painting. On and off I play with friends and I really wanted to build an army based on this kind of battalion. I'm LOVING this because I started studying the IRONJAWZ style of play to mimic with my Astral Templars (because all of the fluff I'm building around my army). I mean, this is perfect for what I plan. Fulminators advancing first, Protectors descending from Azyr to kill monsters with the new Scions of the Storm or even a unit of Liberators with Lay Low the Tyrant following a hero to kill the enemy's General. Good times for the Astral Templars!!! Link to comment Share on other sites More sharing options...
robinlvalentine Posted July 1, 2018 Share Posted July 1, 2018 I'm planning to do a Sacrosanct Chamber army, so it'll probably make sense to go Celestial Warbringers. Curious to see what their fluff is now, though, as it seems like it must have changed quite a lot! Link to comment Share on other sites More sharing options...
Gecktron Posted July 1, 2018 Share Posted July 1, 2018 The Hallowed Knights rules sound kinda meh (maybe the artefact makes up for that?) but I will play them anyway. ONLY THE FAITHFUL! Link to comment Share on other sites More sharing options...
Erdemo86 Posted July 1, 2018 Author Share Posted July 1, 2018 Celestial Warbringers seems to be the best choice from first look. But Vindicators looks good too. Tempest Lords look interesting but we dont have good Command Abilitys to use the effect enough i think. But you could spam that reroll 1s to wound on your missile units. Link to comment Share on other sites More sharing options...
Nin Win Posted July 1, 2018 Share Posted July 1, 2018 I roll sixes whenever it counts, so I'm happy with Hammers of Sigmar getting a +1 damage on a six. I'm painting my stuff as Hammers of Sigmar, so the rules could really be anything and I'd still use them no matter what. Link to comment Share on other sites More sharing options...
DanielFM Posted July 1, 2018 Share Posted July 1, 2018 Knights Excelsior sounds meh, nothing like the old battalion (it incentivated heavy infantry armies with armor rerolls) and clearly worse than Tempest Lords. What a disappointment. Well, I guess liking their background doesn't force me to use their rules. Link to comment Share on other sites More sharing options...
jazzy128 Posted July 1, 2018 Share Posted July 1, 2018 For once I didn't really look at others than what I've got. I have substantial force painted as Anvils of Heldenhammer and I absolutely love their ability. I'm farily certain ts going to be errataed so that you cant use the extra attack on the same unit more than once. But even with that in mind, double shooting from 10 judicators, a Celestant Prime(!) or a double pile in from palladins, big blob of sequitors or a star drake in combat just seems sooo good. Now I just need to figure out which battalion is worth taking in the new edition. Had built towards hammerstrike/vanguard wing, but those both seem nerfed to the ground. Link to comment Share on other sites More sharing options...
Erdemo86 Posted July 1, 2018 Author Share Posted July 1, 2018 22 minutes ago, jazzy128 said: For once I didn't really look at others than what I've got. I have substantial force painted as Anvils of Heldenhammer and I absolutely love their ability. I'm farily certain ts going to be errataed so that you cant use the extra attack on the same unit more than once. But even with that in mind, double shooting from 10 judicators, a Celestant Prime(!) or a double pile in from palladins, big blob of sequitors or a star drake in combat just seems sooo good. Now I just need to figure out which battalion is worth taking in the new edition. Had built towards hammerstrike/vanguard wing, but those both seem nerfed to the ground. Yes the Command Ability is very nice. But the Artefact,trait and ability look very bad. You could also go for Vindicators and give +1 Atk and rerolls 1 on charge. Drakesworn Templar with that +2 Attacks seems not bad. if we would have a nice Command Ability that Tempest Lords would be amazing. I think the top picks which Stand out are: Vindicators, Anvils, Warbringers and Tempest Lords. Other Hosts look meh.. Link to comment Share on other sites More sharing options...
stato Posted July 1, 2018 Share Posted July 1, 2018 Hammers of Sigmar; Redeemer unit comes back? is that still just liberator or have other units been given that keyword? Link to comment Share on other sites More sharing options...
Richelieu Posted July 1, 2018 Share Posted July 1, 2018 18 minutes ago, Erdemo86 said: Yes the Command Ability is very nice. But the Artefact,trait and ability look very bad. You could also go for Vindicators and give +1 Atk and rerolls 1 on charge. Drakesworn Templar with that +2 Attacks seems not bad. if we would have a nice Command Ability that Tempest Lords would be amazing. I think the top picks which Stand out are: Vindicators, Anvils, Warbringers and Tempest Lords. Other Hosts look meh.. I think GW did a pretty good job making sure there wasn't a single storm host with top notch CA, allegiance ability, command trait and artifact. I agree with your assessment. Although I think a liberator based hammers of sigmar list could be fun, if a bit random. Warbringers could be an incredibly powerful alphastrike. Or a way to throw a huge block of Sequitors in front of your opponent to prevent them from summoning or claiming any forward objectives. Link to comment Share on other sites More sharing options...
Erdemo86 Posted July 1, 2018 Author Share Posted July 1, 2018 14 minutes ago, Richelieu said: I think GW did a pretty good job making sure there wasn't a single storm host with top notch CA, allegiance ability, command trait and artifact. I agree with your assessment. Although I think a liberator based hammers of sigmar list could be fun, if a bit random. Warbringers could be an incredibly powerful alphastrike. Or a way to throw a huge block of Sequitors in front of your opponent to prevent them from summoning or claiming any forward objectives. Yes but you could also use Scions of the Storm now. But the +1 to Cast is very good for your Chronomatic Coggs. Combined with a Stardrake you could cast Coggs on 5+, out of bann range and start Alpha Striking. But i think that stacking Command points with Tempest Lords to reroll your charges or get reroll 1s to wound could be very good too, for Alpha Striking. Dont we have any Heroes with good Command Abilitys?☹️ Or going All In with Vindicators. Alpha Striking with +1 Attack on 4 Fulminators and rerolling 1s to hit. Link to comment Share on other sites More sharing options...
Kako Posted July 1, 2018 Share Posted July 1, 2018 27 minutes ago, stato said: Hammers of Sigmar; Redeemer unit comes back? is that still just liberator or have other units been given that keyword? I believe Sequitors has the same REDEEMER keyword. Link to comment Share on other sites More sharing options...
ledha Posted July 1, 2018 Share Posted July 1, 2018 1 hour ago, DanielFM said: Knights Excelsior sounds meh, nothing like the old battalion (it incentivated heavy infantry armies with armor rerolls) and clearly worse than Tempest Lords. What a disappointment. Well, I guess liking their background doesn't force me to use their rules. disapointed how they change the flavor of the knight excelsior, but while their command ability is the worse version of the tempest lords, reroll 1 to hit for EVERYONE in melee is quite insane for an army with lot of 2+/3+ to hit. It encourage to take lot of melee units instead of missile, so the lack of reroll 1 to wound in ranged is not as problematic Link to comment Share on other sites More sharing options...
Bellfree Posted July 1, 2018 Share Posted July 1, 2018 So far my opinion of the Stormhosts are: Artefacts: Tempest Lords' is solid, the rest are really, really terrible. Command Traits: Anvils, Hallowed, Warbringers, and Excelsiors are really bad; Hammers', Vindicators', and Tempest' are good, Astrals' is great. Stormhost Ability: Hammers', Anvils' and Templars' are really bad; Celestial Vindicators is okay but it's just a blatantly worse version of the Excelsiors trait, which is in itself, only okay. Tempest Lords and Hallowed knights are solid, though Hallowed Knights is too unreliable to really be worth building around. Warbringers is very good. Command Abilities: These are why you would want to take a specific stormhost as far as I can tell. Assuming you can only use each ability on a unit once per turn than in my opinion the ranking is: 1. Anvils 2. Vindicators 3. Hallowed 4. Tempest 5. Excelsior 6. Hammers(the hammer's of sigmar CA SEEMS cool but spending a CP for a 5+ change at MAYBE bringing a unit back isn't particularly reliable.) The other two are very poor. If they DON'T FAQ the abilities to only work once per unit than obviously Anvils and Vindicators become MASSIVELY better than the other ones. Vindicators left to its own devices will make per-nerf Vanguard Wing look like nothing special and Anvils will do what Aetherstrike used to, only a hundred times better. Link to comment Share on other sites More sharing options...
Lord_Orzhov Posted July 1, 2018 Share Posted July 1, 2018 I really like the tempest lords stuff, they seem to have really consistent stuff that are just good Link to comment Share on other sites More sharing options...
Cinncinnatus Posted July 2, 2018 Share Posted July 2, 2018 I'm a fan of the Tempest Lord stuff, but full disclosure, my Stormcast are painted as Tempest Lords already. Link to comment Share on other sites More sharing options...
DanielFM Posted July 2, 2018 Share Posted July 2, 2018 6 hours ago, ledha said: disapointed how they change the flavor of the knight excelsior, but while their command ability is the worse version of the tempest lords, reroll 1 to hit for EVERYONE in melee is quite insane for an army with lot of 2+/3+ to hit. It encourage to take lot of melee units instead of missile, so the lack of reroll 1 to wound in ranged is not as problematic I guess if you build a pure melee army to get advantage of the rr1's in CC then as you said, the command ability is not worse. But such a one-dimensional, boring army doesn't suit me at all. And it has very little to do with what Knights Excelsior used to be. Foot-slogging Paladins needed The Chain Unbroken and bennefited from the heal after killing a unit. Now this playstyle has no support. Good for my wallet, now I can let that army go from my memories (I had one before the KS battalion price hike) and focus on the new cool guy Evocators. Link to comment Share on other sites More sharing options...
stato Posted July 2, 2018 Share Posted July 2, 2018 8 hours ago, Kako said: I believe Sequitors has the same REDEEMER keyword. In the new Battletome? They dont (yet) on the app but i dont think they will. The is an ability where sequitors or redeemers (libs only currently) can be picked to be buffed, maybe thats what you are thinking of? Really i was just wondering if Redeemer chamber was going to get anything new, currently its just liberators (and Steelhearts band - also Liberators) Back to Stormhosts, I'm impressed so many people are thinking beyond none-host and taking Staunch defender. Be good to see the different play styles and armies that come out of these new rules. Link to comment Share on other sites More sharing options...
aceytrixx Posted July 2, 2018 Share Posted July 2, 2018 I'm really torn if I want to paint my Sancrosanct up as Warbringers. They were my 2nd choice before I built up 2k points of Hammers. I'm torn becuse the ability to relocate d3 units on top of the potential of +1 to cast is great. However I've been doing the whole Hammerhal Aqshy army and Aventis being a Hammer of Sigmar and the Magister of Hammerhal I think ill probably end up sticking with them. Even though most games I probably won't play using those rules. +1 bravery is awesome but Id rather have a better command trait and relic. The ability to get a redeemer unit back is always wasted as I don't intend to run Liberators. Link to comment Share on other sites More sharing options...
GeneralZero Posted July 2, 2018 Share Posted July 2, 2018 So, with a classic "old school" AoS 1 SCE Army, like a stardrake + 4 fulminators+ judi+Hero+few other things, what is the consensus now? lets say: - before buying new plastic - by buying a little plastic (and please, avoid the "well redo/reboot/rebuy all ) Link to comment Share on other sites More sharing options...
Peegee Posted July 2, 2018 Share Posted July 2, 2018 It's very hard to say at the moment, every Warsrcoll seem to change with the new Battletome. You have Youtube reviews covering it but they don't analyse every one of them. By the end of the week you should have more accurate infos. Link to comment Share on other sites More sharing options...
Erdemo86 Posted July 2, 2018 Author Share Posted July 2, 2018 13 minutes ago, GeneralZero said: So, with a classic "old school" AoS 1 SCE Army, like a stardrake + 4 fulminators+ judi+Hero+few other things, what is the consensus now? lets say: - before buying new plastic - by buying a little plastic (and please, avoid the "well redo/reboot/rebuy all ) I have the same list, i think i will include 2 ballistas and 2 incantors+ coggs. tempest lords or Vindicators. Link to comment Share on other sites More sharing options...
GeneralZero Posted July 2, 2018 Share Posted July 2, 2018 Ballitas also for me (2+) just for the look of them (and probably an ordinator to boost them) Some wizzards...because of no choice and maybe a new hero.... Link to comment Share on other sites More sharing options...
RocketMan Posted July 2, 2018 Share Posted July 2, 2018 What is coggs? Link to comment Share on other sites More sharing options...
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