Stormcast Eternals Warrior Chamber Warband Warcry Guide

The Stormcast Eternals are the most famous of Age of Sigmar armies and they could not miss the opportunity to move war to Chaos in Archaon’s stronghold itself.

The Stormcast Eternals are divided in different chambers and some of them have an equivalent Warcry warband.

Continue on here to hear about how the Warrior Chamber Warband plays in Warcry.

What changed in the new edition for the Stormcast Eternals Warrior Chamber warband?

Aside the usual point adjustments and Leader wounds going down, Stormcast Eternals Warrior Chamber is the legacy warband with the least profile changes: the Gryph-hound went down a bit in damage and wounds, while the Boltstorm Crossbow of the Judicators increased to 12″ range.

The Paladin with Starsoul Mace is a good candidate for the non-leader option with the greatest decrease in points: -55!

Three new leader profiles were added, all alternative weapon loadouts for already existing leaders: the Liberator-Prime with Paired Warblades, the Liberator-Prime with Paired Warhammers and the Prosecutor-Prime with Celestial Hammer and Sigmarite Shield.

Regarding the abilities, aside some small rewordings, Wings of Divine Life und Lantern of Abjuration went from a Triple to a Double.

Background and Lore of the Warrior Chamber Warband

The Stormcast Eternals are the mortal heroes taken by Sigmar a moment before their death to create the most powerful weapon he could imagine to fight Chaos: an army of supernatural warriors almost immortal.

Once Azyr doors were reopened, the Stormcast have been sent by Sigmar to retake the territory lost in the Age of Chaos and re-establish civilization in the Mortal Realms.

Stormcasts are composed of different chambers, the Warrior Chamber being the core of the army.

They are organized in different conclaves to perform different duties, but they are often the spearhead of any campaign to retake the land from Chaos.

At the head of the Warrior Chamber you have a Lord Celestant followed by his trusted retinue of Lords and Knights.

The Liberators are the core of the army, an unwavering line of foot soldiers supported by the volleys of the Judicators, formidable ranged units.

But the first to hit the enemy are the winged Prosecutors who fly in battle to engage the most vulnerable targets and use their mobility to support the ground troops.

Finally, the Paladins of the Paladin Conclave are the elite soldiers, each specialized in a specific role with Retributors smashing the most powerful opponents, Protectors creating energy fields with their blades and Decimators cleaving massive hordes.

The best warriors and leaders of each group are called Primes and lead entire unit, or in this case, warbands.

In the Eightpoints, Warrior Chamber warbands will be tasked to eliminate a particular Chaos warlord or to assert dominance in a particular area.

But how do they play on the tabletop?

Werfen wir einen Blick auf ihre Kämpfer und Fähigkeiten.

Stormcast Eternals Warband in Warcry
Warband Image kindly provided by Keyan Sark at https://keyansark.blogspot.com/

Fighters in the Warrior Chamber Warband

Hinweis: Wenn du die Grundregeln von Warcry noch nicht gelesen hast, bevor du diesen Artikel liest, ist es vielleicht hilfreich zu wissen, dass die Fähigkeiten des Spiels durch 6 Würfel aktiviert werden, die du zu Beginn deines Zuges wirfst.

Zeigen zwei der Würfel den gleichen Wert, können sie zur Aktivierung einer Doppelfähigkeit verwendet werden. Zeigen drei Würfel den gleichen Wert, können sie für eine Dreifach-Fähigkeit verwendet werden, usw.

Wenn also in diesem Artikel von einer Fähigkeit als Double, Triple oder Quad die Rede ist, bezieht sich das auf dieses System. Es mag ein wenig verwirrend klingen, aber man gewöhnt sich schnell daran, wenn man anfängt zu spielen

The Stormcast Warriors warband is made of 41 different options, one of the highest in the game, coming from several boxes and blisters.

19 leader options will give you quite the headache to decide which to choose.

Recent model of Lord-Celestant

Lord-Celestant: 215 points

With so many leaders available the main difference is not made by their weapon profile but by their special ability.

The Lord-Celestant’s Double, Sturmmagie des Kriegsmantels, allows to pick an enemy within 6″, roll 2 dice and do 1 damage for each 4-5, or up to 6 for each 6. Not remarkable.

In melee his 5 Attacks for damage 2/5 are more interesting, considering also Toughness 5 and 30 Wounds.

Lord-Castellant: 195 points

The Lord-Castellant comes with only 2 Attacks but at 2″ range and for 3/6 damage.

His special ability however is much more interesting. For a Triple he can reduce by 1 the damage taken by all friendly fighters within 6″. The downside is that being a low-count model warband not many fighters will be within 6″.

Lord-Veritant: 180 points

The Lord-Veritant is a cheaper Lord-Celestant with 2 Attacks less (3) and a different ability that allows to reduce by 1 the value of abilities used within 9″.

Note that you cannot reduce it lower than 1. In certain situations you can really ruin someone plans (when a 5 becomes a 4 on those abilities that round up), however not all abilities use a value.

The Warrior Chamber itself would lose 1″ Movement or potentially 1 point of damage in certain situations.

Probably better left home.

Lord-Relictor: 180 points

The Lord-Relictor is the one of the few miniatures of the warband that cannot be bought individually, found only in the old Starter Set now a Start Collecting! box.

In melee he is just average (3 Attacks at Strength 4 for 2/4 damage) so we need to look at his special ability.

For a Triple he can shoot a Lightning Storm to an enemy within 12″, roll up to 6 dice and for every 2+ allocate 1 damage.

It can be useful to pick an injured enemy out of reach but if you have ranged units available they are a better alternative and you risk to do more damage.

Knight-Heraldor: 185 points

The Knight-Heraldor has a similar attack to the Lord-Relictor but one Attack more (4).

His Triple, Kriegshorn Donnerschlag, is extremely particular. While has all cards to be a powerful ability by allowing to inflict 3 damage on a 4+ to each enemy fighter within 6″ of a central fighter chosen, that specific fighters has to be on a platform…

On a platform! Not all Warcry scenarios will have platforms (elevated portion of a scenery) so it can happen that this ability is not only useless but also unusable, for example in the Catacombs levels…

Knight-Questor: 190 points

The Knight-Questor hits similar to a Lord-Celestant (4 Attacks at Strength 4 for 2/5 damage) but ups the Toughness to 6 (and can bring it to 7 with Entschlossener Verteidiger!!) maintaining high Wounds (28).

However, his ability, shared with the Prosecutors and Liberators with Shield, is unimpressive. The idea behind Sigmarite Shield Bash is that the fighter would rush towards an enemy and bash him with the shield. Most of these abilities usually allocate as much damage as the ability’s value as long as you end your move engaged to an enemy. In this case you also need to roll a 3+ to ensure that works.

He is a valid fighter but between Toughness 5 and 6 you will not notice much difference.

Knight-Vexillor: 175 points

The last of Lords and Knights is the Vexillor, with a weapon profile identical to the Lord-Relictor.

His ability allows to increase up to 6″ the Movement of all friendly fighters starting their activation within 12″ of him.

This bubble is huge, especially in a Warcry game, however there are three things to consider: it costs a Quad and needs to be high value to be worth; the friendly fighter gets the bonus only if he starts in the bubble and loses it as soon as he leaves the bubble; all Stormcast Warriors can perform a bonus move if they have a friendly injured fighter within 6″ for a Double.

In an army full of Paladins with only 3″ Movement it can be quite important, but you are quite unlikely to have a Quad on the first round when is most needed and you have better option if you opt for other faster fighters like the Prosecutors.

New Prosecutors with Javelin and shield

Staatsanwälte

  • Prosecutor Prime with Stormcall Javelin and Sigmarite Shield: 275 points
  • Prosecutor with Stormcall Javelin and Sigmarite Shield: 215 points
  • Prosecutor with Stormsurge Trident and Sigmarite Shield: 235 points
  • Prosecutor Prime with Paired Celestial Hammers: 280 points
  • Prosecutor with Paired Celestial Hammers: 220 points
  • Prosecutor Prime with Celestial Hammer and Sigmarite Shield: 255 points
  • Prosecutor with Celestial Hammer and Sigmarite Shield: 200 points
  • Prosecutor with Grandaxe: 230 points
  • Prosecutor with Grandblade: 250 points
  • Prosecutor with Grandhammer: 240 points

The Prosecutors are the flying light cavalry of the Stormcast.

They come in different weapon options and 3 leaders.

They can be divided in 3 groups: Prosecutors with Javelins, Prosecutors with Hammers and Prosecutor with special weapons.

All Prosecutors share the special ability Wings of Divine Life that for a Double allows them to move up to 6” more depending on the ability’s value.

This ability will be extremely situational considering all Prosecutors already have a flying movement of 10″ providing them good mobility and also that for a Double, if close-by an injured friendly model, they can use Furious Avengers for a bonus move (10” free movement!). That is a LOT of movement on such a small board.

All Primes, as all leaders, can use Entschlossener Verteidiger that for a Triple gives +1 Toughness to every friendly model within 6” of them bringing the warband to a value of 6 (or 7 for the fighters with shields) making them extremely resilient even against the toughest enemies.

That said, toughness 6 is already quite a lot so bringing it to 7 will not do that much more.

The Prosecutors with Javelin or Trident (plus the one with Warhammer and Shield) can also do damage on charge (for a Double using Sigmarite Shield Bash explained in the Knight-Questor above).

The 2″ range weapons (Javelin or Trident) can be summarized this way:

  • Die Sturmschrei-Speer und Sigmarit-Schild kann 2 Angriffe aus der Ferne (3-8") oder 3 aus der Nähe (2") mit Stärke 4 ausführen und trifft ziemlich hart (5 Schaden bei einem kritischen Treffer).
  • Die Stürmischer Dreizack und Sigmarit Schild erhöht den Schaden bei normalen Treffern um 1 (3/5).
  • Ihre Leader-Version, die Prosecutor Prime mit Stormcall Javelin und Sigmarite Shield adds 1 Attack (for a total of 4).

On the other hand, the 1″ weapon profile coming from the Hammers can be summarized this way:

  • Die Celestial Hammer and Sigmarite Shield also has 2 ranges: 2 attacks at 3-8” or 3 at 1” for a consistent damage of 2/4.
  • Die Gepaarte himmlische Hämmer adds 1 attack to both profiles but drops Toughness to 5.
  • Ihre Leader-Versionen, die Ankläger Prime mit gepaarten himmlischen Hämmern und die Ankläger Prime mit himmlischem Hammer und Sigmarit-Schild beide fügen im Nahkampf 1 Angriff hinzu und gehen auf 5 bzw. 4.

Finally, the specialized weapons have only one type of attack:

  • Die Grandaxe has 3 Attacks at Strength 4 for 3-6 damage
  • Die Grandblade is more balanced with 4 Attacks at Strength 4 for 3-5 damage
  • And the Großhammer 3 Attacks at Strength 5 for 3-5 damage.

The choice really depends on personal preference but they compete for a place with the Paladins, guaranteeing more mobility, similar damage output but no interesting ability and a much higher price.

Decimators with Prime on the forefront right and Starsoul Mace in the middle

Paladins

  • Decimator-Prime: 190 points
  • Decimator: 135 points
  • Paladin with Starsoul Mace: 165 points
  • Protector-Prime: 195 points
  • Protector: 140 points
  • Retributor-Prime: 190 points
  • Retributor: 130 points

The Paladins are the elite fighters of the Warrior chamber and come in different shapes and forms.

The three main categories are Dezimierer, Beschützer und Einzahler and in standard units (in Age of Sigmar) one model every 5 can be armed with a Starsoul Mace.

Protectors with Prime in the middle and Starsoul Mace in the top right

All Paladins verwenden können Welterschütternder Schlag for a Quad: a bonus attack action with up to 3 damage to every hit.

For example, a Paladin with Starsoul Mace would become 7-11 damage for each one of his 3 attacks: even an Ogor Breacher would tremble in front of this mayhem!

All Paladins have toughness 6 and 20 wounds (the Primes have 25) making them hard to knock down, on the downside however they move only 3” being the slowest fighters in this warband.

They also enjoy the Entschlossener Verteidiger ability bumping up to toughness 7 a warband made of just Paladins! Primes also have 1 attack more than their normal counterpart.

Dezimierer sind der ausgewogenere der Paladine mit 3 Angriffen auf 2" Reichweite für 3/6 Schaden.

Beschützer genießen die größte Reichweite (3"), aber sie verlieren 1 Schaden bei einem kritischen Treffer (5).

Einzahler sind die billigsten, haben nur 1" Reichweite, aber mehr Stärke (5) und den gleichen Ausgangsschaden wie ein Beschützer (3/5).

Schließlich ist die Paladin mit Sternenseelen-Streitkolben hat 3 Angriffe bei Stärke 5 für 8 Schaden bei einem kritischen Treffer!

Retributors with Prime on the forefront right and Starsoul Mace in the top right

These units are slow, bulky and they hit hard. They will shred off any minion courageous enough to get near them and are best suited to engage the strongest opponents.

Avoid chase runs as that’s not their scope but keep them on an objective to see anything getting too close being wiped away. They compete with Prosecutors for the elite place in the warband, and while they are much slower, they are also much cheaper.

Judicators with Skybolt Bow, Prime in the forefront

Richter

  • Judicator Prime with Skybolt Bow: 235 points
  • Judicator with Skybolt Bow: 200 points
  • Judicator with Shockbolt Bow: 235 points
  • Judicator Prime with Boltstorm Crossbow: 230 points
  • Judicator with Boltstorm Crossbow: 195 points
  • Judicator with Thunderbolt Crossbow: 240 points

The Judicators are the ranged fighters of this warband with 2 main weapon options, each reflected with a Prime.

None of them have a special ability.

The Skybolt Bows sind die längste Fernkampfwaffe mit bis zu 20" Reichweite für 2/4 Schaden bei Stärke 4.

The Shockbolt Bow ist etwas teurer, fügt aber 1 Stärke (5) und 2 Schaden bei kritischen Treffern (2/6) hinzu.

In melee they don’t shy away with 3 attacks at Strength 4 for 4 damage on a critical. The Prime mit Skybolt-Bogen has one more attack in melee than the equivalent version.

Judicator-Prime with Boltstorm Crossbow

The Boltstorm Crossbow hat eine geringere Reichweite (max. 12"), aber mehr Angriffe (4 statt 3), dieselbe Stärke (4) und denselben Schadensausstoß wie die Bögen (2/4).

Their melee attacks are also the same.

Judicator with Thunderbolt Crossbow

The Thunderbolt Crossbow hat eine andere Reichweite mit einem Minimum von 6" (statt 3"), aber einem Maximum von 15" für 5 Angriffe mit derselben Stärke und demselben Schaden wie die anderen Armbrüste.

He is the most expensive of the Judicators, so ensure to keep him in the rear to maximise his 5 attacks.

Die Prime with Boltstorm Crossbow has one more attack in melee than the equivalent version.

Overall the Judicators are really valid ranged units. You will struggle to fit them in as the low number of model counts means that sometimes you may not be able to afford to keep one unit too far from the melee.

But to hold objectives they are perfect, able to strike any enemy well before they get too close and with toughness 5 and 20 wounds (25 for the prime) they can survive long enough for reinforcements to arrive.

The primes however are probably not the best option for a Leader since you will rarely be in the thickest of the melee to use the Entschlossener Verteidiger ability and don’t offer any other ability.

New Liberators kit with Warhammer and Shield and 1 in 5 Grandhammer

Befreier

  • Liberator Prime with Warhammer and Sigmarite Shield: 170 points
  • Liberator with Warhammer and Sigmarite Shield: 120 points
  • Liberator Prime with Paired Warhammers: 190 points
  • Liberator with Paired Warhammers: 135 points
  • Liberator with Grandhammer: 155 points
  • Liberator Prime with Warblade and Sigmarite Shield: 180 points
  • Liberator with Warblade and Sigmarite Shield: 130 points
  • Liberator Prime with Paired Warblades: 190 points
  • Liberator with Paired Warblades: 140 points
  • Liberator with Grandblade: 160 points

Finally, the ground troops, the core of the warband. They are the cheapest but not by far, still swinging between Toughness 5 and 6 (for those with shield), 20 wounds (25 for the Primes) and Movement 4”.

They have 2 weapon options each guided by a Prime, each weapon option can be carried in pairs or with a shield and each has also a special weapon available.

The models armed with shields increase their Toughness but also get access to the Sigmarite Shield Bash for a chance of free damage after the first movement (for a Double), while all Liberators have access to extra Attack and Strength if the target model has a Wound characteristic of 15 of more (Lay Low the Tyrants for a Double).

Die Warhammer has Strength 5 and hits for decent damage (2/4) at range 1”. The number of attacks goes up to 3 if the fighter is the Prime with Warhammer and Shield or the Liberator with Paired Warhammers, while the Prime mit gepaarten Kriegshämmern erhöht sich auf 4 Angriffe.

While they seem to not be hard hitters, thrown against the biggest opponents with a Double we are getting 3 or 4 attacks at Strength 6 each activation.

Liberator with Grandblade and Liberator with Warblade and Shield

The grandhammer adds an extra damage to both normal and critical hit (3/5).

The other weapon option is the Warblade that loses 1 Strength (4) to increase the number of attacks, starting from 3 and going to 4 with the Gepaarte Warblades or the Prime with Warblade and Shield and to 5 for the Prime mit gepaarten Warblades.

The grandblade wirkt wie ein Paar Warblades mit erhöhtem Schaden (3/5 für 4 Angriffe bei Stärke 4).

With so many options it can be difficult to choose, but the pair of weapons are some of the cheapest model of the army and they have plenty of attacks and decent damage.

You lose 1 Toughness, but you can compensate with other fighters in the army that are also bigger hitters.

Gryph-Hound: 115 points

The cheapest unit available in this warband is the Gryph-Hound. They have good attacks (4 Attacks at Strength 4 for 1/4 damage), a great movement of 6” and the Darting Attack Fähigkeit.

For a Triple they can do a bonus attack and then a bonus disengage move getting in a better position around an objective or forcing the opponent to follow them and waste one of their activations.

In defence they don’t excel with Toughness 4 and only 12 wounds, and comparing with the rest of the warband they are quite fragile.

The Gryph-hounds are an interesting option in Warcry in particular for their cost and to compensate slower warbands with few elite members, but remember that being Beasts they are limited in what they can perform (grab treasures, open doors, etc.).

Steelheart’s Champions (450 points)

  • Severin Steelheart: 190 points
  • Obryn the Bold: 135 points
  • Angharad Brightshield: 125 points

Steelheart’s Champions sind eine Stormcast Eternals Warrior Chamber Bladeborn warband from Warhammer Underworlds Season 1.

  • Heroic Guard (Double, all Steelheart’s Champions): subtract 1 from damage received by every hit and critical hit.

Während Severin is technically a Liberator-Prime, his lack of shield put him at Toughness 5, that is still good in Warcry. On the other side his weapon profile is a bit better than a Liberator with 4 attacks at Strength 4 for 2/5 damage.

All Steelheart’s Champions are Liberators and as such have access to Den Tyrannen niederschlagen for some extra buff when fighting tough opponents. Angharad has also a shield that allows him to damage after moving next to an enemy (Sigmarite Shield-Bash). For the rest she has an identical profile to a Liberator with Warhammer and Sigmarite Shield.

Obryn on the other side has the same profile of a Liberator with Grandhammer, a fighter specialised in high damage output (Strength 5 for 3/5 damage).

Both Liberators are slightly more expensive than their basic version but all fighters in the warband have access to Heroic Guard that allows them to reduce the damage taken for a round by 1. Considering the high wounds it helps a bit to mitigate the critical damage that is one of the weak spots of high Toughness fighters.

Fähigkeiten für die Kriegskammer-Kriegerbande

  • Furious Avengers (Double, Everyone): Dieser Kämpfer kann eine Bonusbewegung ausführen, wenn mindestens ein anderer befreundeter Kämpfer innerhalb von 6" verwundet ist.
  • Legt die Tyrannen nieder (Doppelgänger, alle Befreier): Füge +1 zu Angriff und Stärke im Nahkampf hinzu, wenn das Ziel 15 oder mehr Wunden hat.
  • Sigmaritischer Schildschlag (Double, Ritter-Questor, Ankläger und Befreier mit Schilden): Die Chance, am Ende einer Bewegungsaktion bis zu 6 Schaden an einem angegriffenen Gegner zu verursachen.
  • Warcloaks Sturmzauber (Doppeltes, Lord-Celestant): Die Chance, einem Gegner innerhalb von 6″ bis zu 12 Schaden zuzufügen.
  • Laterne der Abschwörung (Double, Lord-Veritant): Reduziere den Wert von Fähigkeiten, die innerhalb von 9″ um diesen Kämpfer eingesetzt werden, um 1.
  • Standhafter Verteidiger (Double, alle Anführer): Bis zum Ende der Kampfrunde addiere 1 zur Zähigkeit aller befreundeten Kämpfer innerhalb von 6" um den Anführer.
  • Flügel des göttlichen Lebens (Double, alle Ankläger): Addiere 3″ zur nächsten Bewegungsaktion.
  • Pfeilangriff (Dreifach, Greifenhunde): Führe einen Bonus-Angriff und dann einen Bonus-Rückzug durch.
  • Schlachthorn-Donnerschlag (Dreifach, Ritter-Heraldor): Wähle einen Feind auf einer Plattform innerhalb von 12″ und wirf einen Würfel für ihn und jeden anderen feindlichen Kämpfer innerhalb von 6″ von ihm. Bei einer 4+ verursachst du 3 Schaden.
  • Schutzlaterne (Dreifach, Lord-Castellant): Reduziere den Schaden, der befreundeten Kämpfern innerhalb von 6″ um diesen Kämpfer zugefügt wird, um 1.
  • Blitzgewitter (Dreifach, Lord-Relictor): Eine gute Chance, einem Kämpfer innerhalb von 12″ bis zu 6 Schaden zuzufügen.
  • Erderschütternder Schlag (Quad, alle Paladine): Führe eine Bonus-Angriffsaktion durch, die den Schaden für Treffer und kritische Treffer um bis zu +3 erhöht.
  • Sturmwinde (Quad, Ritter-Vexillor): Addiere bis zu +6″ zur Bewegung von befreundeten Kämpfern innerhalb von 12″.

Reaktion auf die Stormcast Eternals Warrior Chamber Warband

Eingeführt in der neuen Staffel von Warcry, Reaktionen sind Dinge, die unter bestimmten Umständen getan werden können, aber immer während des gegnerischen Zuges. Sie kosten eine Aktion, so dass sie nur von Kämpfern eingesetzt werden können, die noch nicht aktiviert wurden oder noch warten. Es gibt 3 universelle Reaktionen und eine spezifische für jeden Kriegsverband:

Donnernder Aufbruch (alle außer Greifenhund)

  • Wenn: Während einer gegnerischen Nahkampfangriffsaktion, die diesen Kämpfer zu Fall bringt.
  • Was: D6 Schaden für den angreifenden Kämpfer.

Kampfeigenschaft für alle Stormcast Eternals Warbands

Sprossen des Sturms: Nach dem Aufmarsch wählst du einen Kämpfer (wenn er sich auf dem Schlachtfeld befindet, entferne ihn) und kannst ihn ab der zweiten Kampfrunde an einem beliebigen Ort auf dem Schlachtfeld aufstellen, der mehr als 5″ von einem Gegner und 3″ von einem Ziel entfernt ist.


Strategy and Tactics for the Stormcast Eternals Warrior Chamber Warband

This warband is extremely powerful and versatile. You will have many options from objective holders, to fast moving units able to reach from one corner to the other of the battlefield in a turn, to ranged units able to shred to pieces the smallest fighters.

All this power comes to the downside of the high cost of the models that would force you to field only few models in a 1000 points game.

High Toughness and high wounds do not make you invulnerable to critical hits so avoid being surrounded because even the lowliest of skeletons can tear down one of your Prosecutors if left alone. And if they do, remember the warband reaction that allows you to do D6 damage to your melee attacker when you are taken down.

Low count of models means also that will it be more difficult to hold multiple objectives at the same time or that your opponent can concentrate all their firepower against a single one of your fighters.

It also means you will start isolated most of the time and units like the Paladins may struggle to get to the core of the fight if they start far away.

Positioning will be crucial in this army and will make the difference between winning and losing.

Prosecutors allow you to get far and get first to objectives, hunt down more vulnerable foes or ping down a fast opponent until the reinforcements arrive.

You also have bigger bases (40mm) allowing you to engage multiple enemies at once, forcing multiple disengages.

Liberators are probably better suited without shields as you can save some points, but chances are you will have anyway 40-50 points spare so does not really matter (a big issue when building your warband).

Gryph-Hounds can alleviate a bit this problem and add numbers for a decent melee fighter with a good ability that allows to attack and avoid immediate retaliation if necessary.

Your biggest hitters are most likely the Paladins so you may want to keep one of them in the roster.

In general, whichever box you buy you will have a range of choices, so if you want to have a fully winged warband Prosecutors or one with just Liberators, you can.

The Judicators will struggle in melee, so they are better suited as support units, and Paladins are slow and expensive so better keep them as support as well.

The most interesting leaders are the Lord-Castellant and the Knight-Vexillor for their abilities or the Knight-Questor or Lord-Celestant to avoid taking a Paladin.

Don’t forget if you are surrounded you can use Entschlossener Verteidiger to increase your Toughness by 1 around your leader and if you need to, you can get extra bonus moves as long as you are in range of a wounded character and have a spare Double.

In summary this warband is extremely fun, will give you lots of options but will require tactical positioning and good strategy.

Vor- und Nachteile der Kriegskammer-Kriegerbande

Vorteile:

+ Hohe Zähigkeit
+ Angemessene Mobilität
+ Hohe Wunden
+ Gute Option für den Fernkampf
+ Extreme Vielseitigkeit

Nachteile:

- Wirklich niedrige Anzahl von Modellen
- In bestimmten Situationen schwer zu handhaben

Some thematic warbands for the Warrior Chamber

Nur zum Spaß stellen wir hier ein paar thematische Warbands vor, die mehr für den Spaß oder den erzählerischen Kontext als für das kompetitive Spiel gedacht sind. Beachtet, dass ihr im narrativen Spiel eine Quest abschließen müsst, die es euch erlaubt, einen Helden zu rekrutieren, bevor ihr ihn zu eurem Dienstplan hinzufügen könnt.

Thunderstrike Brotherhood: Lord-Relictor, 2 Prosecutors with Paired Celestial Hammers, 3 Liberators with Warhammer and Shield. All available from the Start Collecting! box.

Stormhost: Lord-Castellant, Gryph-Hound, Liberator with Grandhammer, Liberator with Warhammer and Shield, Prosecutor with Paired Celestial Hammers and Judicator with Boltstorm Crossbow.

How to buy a Stormcast Eternals Warrior Chamber Warband

The Start Collecting Stormcast Thunderstrike Brotherhood allows you for 50£ to start collecting a decent size army.

The downside is that this box comes from the original Starter Set of Age of Sigmar and therefore all units are mono-pose and without change of weapons.

You will then receive 2 Liberator Prime with Warhammer and Shield, another 8 Liberators with the same weapon choice, 3 Retributors and 3 Prosecutors with Paired Celestial Hammers. This is also the only way to find a Lord-Relictor outside of second-hand market.

If you want more weapon options and more customization then we need to discuss the individual boxes, although some of the new ones don’t have all options available in the old kits.

Die neue Prosecutor box (£37) contains 3 models but, aside from the Prime, all other options different from the Javelin are gone.

Similarly the new Befreier, now in a box of 10 for £37, have only the Warhammer and Shield or paired Warhammers with 2 options for Grandhammers and 2 for Primes.

The Gryph-hounds are £20 for 6 models.

Alle Paladins und Richter have been retired, together with the Lord-Castellant, Lord-Veritant, Ritter-Heraldor and one kit for the Ritter-Vexillor. The remaining Vexillor is present only in the Stormcast Eternals Spearhead box with Yndrasta.

Of the remaining individual blisters, the Lord-Celestant is £28 while the Knight-Questor (£20) is usually available also as a promo figure with alternative sculpts or can be easily made from the Questors Soulsworn Warcry warband.

Considering most miniatures are now available on the second-hand market, collecting all miniatures of this warband may be difficult or expensive. Alternatively, almost all profiles are available in the Stormcast Eternals Thunderstrike warband.

Tips on painting a Stormcast Eternals Warrior Chamber Warband for Warcry

Do you have some sweet looking Stormcast Eternals painted up?

Ich würde sie sehr gerne hier auf dieser Seite zeigen.

Alles, was Sie tun müssen, ist, mir einige Dateien zu schicken. Mehr darüber, wie man das macht, können Sie hier lesen.

Warrior Chambers are just an auxiliary chamber of the Stormcast Eternals and they can be painted using the many stormhost colour schemes available or you can invent even your own.

The most classic way to see them painted is the Hammers of Sigmar colour in gold and blue, for which Warhammer TV has good tutorials.

If you are new to painting, picking up the Stormcast is not a bad option.

Because of all the armour, they are really easy to paint (if you are looking for easy to paint models, check out our guide on what those look like)

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