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==Allied Armies== While playing a Seize Ground Matched Play battle, throwing in a Seraphon/Stormcast Eternal army for the first time, I discovered they made an all right combo. Sure, they don't have matching keywords or anything, but then Stormcasts don't really need them anyway. The Seraphon work well with the Stormcasts, as the lizard dudes give a front line of more numerous units - Saurus Warriors, for example - and a cheapish cavalry who can chew at your enemy, before the Paladins can -every and make your opponent cry! What's more, the Seraphon can give the on for main thing the Stormcasts are lacking - wizards. Now, with a Lord-Relictor and say, even a Skink Starpriest, enjoy as your Lightning Prayers and Arcane Bolt make wonders ... depending on the fortune of the dice, of course! Finally - it seems that, due to the strength of individual Stormcast units, you can basically ally them with any faction - some more fitting than others. But Seraphon, Sylvaneth and, maybe, Fyreslayers - I don't know! - perhaps β β β best. *'''Bundo Whalebiter''': A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls. ===[[Age_of_Sigmar/Tactics/Order/Cities_of_Sigmar|Cities of Sigmar]]=== Hoo boy, did this open some venues. As a universal rule, Cities of Sigmar armies can grab a unit of Stormcasts as part of their army for every three normal units they hold. Sure, this will rob them of any Stormhost keywords and traits, but you instead gain the city's keyword and special rules. While we won't go into the full specifics of how these cities and forces work, here are some basic ideas. *{{AOSKeyword|Hammerhal}}: Fun note here - Aventis Firestrike buffs not only Hammers of Sigmar, but also Hammerhal units by giving them +1 to hit within 3" of him. You can generally pick anything on this end and not go wrong, but do beware how squishy your humie/stuntie/elfy friends are. *{{AOSKeyword|Anvilguard}}: Nothing to really support you here. Stormcast aren't really the sort that hurt easily in Battleshock, and going {{BLAM}} on one is a terrible idea. Being able to delete units via Vitriolic Spray is good, and only costs around 270 points (320 if you add Emerald Lifeswarm for maximum grief). *{{AOSKeyword|Tempest's Eye}}: Very keyed towards alpha-striking. Whether it's getting your Vanguard in place to lay down fire early or helping throw Prosecutors and Paladins right in the enemy's face, you really wanna make that turn 1 speed-boost worth your while. Also, remember that the Kharadron Overlords can also cover shooting since they can also be included. *{{AOSKeyword|Hallowheart}}: Sacrosanct Chamber says hello. Each Evocator squad can now cast Empower twice a turn, allowing them to boost even more of their own, while the Lord Arcanum can try their chain lightning and then fire an amped-up Arcane Bolt. *{{AOSKeyword|The Living City}}: While not the same as your normal deep-strike, this does give you some fun venues for sniping flanks. Wanted to make your Dracothain Guard fire and then smack up? Want your Judicators to volley fire and then slip away? This is no better way for it. *{{AOSKeyword|Greywater Fastness}}: Don't forget your Lord-Ordinator! While Stormcasts lack much in the way of artillery, your Lord-Ordinator can absolutely bolster what war machines you do pack. His command ability doesn't hurt either, especially if you take some more Stormboys to act as a wall for your war machines. Of course, you can always bring your Celestar Ballista now... *{{AOSKeyword|The Phonecium}}: Kinda hard to work with here. Stormcast are expensive. Sure, you can send packs of chaff to fuel your big boys' strikes, but that's just whack. Aetherwings can make decent enough chaff, tho, and the anti-charge ability can give you some control about when they die. Plus, you can paint them as mini Phoenixes! As we wait for Cities of Sigmar (or Dawnbringer Crusades, or Redeemers, or whatever GW wants to call the soup faction now) to get a new exclusive book, Stormcast got several new options for taking Cities of Sigmar units in a {{AOSKeyword|Stormkeep}} list instead of the other way around, and there is the Sacred Charge Grand Strategy and Pioneers of the Realm Battle Tactic that you can get mileage out of, if you're feeling up for it. Potentially, this is a good way to take something from the Cities list that can do just as good as Stormcast (if not a little better, or more specialized than Stormcast are) and save on points, or potentially just make an interesting, weird list using some of the unique options from Cities of Sigmar. Just remember that your mortal companions aren't as tough and as enduring as Stormcast are, and that additional protections will be needed to ensure that they survive the fight- especially if you're playing with the Sacred Charge Grand Strategy. <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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