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Warcry Warbands for Order: Overview of Warbands & Fighters

This is an article in a series where we do an overview of all Warcry Warbands for a Grand Alliance and exactly what fighter can be taken in each warband. This article is the warcry warbands for Order.

You can find the Warcry Warband overview for Chaos here and the Warband overview for Death & Destruction here.

If you are interested in the Bladeborn warbands, you can find our guide here.

We have many articles dedicated to Warcry that you can find at this link.

Order Warbands

Warband NameWarband BoxStG BoxGuide for Warband
Cities of SigmarAnvilgardGo to Guide
Daughters of KhaineWarcry_DaughtersKhaineBoxStart Collecting Daughters of KhaineGo to Guide
FyreslayersFyreslayers Start CollectingGo to Guide
Idoneth DeepkinIdoneth-Start-Collect-smallGo to Guide
Khainite ShadowstalkersKhainite-Shadowstalkers-boxGo to Guide
Kharadron OverlordsWarcry_KharadronOverlordsKharadron Overlords Start CollectingGo to Guide
Lumineth Realm-lordsWarcry_LuminethBoxGo to Guide
SeraphonSeraphon-Start-Collect-smallGo to Guide
Stormcast Eternals Sacrosanct ChamberTempest of Souls BoxGo to Guide
Stormcast Eternals Vanguard ChamberStormcast Eternals Warcry BoxGo to Guide
Stormcast Eternals Warrior ChamberStormcast-Start-Collect-smallGo to Guide
Thunderstrike StormcastWarcry_ThunderstrikeBoxStarterSet_HarbingerGo to Guide
SylvanethWarcry_SylvanethSylvaneth-Start-collect-smallGo to Guide

Cities of Sigmar

Cities of Sigmar is one of the legacy warbands from the Order Grand Alliance, one of the bigger and most varied as well. You can play almost all miniatures from that range.

While there has been several expansions to other cities, only the original 7 are available in Warcry, representing the most famous cities in the realm of Fire and Life (Aqshy and Ghiran). As there are many fighter types and many abilities for each city, we recommend our guide that goes into detail.

This guide is part of a big series of guides for the 7 different Cities of Sigmar Warbands. You can find all of the different Cities of Sigmar guides here:

  1. Overview of Cities of Sigmar warband
  2. Tempest Eye
  3. Hallowheart
  4. Anvilguard
  5. The Phoenicium
  6. Greywater Fastness
  7. The Living City
  8. Hammerhal

We are grouping all fighters available by their faction keyword. They have an impressive 68 fighters of which 35 are leaders.

Sorceress

Darkling Covens/Order Serpentis

The Darkling Covens and Order Serpentis represent the Aelves that don’t work under one of the major Aelven Gods (part of the old Dark Elves range).

The Sorceress is a Leader with the Mystic runemark, which lets her cast the Quad Leader ability of any of the 7 cities. She has a good medium ranged attack and 2″ range melee attack, but she has low Toughness and Wounds (which is common to most Cities of Sigmar Leaders on foot).

The Bleaksword is a fighter with the Bulwark runemark, which makes it benefit from the Form Shieldwall Leader ability shared by all 7 cities. It already has 4 Toughness before that ability improves it, but few wounds and a weak 1 inch range melee weapon. The Leader version (of the Bleaksword and the Dreadspear), the Lordling, is mostly an improved version of the standard Bleaksword. The Dreadspear is a version of the Bleaksword, also with the Bulwark runemark, with a 2″ range melee attack with better damage.

The Darkshard is a fighter type with the Scout runemark, which means it can use the ability Volley of Shots. It has an average ranged attack and a very weak melee attack, so there are better options. Its leader version, the Guardmaster, has a slightly better melee and ranged attack as well as twice the wounds, but isn’t otherwise a recommended Leader choice.

The Executioner is a fighter type with the Destroyer runemark, which means it can use the ability Pulverising Strike. It has 4 melee Attacks with a critical damage of 4, which is good when it can also be boosted easily by Pulverising Strike, and this is one of the better fighter types among the Darkling Covens. Its leader version, the Draich Master, has only one more point in Strength that doesn’t matter for fighters focussing on critical hits.

The Black Guard is a fighter similar to the Executioner, but with a 2″ range melee attack and without the Destroyer runemark. Its leader version, the Captain of the Black Guard, has 4 Attacks at range 2″, which is good, but nothing else.

The Drakespawn Knight is a fighter with the Elite runemark, which gives it access to the ability Cavalry Charge, and the Mounted runemark. It has a 2″ range melee attack with 4 critical damage, which can be useful, but only a Move of 8″, which means that there are faster Elite fighters available. Its leader version, the Dread Knight, is one of the most expensive Leaders for the Shieldbands. It does have a high number of wounds and high Toughness, but its melee attack isn’t amazing and it doesn’t have access to any special Leader abilities, so it isn’t worth its cost.

Freeguild Greatswords

Freeguild/Collegiate Arcane/Devoted of Sigmar

The Freeguild, Collegiate Arcane and Devoted of Sigmar represent the humans (part of the old Empire range).

The Battlemage is a Leader with the Mystic runemark, allowing him to cast the Quad Leader ability of each City. He is a bit slower and has a few more wounds than the Sorceress of the Darkling Covens, but is otherwise the same in both abilities and attack profiles. It can be interesting to always bring one of the two.

The Freeguild General is a Leader with the Destroyer runemark. He has a good melee attack profile, but it is also the same attack profile as that of a Guild Champion.

The Freeguild Guard comes with 3 different weapon loadouts:

  • The Sword and Shield has the Bulwark runemark, and its shield gives it improved Toughness, although that doesn’t really justify its points cost. There are better options for a Freeguild.
  • The Spear has a 2″ range melee attack with a critical damage of 4 making it a favourite option.
  • The Halberd is the same as the Spear version apart from an added point in Strength.
  • The Leader version, the Freeguild Sergeant, has a mediocre melee attack profile and no access to other Leader Abilities making him avoidable.

The Freeguild Handgunner has the Scout runemark, a ranged Attack of 3″-12″ and a downright bad melee attack, but it’s an affordable ranged unit that also really embodies the visual style of the Freeguild with it’s gunpowder weapon.

There are two Leader versions of the Freeguild Handgunner:

  • The Marksman with Long Rifle is mostly noteworthy for its peculiar ranged attack, which only has 1 attack, but very long range and one of the highest critical damage statistics in the game.
  • The Marksman with Repeater Handgun has the Scout runemark, so he can use Volley of Shots to boost his ranged Attack characteristic. He only has one more attack than a regular Handgunner and much higher cost.

The Freeguild Crossbowman is essentially the same as a Freeguild Handgunner, but it has longer Range and worse Toughness, which is a good trade-off.

The Freeguild Greatsword is a fighter with the Destroyer runemark. He has a good melee attack for his points cost, as it has low Strength and only 3 attacks, but good damage and critical damage. Its Leader version, the Guild Champion, also has the Destroyer runemark. He has one additional attack and twice the hit points, which makes him a good melee hero by the standards of the Cities of Sigmar Shieldbands.

The Flagellant has 4 attacks with a critical damage of 3, that is good for his price cost. If you want to field only Humans he is a good choice but the Black Ark Corsair With Vicious Blade and Wicked Cutlass, has the same melee profile and a better Move statistic. Its Leader version, the Prophet, has a good melee profile for his points cost, but no special runemarks or anything else remarking that would make him a better options than other leaders.

The Freeguild Pistolier has the Agile runemark which gives access to the ability Rapid Redeploy allowing a bonus disengage action. His high movement (10″) allows to better use this fighter for his mobility and ranged attacks. The Freeguild Outrider has the same runemarks as the Pistolier, but two weapon profiles: its ranged profile does have a minimum range while its melee attack has a better critical damage than the Pistolier. Their Leader version, the Sharpshooter with Grenade-Launching Blunderbuss, has a ranged attack with a 3″-9″ range, high Strength and high critical damage, as well as a good melee weapon profile for a ranged unit. He is very expensive, but a good option.

The Demigryph Knight has the Elite and Mounted runemark. While this prevents it from reaching some areas of the battlefield, it is a pretty fearsome combatant anywhere else: 2″ range melee attack with a good normal damage and a high critical damage, as well as the standard heavy cavalry Move statistic of 8″. Its Leader version, the Preceptor, has only 1″ range weapon while keeping the same profile of other leaders like a Guild Champion, making him a difficult pick.

Gyrobomber

Dispossessed/Ironweld Arsenal

The Dispossessed and Ironweld Arsenal represent the Duardin side (part of the old Dwarves range).

The Warden King is a Leader with the Bulwark runemark. Like the other Duardin Leaders, he has a high Wounds statistic for an infantry Leader in the Cities of Sigmar Shieldbands, but a very low Move statistic of 3″. He has a good melee attack profile but is mostly expensive.

The Runelord is a Leader with the Priest runemark, which makes him the only Leader able to use the ability Forgefire, that adds 1 to the Attack characteristic of a friendly fighter within range. This ability synergises well with other abilities and for this alone is worth considering.

The Cogsmith is a Leader with the same melee attack profile as the Runelord, as well as a decent ranged attack, but no special runemarks or anything else to make him tactically necessary in your warband.

The Ironbreaker has the Bulwark runemark. It has a weak melee attack profile and is priced for its high Toughness, so it’s not cost effective. Its Leader version, the Ironbeard with Drakefire Pistol and Cinderblast Bomb, has an unusual loadout: a ranged attack profile with no minimum range and 3 Attacks, and a short range attack with 2 Attacks and 4 critical damage. This makes him well-suited for supporting your melee fighters.

The Longbeard duardin infantry comes in different variants:

  • The Ancestral Weapon and Gromril Shield is a fighter with the Shieldwall-benefiting Bulwark runemark. It is essentially the same as an Ironbreaker, but with better normal and critical damage.
  • The Ancestral Axe is a fighter with the Destroyer runemark and a pretty good melee fighter, but you still have more cost-effective options for this role.
  • Its Leader version, the Old Guard with Ancestral Weapon and Gromril Shield, is essentially a cheaper version of the Warden King with lower Strength and a slightly lower Wounds statistic, but with otherwise the same runemarks and weapons profile.

The Hammerer is a fighter with the Destroyer runemark that, with the right combination of buffs or abilities, can score some damaging critical hits. Its Leader version, the Keeper of the Gate, is one of the stronger melee Leaders in the warband with 4 Attacks and 5 critical damage. Like any other duardin, its main drawback is a low Move characteristic.

The Irondrake is a fighter with the Scout runemark, and a ranged attack with 2 attacks and a critical damage of 4, as well as a weak melee attack profile. The high critical damage for a ranged attack arguably makes this the best ranged infantry fighter of the Shieldbands, even though it is also a bit expensive. Its Leader version, the Ironwarden with Grudgehammer Torpedo, does not have the Scout runemark. It does have a strong ranged attack profile with good range and a critical damage of 5, but there’s better ranged leaders.

The Gyrocopter only good trait, apart from the aesthetics, is the high flying movement and wounds. The Gyrobomber is a much stronger version with higher Attacks in both ranged and melee, as well as more wounds. Still it is expensive for what it does.

Black Ark Fleetmaster

Shadowblades/Scourge Privateers/Phoenix Temple

The Shadowblades, Scourge Privateers and Phoenix Temple represent the Aelves that don’t work under one of the major Aelven Gods, with the first two factions being more pirate-oriented (part of the old Dark Elves and High Elves range).

The Assassin is a Leader with no special runemarks, but a high Move statistic for an infantry leader as well as a melee attack profile with 5 Attacks and 4 critical damage. He doesn’t synergize well with other Leaders or fighters.

The Shadow Warrior has the Scout runemark and like most aelves in the Shieldbands, it has a good Move statistic but few wounds. It has a long Range on its ranged attack profile and a decent melee attack profile for a ranged unit, so it is a pretty versatile fighter but also similar but more expensive than a Freeguild Crossbowman. Its Leader version, the Shadow Walker has an additional Attack on its ranged weapon profile and a better melee attack profile than the standard version. It’s not bad, he just does not excel.

The Dark Rider has the Agile runemark, an average ranged attack profile and a 2″ range melee attack profile, which is a solid combination that makes it useful as both a ranged skirmisher and a melee combatant. Its Leader version, the Dark Rider Herald has a higher Wounds statistic as well more attacks on its ranged weapons profile than the standard version, but its melee attack profile only has 1″ range, so it isn’t a useful upgrade for its points cost.

The Black Ark Corsair can be fielded with two different loadouts:

  • The Vicious Blade and Repeater Handbow has the Scout runemark but a weak ranged profile as well as a forgettable melee profile.
  • The Vicious Blade and Wicked Cutlass is a great choice at its cost, thanks to 5″ Move and 4 attacks on its melee profile.
  • Its Leader version, the Black Ark Reaver, has more wounds and better damage than the Cutlass-wielding Black Ark Corsair. It doesn’t have access to any special abilities, but it has a good damage potential considering it’s the cheapest Leader in the warband.

The Black Ark Fleetmaster is an upgraded version of the Black Ark Reaver who is also a Leader, but the upgrade only consists of additional wounds and an extra point of Strength on his melee weapon profile.

The Phoenix Guard is a melee fighter with a good 2″ range melee weapon profile but nothing else. Its Leader version is the Keeper of the Flame with more wounds and one additional Attacks on its melee weapon profile.

The Anointed is identical to the Keeper of the Flame except for a better critical damage on its melee weapon profile.

Nomad Prince

Wanderers

The Wanderers represent the Aelves that abandoned Alarielle at the beginning of the Age of Chaos (part of the old Wood Elves range).

The Nomad Prince is a Leader with the Bulwark runemark, a weak ranged attack profile with long range and a good 2″ range spear melee attack profile, as well as the high Move statistic of most Aelves. Since his ranged attack will rarely be worth the use of an attack action, you should mainly bring him in your warband for the spear attack.

The Eternal Guard is a fighter with the Bulwark runemark and a good 2″ range melee attack profile, but you are paying a higher price than a Freeguild Guard for the greater Toughness. Its Leader version, the Eternal Warden, has better normal damage, more wounds and more Attacks, but its main difference is that only has a range of 1″, which is a drawback.

The Wildwood Ranger is a fighter with the Destroyer runemark and only 8 wounds, but its high Move makes it a good candidate for the Destroyer slot in your warband. Its Leader version, the Wildwood Warden, has one more Attack and, like the Keeper of the Gate and the Guild Champion, it is a good choice for a damage-dealing Leader. On his side there is the faster movement at the cost of fewer wounds.

The Wild Rider is a fighter with the Elite runemark, but like the Demigryph Knight, it also has the problem that its melee weapon has a range of 2″, which means it can’t benefit from both its good melee Range and Rapid Redeploy at the same time. Its Leader version, the Wild Hunter, has the same runemarks, a good 1″ range melee attack profile, but the model’s alternate build option, the Handmaiden of the Thorn, is much better.

The Sister of the Thorn is a fighter with the Mounted keyword, which means it can’t climb or move through doors and arches. It moves fast and has an 8″ range attack profile with no minimum Range, but few attacks, so its hard to recommend it over the more useful Wild Rider. Its Leader version, the Handmaiden of the Thorn, is one of three Leaders in the warband with the Mystic runemark, which lets it cast powerful abilities. It also has a good ranged attack profile, but its main advantage is that it has better survivability and mobility than the other two Mystics in the warband.

The Sister of the Watch is a fighter with the Scout runemark. Its melee and ranged attack profile is very similar to the Shadow Warrior, with only an improved Strength on the ranged attack. Its Leader version, the High Sister, is also similar to the Shadow Walker apart from improved Strength on the ranged attack profile.

Content of Anvilgard Start Collecting, for a pirate-themed army

Shared Abilities for the Cities of Sigmar Shieldbands Warband

  • Pulverising Strike (Double, Destroyer runemark) Add damage points to each critical hit from the next melee attack action made by this fighter.
  • Rapid Redeploy (Double, Agile runemark) Add damage points to each critical hit from the next melee attack action made by this fighter.
  • Cavalry Charge (Triple, Elite runemark) Make a bonus disengage action.
  • Volley of Shots (Triple, Scout runemark) Next time this fighter finishes a move action close to an enemy fighter, do damage to one enemy fighter close to this fighter.
  • Form Shieldwall (Double, all Leaders) Improve Toughness of all fighters with the Bulwark runemark in an area around this fighter.
  • Forgefire (Double, Priest runemark, which means the Runelord) Improve number of Attacks for the next melee attack action of one friendly fighter at a distance.
Content of Greywater Fastness Start Collecting, for a duardin-themed army

Pros and Cons of Cities of Sigmar Shieldbands Warband

Pros:

+ Great variety of fighters and Leaders to choose from
+ Good shared abilities and 7 unique ability tables
+ Good access to ranged fighters and 2″ range melee fighters, as well as cavalry and a few flying fighters

Cons:

– Great redundancy among fighter and Leader types
– Overall weak leaders
– Some of the most interesting abilities are locked behind runemarks only a few Leaders have

Guide for Cities of Sigmar


Daughters of Khaine

Daughters of Khaine is one of the legacy warbands from the Order Grand Alliance. You can play almost all miniatures from that range.

Morathi is a newly self-made goddess, taking advantage of the cult of followers of Khaine, the old Elven divinity now deceased, she created. Her “daughters” still believe one day they will be able to resurrect Khaine, while instead they execute the machinations and plots of Morathi.

They have 20 fighters of which 11 are leaders.

Bloodwrack Medusa

The Bloodwrack Medusa is an interesting leader option with the highest Wound characteristic of the warband (35), Toughness 4 (top average of the warband) and 7″ Movement (in par with the other Melusai). She can attack from 2″ range avoiding immediate retaliation and furthermore, she can prevent move or disengage movement with the ability Bloodwrack Stare.

The Hag Queen is a good support Leader thanks to Witchbrew that allows her to increase the Strength of a nearby fighter. In melee with Strength 4 and 2/4 damage she is on par with most other Bloodkindred but she is also quite fragile with Toughness 3 and 20 Wound.

The Slaughter Queen is another support Hero since her Toughness 3 and 20 Wounds will not let her survive long. She can increase the damage on melee attacks, that combined with other abilities like Bathe in Blood that adds an extra attack and Strength, becomes formidable.

The Melusai Ironscale is the most expensive leader of the Bloodkindred with 32 Wounds (surpassed only by the Medusa), Toughness 4, Movement 7″ and 2 weapon profiles. In melee she has 2″ range with 5 Attacks at Strength 4 for 2/4 damage and at 7″ range she has only 2 attacks at Strength 3 but for 3/6 damage.

All Blood Sisters, as well as the Melusai Ironscale, are able to Turn to Crystal an enemy for some random damage. The Gorgai is the leader of the Blood Sisters and she is quite resilient with 30 wounds and toughness 4 but as all Daughters what she excels in is the ability to do damage: 6 Attacks at Strength 4, 2” range and damage 2/4. The Blood Sister lowers a bit her weapon profile but keeps the constant: lots of attacks with high damage on critical: 5 Attacks for 1/4 damage.

The Blood Stalkers are the ranged version of the Melusai. Their trademark ability is Heartseekers that adds some extra damage in case a critical hit is scored. With only 3 attacks on the Krone, the Leader, it becomes a gamble if the ability will do something or not. Independently from this ability, they have a range of 3-20” with damage 2/5 (or 1/5 for the Blood Stalkers) perfect for striking the enemies from afar.

The Khinerai Heartrender is the harpy version armed with Javelins, allowing to hit at 8” range that, coupled with 12” flying movement, is perfect to cover any spot. They are more fragile than the Melusai, having less wounds (only 20 wounds for the Shryke and 10 for the Heartrender) but same Toughness of 4. Their ability allows first a bonus move and then a bonus attack. Their Leader is the Shryke.

The Khinerai Lifetaker is the melee focused version of the harpies, armed with a sickle. They have the same special ability as the other Khinerai, a flying movement of 12” and Toughness of 4, while increasing the number of attacks. Their Leader is the Harridynn, who gets 5 attacks (4 for the Lifetaker) at Strength 3 for 2/4 damage (1/4) but being at short range, she can increase both with the different Daughters abilities.

The Witch Aelves have different profiles:

  • The leader of the Witch Aelves is the Hag, armed with 2 sacrificial knives. She is the cheapest leader and extremely fragile with Toughness 3 and 18 wounds.
  • The one with Sacrificial Knives has 4 attacks at strength 3 that can become 5 attacks per action at strength 4 if within 3” of an injured enemy (using Bathe in Blood).
  • A bit more expensive the one armed with Bladed Buckler has +1 Toughness (now 4) but loses one attack (3 instead of 4).

The Sisters of Slaughter also have different profiles:

  • The Leader version is the Handmaiden that is probably not worth her cost.
  • The Whip and Knife provides one extra attack on Strength 3 and damage 1/4.
  • The Whip and Buckler provides extra Toughness (4) maintaining same Strength and damage as the other sister.

The Doomfire Warlocks are the only mounted unit of the Bloodkindred (and the only males) with 10″ Movement but the limitations of those units (no climbing, passing through doors, etc.). On the other side they introduce a ranged attack of 12″ in between the Stalkers and the Heartrenders but weaker than both (2 Attacks at Strength 3 for 1/3 damage). Like their Leader, the Master of Warlocks, they can do some damage at distance with their ability Doomfire Bolt. Apart from that, they suffer from being the classic hybrid unit overpriced.

Blood Stalkers with Krone in the foreground

Abilities for the Daughters of Khaine Warband

  • Bathe in Blood (Double, Everyone): If within 3” of a visible injured fighter, add 1 to Attack and Strength characteristic of this fighter.
  • Turned to Crystal (Double, all Blood Sisters and Melusai Ironscale): Pick an enemy fighter in range and allocate some damage depending on 2 dice rolls (up to 12).
  • Witchbrew (Double, Hag Queen): Add up to +6 to to the Strength of a nearby fighter.
  • Heartseekers (Triple, Blood Stalker and Krone): Allocate up to 6 damage to a target fighter if a critical hit is scored in the next ranged attack action.
  • Slaughter’s Strength (Triple, Everyone): Add up to 6 to the Attack characteristic of melee attacks.
  • Doomfire Bolt (Triple, all Doomfire Warlocks): Allocate up to 12 damage to an enemy within 9″.
  • Sacrifice to Khaine (Triple, all Leaders): if the leader takes down an enemy, add +1 to melee attacks of friendly fighters in range.
  • Bloodwrack Stare (Triple, Bloodwrack Medusa): A chance to damage and prevent move or disengage actions from a nearby enemy fighter.
  • Death on the Wind (Quad, all Khinerai): Perform a bonus move and a bonus attack. Add + 1 to the Strength of the bonus attack if you moved 6″ or more.
  • Orgy of Slaughter (Quad, Slaughter Queen): Add up to +3 to the damage of melee attacks of friendly nearby fighters.
Daughters of Khaine Start Collecting box, one of the potential assembly options

Pros and Cons of the Daughters of Khaine

Pros:

+ Extremely fast
+ Many attacks
+ Gets stronger the more damage is dealt

Cons:

– Fragile
– Too reliant on critical damage and many attacks
– Can be expensive to collect

Guide for Daughters of Khaine


Khainite Shadowstalkers

The Khainite Shadowstalkers were first released in Warcry: Catacombs box set and they are the first original warband outside of Chaos grand alliance.

They represent the spies sent by Morathi around the Mortal Realms for her own purposes and they all hail from the Realm of Shadow, Ulgu. In the Catacombs plot line, they were essential to discover the biggest mines of Varanite so Morathi could complete her ascension to godhood.

They have 7 fighters of which 1 is a leader.

Shadow Queen

The Shadow Queen is a very versatile Leader: she is fast with a Move of 6″, and combines that with a 4″ range Attack and an ability that lets her do damage to all enemies within 3 or 6 inches of her. On top of that, she has a good melee attack, but don’t let that tempt you into throwing her into a fight too early in the game: her unique ability Ensnaring Darkness gets greater range if you apply 3 damage to her as you cast it, so you really need her to have some Wounds left for the greatest effect.

The Shroudblades are the basic fighter types of the Khainite Shadowstalkers, and they come in two variants:

  • The Shroudblade with Cursed Swords, like its spear-wielding sister, is quite expensive for a basic fighter, but with 5″ Movement, 4 Attacks and 4 critical damage, it behaves more like what you expect from an elite fighter in other warbands. Both Shroudblade fighter types also have access to the ability Cursed Darts for some ranged damage.
  • The Shroudblade with Umbral Spear is almost identical, only difference is its 2″ range spear attack which has one Attack less. This makes a bit redundant the Dance of Death ability, since you wouldn’t want to move too close to an enemy fighter anyway.

The Darkflame Warlocks are the closest the Khainite Shadowstalkers have to a defensive fighter type. They come in two variants:

  • The Darkflame Warlock with Repeater Crossbows has an 8″ range attack with 4 attacks and 3 critical damage. This isn’t an amazing ranged attack at all, but doing damage isn’t the primary function of a Darkflame Warlock anyway. What your Darkflame Warlocks really add to your arsenal is their ability Harness Shadow which subtracts 1 Attacks from any attack action that target friendly fighters close to one of them.
  • The Darkflame Warlock with Doomfire Ring is mostly identical, but it splits its attacks between a ranged attack with 4 critical damage, but with less range, a minimum range and two fewer Attacks, and a lousy melee attack.

The Slaughtershades are the elite fighters of the Khainite Shadowstalkers and, like the other non-Leader fighter types in the warband, come in two variants:

  • The Slaughtershade with Umbral Spears has 12 Wounds, which is the highest of the warband except for the Leader, but it is still pretty low for an elite fighter. It has a good damage profile, with a 2″ range spear attack with 4 Attacks and a critical damage of 4, which works well with its ability Instrument of Khaine, which gives you a bonus move or attack action after taking an enemy fighter out of action.
  • The Slaughtershade with Shadow Whip serves the same function in your warband, but has a more interesting weapon profile with a 4″ range attack, fewer Attacks, but a damage of 2 and the same critical damage.
Slaughtershade with Shadow Whip

Abilities for the Khainite Shadowstalkers Warband

  • Shadow Leap (Double, Everyone): allows the fighter to fly for one activation
  • Cursed Darts (Double, Shroudblade and Slaughtershade) lets you roll dice for a chance to do damage and/or slow down an enemy fighter at 9 inch range
  • Instrument of Khaine (Double, Slaughtershade) Gives a bonus move or attack action after killing an enemy
  • Harness Shadow (Triple, Darkflame Warlock) Debuff incoming enemy attacks against this fighter for the rest of the battle round
  • Dance of Death (Triple, Everyone) lets you use disengage actions to move close to enemy fighters
  • Ensnaring Darkness (Quad, Shadow Queen) Do damage in an aura around the Shadow Queen, and do even more damage if you assign some damage to her first.
Khainite Shadowstalkers full warband

Pros and Cons of the Khainite Shadowstalkers

Pros:

+ Good movement and abilities that improve movement
+ Good amount of attacks and critical damage
+ Advanced, high stakes playstyle

Cons:

+ Very fragile fighters
+ Only 4 types of fighters (with some weapon variants)
+ Somewhat expensive fighters considering their fragility

Guide for Khainite Shadowstalkers


Fyreslayers

Fyreslayers is one of the legacy warbands from the Order Grand Alliance. You can play almost all miniatures from that range.

They are the sons of Grimnir, the Duardin God that was fractured in millions of pieces at the end of an epic fight against the god-beast Vulcatrix. They now collect those pieces, called ur-gold, in desperate search to revive their god.

They have 17 fighters of which 11 are leaders.

Auric Runefather

The Auric Runefather is the veritable leader of any Hoardseeker with 25 Wounds on Toughness 4 and a 2″ polearm to avoid direct engagement with 3 Attacks at Strength 5 for 2/5 damage. He has access to 5 different abilities of which the most noteworthy is Lodge Leader that allows to increase by 1 the Strength of all nearby fighters.

The Auric Runeson is a cheaper Runefather with access to the same 5 abilities. The main difference is the reduced Wounds (22), and the weapon profile that is reduced to 1″ range, 4 Attacks at Strength 4 for 2/4 damage.

The Grimwrath Berzerker is your butcher. As a combatant is stronger than a Hearthguard with 3 Attacks but Strength 5 and 2/5 damage. He is really durable and his special ability allows him to run faster than the other duardins.

The Battlesmith has a similar weapon profile as the Runeson, but 1 Attack less. The other difference is made by his ability, Icon of Griminir, that can add 1 Toughness to all friendly fighters nearby. It is situational, but Toughness is a trait Fyreslayers don’t excel at.

The Auric Runemaster is the priest of the warband, able to damage an enemy in range as long as he is on the battlefield floor. In melee the Runemaster is one of the least impressive with 1/4 damage, but at least has 2″ range and Strength 4.

If the Grimwrath was hitting hard, the Doomseeker is more balanced with 4 Attacks at Strength 4 for 2/4 damage. However he does not have any special ability.

The Auric Runesmiter is the “wizard” of the Hoardseekers, with a weapon profile similar to the Runemaster but 1″ range only. He differentiates himself providing increasing one friendly fighter’s Strength for the next attack.

The Hearthguard Berzerkers represent the elite fighting force of the Fyreslayers and they all share the ability Unleash Runic Fury that can bring their attack characteristic to an insane number. They come in different variants:

  • The Berzerker Broadaxe provides 3 attacks with Strength 4 for 2/4 damage and 2” range.
  • The Karl with Berzerker Brodaxe is a Leader and adds 1 attack and 1 damage on a critical hit to the profile.
  • The Flamestrike Poleaxe has the same range, Strength 3 for 3 attacks but more damage (2/5 or 3/5 for the Karl).
  • The Karl with Flamestrike Poleaxe is a Leader and adds 1 attack and 1 damage on a normal hit to the profile.

The Auric Hearthguard have the only ranged option available to this warband: the magmapike with range 3-15”. With that weapon they can Encase in Molten Rock their opponents reducing their movement. The magmapike itself is a good weapon with 2 attacks at Strength 4 for 2/4 damage at distance and 3 attacks at Strength 3 for 1/2 damage in melee. Their Leader, the Auric Hearthguard Karl, has Strength 4 and same weapon profile.

The Vulkite Berzerkers are the cheapest models of this warband and this allows them to be used in scores. For their low cost, they still have Toughness 4 (the 2 versions with Slingshield up to 5) and 12 wounds making them an efficient cheap unit. There are different versions:

  • The Fyresteel Handaxe and Bladed Slingshield has 2 attacks at Strength 3 for 1/3 damage.
  • The Fyresteel War-Pick and Bladed Slingshield has 1 more damage on critical hit than the axe.
  • The pair of Fyresteel Handaxes double the amount of attacks at the cost of Toughness (4 instead of 5).
  • The Vulkite Berzerker Karl instead has 4 attacks at Strength 4 for 2/4 damage representing a valid option as leader.
Some Heathguard Berzerkers ready for your game of Warcry
Hearthguard Berzerkers with Flamestrike Poleaxe and their Karl in the forefront

Abilities for the Fyreslayers Warcry Warband

  • Fyresteel Throwing Axe (Double, Everyone): Choose an enemy within 6” and roll 2 dice. For each 4-5 allocate 1 damage, for each 6 as much damage as the value of this ability.
  • Encase in Molten Rock (Double, all Auric Hearthguard): Subtract up to 3″ to the Movement characteristic of an enemy fighter target of the next attack.
  • Relentless Zeal (Double, Everyone): Add 3″ to the next Movement action.
  • Volcano’s Call (Double, Auric Runemaster): A chance to perform high damage to an enemy 12″ away on the battlefield floor.
  • Runic Empowerment (Double, Auric Runesmiter): Add up to 6 to the Strength characteristic of melee attacks of a nearby fighter.
  • Lodge Leader (Double, Auric Runefather and Runeson): Add 1 to the Strength of melee attacks of all friendly fighters in range.
  • Duty Unto Death (Triple, all Hearthguard Berzerkers): The fighter can make a bonus move action and then a bonus attack but only if it has 5 or more damage points allocated.
  • Slingshield Charge (Triple, both Vulkite with Slingshield): At the end of the next move allocate up to 6 damage to an engaged enemy on a 2+.
  • Honour Our Oaths (Triple, all Leaders): Add 1 to the Attacks of melee actions of friendly fighters within 6″ after the Leader took down an enemy.
  • Icon of Grimnir (Triple, Battlesmith): Add up to 3 to the Toughness of friendly fighters in range.
  • Unleash Runic Fury (Quad, Everyone): Add up to 6 Attacks to the melee attack actions of this fighter.
  • Battle Fury (Quad, Grimwrath Berzerker): Add up to 6″ to the Move characteristic. In addition perform a bonus move and then can make a bonus attack.
Content of a Fyreslayers Start Collecting bo

Pros and Cons of the Fyreslayers Warband

Pros:

+ Versatile warband
+ Many attacks
+ Several synergies

Cons:

– Extremely focussed on attack
– Extremely slow

Guide for Fyreslayers


Idoneth Deepkin

Idoneth Deepkin are one of the legacy warbands from the Order Grand Alliance. You can play almost all miniatures from that range.

They are the first aelves souls to be extracted from Slaanesh’s belly by the Aelven gods. But something went wrong in the process and their souls were corrupted. Spared by an act of mercy from Tyrion, they escaped in the depths of seas and oceans around the realms and they know have to chase fresh souls to extend their lifespan.

They have 12 fighters of which 8 are leaders.

Akhelian Prince

Few things are more majestic than an Akhelian King, that is also one of the biggest models available in Warcry. It’s “ethereal” abilities allow him to fly (10″) and therefore to ignore all obstacles despite the mount. In melee his 2″ range weapon with 4 Attacks at Strength 4 for 2/5 damage represents a good melee profile. His special ability, Storm of Blows, can increase the Attacks for an Attack action.

Isharann Tidecasters are the most powerful of Idoneth wizards. One is quite fragile with 20 Wounds and Toughness 3, so best use him for his powerful ranged attack (3/6 damage at 7″ range). To help survivability, their ability reduces the Attack characteristic of nearby enemies.

The Isharann Soulrender has 2 weapon profiles: a 2″ range Scythe attack at Strength 4 for 2/5 damage, and a 3″ “fish attack” using his companion, a Rakedart, for 3 attacks at Strength 4 and 2/4 damage. His ability, Hangman’s Knot, can prevents an enemy from moving or disengaging allowing the Soulrender to choose the battleground in a 1vs1.

The Isharann Soulscryer does not have a ranged attack, his maximum range being 2″ at Strength 4 for 2/4 damage. His special ability allows him to do some random ranged damage. Of the three Isharann he is probably the weakest.

The Akhelian Ishlaen Guard are the most adapt to defensive warfare of the two eel-riding units. Their ability, the Biovoltaic Barrier, allows to treat all critical hits received as normal hits. This is extremely useful when surrounded by many enemies whose real damage comes from the critical hits, considering they have Toughness 4 and 25 wounds. The Leader version, the Ishlaen Guard Lochian Prince, does not underperform either with 4 attacks at strength 4 for 2/5 damage and 35 wounds.

The Akhelian Morrsarr Guard are the offensive version of the eel riders. With similar characteristics (3 attacks instead of 4 but range 2” instead of 1″) they perform similarly on the battlefield (don’t forget the 10” movement flying) so the main difference comes from their ability that allows to do area damage to all nearby enemies. As a Leader, the Morrsarr Guard Lochian Prince has access to the High Tide ability allowing him to fly where is needed to boost his units.

Namarti Reavers are the archers of the Soulraiders. They have a range of 15″ and their special ability, Storm Fire, allows them to go from 2 Attacks per action to 3. 1/3 damage may not seem much, but 15″ are a long distance to cross for many fighters. Their ranged attack cannot benefit of the High Tide ability but they can still be a threat for your opponent especially with their 6″ Movement. The Namarti Reaver Icon Bearer has 1 more attack and damage on critical hits in the ranged attacks and 1 more Strength in melee, not justifying his high price.

The Namarti Thralls are the basic infantry of the Idoneth Deepkin and the Namarti Thrall Icon Bearer is their leader option. The Thrall Icon Bearer suffers similar drawbacks as the Reaver Icon Bearer having less movement (5″), wounds (16) and same Toughness as the other Akhelian despite being a melee leader. His weapon profile is the same as an Ishlaen Lochian Prince. On the other hand the Namarti Thrall is your standard infantry fighter. Decent Movement (5″) and deadly in combat (4 attacks at strength 3 for 2/4 damage), he is a useful piece that can become deadly in the third battle round.

Akhelian Morrsarr Guard with their Lochian Prince at the forefront

Abilities for the Idoneth Deepkin Warband

  • Low Tide (Double, Everyone): On the first battle round this fighter can make a bonus move up to 6″
  • Sweeping Blow (Double, all Namarti Thralls): Roll a dice for each enemy unit within 2”, on a 5 allocate 1 damage, on a 6 allocate as much damage as the value of the ability.
  • Storm Fire (Double, all Namarti Reavers): Add +1 to the ranged attacks.
  • Riptide (Double, Isharann Tidecaster): Subtract 1 from the Attacks of an enemy unit within 12″ of the caster.
  • Hangman’s Knot (Double, Isharann Soulrender): On a 3+ a nearby enemy cannot perform move or disengage actions.
  • Storm of Blows (Double, Akhelian King): Add up to +3 to the Attack characteristic of next attack action.
  • High Tide (Triple, all Leaders): On the third battle round any friendly unit within 6” of the leader gets +1 attack and strength until the end of the round for melee attacks.
  • Biovoltaic Barrier (Triple, all Ishlaen): Until the end of the battle round count the critical hits targeting this unit as normal hits instead.
  • Scryfish Shoal (Triple, Isharann Soulscryer): Allocate from 0 to 12 damage to an enemy within 10″.
  • Biovoltaic Blast (Quad, all Morrsarr): Allocate up to 6 damage points to all nearby enemy units.
Content of Idoneth Deepkin Start Collecting box

Pros and Cons of the Idoneth Deepkin

Pros:

+ Mobile and fast
+ Strong but situational abilities
+ Strong basic units

Cons:

– Low toughness
– No big hitters

Guide for Idoneth Deepkin


Kharadron Overlords

Kharadron Overlords is one of the legacy warbands from the Order Grand Alliance. You can play almost all miniatures from that range.

They are the duardin that took to the sky to save themselves from the fallout of Chaos forces invading the Mortal Realms. Believing their gods abandoned them or died, they have now only one interest: money.

They have 28 fighters of which 9 are leaders.

Arkanaut Admiral

The Arkanaut Admiral is a buffed-up Company Captain with few more Wounds, better Strength on his Attacks, better critical damage on his ranged attack and an additional Attack on his melee weapon. He is more of a generalist: you can get better abilities, better shooting or better melee and survivability from other Leaders, but the Admiral has a pretty solid combination of all three aspects.

The Endrinmaster with Dirigible Suit is both the most expensive fighter of the warband and the one with the most Wounds. He has a strong ranged attack with high Strength and a critical damage of 6, and the same melee attack as the Arkanaut Admiral. He has access to the abilities Fight for Profit which buffs nearby fighters’ Attacks, and the Fly ability Master the Skies, which buffs his own damage against other fighter types with the Fly runemark.

The Endrinmaster with Endrinharness is the best melee-centric Leader of the Prospectors. He has a good melee profile, but it is made even better by his ability Supercharged Endrinharness, which adds 1 to Strength and Attacks for his melee attack. This brings him all the way to 5 Attacks, which is great combined with his high Strength and Toughness.

The Aetheric Navigator is probably the most recommended leader as he does everything the Admiral does but is cheaper and with a really fun unique ability. Aetherstorm allows to do some random ranged damage anywhere in the battlefield as long as there is line of sight!

The Aether-Khemist is the cheapest Leader in the warband. He has a pretty mediocre melee attack and no ranged attack. What he does have is a good defensive buff ability, Atmospheric Isolation, which subtracts 1 from enemy Attacks characteristics within a bubble around him.

There are 5 different Arkanaut Company fighter types. They are all very slow with a Movement characteristic of 3″, and while the Leader option has a Toughness of 4 and 22 wounds, the rest only have a Toughness of 3 and 12 wounds.

  • The most basic version is the Privateer with Privateer Pistol and Arkanaut Cutter that is the cheapest unit with a Strength 3 shooting attack (with no minimum range) and a Strength 3 melee attack.
  • The Leader version, the Company Captain, is a lot like the basic version, but with more attacks at both ranged and melee range, a better damage profile for their melee attack, and 10 extra wounds.
  • The Privateer with Skypike has a nice 2″ range attack with 3 attacks, strength 4 and an impressive critical damage of 5.
  • The Privateer with Light Skyhook has a range of 20″ and a critical damage of 5, but only 2 attacks.
  • The Privateer with Aethermatic Volley Gun has 6 attacks with 1/3 damage, but at 15″ range.

There are 6 different Grundstok Thunderers fighter types, where one is a Leader. They have the same Wounds and Move characteristics as the Arkanaut Company, but they have 4 Toughness and access to the ability Keep Your Distance which gives them a bonus disengage action.

  • The basic version is armed with Aethershot Rifle and has a 15″ ranged attack with 2 attacks, Toughness 4 and a damage of 2/4. It also has the same melee attack as the Arkanaut Company special weapons fighters.
  • The Leader version, the Gunnery Sergeant has twice the ranged attacks of the basic version, a better critical damage in melee, and access to few abilities. But there are better leaders.
  • The Decksweeper has 5 attacks at Strength 4 with a 3-10″ range which makes it a slightly different version of the Arkanaut with volley gun but more expensive.
  • The Aetheric Fumigator is one of the funniest special weapons with 3 attacks at Strength 5 with a damage of 2/4, but it has a range of 6″ with no minimum range. This means that it works just like the many 2″ spear weapons in the game, but at three times the range.
  • The Grundstok Mortar has a range of 3″-10″ and also 3 attacks, but with a high critical damage of 6.
  • The Aethercannon increases the critical damage to 8 but with only 2 attacks.

The Skyriggers are the flying units of the Kharadron Overlords. They are split in two groups with similar loadouts. The first ones are the Endrinriggers:

  • The basic version is armed with Rapid-fire Rivet Gun and Aethermatic Saw for an 8″ ranged attack with no minimum range, 2 attacks and a critical damage of 4, as well as a strong melee attack with 3 attacks, 5 Toughness and a critical damage of 5. It’s expensive but it can cover ground quickly and hit hard in melee.
  • The Leader version, the Mizzenmaster can boost attacks with its ability like all the other Leaders, but otherwise it only has 10 extra wounds and one more melee attack, so it’s not one of your best picks for a Leader.
  • The Aethermatic Volley Gun is similar to the Arkanaut Company one but on a flying unit.
  • The Skyhook is similar to the Arkanaut Company’s except with an extra point of regular damage. With a range of 20″ equipped on a fighter with a move of 10″, these can shoot at almost anything on the board.
  • The Drill Launcher has 3 Strength-5 attacks with a critical damage of 4.
  • The Grapnel Launcher has a much weaker ranged attack, but it comes with the ability Grapnel Launcher which lets you teleport near an obstacle 20″ away.

The Skywardens also can fly and have the ability Timed Charges, which lets you damage a nearby enemy and disengage.

  • The basic version is armed with Vulcaniser Pistol and Skypike and is a lot like the Endrinrigger, but it has lower Strength on its attacks, lower critical damage on its ranged attacks, but also a 2″ ranged spear-type attack in melee.
  • The Leader version, the Custodian, has one more melee attack and few more wounds than the basic Skywarden.
  • The Aethermatic Volley Gun, the Skyhook, the Drill Launcher and the Grapnel Launcher have identical weapon profiles to the Endrinrigger version.
Skywarden custodian and Skywarden with Aethermatic Volley Gun. Image kindly provided by David at @Sliverminiatures

Abilities for the Kharadron Overlords Warband

  • Ancestral Fortitude (Double, Everyone) Add 1 to the Toughness of a fighter for the rest of the battle round.
  • Grapnel Launcher (Double, Skyriggers with Grapnel Launcher) lets you teleport this fighter to an obstacle on the battlefield .
  • Keep Your Distance (Triple, Grundstok Thunderers) make a bonus disengage action if you are close to an enemy fighter
  • Master the Skies (Triple, all fighters with the Fly keyword: Skyriggers and the Endrinmaster with Dirigible Suit) Adds damage to damage and critical damage from this fighter against other flying fighter types
  • Timed Charges (Quad, Skywardens) Do damage to enemy fighters close to this fighter and then make a bonus disengage action.
  • Supercharged Endrinharness (Double, Endrinmaster with Endrinharness) Buff Strength and Attacks for the Endrinmaster for the rest of the Activation
  • Harrying Drillbill (Double, Gunnery Sergeant) prevent an enemy fighter from making disengage actions for the rest of the battle round
  • Fight for Profit (Triple, all Leaders) buff Attacks for friendly fighters within a bubble around this fighter until the end of the battle round. The buff doubles if this fighter is close to a treasure or objective.
  • Atmospheric Isolation (Triple, Aether-Khemist) debuff enemy melee Attacks characteristics in a bubble around this fighter until the end of the battle round.
  • Aetherstorm (Quad, Aetheric Navigator) Does damage to a visible enemy fighter anywhere on the battlefield.
The content of the Kharadron Overlords Start Collecting box

Pros and Cons of the Kharadron Overlords

Pros:

+ Great shooting and many ranged weapons
+ Leaders can boost attacks
+ New Leaders from Sentinels of Order add tactical versatility
+ Strong, versatile flying fighters

Cons:

– Not very durable in close combat
– Either very elite (high points cost for flying fighters) or very slow
– Few direct damage abilities

Guide for Kharadron Overlords


Lumineth Realm-lords

Lumineth Realm-lords is one of the legacy warbands from the Order Grand Alliance. You can play almost all miniatures from that range.

The Lumineth are the aelves originally from Hysh, the Realm of Light, trained by the Aelven gods Tyrion and Teclis in the martial and magic arts. Once a proud nation that almost destroyed itself, they now commune with the realm spirits and are divided in different temples depending on the spirit affinity. There are currently only 2 temples available plus the Scinari (magic experts) and the Vanari (the military side).

They have 19 fighters of which 12 are leaders.

Scinari Calligrave

Scinari

The Scinari Cathallar is a mage whose main ability, Emotional Transference, allows the potential to make lots of damage to any opponent up to 24” distant! Apart from this she has a really melee-oriented weapon profile (3 attacks at Strength 4 at 1” range) not supported by her otherwise fragile constitution: 20 wounds but Toughness 3. And she is the only “wizard” hero with no ranged attacks.

The Scinari Loreseeker is the Scinari with highest wounds (22). He has the same melee profile as the Cathallar, but he adds a ranged attack (3-7″) with impressive damage potential (2 attacks at Strength 3 for 3/8 damage).

The Scinari Calligrave has the same ranged attack of a Loreseeker but a weaker melee profile (2 attacks, Strength 3, 1/4 damage) while maintaining the Cathallar fragility. His special ability, Realmscribe, is peculiar: reduces by 1 the damage received by friendly fighters within 6″ of a spot in the battlefield, but only from critical hits. Not your first choice.

Vanari Lord Regent

Vanari

The Vanari Lord Regent is the appropriate leader of your cavalry charge. With 10″ Movement he can keep the pace with the other Dawnriders, and the 30 Wounds with Toughness 4 will guarantee him some survivability. His high cost is justified by a good melee profile (4 attacks at Strength 4 for 2/5 damage) with the addition of a ranged magic attack (3-7″) with 3/8 damage (same profile as the other wizards like the Scinari).

The Vanari Dawriders are Lumineth’s heavy cavalry: 10” Movement and high wounds (18 or 28 for the leader) combined with medium Toughness (4) and decent attacks (3 at range 2” for 2/4 damage) makes them a valid elite unit although on the expensive side. The Steedmaster, the leader of the unit, increases the Strength from 3 to 4. Dawnriders have access to a basic ability available to all Vanari: Shining Company, and the classic damage on charge, Lances of the Dawn.

The Vanari Auralan Sentinels are the foot archers of the Lumineth with a decent ranged attack: 2 attacks at Strength 3 at 3-15” range for 1/3 damage. They compensate their low damage output and fragility (8 Wounds on a Toughness 3) by being the cheapest unit in the warband. The High Sentinel has one single weapon profile like the other leaders (3 attacks at Strength 3 for damage 2/4) and has access to the Sharp-eyed Scryhawk ability that allows to pick an enemy fighter and increase the Attack characteristic of attacks performed against that model.

The Vanari Auralan Wardens are pike units that can hit from afar without being engaged thanks to their long-ranged melee weapon (3”). 3 Attacks at Strength 3 for damage 1/4, Toughness 4 and Movement 5” makes them a versatile unit. The High Warden, the leader of this unit, does not share the same pike: 1” range, 3 attacks at Strength 3 and damage 2/4 and has access to Moonfire Flask for some random ranged damage.

The Vanari Bladelords can throw more than a punch for a limited cost: 3 attacks at Strength 4 for 2/5 damage. They can further increase their damage output with their ability, Perfect Strike, that allows a bonus attack and up to 6 damage on the critical hits for that attack. Their leader version, the Bladelord Seneschal, has 1 more attack and same profile.

Alarith Stonemage

Alarith

The Alarith Stonemage is the wizard leader of the Mountain Spirit side of the Lumineth. His ability costs a Quad but is really devastating: Gravitic Redirection deals D3 damage (rolled individually) to each adversary within 6” and halves their movement for the rest of the battle round. The movement debuff affects also friendly fighters in range.

The Alarith Stoneguards are the elite infantry of this warband. This is highlighted by their Wounds, Toughness (4) but reduced mobility (3” instead of 5” of all other infantry).

  • The leader of the unit, the Truestone Seneschal, has good attacks (4 at Strength 4 for damage 2/4) and higher wounds (20).
  • The Diamondpick Hammer is better for light armoured enemies (Strength 4 and damage 2/5).
  • The Stone Mallet is perfect for the toughest opponents (Strength 5 and damage 2/4).
Hurakan Windmage

Hurakan

The Hurakan are the Lumineth attuned to the Wind spirits and the Hurakan Windmage is their representative leader wizard. 12″ of flying movement alone justify the high price, but then we also have good Wounds (22), average Toughness (3), and good ranged attack (same as the Scinari: 2 attacks at Strength 3 for 3/8 damage at 3-7″ range).

Where the Dawnriders represent the heavy cavalry, the Hurakan Windchargers represent the light cavalry. They are extremely mobile: 12″ (against the 10″ of the Dawnriders), have an ability that allows them to end a disengage movement anywhere (Move Like the Wind), and another that adds up to 3″ extra movement to the next movement action (Go Where the Wind Blows). Their Leader, the Windspeaker Seneschal, has 28 Wounds, same Toughness as the Windchargers and 3 attacks at Strength 4 for 1/4 damage.

Hurakan Windchargers with Windspeaker Seneschal in the middle

Abilities for the Lumineth Warcry Warband

  • Shining Company (Double, all Vanari): Can be used only by a model within 1” of 2 or more friendly models that can also use this ability. In that case subtract 1 to the Attack characteristic of attack actions that target friendly fighters within 1” of this model.
  • Mountain Stance (Double, all Alarith Stoneguard): Until the end of the battle round subtract 1 from the damage received for each hit and critical hit.
  • Go Where the Wind Blow (Double, all Hurakan Windchargers): Add up to 3″ to the next Move action.
  • Moonfire Flask (Double, High Warden): Pick a visible enemy fighter within 6” and roll 2 dice. For each 4-5 allocate 1 damage, for each 6 up to 6 damage.
  • Sharp-eyed Scryhawk (Double, High Sentinel): Pick an enemy fighter within 20”, until the end of the battle round add 1 to the Attack characteristic of actions against that model.
  • Lone Agent (Double, Scinari Loreseeker): Perform a bonus move but only if there are no friendly fighters within 6″.
  • Move Like the Wind (Triple, all Hurakan): No restrictions on where to end the disengage action (can be within 1″ of an enemy).
  • Lances of the Dawn (Triple, all Dawnriders and the Lord Regent): At the end of the next move, allocate up to 6 damage to an engaged enemy unit.
  • Emotional Transference (Triple, Scinari Cathallar): Pick a friendly wounded fighter within 12” and an enemy fighter within 12” of that model. Roll a die for each wound allocated to the friendly fighter and for each 4+ allocate 1 damage to the enemy model.
  • Realmscribe (Triple, Scinari Calligrave): Pick a point of the battlefield within 9″ from this fighter, until the end of the battle round reduce by 1 the damage on critical hits for all friendly fighters within 6″.
  • Perfect Strike (Quad, all Bladelords): Perform a bonus attack and add up to 6 to the damage of critical hits.
  • Gravitic Redirection (Quad, Alarith Stonemage): Allocate D3 damage to all enemy fighters within 6” of this model. Also halve the Move characteristic of all fighters within 6” at the moment the ability is used.
Warcry Lumineth Realm-lords box content

Pros and Cons of Lumineth in Warcry

Pros:

+ Different type of units
+ Good range in melee

Cons:

– Uninteresting abilities
– Average low Toughness

Guide for Lumineth Realm-lords


Seraphon

Seraphon is one of the legacy warbands from the Order Grand Alliance. You can play almost all miniatures from that range.

Their origin is lost in time and is older than the Mortal Realms themselves. Created by the Old Ones to fight the Chaos forces, they are a lizardmen-like race with different species of which the bulky Saurus represent the military caste and the slender Skinks the administrative and religious class.

They have 32 fighters of which 17 are leaders.

Slann Starmaster

Saurus

The Slann Starmaster is not a Saurus but a powerful wizard, represented by his ability, Lords of Space and Time, that allows to relocate friendly fighters. As a combatant he has a more ranged profile with 12″ range (no minimum range) for 3/6 damage at Strength 4. 32 Wounds and Toughness 4 can last a bit, but better keep him protected. He can fly, but only 4″ away.

Saurus leaders share the bonus move or action after killing an enemy (Cold-blooded Commander) and as Saurus they share Tearing Bite to add damage on melee attacks.

  • The Oldblood has 3 Attacks at Strength 4 for 2/4 damage.
  • The Scar-Veteran on Cold One adds 1 Attack and a movement of 7″.
  • The Sunblood copies Scar-Veteran’s weapon profile and adds also +1 damage on critical hit (2/5).
  • The Eternity Warden loses 1 Attack (3 total) and 1 Toughness (only 4) but increases Strength to 5 and damage to 3/6.

If you are planning an army of pure Saurus any of them would be a valid leader.

The Saurus Astrolith Bearer deserves his own section because of his special ability Revivifying Energies that allows to heal any friendly fighter in range. It is expensive, but as support hero goes, you can’t find one more efficient.

The Saurus Guard are the elite fighters of the Scale-Cohorts. Toughness 5 makes them the most resilient fighters, and the 15 wounds can absorb all but most severe critical hits. Thanks to their 2” range weapons they can attack without being engaged and Strength 4 for 2/4 damage can do more than a dent in enemy’s armours. Their Leader version, the Saurus Guard Alpha has 1 attacks more (4) and more damage on critical hit (5). He compares to a Sunblood, with the same weapon profile but with the 2″ range weapon wins the parallel hands down.

The Saurus Warriors are some of the cheapest Saurus units, and their characteristics reflect this: 10 wounds, Movement and Toughness 4 and 2 weapon profiles.

  • The Celestite Club offers more attacks (3) for less damage (1/3 on Strength 3)
  • The Celestite Spear offers more range (2”) and damage (1/4) but less attacks (2).
  • The Alpha is the Leader version and has 4 attacks at Strength 3 for 2/4 damage and 20 wounds.

The Saurus Knights represent the cavalry of the Seraphon but their movement is not the highest of the warband (only 6”) placing them in the middle range with Toughness 4 and high wounds. As the Warriors, the Knights also have two weapon options:

  • The Celestite Blade offers more attacks (3 at Strength 3, damage 1/3)
  • The Celestite Warspear offers more range (2”, 2 attacks, Strength 3, damage 1/4).
  • Their Leader version, the Alpha has only 1″ range but more power: 4 Attacks for 2/4 damage. He would compare to a Scar-Veteran but is much cheaper at the cost of 1 Strength, 1″ Movement, 1 Toughness and 2 Wounds less.

The Kroxigors too are not Saurus, but they are tough fighters and have access to the same Saurus’s ability Tearing Bite. They are as fast as a Saurus Knight, but cost as much as a leader thanks to their impressive Strength 5 and 3/6 damage.

Skink Starseer

Skinks

Skinks priestly leader’s main ability is Tide of Serpents that can provide a way to do some extra ranged damage. There are different profiles:

  • The Skink Starseer can fly 4″ and has only one melee profile with no minimum range and 12″ of maximum, 2 Attacks, Strength 4 and 3/6 damage.
  • The Skink Starpriest has 2 weapon profiles, one ranged up to 7″ for 3/6 damage and one melee for 1/4 damage both at Strength 3.
  • The Skink Priest has a similar profile but only 2/5 damage on the ranged attack and 1/3 on melee.

The Ripperdactyl Riders represent the shock flying squadron of the Seraphon. With a flying movement of 10” they are a constant threat to your opponents.

  • The basic version has Toughness 4 ,15 wounds, 3 attacks at Strength 4 for 2/4 damage.
  • The Ripperdactyl Rider Alpha is a Leader, has one more attack and same weapon profile
  • The Ripperdactyl Chief is identical to the Alpha but 3 wounds more.

The Terradon Riders are the medium range flying squadron with 12″ of flying movement, good wounds but only Toughness 3. They have different variants:

  • The Starstrike Javelin has 8” range and 2 Attacks at Strength 3 for 1/4 damage.
  • The Sunleech Bolas has 3” range but 3 Attacks.
  • The Terradon Rider Alpha has a slightly better Bolas profile with 1 Attack more and 1 damage more on a normal hit.
  • The Terradon Chief does not have a ranged option, he has 1 more Attack (4) than the melee profile of the other models.

The Skinks are the cheapest of the Seraphon warband and they show it with their fragility: 8 wounds and Toughness 3. Despite this they have a good Movement (6”) and few ranged options:

  • The Meteoric Javelin and Star-Buckler has a single ranged attack at 8” range, Strength 3 and damage 1/4.
  • The Boltspitter and Moonstone Club has 12” range and 2 attacks with the same profile as the Javelin, becoming a better ranged option, but with Toughness 2.
  • The Moonstone Club and Star-Buckler has the same melee profile as the other Skinks: 3 attacks at Strength 3 for 1/3 damage but no ranged attack. He is the cheapest however.
  • The Skink Alpha is the cheapest leader of the warband. He has more attacks (4) and damage (2/4) than the other Skinks.

The Hunting Packs are actually two different kits, both containing 3 Skink Handlers and 1 beast:

  • The Skink Handler is the cheapest fighter of the Scale-Cohorts, despite so it has 1/4 damage on 2 Attacks at 2″ range allowing him to still be a nuisance to be taken care of by your opponent. On top of that he can trigger a bonus attack of one of the following beasts.
  • The Salamander has 7″ range for 3/6 damage on Strength 3, Toughness 4, 20 Wounds and 6″ movement.
  • The Razordon has 12″ range for 5 Attacks at Strength 3 but only 1/3 damage, Toughness 3 and same Wounds and movement of the Salamander.
Full content of Start Collecting Seraphon box

Abilities for the Seraphon Warcry Warband

  • Nimble Retreat (Double, Skink Starpriest, Skink Priest, all Skinks and Skink Handler): If engaged perform a bonus disengage action.
  • Hunting Pack (Double, Skink Handler): A nearby Beast fighter can perform a bonus attack action.
  • Voracious Appetite (Double, all Ripperdactyl Riders): Up to 6 damage to an engaged enemy.
  • Cold-blooded Commander (Double, all Leaders): Perform a bonus move or attack action after taking down an enemy.
  • Tide of Serpents (Double, Skink Starseer, Starpriest and Priest): Damage an enemy 8″ away a random number based on the ability value and the dice roll.
  • Lean from On High (Double, Terradon Chief): Add up to 3″ to the next Move action.
  • Rain Meteoric Barrage (Triple, all Terradon Riders except Terradon Chief): Allocate up to 6 damage to a nearby enemy at the end of the next move action.
  • Tearing Bite (Triple, all Saurus and Kroxigor): Add up to 6 to the damage of the next melee attack action for both hits and critical hits.
  • Lords of Space and Time (Triple, Slaan Starmaster): Remove any friendly fighter within 12″ and bring him back anywhere up to 6″ from the Starmaster.
  • Wrath of the Old Ones (Quad, Everyone): Add up to 3 to the Attack and Strength of melee attack actions.
  • Revivifying Energies (Quad, Saurus Astrolith Bearer): Heal up to 6 damage from all friendly fighters within range.
Full content of Start Collecting Skinks box

Pros and Cons of the Seraphon Warband

Pros:

+ High mobility
+ Versatile warband

Cons:

– No heavy hitters

Guide for Seraphon


Stormcast Eternals Sacrosanct Chamber

Stormcast Eternals form different legacy warbands from the Order Grand Alliance. The Sacrosanct Chamber is one of those and you can play almost all miniatures with that keyword.

The Stormcast are mortal heroes taken by Sigmar just a moment before their death and reforged in almost immortal fighters. Of all chambers, the Sacrosanct represents the warrior-mystics most attuned to magic and they have first been unleashed in the Mortal Realms following the Necroquake event.

They have 24 fighters of which 15 are leaders.

Easy to Build: Astreia Solbright, Lord-Arcanum
Lord-Arcanum on Celestial Dracoline

The Lord-Arcanum are the commanders of the Sacrosant Chamber and as such they are also powerful wizards of their own. They have two ranged Attacks at 7″ range for 3/6 damage on Strength 4 and a decent melee profile too: 4 Attacks at Strength 4 for 2/4 damage.

  • The Lord-Arcanum on Dracoline in melee loses 1″ range (the others being 2″) but adds 1 to the damage on critical hit (2/5). Interestingly he does not count as Mounted but he has access to Thunderous Pounce.
  • The Lord-Arcanum on Gryph-Charger is cheaper and with 2 Wounds less.
  • The standard Lord-Arcanum has a movement of 4″ (instead of 10″).

The Lord-Exorcist is a wizard with the same ranged profile as the Lord-Arcanum while in melee he loses only 1 Attack. The difference is made by his special ability, Open Redemption Cache. While the Lord-Arcanum damages everyone including themselves, the Lord-Exorcist in the same radius blasts only enemies.

The Lord-Ordinator are instead the Engineers of the Sacrosanct Chamber. Their special ability, Meteoric Slam, adds +1 to Attack and Strength for a turn transforming them in powerful fighters.

  • The Astral Grandhammer can therefore become a 4 Attacks at Strength 6 for 3/5 damage on a 2″ range.
  • The Paired Astral Hammers becomes 5 Attacks, Strength 6 for 2/5 damage.

Do not underestimate the Knight-Incantor thinking he is your usual fragile wizard. While his ranged attack is the same as the Lord-Arcanum or Lord-Exorcist, in melee he hits as hard as a Lord-Exorcist with only 1 Attack less (3) than a Lord-Arcanum.

The Evocators on Celestrial Dracolines are powerful warrior-wizards that don’t actually count as Mounted and have access to Thunderous Pounce for some impact damage after movement.

  • The Grandstave has 2″ range for 3 Attacks at Strength 5 for 3/5 damage.
  • The Tempest Blade and Stormstave has 1″ range, 4 Attacks at Strength 5 for 2/2 damage
  • The Evocator-Prime with Grandstave is the Leader version with same weapon profile but 1 damage more on critical hit
  • Same for the Evocator-Prime with Blade and Stormstave.

The Evocators on foot represent the infantry and couple really well with those mounting Dracolines. The Primes have access to Summon Celestial Lightning, same as the mounted version. And exactly as those, they have 4 different versions:

  • The Tempest Blade and Stormstave and the Grandstave have identical weapon profile to the mounted ones except the 4″ Movement (and the Grandstave having one less damage on normal hit)
  • The Prime with Blade and Stormstave increases the number of attacks to 5, have same Strength (5) and a lower damage on critical hit (2/4).
  • The Prime with Grandstave instead has longer range (2”), less attacks 4, same Strength and more damage on critical (2/5).

The Sequitors are the main infantry and the model with most options with a forgettable ability that increases their Toughness above their already high 6:

  • The Sequitors with Tempest Blade and Soulshield have Strength 4 but more attacks than their other counterparts (3).
  • The Sequitors armed with Stormsmite Maul and Soulshield have Strength 5 but less attacks (2).
  • Both weapon profiles have an equivalent leader, the Sequitor-Prime, who adds 1 more attack.
  • The guest star is the Sequitor with Stormsmite Greatmace: he trades Toughness (“only 5”) for 3 attacks at range 2” and 3/5 damage.
  • The Sequitor-Prime with Redemption Cache has access to an ability that can damage any visibile unit in a range.

The Castigators are your ranged options and they are essential to compensate the overall slowness of this warband (unless you use Dracolines). With maximum range 15” they can really make a difference: 3 attacks at Strength 5 for 2/4 damage are not to be underestimated, but avoid engaging them in melee. Their Leader version, the Castigator-Prime, adds 1 more melee attack.

The cheapest unit available in this warband is the Gryph-Hound, shared across all warbands. In melee they have 4 Attacks at Strength 4 for 2/4 damage but a movement of 6” and the Darting Attack ability that provides them a bonus attack and then a bonus disengage.

Castigators for the Stormcast Sacrosanct Warcry Warband
Castigators with Gryph-hound and Castigator-Prime in the foreground.

Abilities for the Sacrosanct Warcry Warband

  • Channelled Empowerment (Double, Everyone): Add up to 6 to the Strength of the next melee attack.
  • Summon Celestial Lightning (Double, all Evocators): A chance to do up to 6 damage to an engaged enemy.
  • Meteoric Slam (Double, both Lord-Ordinators): Add +1 to Attack and Strength of melee attacks of this fighter.
  • Cleanse the Realms of Taint (Double, all Leaders): After taking down an enemy perform a bonus move or a bonus attack.
  • Burst of Celestial Lightning (Triple, all Castigators): Add up to 3 to the damage for both hits and critical hits for the next ranged attack.
  • Darting Attack (Triple, Gryph-Hounds): Make a bonus attack and then a bonus disengage.
  • Soul-shield Channelling (Triple, all Sequitors except the Sequitor with Greatmace): Until the end of the battle round add up to +6 to his Toughness.
  • Shatter Spirit Flash (Triple, all Lord-Arcanum and the Knight-Incantor): Allocate up to 6 damage to all fighters in range (friendly and enemy).
  • Thunderous Pounce (Quad, all Lord-Arcanum and Evocators on Celestial Dracoline): Up to 6 damage to an engaged enemy at the end of the next Move action.
  • Open the Redemption Cache (Quad, Lord-Exorcist and Sequitor-Prime with Redemption Cache): Up to 6 damage to all visible enemies within 3”.
Evocators for the Stormcast Sacrosanct Warcry Warband
Evocators with Tempest Blade and Stormstave and their Evocator-Prime in the foreground

Pros and Cons of the Stormcast Sacrosanct Warband

Pros:

+ Really elite warband
+ High toughness

 Cons:

– Low models count
– Really situational abilities

Guide for Stormcast Eternals Sacrosanct Chamber


Stormcast Eternals Vanguard Auxiliary Chamber

Stormcast Eternals form different legacy warbands from the Order Grand Alliance. The Vanguard Chamber is one of those and you can play almost all miniatures with that keyword.

The Stormcast are mortal heroes taken by Sigmar just a moment before their death and reforged in almost immortal fighters. Of all chambers, the Vanguard Auxiliary comprises the scouts and skirmishers, experts in ambush and tactical warfare.

They have 14 fighters of which 8 are leaders.

Lord-Aquilor
Lord-Aquilor

The Lord-Aquilor is the most expensive fighter in the warband with 38 Wounds, Toughness 5 and 10″ Movement! He has also 2 weapon profiles with an average ranged (3 Attacks at Strength 4 for 1/4 damage at 8″ range) and a good melee (4 Attacks at Strength 4 for 2/5 damage). If he needs to get into place faster, his ability allows him a free Move. Alternatively he can increase the Toughness of all friendly fighters with the generic Leader ability Righteous Aura.

The Knight-Venator focusses on ranged damage for 3 Attacks at 20″ range for 2/6 damage. He is understandably only slightly cheaper than the Lord-Aquilor having same Movement (10″) but Flying (no penalties), same Toughness (5) and a bit less Wounds (30). His special ability, Star-fated Arrow, has a chance to do quite some damage on a huge range.

The melee version of the Angel is the Knight-Azyros. He has the same identical profile but no ranged weapon. His ability, The Light of Sigmar, allows for some area damage.

The Knight-Zephyros is the first of our on-foot heroes, with “only” 5″ Movement, but same resilience (30 Wounds on Toughness 5). In close combat her profile is the same as all other leaders (4 Attacks at Strength 4 for 2/4 damage) and ranged she performs like a Lord-Aquilor being an optimum alternative leader at a cheaper cost.

The Vanguard-Raptors are the elite archers and come with two different weapon profiles. In melee the ranged weapon cannot be used being replaced by a melee profile of 3 attacks, strength 4 and 1-4 damage.

  • The Longstrike Crossbow is the long-range weapon and one of the most powerful, comparable to a ballista with a range of 20” and a damage of 10 on a critical (but only 1 attack). They have access to Aimed Strike, that allows to increase the damage characteristic (both for hit and critical hit) for a potential damage of 10-16 per shot.
  • Their Leader version, the Raptor-Prime is one of the most versatile leader in the game with the longest-range weapon with higher damage (4-10) and 30 wounds with toughness 5. The drawbacks is that he is one of the most expensive leader in the game and has only a movement of 4”.
  • The Hurricane Crossbow has a shorter range (3-15”), less damage (2-6) but, with more attacks (3) at Strength 4, could statistically do more damage than the Longstrike version. The Attacks can be increased even further using the Rapid Fire ability.
  • Its Leader version, the Raptor-Prime, has similar consideration than the other Prime.

The Vanguard-Hunter is a mix of infantry and ranged unit with the same ranged profile of the Lord-Aquilor (3 attacks at strength 4, 8” range) and the attack profile of the Gryph-Hound (4 attacks, strength 4, damage 2-4). The main difference between the Hunter-Prime and the normal fighter is the Wound characteristic: 30 vs 20. He is also the cheapest leader in this warband.

The Vanguard-Palladors are the cavalry of the Vanguard with 10″ Movement (mounted). Extremely expensive have the same ranged and melee profile of a Knight-Zephyros but the ability of the Lord-Aquilor to do a bonus move. Their Leader version is the Pallador-Prime.

For 15 points less than a Vanguard-Hunter you can have a Gryph-Hound. Same melee profile (4 Attacks at Strength 4 for 2-4 damage) but a movement of 6” instead of 4” and the Darting Attack ability that allows a bonus attack and then a bonus disengage.

The Aetherwings are the cheapest unit in the warband and that can really help to increase the number of fighters in an otherwise pretty expensive roster. With toughness 2, 8 Wounds and 3 Attacks at Strength 2 they are definitely not there to hold the ground in melee, but they can be really useful scouts especially in combination with your snipers: their Warning Cry ability allows to re-roll one attack dice against a target enemy.

Vanguard-Raptor with Longstrike Crossbow

Abilities for the Stormcast Eternals Vanguard Warband

  • Tireless Hunter (Double, Everyone): Add up to 3″ to the next move action.
  • Warning Cry (Double, Aetherwing and Raptor-Prime with Longstrike Crossbow): Select a target enemy within 6”. You can re-roll one dice per attack action against that enemy.
  • Lightning-fast Strikes (Double, Knight-Zephyros): Add up to 3 attacks to the next melee attack action.
  • Righteous Aura (Double, all Leaders): Add 1 to the Toughness of all friendly fighters within 6” of the leader.
  • Darting Attack (Triple, Gryph-Hound): You can make a bonus attack and then a bonus disengage action.
  • Rapid Fire (Triple, Raptors with Hurricane Crossbow): Add up to +3 to the attacks for the next action.
  • Ride the Winds Aetheric (Triple, Lord-Aquilor and all Palladors): Perform a bonus move up to 6″ away.
  • Star-fated Arrow (Triple, Knight-Venator): Damage an enemy within 20″ based on a dice roll up to 10 Wounds.
  • Aimed Strike (Quad, Raptors with Longstrike Crossbow): Add up to +6 damage to both hit and critical hit.
  • The Light of Sigmar (Quad, Knight-Azyros): Damage up to 6 Wounds to all nearby enemy fighters.
Content of the old Stormcast Eternals Vanguard Start Collecting box

Pros and Cons of the Stormcast Eternals Vangaurd Warband

Pros:

+ Ambush tactics
+ Best ranged attacks
+ Mobility options
+ High toughness

Cons:

– Low model count
– Hard to manage certain situations
– Susceptible to criticals

Guide for Stormcast Eternals Vanguard Chamber


Stormcast Eternals Warrior Chamber

Stormcast Eternals form different legacy warbands from the Order Grand Alliance. The Warrior Chamber is one of those and you can play almost all miniatures from the original release of the Stormcast Eternals.

The Stormcast are mortal heroes taken by Sigmar just a moment before their death and reforged in almost immortal fighters. Of all chambers, the Warrior one represents the core of a Stormcast army. Always present in all battlefields, they are the unshakable golden wave that fights the Chaos forces.

They have 38 fighters of which 16 are leaders.

Lord-Castelant

With so many leaders available the main difference is not made by their weapon profile but by their special ability. The Lord-CelestantWarcloak’s Storm Magic, allows to do some small random damage at short range. Not remarkable.

The Lord-Castellant comes with only 2 Attacks but at 2″ range and for 3/6 damage. His special ability however can reduce by 1 the damage taken by all friendly fighters around him. The downside is that being a low-count model warband not many fighters will be within 6″.

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 around him.

The Lord-Relictor in melee is just average but his ability allows an almost reliable way to perform some damage on medium range.

The Knight-Heraldor has a similar attack to the Lord-Relictor but one Attack more (4). His ability, Battle-horn Thunderblast, is extremely limited in scope as it works only if the enemy is on a platform and there’s not many platforms in most kits.

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 Staunch Defender!!) maintaining high Wounds (30). His ability however is unimpressive.

The Knight-Vexillor has a weapon profile identical to the Lord-Relictor. His ability allows to increase the Movement of all friendly fighters starting their activation around him. While strong on paper it is really situational.

Storebirthday jan04 aos9safer
A Knight-Questor, one of the multiple versions. This was Store Anniversary 2021.

The Prosecutors are the flying light cavalry of the Stormcast and they come in different variants including 2 leader options. They can be divided in 3 groups: Prosecutors with Javelins, Prosecutors with Hammers and Prosecutor with special weapons.

  • The Stormcall Javelin and Sigmarite Shield 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 Stormsurge Trident and Sigmarite Shield adds 1 to the damage on normal hit (3/5).
  • Their Leader version, the Prosecutor Prime with Stormcall Javelin and Sigmarite Shield adds 1 Attack at range 2” (for a total of 4). With toughness 6 and 30 wounds is one of the hardest fighters in the game.
  • The Celestial Hammers and Sigmarite Shield also have 2 ranges: 2 attacks at 3-8” or 3 at 1” for a consistent damage of 2/4.
  • The Paired Celestial Hammers adds 1 attack to both profiles.
  • Their Leader version, the Prosecutor Prime with Paired Celestial Hammers has the same weapon profile as the normal version but 1 more attack in melee and same lower Toughness of 5.
  • 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.
  • The Grandhammer 3 Attacks at Strength 5 for 3/5 damage.

The Paladins are the elite fighters of the Warrior chamber and come in different shapes and forms. The three main categories are DecimatorsProtectors and Retributors of which one can be armed with a Starsoul Mace. They can all use Earth-shattering Blow for bonus attack action with extra damage.

  • The Decimators are the more balanced of the paladins with 3 attacks at 2” range for 3/6 damage. They are also slightly more expensive.
  • The Protectors enjoy the longest range (3”) but they lose 1 damage on critical (5).
  • The Retributors are the cheapest, have only 1” range but more Strength (5) and the same output damage of a Protector (3/5).
  • Each one of this has a Leader version: Decimator-Prime, Protector-Prime and Retributor-Prime with similar weapon profile of the base version except one more Attack and access to Leader abilities.
  • The Paladin with Starsoul Mace has 3 Attacks at Strength 5 for 8 damage on a critical!

The Judicators are the ranged fighters of this warband with 2 main weapon options, each reflected with a Prime, and a specialised weapon. None of them have a special ability.

  • 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).
  • 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).
  • 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.
  • The Judicator Prime with Skybolt Bow has the same ranged profile of the base version but one attack more in melee and access to Leader abilities.
  • Same for the Judicator Prime with Boltstorm Crossbow.

The Liberators are the core of the Warrior chamber. They are the cheapest but not by far, still swinging between toughness 5 and 6 (for those with shield), high wounds 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 Warhammer and Sigmarite Shield have Strength 5 and hit for decent damage (2-4) at range 1”.
  • The Paired Warhammers‘s number of attacks goes up to 3, same as their Leader version, the Prime with Warhammer and Sigmarite Shield.
  • The Grandhammer adds an extra damage to both normal and critical hit (3-5) to the pair of warhammers.
  • The Warblade and Sigmarite Shield lose 1 Strength (4) to increase the number of attacks (3) but same damage (2-4).
  • The Paired Warblades‘ number of attacks goes up to 4, same as their Leader version, the Prime with Warblade and Sigmarite Shield.
  • The Grandblade performs as a pair of warblades with increased damage (3-5 for 4 attacks at Strength 4).

The cheapest unit available in this warband is the Gryph-Hound. Same melee profile as a Liberator with Paired Warblades (4 Attacks at Strength 4 for 2-4 damage) but a movement of 6” instead of 4” and the Darting Attack ability that allows a bonus attack and then a bonus disengage. Toughness 4 and 20 wounds guarantee a decent survivability.

The Liberators useable in a Warcry stormcast eternals warrior chamber warband
Liberator with Paired Warhammers and with Paired Warblades

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 in melee if the target has 15 or more Wounds.
  • Sigmarite Shield Bash (Double, Knight-Questor, Prosecutors and Liberators with shields): A chance to do up to 6 damage to a close enemy at the end of a Move action.
  • Warcloak’s Storm Magic (Double, Lord-Celestant): A chance to allocate up to 12 damage to an enemy within 6″.
  • Staunch Defender (Double, all Leaders): 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): Add up to +6″ to the next Move action.
  • Darting Attack (Triple, Gryph-Hounds): Make a bonus attack and then a bonus disengage.
  • Battle-horn Thunderblast (Triple, Knight-Heraldor): Pick an enemy on a platform within 12″ and roll a dice for him and each other enemy fighter within 6″ of him. On a 4+ allocate 3 damage.
  • Lantern of Abjuration (Triple, Lord-Veritant): Reduce by 1 the value of abilities used within 9″ of this fighter.
  • Warding Lantern (Triple, Lord-Castellant): Reduce by 1 the damage inflicted to friendly fighters within 6″ of this fighter.
  • Lightning Storm (Triple, Lord-Relictor): A good chance to inflict up to 6 damage to a fighter within 12″.
  • Earth-shattering Blow (Quad, all Paladins): Perform a bonus attack action adding up to +3 to the damage characteristic for both hit and critical hit.
  • Tempest Winds (Quad, Knight-Vexillor): Add up to +6″ to the Move of friendly fighters within 12″.
The content of the Thunderstrike Brotherhood Start Collecting box.

Pros and Cons of the Warrior Chamber Warband

Pros:

+ High toughness
+ Decent mobility
+ High wounds
+ Good ranged option
+ Extreme versatility

Cons:

– Really low models count
– Hard to manage in certain situations

Guide for Stormcast Eternals Warrior Chamber


Stormcast Eternals Thunderstrike

Stormcast Eternals form different legacy warbands from the Order Grand Alliance. The Thunderstrike is one of those and you can play almost all miniatures with that keyword.

The Stormcast are mortal heroes taken by Sigmar just a moment before their death and reforged in almost immortal fighters. The Thunderstrike are not a new chamber but rather a new breed of Stormcast armed with the newest armour, the Thunderstrike, that allows the Stormcast soul to return to Azyr after they are defeated. Since the Cursed Skies created by Be’Lakor, the First Daemon Prince, Stormcast deaths without the armour can become permanent.

They have 18 fighters of which 11 are leaders.

Lord-Imperatant

The Lord-Imperatant is the great leader of the new Thunderstrike divisions. As a fighter, his high cost is highly justified by his longevity (Toughness 5 and 32 Wounds), his decent attacks (4 at Strength 4 for 2/5 damage) and his few abilities. His signature ability, Coordinated Strike, allows up to 3 other friendly fighters nearby to perform a bonus move or a bonus attack.

The Knight-Arcanum is the wizard of the warband, able to shoot up to 7″ away for 6 damage (at Strength 4) or to club his opponents at 2″ range for 4 damage. His special ability, Bolt from the Heavens, allows to hit an enemy at a good range for random damage. Normally you would consider this fighter at least as a supporting hero, but with all other choices available, it is probably a pass.

The Knight-Relictor is the priest of the warband, he has the same defence characteristic as most other leaders and really similar attacks. His ability, Purifying Incense, can reduce the damage taken for friendly fighters around him.

The Knight-Vexillor with Banner of Apotheosis. apart from his impressive banner, has similar characteristics to the other leaders. The difference is made by his ability to heal wounds to all friendly fighters nearby.

The Knight-Judicator is probably one of the best sniper in the Mortal Realms: 20″ range for 4/10 damage at Strength 5 (comparable to the Vanguard-Raptor with Longstrike Crossbow from the Vanguard Chamber). In melee he can also defend himself with 2/4 damage and the usual high defence will make him last longer.

The Vindictors are the battleline of the army and core of this warband. The Vindictor-Prime is one of the cheapest Leaders available in the warband, but his lack of special abilities and less than impressive profile (only the 2″ range stands out) makes him quite forgettable. What makes the Vindictors different than the rest of the troops is their Toughness 6 and the 2″ range.

The Vanquishers are the swordmasters, able to cut down the surrounding enemies with their special ability Vanquishing the Horde. Their attack profile is already quite impressive with 4 attacks (5 for the Vanquisher-Prime, their Leader version) at Strength 4 for 2/4 damage, but you need also to add Toughness 5 and high wounds.

The Vigilors represent the archers of this warband, and the only non-leader model with ranged attacks. 15″ range at Strength 4 for 2/4 damage is not bad and even in melee with 3 attacks at Strength 4 for 1/4 damage makes them a threat to not underestimate. The Vigilor-Prime adds 1 more ranged attack (3 instead of 2) for a valid alternative profile if you need a support hero different from the ones above. And the reason is the Vigilors’ special ability: Guiding Lightning that basically creates a beacon for other fighters to target the same enemy.

The Annihilators are the elite of this warband, surprisingly having more or less the same cost as the other fighters in the warband. They come with two profiles: one with Meteoric Hammer focussed on defence, and one with Grandhammer focussed on attack.

  • The Meteoric Hammer comes with their giant shield that introduces for the first time Toughness 7!!! Only a handful of fighters in the game have Strength 6 and none 7, making them hittable only on a 5+. And their attack profile is equally good with 2 attacks at Strength 5 for 2/5 damage.
  • Their Leader version, the Prime with Meteoric Hammer has one more attack.
  • The Grandhammer instead reduces Toughness to “only” 6 but the attacks become 3 at Strength 6 for 3/5 damage.
  • Their Leader version, the Prime with Grandhammer once again adds one attack.

The Praetors represent your bodyguards as they are able to heal back a nearby Leader. Praetors are reliable hitters, with Strength 5 and 2/5 damage. Their Leader version, the Praetor-Prime has has 4 attacks instead of 3 and same weapon profile.

Gryph-hound are normally the cheapest unit in a Stormcast warband (they are available in all warbands to date), but in this case, they cost like the average troop. They have the same profile as a Vanquisher (4 Attacks at Strength 4 for 2/4 damage) but a movement of 6” instead of 4” and the Darting Attack ability, that allows a bonus attack and then a bonus disengage.

Knight-Judicator with 2 Gryph-Hounds

Abilities for the Thunderstrike Stormcast Warband

  • Blaze of Glory (Double, Everyone): This fighter can do a bonus attack only if they have 15 or more Wounds allocated.
  • Soul-forged Guardians (Double, all Praetors): Remove up to 6 wounds from a nearby Leader, then allocate D3 damage to this fighter.
  • Guiding Lightning (Double, all Vigilors): After attacking an enemy with a ranged attack, everyone else has +1 attack against that enemy.
  • Shock and Awe (Double, all Leaders): A bonus move or attack after taking down an enemy.
  • Plant the Banner of the Reforged (Double, Knight-Vexillor): Heal up to 3 wounds to all friendly fighters in range.
  • Bolt from the Heavens (Double, Knight-Arcanum): A chance to do up to 9 damage to an enemy within 18″.
  • Darting Attack (Triple, Gryph-Hounds): Make a bonus attack and then a bonus disengage.
  • Vanquish the Horde (Triple, all Vanquishers): A chance to do up to 6 damage to all nearby enemies.
  • Purifying Incense (Triple, Knight-Relictor): Reduce by 1 the damage taken while within 6″ of this fighter.
  • Coordinated Strike (Triple, Lord-Imperatant): Up to 3 other nearby friendly fighters can perform a bonus move or bonus attack.
  • Force of a Falling Star (Quad, all Annihilators): Perform a bonus move and if ending nearby an enemy unit, allocate up to 6 wounds to that enemy.
  • Draw the Gaze of Sigmar (Quad, Knight-Judicator): Up to 3 damage to all enemy fighters nearby the chosen point.
Warcry Thunderstrike Stormcast Eternals box

Pros and Cons of the Warrior Chamber Warband

Pros:

+ High toughness
+ High wounds
+ Good ranged option
+ Extreme versatility

Cons:

– Low models count
– Hard to manage in certain situations

Guide for Stormcast Eternals Thunderstrike


Sylvaneth

Sylvaneth is one of the legacy warbands from the Order Grand Alliance. You can play almost all miniatures from that range.

They are the children of Alarielle, Goddess of Life. They are grown from soulpods in the most disparate forests and represent the sylvan inhabitants of the Mortal Realms. Those forest spirits and tree creatures are not to be underestimated as they all guided by the spirit-song and work in unison.

They have 15 fighters of which 9 are leaders.

Arch-Revenant

The Arch-Revenant is the most expensive and fastest unit of the warband. He doesn’t hit as hard as a Kurnoth, but has a good melee profile with 2″ range, 4 Attacks at Strength 4 for 2/5 damage. He has a plethora of abilities as well of which Zephyrspite’s Tail Pincers allows to do some random damage to an engaged enemy.

The Branchwraith is a spellcaster of the Forest Stalkers, and as such she has a 7″ ranged attack for 3/6 damage useful to hit from the second line while staying close to the fight. Don’t use her in melee with her Toughness of 3 but she can support the back lines with some poor healing.

The Branchwych could be another support character but her ability is another random chance to do some damage. She has the same ranged attack as the Branchwraith, but a 2″ melee attack that allows her to fight in melee without being engaged.

The Kurnoth Hunters are the most expensive model in the Sylvaneth Warband outside of the Arch-Revenant, but also the most versatile with different weapon loadouts:

  • The Greatbow is the farthest ranged option available to this warband with an amazing 20” range. 2 attacks at Strength 4 (can be increased with the Leader ability as there is no range limit) performing 2/5 damage allow for some interesting tactics.
  • The Scythe is the heavy-hitting option: 3 attacks with 2” range at Strength 4 for 3-6 damage can be decisive on many occasions.
  • The Greatsword instead provides more attacks (4), with 1” range, same Strength but slightly less damage (2/5).
  • Their Leader version, the Huntmaster, exists for all 3 different weapon options and adds 1 attack and access to the Leader abilities.

The Spite-Revenants special ability allows to block an enemy and can be useful to disrupt your opponent plans. The profile itself of the Spite is in line with the low cost: only 8 wounds, movement 4”, Toughness 3 and 4 attacks at Strength 4 for 1/3 damage. Their Leader version, the Shadestalker, adds more wounds (16), one attack (5) and more damage (2/4).

The Tree-Revenants have an interesting strategic ability: they can be moved anywhere on the battlefield. Despite this, they are also one of the cheapest model in the game, so they can be used in hordes to protect Kurnoth Hunters. Their profile is similar to that of the Spites, the only difference being the 3 attacks at Strength 3. Their Leader version, the Scion, has 4 attacks at Strength 3 with same damage as the Shadestalker (2/4).

The Dryads also have  an interesting horde-ability. If one “shouts” at an enemy in range, every Dryad adds +1 Attack against that enemy. They have 4 attacks at Strength 3 and can cause small damage (1/3) but in numbers and with 10 attacks (with the shout) per activation they can represent a problem. Their Leader version, the Branch Nymph, has 1 more in Strength and does the same damage as the Scion and the Shadestalker (2/4).

Kurnoth Hunters for the Sylvaneth Warband in Warcry
Kurnoth Hunters with Greatsword and their Huntmaster in the foreground

Abilities for the Sylvaneth Warcry Warband

  • Draw from the Spirit-song (Double, Everyone): Heal up to 3 Wounds.
  • Trample Underfoot (Double, all Kurnoth): Do as much as 6 damage to an engaged enemy (on a 4+).
  • Shrieking Terror (Double, all Spite-Revenants): A chance to block an enemy preventing move or disengage actions (on a 3+).
  • Zephyrspite’s Tail Pincers (Double, Arch-Revenant): A chance to do up to 6 damage to an engaged enemy.
  • Swarm of Spites (Double, Swarm of Spites): A chance to do up to 6 damages to an enemy within 6″ (on a 4+).
  • Enrapturing Song (Triple, Dryad and Branch Nymph): Target an enemy up to 6″ away. Add +1 to the Attacks performed by Dryads (or Branch Nymph) against that enemy.
  • Walk the Spirit Path (Triple, all Tree-Revenants): Remove this fighter from the battlefield and place it anywhere on the battlefield floor, 5” from any enemy fighter.
  • Blessing of the Forest (Triple, Branchwraith): Heal 1 damage to all friendly fighters within 6″.
  • Call to Battle (Triple, Arch-Revenant): Add +1 to the melee Attacks of friendly fighters within 3″.
  • Envoy of the Everqueen (Quad, all Leaders): Add up to +3 to the Toughness and Strength of friendly fighters within 6”.
Warcry Sylvaneth box with 5 Revenants and 3 Kurnothi

Pros and Cons of the Sylvaneth Warband

Pros:

+ Decent mobility
+ Ability to heal
+ Varied abilities and strategies

Cons:

– Medium hitters
– Random abilities

Guide for Sylvaneth


Other great resources: