List

Allegiance: Stormcast Eternals

- Stormhost: Astral Templars or Celestial Vindicators or Anvils of the Heldenhammer

Leaders

Drakesworn Templar (460)

- General
- Storm Lance
- Trait: Dauntless Hunters
- Artefact: Godbeast Plate
- Mount Trait: Lithe-limbed

Lord-Castellant (120)

Mistweaver (100)


- Allies

Battleline

5 x Liberators (100)


- Warhammer & Shield
- 1x Grandhammers

5 x Liberators (100)


- Warhammer & Shield
- 1x Grandhammers

5 x Liberators (100)


- Warhammer & Shield
- 1x Grandhammers

Units

6 x Desolators (600)


3 x Vanguard-Raptors with Longstrike Crossbows (170)


3 x Vanguard-Raptors with Hurricane Crossbows (140)


3 x Aetherwings (50)


3 x Aetherwings (50)

 

Total: 1990 / 2000

Extra Command Points: 0

Allies: 80 / 400

Wounds: 109 (OR 110)

Introduction

6 Desolators, so hot right now.

With the GHB 2019 and it’s FAQ/errata Stormcast feel quite robust right now. Some old classics will do very well but, as I mentioned in my previous list involving Stardrake and Prime, I love dragons and dracoths.

This list is one in which I tore myself away from a Dragon /Prime combo in order to “unlock” our best screening units ability to interrupt charging.

We’re also playing with Stormhosts here – the main one being Astral Templars – which I believe should be quite handy in a meta filled with (albeit wing-clipped) terrorgeists and Greater Daemons and activation games (get your match start  distances right).

Other Stormhosts you might consider are:

Celestial Vindicators – offensive, General (Drake) becomes quite potent.

Anvils of the Heldenhammer – whilst this list isn’t really built for it – it can still be devastating.

Tempest Lords – the wildcard. I can really see this list working okay with the Tempest Lords but testing needs done on the tabletop.

Allegience Ability

We are making use of the SC allegiance abilities. They’re good.

Things to note:

The Castellant – Or rather, the gryph hound (gryph houndif you are taking the Excelsior Warpriest) – count(s) as another drop on the table meaning you can setup another unit in the celestial realm.

Artefacts, Command Traits & Abilities

Compelled to take Stormhost trait and artefact as this is a Stormhost pairing list.

Traits

Anvils – -1 bravery within 6″ of our General. Meh.

Vindicators – Unmodified hits of 6 add 1 to generals attack damage. Beefing up your Drakesworn.

Templars – The main reason this list is built for Astral Templars and the other Stormhosts are a “by the by this also might work”. After setup is complete but before battle begins (once you know the enemy’s plan from their layout) you can push your General and Desolators forward. NOTE that this is before whomever chooses who goes first makes their selection. You can still get baited here – but if you keep your wits about you you’re really closing the distance to the opponent. Couple this with the crucial BIRDS OF DISRUPTION and now you’re cooking.

Tempest Lords – +1 to Generals wound rolls so long as they have a babysitting unit within 6″

Command abilities you will get the most use out of are rerolls to hit and the stormhost’s command ability:

Anvils – Desolators can choose to shoot or pile in and attack depending on situation.

Templars – +1 to hit on your desolators comes from (hopefully) the Drakesworn Templar and/or +1 against monsters  from the stormhost’s ability. Lay it on thicker with +1 to wound rolls against heroes as well.

Vindicators – Very offensive stormhost. This one really buffs your General in this list. The Desolators don’t sniff at the chunky extra attacks though.

Tempest Lords – More a choice for trying to keep your command point count higher. The rerolling wound rolls of 1 is a bonus if you are command point rich as a result of this list.

Artefacts

Anvils – Soulthief is okay I guess. Let your General do a bit more damage.

Vindicators – Stormrage blade. Depending on how your build your Drakesworn Templar, this can be devastating. Again, the “beef your hero dragon” build.

Templars – Godbeast plate. In a monster meta, the -1 to wound you v MONSTERs isn’t terrible.

Tempest Lords – Patrician’s Helm – maximizing command points. IF you can think of fun ways to use the, the Lords build is the CP build.

Heroes

Drakesworn Templar Nifty unit. The bow gives Desolators +1 to hit (including their shooting attack). You’re giving +1 /-1 to cast and unbind.

The weapon choices here make a big difference (as opposed to the LCoSD): Lance if you expect to meet monsters, Hammer has some fine combos with the different stormhosts & the Tempest Axe messes with enemy pile ins (-2″) in a 3″ aura.

The Templar is much less durable than the Drake in my other list and you need to bear that in mind.

Lord Castellant Still so good. +1 to save can go on the Drakesworn but the Desolators love it too (with their rerolling 1s).

If you absolutely must you can do 1mw /d3 mw to a chaos / chaos demon unit instead. I think I’ve done this precisely one time in my AoS career.

Optional Ally – This list leaves you with 80 points. You’re also sacrificing an incredible caster (Incantor). You need a wizard in this meta. Or at least an unbind…

So the choices are the rather amazing Skink Starpriest (-1 to hit  on a unit within 20″ on a 5+ – thanks to arcane lineage) or the rather surprising Excelsior Warpriest a unit that can unbind, comes with another gryph hound (and warning cry) and can do a little healing prayer (or little mini nuke).

You might have better ideas for 80 point allied heroes – work away!

Other Units

Liberators

Sit on objectives and be afraid of losing points. Handy to keep at least one in reserve. Don’t forget +1 to hit against models with 5+ wounds.

Desolators Now just 200 points per 2, you can take 6 and finally make use of the ability that has been mocked as a cash grab by GW since the release of the original Extremis Chamber. Each axe will be swinging 5 times per Desolator (not counting different Stormhost buffs). They do 2 damage per pop @ rend 1. The higher to hit value (4+) on both the thunderaxe and the shooting stormblast is the main reason for a few of the stormhost choices and the Templars bow.

5 wounds a piece, 3+ save rerolling 1s as a base save. Sturdy.

Their shooting attack should be at the forefront of your calculations in the current melee activation wars.

They are weak to mortal wounds and battleshock – which is true for most Stormcast tbh.

Longstrike Raptors A very simple unit at the core. Gives the list a bit of long range threat. I’m not opposed to swapping these out for 2xHurricane Raptors instead but you will suffer against some lists (maybe).

Hurricane Raptors doing Sigmar’s good work.

Aetherwings Disrupt, disrupt, disrupt. Two units of these to f*** with fast opponents trying to bait you into deploying aggressively then flipping it on you and taking the first turn. You need Raptors nearby to make use of their fantastic watchful guardians ability.

You could teach a course in how to use these well.

Allies

My current favourite option is to take a Mistweaver (mini-Incantor let’s say) at 100 pts.

Optional Ally – There are other options at 80 points (letting you take 6 Longstrikes instead).

So the choices are the rather amazing Skink Starpriest (-1 to hit  on a unit within 20″ on a 5+ – thanks to arcane lineage) or the rather surprising Excelsior Warpriest a unit that can unbind, comes with another gryph hound (and warning cry) and can do a little healing prayer (or little mini nuke).

You might have better ideas for 100/80 point allied heroes – work away! But take a WIZARD…

 

Honest Goblin

United Kingdom

My Bio:

N.Irish guy living in Stockholm. Returned to hobby with release of AoS.

Gaming style:

Bit of a "Quickie" bit of a "Mover", touch of the "Gambler".

I like being a combo breaker. I favour smaller model count ("elite" by which I mean I paint and play slow) armies with ways to get to and take out unreachable buff sources.

Event Results:

Not so bad, not so bad. High-mid table. Rarely podium unless tournament is small.

More rundowns by Craig Turner