The Stormcast Eternals have two different warbands in Warcry.
Continue on here to hear about how the Warrior Chamber Warband plays in warcry
This short introduction and guide takes you through the fighters of the Warriro Chamber warband, their abilities, and a few tips on strategy and painting the models.
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Background and Lore of the Warrior Chamber Warband
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.
But how do they play on the tabletop? Let’s take a look at their fighters and abilities.
Fighters in the Warrior Chamber Warband
The Stormcast Warriors warband is made of 30 different options, one of the highest in the game, all coming from 4 boxes. 9 leader options will give you quite the headache to decide which to choose.
- Prosecutor Prime with Javelin and Shield: 300 points
- Prosecutor with Javelin and Shield: 250 points
- Prosecutor with Trident and Shield: 260 points
- Prosecutor Prime with pair of Celestial Hammers: 280 points
- Prosecutor with pair of Celestial Hammers: 230 points
- Prosecutor with Celestial Hammer and Shield: 245 points
- Prosecutor with Grandaxe: 225 points
- Prosecutor with Grandblade: 230 points
- Prosecutor with Grandhammer: 230 points
All Prosecutors share the special ability Wings of Divine Life that for a Triple allows them to move up to 6” more depending on the ability 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.
Both Primes can use Staunch Defender 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 necessarily 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 they can do damage just moving close to an enemy). Their weapons can do 2 attacks at distance (3-8”) or 3 close-by (2”) with strength 4 and can hit pretty hard (5 damage on a critical hit).
The Trident version for 10 points more adds 1 to the damage on normal hit (3-5 instead of the 2-5 of the Javelin) while the Prime for 40 points more (50 more of the simple Javelin) adds 1 attack at range 2” (for a total of 4). With toughness 6 and 20 wounds (30 the Prime) these are between the hardest warrior to knock down in game (but are quite expensive).
The Prosecutors with Celestial Hammers also have 2 ranges: 3 attacks at 3-8” or 4 at 1” for a consistent damage of 2-4. The Prime adds an extra attack at short range (5 instead of 4), while the version with Hammer and Shield loses 1 attack for both ranges but gains the Bulwark keyword, allowing him to use Sigmarite Shield Bash, and +1 Toughness, the other 2 versions being “only” at Toughness 5.
Finally, the specialized weapons have only one type of attack:
- The Grandaxe has 3 attacks at strength 4 for 3-6 damage
- The Grandblade is more balanced with 4 attacks at strength 4 for 3-5 damage
- And the Grandhammer 3 attacks at strength 5 for 3-5 damage.
The choice really depends on personal preference but at 225-230 points they compete for a place with the Paladins, guaranteeing more mobility, similar damage output but no extra ability.
- Decimator Prime: 255 points
- Decimator with Thunderaxe: 195 points
- Paladin with Starsoul Mace: 225 points
- Protector Prime: 250 points
- Protector with Stormstrike Glaive: 190 points
- Retributor Prime: 255 points
- Retributor with Lightning Hammer: 195 points
All Paladins can use Earth-shattering Blow for a Quad: a bonus attack action with up to 3 damage for 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 30) 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 Staunch Defender bumping up to toughness 7 a warband made of just Paladins! Primes also have 1 attack more than their normal counterpart.
Decimators are the more balanced of the paladins with 3 attacks at 2” range for 3-6 damage. They are also slightly more expensive.
Protectors enjoy the longest range (3”) but they lose 1 damage on critical (5).
Retributors are the cheapest, have only 1” range but more strength (5) and the same output damage of a Protector (3-5).
Finally, the Paladin with Starsoul Mace has 3 attacks at strength 5 for 8 damage on a critical!
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.
- Judicator Prime with Skybolt Bow: 235 points
- Judicator with Skybolt Bow: 185 points
- Judicator with Shockbolt Bow: 205 points
- Judicator Prime with Boltstorm Crossbow: 240 points
- Judicator with Boltstorm Crossbow: 190 points
- Judicator with Thunderbolt Crossbow: 200 points
The Skybolt Bows are the longest ranged weapon up to 20” range for 2-4 damage at strength 4.
The Shockbolt Bow is slightly more expensive but adds 1 strength (5) and 2 damage on critical (2-6).
In melee they don’t shy away with 3 attacks at strength 4 for 4 damage on a critical. The Prime has one more attack in melee than the other version.
The Boltstorm Crossbow has shorter range (max 10”) but more attacks (4 instead of 3), same strength (4) and same damage output as the bows (2-4).
Their melee attacks are also the same. The Thunderbolt Crossbow has a different range with a minimum of 6” (instead of 3”) but a maximum of 15” for 5 attacks with same strength and damage as the other crossbows. For 10 points more he is a really valid alternative but ensure he stays at distance to use at the maximum his 5 attacks.
Overall the Judicators are really valid ranged units. You will struggle however 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 (30 for the prime) they can survive long enough for reinforcements to arrive.
The primes however are probably wasted since you will rarely be in the thickest of the melee to use the Staunch Defender ability.
- Liberator Prime with Warhammer and Shield: 245 points
- Liberator with Warhammer and Shield: 185 points
- Liberator with pair of Warhammers: 170 points
- Liberator with Grandhammer: 185 points
- Liberator Prime with Warblade and Shield: 245 points
- Liberator with Warblade and Shield: 185 points
- Liberator with pair of Warblades: 170 points
- Liberator with Grandblade: 185 points
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 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).
The hammers have Strength 5 and hit for decent damage (2-4) at range 1”. The number of attacks goes up to 3 if the fighter is a Prime or wears a pair of hammers.
While they seem to not be hard hitters, thrown against the biggest opponents with a Double we are getting 5 (or 4) attacks at strength 7 each activation.
The grandhammer adds an extra damage to both normal and critical hit (3-5) to the pair of warhammers for 15 points more.
The warblades lose 1 strength (4) to increase the number of attacks (4 for the prime or the pair and 3 for the shielded model) but same damage (2-4). The grandblade as well performs as a pair of warblades with increased damage (3-5 for 4 attacks at strength 4).
With so many options it can be difficult to choose, but the pair of weapons are 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. For a Double you can transform them in veritable monster killer machines: a grandblade becomes 6 attacks at strength 6 for 3-5 damage.
Abilities for the Warrior Chamber Warband
- Furious Avengers (Double, Everyone): This fighter can do a bonus move if there’s at least another friendly fighter within 6” wounded.
- Lay Low the Tyrants (Double, Liberators): Add 2 to attack and strength characteristic for weapons of range of 3” or less for this fighter if targeting an enemy with a Wound characteristic of 15 or more.
- Sigmarite Shield Bash (Double, Prosecutors and Liberators with shields): The next time this fighter moves pick a unit within 1” and roll a dice, on a 3-4 assign 1 damage to that unit, on a 5-6 as much damage as the value of this ability.
- Staunch Defender (Triple, all Primes): Until the end of the battle round add 1 to the Toughness of all friendly fighters within 6” of the leader.
- Wings of Divine Life (Triple, all Prosecutors): For the next move add the value of this ability to the Move characteristic of this unit.
- Earth-shattering Blow (Quad, all Paladins): This fighter does a bonus attack action and adds half of the value of this ability to the damage characteristic for both hit and critical hit.
Strategy and Tactics for the Stormcast Eternals Warrior Chamber Warband
All this power comes to the downside of the high cost of the models that would force you to field only 4 or 5 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.
Low count of models means also that will it be more difficult to hold multiple objectives at the same time or also that your opponent can concentrate all their firepower against a single one of your units.
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, but be careful in using this ability but can be useful in 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).
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 can offer different options and form a versatile warband of their own, same for Liberators. 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.
Don’t forget if you are surrounded you can use Staunch Defender to increase your toughness of 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 available but will require tactical positioning and good strategy.
Pros and Cons of the Warrior Chamber Warband
+ High toughness
+ Decent mobility
+ High wounds
+ Good ranged option
+ Extreme versatility
– Really low models count
– Hard to manage in certain situations
How to buy a Stormcast Eternals Warrior Chamber Warband
The Prosecutor box (45£) contains 6 models, so they can be assembled using different weapon options.
To have a valid unit in Age of Sigmar you could have a Prosecutor Prime with Javelin, another Javelin and a Trident, then another unit with a Prosecutor Prime armed with either a pair of Celestial Hammers or Hammer and Shield, another with the same weapon option and finally the last model can have one between the Grandaxe, Grandblade or Grandhammer. If you are not interested in legal units in Age of Sigmar, then you can potentially assemble every weapon option plus one Prime.
The next box would be the Paladins (35£) with 5 models. If you want to re-use them in Age of Sigmar you will need 3 boxes to get all different models in (one unit of each type of Paladin), if not you just have to decide your prime, arm one model with the Starsoul Mace and you have 3 more options to assemble as each different type.
The Judicators come in boxes of 10 models each (for 37.5£) giving you the option to assemble 2 different units each armed with one type of weapon and then 2 special units, one of each kind.
The final box is that of the Liberators (37.5£ for 10 models). This box allows to set up two Age of Sigmar units each armed with one of the 4 weapon options (or more if you want to try magnetizing them) and one special weapon for each unit. Both primes can be built from one single box. If you are uninterested in Age of Sigmar you can build all weapon options from one single box and have enough Liberators for a couple of warbands.
Whichever box you want you have to consider the low count of models you can field each time, therefore the Starter Set and a box or two will be more than enough to start this warband. Since the miniatures have been out since the beginning of Age of Sigmar there could also be a prolific second-hand market.
Otherwise, if you want each of the 30 different models available and keep valid Age of Sigmar units, this is by far the most expensive warband to collect.
Tips on painting a Stormcast Eternals Warrior Chamber Warband for Warcry
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.