It’s a list based around speed and destruction! If you want a Stormcast list that hits hard and fast but not a boring Gav bomb then something like this is much more fun to use!
Re-roll 1’s to hit on the charge from the stormhost
Scions of the storm allows one in two units to deepstrike
Artefacts, Command Traits & Abilities
Command Ability – +1 attack in combat to a unit (can’t be stacked but can be used on diferent units) stormhost ability
Command Trait – on a hit roll of 6, add 1 to the damage (stormhost Trait)
Mount Trait- add an extra dice to the ‘ride the winds’ ability allowing you to move 7d6! Can be the difference between win or lose.
Artefact- Choose to use it or not, +2 attacks but -1 save. Can be really destructive (tend to only activate it if supporting an attack or about to die)
Lord-Arcanum– general buffer but can hold his own in combat. Healing possibly 10 wounds a game can be big when used with the healing spell. Very fast.
Heraldors – the unsung heroes of this list, they are key to moving quickly around the board and retreating and charging to give you your re-roll 1’s to hit from the stormhost
Castellant – +1 save on a unit, normally one that is re-rolling saves. Gets Gary (Gryph hound) for free. Two great objective holders
Sequitors – your all round unit. Normally focus on re-rolling saves in combat as you re-roll 1’s on the charge. Can pump out a surprising amount of damage, especially vs demons.
Evocators– point at and delete pretty much most units.
Don’t need one when taking a stormhost imo
Magic, Endless & Realm Spells
Cogs- Can make your army move across the board fast or if close enough re-roll saves and cast twice (3+ re-rolling saves on evocators anyone?)
Azyrite Halo- good to bounce MWs at people (more suited vs lots of attacks rather than high damage)
Celestial Blades – can be cast on any unit which makes it more flexible than empower and greater range. +1 to wound in stormcast is strong.
Utilise the speed in the list, you catch most people out with just how fast it can be.
e.g. Evocators move 5 + 2 (cogs) + 6 (run and charge) = 13. Then +2 to charge. With most missions now 18 inches apart you’ll be in combat first turn with anything in your list.
Heraldors will allow for your slower units to keep up with the fast ones, and their MW output is great throughout the game
Really play to the palladors strengths, they will go through a 10 model unit a turn (normally go for screens or objective holders). 5 wounds each makes them very tough to chew through and can be used to screen your own units with.
Overall with 133 wounds and a high save you won’t get tabled by most armies, and the damage output is very high.
Struggles against: Summoning Armies, shooting lists
Good Against: Hordes, Elites