Thursday, July 7, 2016

Random Repaint & Battlefield Roles

First off, let me start by saying "oops". Turns out the decals on the shoulders of your units do more than simply designate units... The offending minis, pictured to the left, have been fixed. I didn't take a picture yet, but now they have moons where the stars were.

Now, that said, how 'bout some more AoS? Today will be my first time fielding a "pure" Stormcast Eternal army. I have been reading up on Stormcast tactics, and the interwebz seem to agree that the Sigmarines are best in an MSU (multiple small unit) configuration. To that end, I starting putting together a new, more swarmy, version of my old list. PPC comp system, of course, as the General's Handbook won't be out for another few weeks.

I won't go into the gory details, just an overview.

After Demitra's thorough whupping administration laid upon the backsides of my Vindicators, I have not only studied the rules and the FAQ, but also some strategy articles discussing formations, model roles on the battlefield, and weapon loadouts. 5 models seems to be the ideal size for most Stormcast units. Their characters are capable of several roles at a time- buffer, fighter, sniper, etc. Because of that, a Stormcast player can get away with bringing less characters than most armies.

Weapon loadouts are another thing. Decimators should all have axes. All of them, all of the time. with their excellent reach and crazy ability to get an attack for every enemy within 2", they should capitalize on crowd control. Leave the scary things to the other paladins.

Judicators are wonderful. They have good range, and their arrows hit pretty hard. The crossbows... Situational at best. I can see them trailing some Protectors as crowd control, but unless they are shooting into an ongoing combat, they are most likely going to get eaten.

Damn you, Liberators! I know you have SOME function!
I'm positive Liberators have uses, but I'm not seeing them. They're not good bait, they don't crank out a ton of damage, and they're not super durable. I wish I could see their appeal. I guess twin hammers and a Prime with a Great hammer might work as a "swap out" or "temporary tarpit" unit, so I'll keep trying with them.

The heroes are mostly pretty good.

I have some severe hesitancy about the Knight-Azyros. Unless you build your army around his Lightning Strike tweak, he will light up an enemy unit for a very brief period before his swift, brutal death.

The Lord Relictor only really seems to shine in the presence of a Dracoth rider or a Star Drake, both of which will leave him in the dust.

Finally, the Lord Castellant. Oh, how I want to like you! Oh, how the FAQ religated you to the blackest depths of my figure case! Now that you make saves, regenerate wounds, then apply damage, you end up in the "Relictor Zone". Cool on paper, in practice, however, meh or worse.

Everyone else in the books have some great abilities. Personally, with my "go get 'em" style of play, a Lord-Celestant on foot handing out +1 to hit the enemies of the God-King (especially when backed up by an Amber Wizard for OMG levels of brutality) is a no-brainer in terms of being my General.

Knight-Heraldors? If you don't see the amazing control potential for these guys... Well, think hard. Yoinking units out of the wrong fight and sending them running toward a new threat is brilliant. Better yet, a Star Drake moving flat out (fly + run), unleashing its breath weapon (it's an ability, not an attack), and then charging? Squeeeee!!!

Any way, my head is a-swirlin' with thoughts, and I have a game tonight, so time to start narrowing down my options into an army list.

Until next time, when I'll have minis to show off!

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