Warcry/Tactics/Stormcast Eternals Vanguard Chamber

From 1d4chan

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.


Faction Overview[edit]

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[edit]

  • 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[edit]

  • 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[edit]

  • [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[edit]

Leaders[edit]

Hunter-Prime[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 30; 210 Pts.
    • Runemarks: 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[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 30; 245 Pts.
    • Runemarks: 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[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 30; 280 Pts.
    • Runemarks: 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[edit]

Vanguard-Hunter[edit]

  • 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
  • Fighter Commentary -

Vanguard-Raptor with Hurricane Crossbow[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 20; 195 Pts.
    • Runemarks: 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[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 20; 225 Pts.
    • Runemarks: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[edit]

  • Stats: Movement 12"; Toughness 2; Wounds 6; 45 Pts.
    • Runemarks: Fly, Scout
    • Weapons:
      • Unarmed-Range 1"; Attacks 3; Strength 2; Damage 1/2
  • Fighter Commentary -

Gryph-hound[edit]

  • Stats: Movement 6"; Toughness 4; Wounds 20; 150 Pts.
    • Runemarks: Beast
    • Weapons:
      • Unarmed-Range 1"; Attacks 4; Strength 4; Damage 2/4
  • Fighter Commentary -

Minions, Thralls, and Allies[edit]

Allies[edit]

Lord-Celestant[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 30; 205 Pts.
    • Weapons:
      • Sword-Range 1"; Attacks 5; Strength 4; Damage 2/5
  • Abilities
    • [Double] Warcloak's Storm Magic : Pick a visible enemy fighter within 6" of this fighter and roll 2 dice. For each roll of 4-5, allocate 1 damage point to that fighter. For each roll of 6, allocate a number of damage to that fighter equal to the value of this ability.

Lord-Castellant[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 32; 210 Pts.
    • Weapons:
      • Axe-Range 2"; Attacks 2; Strength 5; Damage 3/6
  • Abilities
    • [Triple] Warding Lantern :Until the end of the battleround, add 1 to the Toughness charasteristic of friendly fighters while they are within 6" of this fighter.

Lord-Veritant[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 32; 190 Pts.
    • Weapons:
      • Sword-Range 1"; Attacks 3; Strength 4; Damage 2/5
  • Abilities
    • [Triple] Lantern of Abjuration : Until the end of the battleround substract 1 from the value of abilities (to a minimum of 1) used by the enemy fighters while they are within 9" of this fighter.

Knight-Questor[edit]

  • Stats: Movement 4"; Toughness 6; Wounds 30; 220 Pts.
    • Weapons:
      • Sword-Range 1"; Attacks 4; Strength 4; Damage 2/5
  • Abilities
    • [Double] Heroic Challenge : Add half the value of this ability (rounding up) to the Attacks characteristic of the next attack action made by this fighter this activation that has a range of 3" or less and that targets an enemy fighter with the Leader Runemark or Ally Runemark.

Knight-Vexillor[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 30; 180 Pts.
    • Weapons:
      • Hammer-Range 1"; Attacks 3; Strength 4; Damage 2/4
  • Abilities
    • [Quad] Tempest Winds : Until the end of the battleround, add the value of this ability to the Move characteristic of friendly fighters that start their activation within 12" of this fighter.

Knight-Heraldor[edit]

  • Stats: Movement 4"; Toughness 5; Wounds 30; 195 Pts.
    • Weapons:
      • Sword-Range 1"; Attacks 4; Strength 4; Damage 2/5
  • Abilities
    • [Double] Battle-horn Thunderblast : Pick a visible enemy fighter within 12" of this fighter that is on a platform. Roll 1 dice for that fighter and each other enemy fighter within 6" of that fighter. On a 4+ allocate 3 damage points to the fighter being rolled for.


General Tactics[edit]

Other Helpful Tips[edit]

Example Builds[edit]

Build extracted from Reedo's lists [1].

- 1 Hunter-Prime (Leader)
- 1 Vanguard-Raptor with Hurricane Crossbow
- 3 Aetherwing
- 3 Gryph-hound

TOTAL: 990 pts.

PROS:

Very survivable
High damage output
The Gryph-Hounds and Aetherwings give you the movility the Stormcast naturally lack

CONS:

Your Birds are as weak as an autumn leaf


Warcry Tactics
Grand Alliance: Chaos
Grand Alliance: Death
Grand Alliance: Destruction
Grand Alliance: Order
Monsters & Mercenaries