THIS IS A WORK IN PROGRESS AND WILL BE CONTINUED
Strike me down, and I shall become more powerful than you could possible imagine
I designed this list to be the tankiest in the game. It’s also made to control the board and the way the game is played.
We can do this by several ways. I will talk about some of them below!
By making use Hammer of Sigmar 9″ ability! It gives us a Ward save from the general! On a 6+ within 9″ we will get a little mortal wound durability. Try to make us of Mystical terrain at the same time! For a double mortal wound save.
The Lord Arcanum General has it’s own ability that reduces a wound a unit takes each round. This is not bad, remember it! It’s not even wholly within, only within 18″.
Big blocks of Sequitors! 40 wounds with a 3+ (+1 on the save roll with the Castellant) REROLL ALL saves (their own ability, which gives you the possibility to reroll all saves or all hits) it’s nigh impossible to kill em. They survive even the most killy melee units like the Idoneth Deepkin Morrsarr Guard Charges
Stormcasts own ability, which gives -1 to hit on a unit that comes down from the sky is very useful on a 4+ save Block of Sequitors. It will be very hard to remove. Especially if you make use of the General Ward save mentioned above.
15 Evocators doing 15 mortals wound every combat phase will be the biggest chunk of damage your army has. Keep them safe.. Use their own spell picked from the book.
(Speed of Lightning has a casting value of 5. If successfully cast, pick a friendly STORMCAST ETERNAL unit wholly within 9″ of the caster that is visible to them. You can re-roll charge rolls for that unit until your next hero phase.)
to reroll charges and kill whatever you want to kill. Especially useful with:
Relictor with the 3+ teleport spell. Is your enemy too far away? Just teleport a block of 20 seqs or 15 evos and kill it dead. Even if you fail the charge with it’s own rerolls it’s no worries. You can take em next round or let them come to you. Nothing kills 15 evos (45wounds).
Lord Arcanum on Gryph Charges may also use it’s ability to ride the winds! Very useful when you need to get that objective 24″ away.
The last battleline, Judicators with Crossbows can come in handy when facing Death or some other pesky heroes. They will drop all small heroes dead. Come down 9″ away and shoot em dead with your 12″ crossbows.
LAST BUT NOT LEAST! +1 Bravery will keep your Sequitors from running away, even in the most dire situations. And if they by some chance die all 20 of them. You got your 33% chance to get the ENTIRE UNIT back with Hammers of Sigmar command ability.
It is a game-changer every time you do it and it’s Jedi Mind Trick you can play on your opponent, making them not want to kill your entire units.
Artefacts, Command Traits & Abilities
Since we chose Hammers of Sigmars for it’s survival abilties, we also have to use the chambers weapons and abilities.
The command trait is very useful on your General which i mentioned above. Gives your blocks an extra ward save.
A HAMMERS OF SIGMAR general must have this
Roll a dice each time you allocate a wound or mortal
wound to a friendly HAMMERS OF SIGMAR unit
wholly within 9″ of this general. On a 6+, that wound
or mortal wound is negated.
ARTEFACT OF POWER:
Pick one of the bearer’s melee weapons. If the
unmodifed hit roll for an attack made with the Godforged Blade is 6, add 1 to the Damage characteristic of that attack. Give this to the Relictor! So you have two possible heroes that can take objective on the mission Artifacts of Power. He is also very good at teleporting away if you suspect that your opponent has a Hidden Agenda which wants to kill your hero with a an Artifact.
Castellant – Excellent unit that comes with a free Gryph Hound!
The Gryph hound is fast and may steal objectives or make your opponents life difficult! Make use of it’s attack&flee ability to WALK 9″ – CHARGE 12″ – PILE IN 3″ – RETREAT 6″. You can in theory go 30″ with this god-boi in a turn.
The Castellant his own self gives one of your blocks or Arcanum a +1 on it’s save. Which is very useful, especieally since we get to reroll all sequitor saves.
His own spell that gives -1 to hit and D3 mortals on an enemy within 12″ is super useful. You can combo this with the Relocate Prayer. Teleport a unit WHOLLY within 9″ on a 3+.
Magic, Endless & Realm Spells
YOU CAN ALSO GO FOR 5x Sequitors and throw in a Geminids endless spells instead for more defense!
If you do, hero sniping will be gone and you might have a hard time against Death & Destruction armies. But having -1 hit/attacks is very useful against most armies.
Almost all your tactics are within the hero Phase and it all depends on what scenario it is. Is it a scenario in which you want to go first? With the low drop amount with this list, chances are that you may get to decide.
What are you facing? Idoneth Charge list? Tzeentch disc-riders or be-still-my-heart a Gavriel list? Fear not! You have the control! Think carefully when you are placing your army. Which units do you want in the sky and which units do you want to buff on the ground?
If you are facing a TURN1 Charge list, make sure to bubblewrap and make use of the 9″ Ward Save. You may even want to go first to give your bubblewrap that +1 save.
This list is so damn tanky that your opponent might not even bother to charge you. Since your Evocators counter charge will kill more of them then they do you. BEST CASE scenario for your Turn-1-Charge opponent is that your Sequitors die. In which case, you got a 1/3 to get them back again. As I mentioned earlier, these are mind tricks and very hard to counter.