Age of Sigmar/Tactics/Edition 1.0/Stormcast Eternals: Difference between revisions

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Lo and behold the might of the <s>Sigmarines!</s> Stormcast Eternals!
#Redirect [[Age of Sigmar/Tactics/Order/Stormcast Eternals]]
 
==Stormcast Eternals Summary==
 
Wanna hit hard, have always multiple wouands and fight for the <strike>Emperahhhh</strike> Sigmar? Then the Stormcast Eternals army is the right one for you! Stormcast Eternals all have atleast a 4+ sv and 2 wounds per model making them a really tough force to take down in hand to hand combat, at the moment they seem more focused on having X models and ensuring those X models survive until the end of the game through various hero abilities (immune to battleshock, regen wounds, increase the already durable (for AoS atleast) 4+ sv and +'s to hit). at the same time Each unit is able to punch above what could be considered normal for the setting with several hitting like a freight train and being just as difficult to stop, For now they are fairly generalist, a easy to learn hard to master army. just like their 40K equivilents.
 
==Stormcast Eternals Warscrolls==
 
Forenote:
The following section will be arranged with similar units and formations being grouped together for easier reading.
 
This is by no means a complete guide. Also due to the relatively recent release of Age of Sigmar most of this is based on theory. Take everything with a pinch of salt.
 
===Named characters===
 
'''Sigmar:''' Probably, in the future, available in a limited release of 100 pz. in change of a shitton of money, one kidney, one left eye and your soul on a gold plate. Keep hoping...
 
===Heroes===
 
'''Lord-Celestant on Dracoth:''' A guy in pompous golden armour and a big cloak who swings a giant warhammer and rides a dragon on lightning. Couldn't be more Power Metal if he tried. He's ''very'' killy in close combat and his command ability grants a huge bubble in which Stormcast Eternals don't have to take Battleshock. His ranged attack is potentially devastating, but only if the enemy was stupid enough to bunch up all his important stuff and you get very lucky. due to being mounted he moves at a fast pace and has 7 wounds as opposed to the "general" hero base of 5, this guy is hard hitting, fast and durable meaning you want him up in the frontline bubbling his command umbrella while leading the charge.
 
'''Lord-Celestant:''' strong hero on foot that can do an average of 3 mortal wounds in the shooting phase and 1,77 damage at -1 rend + 0,66 damages in the melee phase (improved if he charged). His command ability make the Stormcast Eternals units around him more precise (+1 to hit) in the combat phase. This guy while a fairly solid choice is a little outclassed by his Battlelizard riding counterpart but you can expect him to hold the line for you and take a fair few guys with him if you mess up, like his mounted freind this guy is best used leading the charge against the enemy.
 
'''Lord-Relictor:''' A mediocre foot-slogger who can control the storms. This means he can choose to either heal a friendly ''model'' for D3 wounds, best used on other Heroes, or to loose what is basically ''Arcane Bolt'' without a casting roll on an enemy, with the slight difference that anyone hit also takes a To Hit-penalty in the following turn. As the origional author has put, The Relictor is less of a choppy Conan character and more of a support choice. while no slouch in combat he isnt as good as a lord celestant of any type, but thats not why you take him. Best use for him is in the "secondry" line using his healing buff to keep your men in fighting shape and lending a hand with the lightning storm anywhere they're struggling, hero's and paladins of all types will find him a very good "best bud". The comparison between him and the lord celestant is explained quite easily as this, the celestant is the fighter of the party while the Relictor is the cleric.
 
'''Lord-Castellant:''' 1 wound more than the standard hero on foot, this hero is slightly better than Lord-Celestant in the combath phase (2,66 damages at -1 rend and 2" range). His ability inflict 1 mortal wound to a chaos unit or an average of 1,5 mortal wounds to a chaos daemon unit. It can otherwise make Stormcast Eternals units more resistant and occasionally heal them. As above, the celestant may be the fighter, the relictor is probably the cleric and the Castellant is definetly the paladin, he's at home up front where the celestant could be (though the castellant lacks any command ability of his own) but equally at home in the secondry line warding your Eternals with his lantern (wording means that you can gain and lose wounds at the same time while your units will have a majority 3+ save thanks to him) or even as a semi beastmaster if he fights with a bunch of gryph hounds in close proximity.his lantern's other ability is very nice if a little circumstantial, autosniping a chaos maurader equivilent or letting him damage deamons somethign feirce without even trying. all in all he's a flexible choice. similar but different to the relictor, he's good at buffing up units that are goign to be taking some saves ensuring you've got enough men to hold on that little bit longer.
 
===Troops===
 
'''Liberators:''' your basic melee troop, strong with an average resistance (4+ and 2 wounds). Sigmar tweaked those to be used against the strongest chaos enemies, so, always go for the biggest model on the field. Now let's talk a little about weapon options, because you can have four different flavours of liberators. If you want to arm them with a weapon and shield, don't bother choosing one, the math is the same (0,66 damage per model and you can reroll save rolls of 1 improving them from 50% to 58%). If you want to use two weapon there is a slight advantage in warhammers (0,77 damage per model instead of 0,74 damage per model with the warblades). Always choose to add the special weapon (same efficency again between the two, but doubled compared to the normal weapons and with a -1 rend ).
 
'''Judicators:''' your basic ranged troop, same stats of the Liberators. They can reroll hit rolls of 1 against chaos in the shooting phase. If you arm them with Skybolt Bow you can do 0,44 damage per model with -1 rend at 24". With boltstorm crossbow you can do 0,66 damage per model with at 12" and if you don't move this number goes up to 0,99 damage per model. As with Liberators, always add the special weapon (1,54 damages per model with -1 rend at 24" for the Shockbolt Bow, 1,5 mortal wounds with the Thunderbolt Crossbow but only at certain conditions: choose the latter only against monsters or heavy armored numerous units). In melee you do an average of 0,33 damage, the bare minimum to reply. If you sum up ranged and melee every turn, the Judicators are slightly better than Liberators.
 
===Paladins===
All the paladins have the same basic profile. All Paladins can alternatively use a Starsoul Mace that inflicts D3 deadly wounds (2 every 5 models).
 
'''Retributors:''' Lightning Hammers can cause two deadly wounds when rolling a 6 (no wound or save rolls allowed).
 
'''Decimators:''' Thunderaxes can attack more than one enemy. Furthermore enemys have to add 2 to battleshock tests when within 6" of a Decimator.
 
'''Protector:''' Stormstrike Glaives generate an arrow shield (called storm shield) that lowers the dice roll of an enemy ranged unit by 1. When they attack a monster with this weapon and roll a 6 (wound roll), they inflict D6 damage.
 
===Others===
 
'''Prosecutors:''' Slightly better than double-hammer Liberators in close combat and a good bit better than Crossbow Judicators at range. But that's not why you take these guys. You take them because they combine all this damage with a high flying movement stat.
 
'''Gryph-hounds:''' if you have a Lord-Castellant you must have one of this unit next to him. His 1,33 damages are a better wounds/damages ratio than liberators and at the same time with a bit of luck you can avoid being hit back with the Darting Attacks ability (which is always good since it has no save). His warning cry ability is useful, but you must remember to deploy this unit (and the Lord-Castellant) exactly in the middle of your army.
 
===Monsters===
 
You don't need those evil beast... yet!
 
===Scenery===
 
==Formations==
 
==Army Building==
 
==External links==
 
List
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]

Latest revision as of 12:21, 19 June 2023