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====Vanguard Auxiliary Chamber==== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Hunters-en.pdf Vanguard-Hunters]:''' (Conditional Battleline: Astral Templars Subfaction, 125pts, Min:5) Battleline if {{AOSKeyword|Astral Templars}} is your Stormhost. They are armed with either a Stormwrought Weapon (the sword and axe share a statline now) and all carry a <strike>Run & Shoot</strike>(not anymore; 3rd ed. saw them trade run & shoot for an extra 3" on the range) Boltstorm Pistol 12"/2/4+/4+/-1/1D, making them an odd Jack-Of-All-Trades unit. Further, they have an 'Astral Compass', which allows the unit to redeploy instead of move- you just have to set them up 6" away from the battlefield edge, and more than 9" away from all enemy units. This can't be improved by the Lord-Imperitant, as this isn't '''Scions of the Storm''' (nor are they {{AOSKeyword|THUNDERSTRIKE}}, anyway). Sadly. Having previously occupied such a strange role in the Stormcast roster, the Vanguard-Hunters continue to be unusual choices that don't quite fit in by the standards of their modern brethern. However, with a movement of 6", and their unique weapon profile, their function suddenly becomes clear- skrimishers and flankers. While they wont quite be as tough as your core battleline, the fact that they can be redeployed in the middle of the game can provide some avenues for creative generals to suddenly set up Vanguard-Hunters to flank an enemy horde from one side, while sending your heavy-hitters to deal with the things you really need dead. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-Vanguard-Palladors-en.pdf Vanguard-Palladors]:''' (Conditional Battleline: Astral Templars subfaction, 215pts, Min:3) Gryph riders - your new fast cavalry with either javelins or axes. Their mounts are surprisingly powerful for skinny demi-gryphs, having 5 Wounds and a 4+ Save, and -2 Rend mortal-wound-causing attacks, meaning they eat other armies' heavy cavalry for breakfast. So do not think of them as cheap cavalry, in fact, they're pretty expensive and elite, use gryph hounds/aetherwings for that. They got a good 12" Move, and they have Ride the Winds Aetheric, allowing them to redeploy anywhere so long as they're 1" from terrain, and 9" from all enemy units. If you're trying to determine to kit them out with the Javelin or the Handaxe, consider the following. The Javelin only has one attack, but a consitant 2 damage that can be used at ranged, or in melee. The Handaxe has three attacks, but deals d3 damage for each attack that lands- meaning you could get more (or less) damage out of an attack. Astral Templars want to be monster hunters, and these guys seem to support that idea- each of their weapon profiles (except for their pistols) can deal multiple wounds, and these guys can easily provide some well-needed backup for Yndrasta on her hunts.
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