Observations & Thoughts from my first game:
- Stormhost: Anvils of the Heldenhammer
LEADERS - So I incorrectly gave him a command trait & mindlock staff I shouldnt have been able to with the Anvils of Heldenhammer chamber. Living and learning.
His ability to once per turn, prevent another Stormcast unit from dying is outstanding (and very effective when used to nullify 36 attacks from Spirit Hosts!)Lord-Arcanum on Gryph-Charger (240) - General -
Command Trait : Staunch Defender -
Celestial Staves (Artefact) : Mindlock Staff -
Spell : Chain Lightning -
Mount Trait : Wind Runner
Lord-Relictor (100) - Used his Translocation power once (and used it badly), out of range for a blessing in turn 1, and failed the 3+ in turn 2.
Prayer : Translocation
Knight-Incantor (140) - Not really seen enough to make a decision on
Spell : Speed of Lightning
Lord-Celestant On Dracoth (220) - In effective, but could just be my dice rolling!
Tempestos Hammer & Thundershield -
Mount Trait : Thunder Caller
UNITS
5 x Sequitors (120) -Stormsmite Mauls and Soulshields -
1 x Stormsmite Greatmaces - Had real potential, expanding to either three 5's or a 10 after this.
10 x Liberators (200) -Warhammers - Killed in turn 1 due to a Nighthaunt charge roll of 10 or more (in essence allowing them to fight twice... did not walk away from those 80 attacks).
10 x Liberators (200) -Warhammers - Arrived from the celestial plane in the wrong place, my fault, and failed their 9" charge.
3 x Castigators (80) - Died on turn 1 after being charged.
5 x Evocators (200) - 2 x Stormsmite Greatmaces - Got a charge off, were outstanding killing off the remenants of a unit.
3 x Prosecutors with Celestial Hammers (100) - Split out at the last minute from one unit of 6, think they will be combined to come in and deal with Characters / units with their 3D6" charge.
3 x x Prosecutors with Celestial Hammers (100) - See above.
WAR MACHINES
Celestar Ballista (100) - poor showing due to poor dice.
ENDLESS SPELLS Everblaze Comet (100) - miss placed.
TOTAL: 1900/2000
EXTRA COMMAND POINTS: 2 - Wasted as I actually didnt need the command points.
WOUNDS: 114
LEADERS: 4/6
BATTLELINES: 3 (3+)
BEHEMOTHS: 0/4
ARTILLERY: 1/4
ARTEFACTS: 1/1
ALLIES: 0/400
Summary
All in all the game was over quickly as between dice and bad decisions we called it in turn 2, better army design and deployment is needed moving forward, and the restrictions of the army general mean that chambers might not be something i use moving forward.
Comments
On the plus side for my opponent I forgot all about the mount traits for both mounts during the game! Not that I think that would have changed things much!
Thank you for pointing it out!