March 2020 Update: https://imgur.com/a/tCyMsVJ
My two main goals with this update are:
1. Inject more flavour into each of the Stormhosts. I'm trying to think of answers to questions like "How does each Stormhost approach a battle? What are their favoured units? Who are their leaders?"
Please look over the Stormhosts with fresh eyes and let me know what you think!
Hammers of Sigmar
They take a general approach to war since they don't favour any one aspect, instead focused on defense and rapid reinforcement.
They are the only Stormhost to add more units to the table.
The God-forged Blade is a very powerful offensive artefact, and it creates a story where a chosen champion gets the killing blow while his army holds back the tide of enemies.
The Hallowed Knights
Their faith gives them purity against foul sorceries. This is reflected in their battle trait that allows them to ignore spells.
The Hallowed Knights are the holy crusade of Sigmar, boisterous and inspiring, heralding the end of Chaos and a return to Order. This stormhost should utilize many Priests and prayers.
Sacrifice empowers their allies, and this is reflected in the Command Ability. Martyr's Strength creates a story where a unit is slain, but before they are sent back to Azyr a portion of their power is captured by a nearby PRIEST and transferred to another unit.
Controlled rage unleashed at the right moment. Celestial Vindicators are the de-facto melee stormhost, and their current rules reflect it well.
This stormhost wants to use units with multiple weapon profiles, powerful weapons with low attack values, fast units that can get the charge off, and strong melee heroes
I have only made minor improvements to this Stormhost, since I think they already have a good niche carved out for themselves.
Anvils of the Heldenhammer
Anvils are ancient, ordered, and grim stormhost. They focus on morale effects and improve the power of larger units.
This is the only stormhost that can shoot twice, and although they can fight in the hero phase it's not as useful as being able to fight twice in the combat phase after moving and charging into the position you want
The previous version of Deathly Aura forcing enemies to take battleshock tests was an unintuitive mechanic, so instead it reduces enemy bravery by 2
Relentless, merciless, uncompromising
This stormhost favours overwhelming force that leaves nothing to chance. This is reflected in their Storm of Annihilation battle trait and their No Mercy command ability.
Their leaders are are jailers and executioners, reflected in Divine Executioner command trait and Chains of Celestial Lightning, an artefact that prevents all nearby enemies from retreating.
This is the only stormhost that can fight twice in the combat phase
Celestial Warbringers should really want to use a lot of Wizards and Priests, as they are more attuned to the spiritual visions they receive, and the visions should define their gameplay.
Fearless Foresight now works in every phase rather than every turn, but it can only be used by a WIZARD or PRIEST unit
Portents and Omens has been made more powerful, but also has a higher casting value
"Portents and Omens has a casting value of 8. If successfully cast, subtract 1 from attacks that target friendly CELESTIAL WARBRINGERS units wholly within 18" of the caster."
Tome of Augury also teaches the bearer every spell from both Lores
The Tempest Lords are masters of combined combat, never dedicated to any single engagement, always able to slip away and reinforce another part of the battlefield. This is reflected in their immensely powerful Grand Strategists battle trait that allows them to shoot and charge even if they ran or retreated.
The Tempest Lords should favour units that can both shoot and fight, like Dracoths and Prosecutors. They want to shoot from the edge of combat and then dive in for the kill. This is reflected in Rousing Oratory, providing a boost to shooting hit rolls and combat wound rolls.
Their leaders are heavenly nobles and master tacticians. The Patricians Helm allows the use of a command ability for free every phase, while the command trait provides a significant accuracy boost for a mounted hero but only while they stay near their allies.
Battle Trait now better reflects the survival and tracking skills of the Astral Templars as a Stormhost from Ghur, and pushes the idea that they will utilize many mounted units (Dracoths, Palladors, Dracolines, etc.)
Their leaders are experienced hunters, slayers of the most dangerous beasts in the realm (or a just regular beast in Ghur)
+1 hit against MONSTER was either too powerful or completely useless. I have changed it to activate against any unit with 8 or more wounds. To limit its power I have changed from a passive ability into a Command Trait aura
2. Make Lord of the Host (+1 save to army) accessible to all Stormcast generals rather than just Lord-Celestant generals. Is it overpowered to give Stormcast +1 to save? I don't know. For the number of wounds and their point costs, it seems like Stormcast units need to be more durable than a 4+ save.
Other changes since the last update:
All Lords with 5 wounds now have 6 wounds
All mounted Lords with 7 wounds now have 8 wounds (Vandus has 9)
Lord-Celestant on Dracoth - Shield Wall command ability now allows you to re-roll all saves but those units cannot retreat, run, or charge.
Stardrake Great Claws now deal 3 damage instead of D3. 6 attacks at 3 damage... yup!
Lord-Relictor's Relic Hammer does D3 damage instead of 1
Lord-Veritant's Judgement Blade does 3 damage instead of 2
Knight-Azyros' Starblade does D3 damage instead of 1
Strife-Ender now adds 2 attacks, or 3 vs CHAOS
Obsidian Blade improved Rend by 2 instead of 1
Spellshield reworded: "Once per turn the bearer can attempt to unbind and dispel one spell in the same manner as a WIZARD. Add 2 to an unbinding roll or dispel roll made in this way."