Warcry/Tactics/Stormcast Eternals Vanguard Chamber
This is the Age of Sigmar, so OF COURSE, the sigmarite bois are going to be present. As the Face of Sigmar, you get 3 different factions.
Stormcast Eternals Vanguard Chamber
Faction Overview
A surprisingly ranged Warband with some potential in melee and mobility. For all three ranged fighters, there is also a Leader option. Special for SCE is their Leaders have the same Fighting and weapon characteristics as the troopers just with 30 instead of 20 wounds (Lifepoints).
Pros
- Tough Bodies: each hunter is T5 with 20 wound
- lot of range fire: all the main stormboys have Ranged weapons, with Hunters having pistols they can shot while running and the Raptors have crossbows to pick off enemies
- Fast moving Beasts: to make up for amour, your birds are fast and spam able flyers, and hound while only slightly cheaper than Hunters still back a punch.
Cons
- Limited modules count and Exspensive: your paying about 200+pts for each fighter and the Hound is 150. Unless you spam birds, your getting fewer activations.
- quickly go down to crits
Abilities Overview
- [Double] Tireless Hunters: Add half the value of this ability (rounding up) to the move characteristic of this fighter for the next move action they make this activation. (Universal ability)
- Fighter Commentary:
- [Double] Warning Cry: Pick a visible enemy fighter within 6" of this fighter. Until the end of the battle round, you can re-roll 1 dice during attack actions made by friendly fighters that target that fighter. (Aetherwing)
- Fighter Commentary: this is strong in any faction, especially one that specializes in guns. Pick any linchpin fighter then annihilate him.
- [Double] Righteous Aura: Until the end of the battle round, add 1 to the toughness characteristic of friendly fighters while they are within 6" of this fighter. (Leader)
- Fighter Commentary:
- [Triple] Darting Attack: This fighter makes a bonus attack action. Then, they can then make a bonus disengage action. (Gryphhound)
- Fighter Commentary:
- [Triple] Rapid Fire: Add half the value of this ability (rounding up) to the attacks characteristic of the next attack action made by this fighter this activation. (Hurricane Crossbow)
- Fighter Commentary:
- [Quad] Aimed Strike: Add the value of this ability to the damage points allocated to enemy fighters by each hit or critical hit from attack actions made by this fighter this activation. (Longstrike Crossbow)
- Fighter Commentary:
Fighter's Overview
Leaders
Hunter-Prime
- Stats: Movement 4"; Toughness 5; Wounds 30; 210 Pts.
- Rule: Leader
- Weapons:
- Axe-Range 1"; Attacks 4; Strength 4; Damage 2/4
- Ranged-Range 8"; Attacks 3; Strength 4; Damage 1/4
- Fighter Commentary -
Hunter-Prime with Hurricane Crossbow
- Stats: Movement 4"; Toughness 5; Wounds 30; 245 Pts.
- Rule: Leader, Bulwark
- Weapons:
- Ranged-Range 3-15"; Attacks 3; Strength 4; Damage 2/6
- Unarmed-Range 1"; Attacks 3; Strength 4; Damage 1/4
- Fighter Commentary -
Hunter-Prime with Longstrike Crossbow
- Stats: Movement 4"; Toughness 5; Wounds 30; 280 Pts.
- Rule: Leader, Elite, Scout
- Weapons:
- Ranged-Range 6-20"; Attacks 1; Strength 5; Damage 4/10
- Unarmed-Range 1"; Attacks 3; Strength 4; Damage 1/4
- Fighter Commentary -
Fighters
Vanguard-Hunter
- Stats: Movement 4"; Toughness 5; Wounds 20; 165 Pts.
- Weapons:
- Ranged-Range 8"; Attacks 3; Strength 4; Damage 1/4
- Axe-Range 1"; Attacks 4; Strength 4; Damage 2/4
- Weapons:
- Fighter Commentary -
Vanguard-Raptor with Hurricane Crossbow
- Stats: Movement 4"; Toughness 5; Wounds 20; 195 Pts.
- Rule: Bulwark
- Weapons:
- Ranged-Range 3-15"; Attacks 3; Strength 4; Damage 2/6
- Unarmed-Range 1"; Attacks 3; Strength 4; Damage 1/4
- Fighter Commentary -
Vanguard-Raptor with Longstrike Crossbow
- Stats: Movement 4"; Toughness 5; Wounds 20; 225 Pts.
- Rule:Elite
- Weapons:
- Ranged-Range 6-20"; Attacks 1; Strength 5; Damage 4/10
- Unarmed-Range 1"; Attacks 3; Strength 4; Damage 1/4
- Fighter Commentary -
Aetherwing
- Stats: Movement 12"; Toughness 2; Wounds 6; 45 Pts.
- Rule: Fly, Scout
- Weapons:
- Unarmed-Range 1"; Attacks 3; Strength 2; Damage 1/2
- Fighter Commentary -
Gryph-hound
- Stats: Movement 6"; Toughness 4; Wounds 20; 150 Pts.
- Rule: Beast
- Weapons:
- Unarmed-Range 1"; Attacks 4; Strength 4; Damage 2/4
- Fighter Commentary -
General Tactics
Stormcast Eternals Sacrosanct Chamber
The Sigmarines' wizards. Normally they guard the Anvil of Apotheosis, but following the Necroquake Sigmar has seen fit to have them join the rest of the Stormcasts in battle.
Faction Overview
Pros
- Durable:
- High DPS:
Cons
- Expensive: jumped up to the 180+ range
Abilities Overview
- [Double] Channeled Empowerment: Until the end of this fighter's activation, add the value of this ability to the Strength characteristic of the next attack action made by this fighter that has a Range characteristic of 3 or less. (all)
- Fighter Commentary:
- [Double] Summon Celestial Lightning: Pick a visible enemy fighter within 1" of this fighter and roll a number of dice equal to the value of this ability. For each 4+, allocate 1 damage point to that enemy fighter. (Evocator)
- Fighter Commentary:
- [Double] Cleanse the Realms of Taint: when a leader takes down enemy, can make a bonus move or attack action. (leader)
- Fighter Commentary:
- [Triple] Burst of Celestial Lighting: add half this ability's value (round up) to this fighter's hits and crits damage during next attack action against an enemy more than 3" away. (Castigators)
- Fighter Commentary:
- [Triple] Soul-Shield: Until the end of the battle round, add ability's value to fighter's toughness. (Sequitor with shield)
- Fighter Commentary:
- [Quad] Open the Redemption cache: all visible enemy fighters within 3" take damage equal to this ability's value. (Sequitor-Prime with Redemption Cache)
- Fighter Commentary:
Fighter's Overview
Leaders
Sequitor-Prime with Tempest Blade
- Stats: Movement 4"; Toughness 6; Wounds 30; 240 Pts.
- Rule: Leader, Bulwark
- Weapons:
- Sword-Range 1"; Attacks 4; Strength 4; Damage 2/4
- Fighter Commentary
Sequitor-Prime with Stormsmite Maul
- Stats: Movement 4"; Toughness 6; Wounds 30; 240 Pts.
- Rule: Leader, Bulwark
- Weapons:
- Hammer-Range 1"; Attacks 3; Strength 5; Damage 2/4
- Fighter Commentary
Sequitor-Prime with Redemption Cache
- Stats: Movement 4"; Toughness 6; Wounds 30; 245 Pts.
- Rule: Leader, Bulwark, Frenzyed
- Weapons:
- Hammer-Range 1"; Attacks 3; Strength 5; Damage 2/4
- Fighter Commentary
Castigators-Prime
- Stats: Movement 4"; Toughness 5; Wounds 30; 255 Pts.
- Rule: Leader, Destoyer
- Weapons:
- Ranged-Range 3-15"; Attacks 3; Strength 5; Damage 2/4
- Unarmed-Range 1"; Attacks 4; Strength 4; Damage 1/4
- Fighter Commentary
Evocator-Prime with Tempest Blade and Stormstave
- Stats: Movement 4"; Toughness 5; Wounds 30; 240 Pts.
- Rule: Leader, Mystic
- Weapons:
- Sword-Range 1"; Attacks 5; Strength 5; Damage 2/4
- Fighter Commentary
Evocator-Prime with Grandstave
- Stats: Movement 4"; Toughness 5; Wounds 30; 240 Pts.
- Rule: Leader, Mystic
- Weapons:
- Club-Range 2"; Attacks 4; Strength 5; Damage 2/5
- Fighter Commentary
Fighters
Sequitor with Tempest Blade
- Stats: Movement 4"; Toughness 6; Wounds 20; 180 Pts.
- Rule: Bulwark
- Weapons:
- Sword-Range 1"; Attacks 3; Strength 4; Damage 2/4
- Fighter Commentary
Sequitor with Stormsmite Maul
- Stats: Movement 4"; Toughness 6; Wounds 20; 180 Pts.
- Rule: Bulwark
- Weapons:
- Hammer-Range 1"; Attacks 2; Strength 5; Damage 2/4
- Fighter Commentary
Sequitor with Tempest Hammer
- Stats: Movement 4"; Toughness 6; Wounds 20; 185 Pts.
- Rule: Bulwark
- Weapons:
- Hammer-Range 2"; Attacks 3; Strength 4; Damage 2/5
- Fighter Commentary
Castigators
- Stats: Movement 4"; Toughness 5; Wounds 20; 195 Pts.
- Rule: Leader, Destoyer
- Weapons:
- Ranged-Range 3-15"; Attacks 3; Strength 5; Damage 2/4
- Unarmed-Range 1"; Attacks 3; Strength 4; Damage 1/4
- Fighter Commentary
Evocator with Tempest Blade and Stormstave
- Stats: Movement 4"; Toughness 5; Wounds 20; 180 Pts.
- Rule: Mystic
- Weapons:
- Sword-Range 1"; Attacks 4; Strength 5; Damage 2/4
- Fighter Commentary
Evocator-Prime with Grandstave
- Stats: Movement 4"; Toughness 5; Wounds 20; 180 Pts.
- Rule: Mystic
- Weapons:
- Club-Range 2"; Attacks 3; Strength 5; Damage 2/5
- Fighter Commentary