Today we’re looking at the Tyranid Combat Patrol box, continuing our series of 1,000 point start armies using the Combat Patrol boxes as our base.
I’ve put links throughout this article to buy the items at Element Games (UK only), but hopefully you’ve got a FLGS nearby who can also help. If you buy from Element Games, you also help Woehammer as we get a small affiliate bonus.
Like the other boxes the Combat Patrolbox is filled with goodies and makes for fantastic savings when you’re starting out in collecting an army for 40k. They are RRP of £90 (or local equivalent), but most FLGSs provide a discount on this.
Inside the box you get:
Hive Tyrant (£36) 3 x Tyranid Warriors (£35) 36 x Termagaunts (£63) 3x Ripper Swarms (included on Termagaunts sprues)
That’s a total of £134 if you were buying these kits separately, meaning you get a saving of £44.00
To add to this boxed set, we’re going to add a few extra units that’ll give you something different to paint and expand your synapse.
This is our first of 3 HQ choices – perhaps overkill but we need the synapse – and he’s a close combat monster. This kit will allow you to assemble a Hive Tyrant, or a winged Hive Tyrant instead but with all the Termagaunts, who doesn’t want this hunk of awesome to lead them.
13 wounds, with a 4+ invunerable save and only Melee weapons… but with 9 attacks, damage 3 and -4 AP. He’s slicing and dicing almost anything in the game and even Terminators are relying on their invulnerable saves.
In addition (what a phrase) he’s a two power psyker and ignores the first damaging hit in combat. In a 1,000 point game he’s definitely going to be a target.
So this is more of a niche choice, but he’s here because I’ve got a unit of 5 Tyranid Warriors so I’ve got one left over. Just ensure he’s obviously different, watch your opponent panic and get the rest of the army in. Seriously he’s just a Primaris Captain for the ‘Nids and they are ten a penny.
However he makes a great painting opportunity and a good model to practice on before you do the Swarmlord.
Much like the Swarmlord, I’ve chosen this because of the number of Termagaunts… the Tervigon get’s you more! But if you’re bored of them you can build it as a Tyrannofex.
The Tervigon also has 17 wounds, so he’ll either drag shooting from the Swarmlord, or be the one left when you get in close and brutal… but as mentioned above he helps the Termagaunts… a lot
You could get another box of Termagaunts for his once per battle, but yours are going to die getting to the enemy so you’ll be fine.
Not everyone likes them but the models are iconic which is why I’ve bought another 3 of them… so there are 6. As above one of them is our Prime for Synapse coverage, but the other 5 are in one unit.
I use these for the ranged threat… so Venom Cannon and Deathspitters are my choice — but of course you can make your own choice if you prefer different load-outs.
None of the options will set the world alight, but they allow the Warriors to hold some more distant objectives but still contribute to killing the enemy. Plus… they are Assault weapons so you can move and shoot.
36 Termagaunts… 36! I love hordes and this is awesome… what a box! Of course you may not be so keen especially as a new player and here Contrast Paint is your friend. Have a play with some options and chose a paint scheme you are happy with.
I’m a fan of the spinefists, but the devourers are also good and allow the Termagaunts to provide a similar role to the Tyranid Warriors. Spinefists mean you’re going to be getting closer to the enemy – which may backfire.
You also get them coming back with the Tervigon.
There are two main ways to take the army… monsters or more troops. Monsters are Carnifexes, Haruspexes, a Tyrannofex or a Toxicrene. The names may be confusing, but you’ll have it down in no time.
Other options are foot troops and you’ll need Hormagaunts… and Genestealers for more combat punch!
Remember you can purchase these at your FLGS or local supply source, but if you’re in the UK and fancy helping Woehammer out, you can use Element Games!
I hope you enjoyed this, how would you build a 1,000 point list from the Combat Patrol Box? There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.
Following on from Danny and Patrick’s excellent Battletome review we thought it would be great to give you an option for a beginners army based on the new Vanguard: Disciples of Tzeentch.
Vanguard: Disciples of Tzeentch
This new boxed set priced at £80 through Games Workshop comes with 27 models in total to give you an (almost) complete beginners army. I say almost, the total points in this set amounts to 730 points.
Included in the box you have:
1x Magister on Disc of Tzeentch (145 points)
3x Screamers of Tzeentch (100 points)
3x Flamers of Tzeentch (190 points)
10x Tzaangors (175 points)
10x Kairic Acolytes (120 points)
But we want a full 1,000 point army that we can start playing with, so to add to the above I’d possibly look at buying a Fluxmaster, the Tzeentch Endless Spells and a Chaos Spawn (buy a couple, they can be summoned by certain spells).
What will it all cost?
Battletome: Disciples of Tzeentch £32.50
Vanguard: Disciples of Tzeentch £80
Tzeentch Endless Spells £27.50
Chaos Spawn £30
That’s total of £197.50 at Games Workshop prices for everything you need to play at 1,000 points with Disciples of Tzeentch.
You can of course get these cheaper through your local retailers. Element Games offer between 15-25% off on these prices and the total of this army would cost just £166.37 through their store. Why not use our affiliate link below to start your army today?
Army Faction: Disciples of Tzeentch – Subfaction: Hosts Arcanum – Grand Strategy: Master of Destiny
LEADERS Magister on Disc of Tzeentch (145)* – General – Command Trait: Arch Sorcerer – Artefact: Spiteful Shield – Spell: Arcane Suggestion – Spell: Infusion Arcanum – Spell: Shield of Fate – Spell: Bolt of Tzeentch Fluxmaster (170)* – Spell: Unchecked Mutation – Spell: Blue Fire of Tzeentch
ENDLESS SPELLS AND INVOCATIONS 1x Burning Sigil of Tzeentch (50) 1x Tome of Eyes (40)
CORE BATTALIONS *Battle Regiment
TOTAL POINTS: 990/1000
Aside from the Acolytes and Tzaangors this is a quick army with all of the other units moving a minimum of 9″ per round. We’re also magic heavy in true Tzeentch fashion with the ability to use 6 spells from their lore and two endless spells. Movement and casting with your leaders will be key.
How it could play
Magister on Disc of Tzeentch
Our general for this particular list. He’s quick with a 16″ move which should be enough to both keep him out of combats you don’t want him to be part of, as well as keeping him range for casting one of his myriad of spells.
He’s a single cast wizard with the ability to cast two at the 17% risk of changing into a Chaos Spawn. I would only cast two spells with this chap if you’re on the ropes in a game, otherwise stick to one.
It’s not a great model for melee, so try and keep it out. That said if it is in combat then we have the Spiteful Shield which will cause two mortal wounds on an attacker if you make any save rolls of 6 in melee.
In terms of the spells this model knows we’ve given it the Arch Sorcerer command ability to give it access to two more spells for a total of four.
Bolt of Tzeentch will allow it to cause D6 mortals on a unit, Arcane Suggestion will allow you to debuff enemy units making them easier to wound or making it harder to attack for them. Shield of Fate will give one of your units a ward save. While Infusion Arcanum will give buffs to its own attacks in combat. Something for every eventuality and that’s not including the two Endless Spells we’ve picked.
This “chap” comes with his own Arcane Tome ability which, once per style will allow you to re-roll one casting roll for this unit, it also allows you to add 3 to that casting roll when you do so. For its spell I’ve chosen Unchecked Mutation to go alongside its Blue Fire of Tzeentch.
Blue Fire of Tzeentch is particularly tasty, rolling nine dice for an enemy unit within range. For each 5+ roll that unit suffers 1 mortal wound and your force gains 1 Fate point. Unchecked Mutation causes D3 mortal wounds on a unit and if that successfully removed a model then you cause an additional D3 mortals.
As with the Magister you’ll ideally be keeping both of these characters out of combat and casting as many spells as you can to raise fate points. You should be able to manage two or three Fate points per turn giving you an opportunity to summon units at around turn three or four.
As mentioned, these and the Acolytes are the slowest units in your force. That being said, both units are still movement 6″…. And they can run and charge in the same turn. If they do charge then each model can add 1 to the number of attacks they make with their beaks. This doubles those attacks from 10 to 20!
If you have 10 of these all with paired blades you’ll find they’re kicking out 30 attacks at 3+/3+/-/1 giving you on average a damage output (along with their beaks) of 16 before any saves (19 on the charge). That’ll remove some lighter units in a single turn. With both these and the Acolytes you’ll want to work in concert with your magic to make sure you’re removing the units you need to remove in order to win, as damage output is not the best with Tzeentch.
With the amount of damage this unit has the potential to do, it makes it your hammer. Tie up units with the Acolytes or Screamers then pile these boys in to bring them down.
Coming with Sorcerous Bolt at 18″ range, this is your only unit with any ranges firepower. Hitting on 4+, and wounding on 3+ with no rend (but this can be improved to -1 through their own spell) and only a single point of damage they aren’t Sentinels. They do an average of 3.3 damage at range and so make perfect units to chip damage off lightly armoured enemy.
They are classed as a wizard (with a +1 and so can cast a spell and also unbind in each hero phase. A lot of the time you may be improving the rend of their Sorcerous Bolts, but that’s good, as any successful spell can generate you a summoning point for more units!
Get them as near to enemy casters as possible, as each time they successfully cast near this unit they’ll suffer a mortal wound on 4+.
Finally, this unit has the option to take three models with shields. These shields give you a ward save of 6+ so remove these after you’ve removed other models to keep your ward save going.
Screamers of Tzeentch
These are quick, and they can dish out mortal wounds as well. With a 16″ move, if you use the movement to go over another unit you’ll cause mortal wounds to that unit on 4+ for each Screamer. Meaning on average you’ll score one to two mortal wounds. This is great for perhaps adding some chip damage to a hero or for whittling down an enemy anvil unit.
Once in combat they’re ok but not great. Causing on average 4 damage at rend -1. They’re better for harassing the enemy and using the pass over skill to cause mortals. Also use them to capture objectives quickly.
Remember to use Locus of Change if these are in combat and within 12″ the Fluxmaster as enemies will suffer a -1 to hit against them.
Flamers of Tzeentch
Another fairly decent ranged unit. It’s 18″ attacks should cause on average 6 damage (8 if the target has 5 or more models) before saves, which isn’t to be sniffed at. They’ll wipe small cheap screens like Hobgrots with ease.
If you summon an Exalted Flamer, be sure to place it near to these chaps to give them +1 attack each. That’ll push their average damage before saves up to 10 if they target a unit with more than 5 models.
Like the Screamers, they’re fairly fragile in combat so keep them out of it unless absolutely necessary or you need to finish off a unit. Take advantage of their ranged attacks.
Like the Screamers, remember to use Locus of Change if these are in combat and within 12″ the Fluxmaster as enemies will suffer a -1 to hit against them.
We’ve included two Endless Spells in this list. The first being the Burning Sigil of Tzeentch. This spell cause D3 mortal wounds to enemy units within 9″. If this is successful, then you also get to drop a Chaos Spawn model within each unit that suffered a casualty from this spell. Chaos Spawn‘s can be great to pin down units that are causing you problems as they’ll heal ALL their wounds if there is a friendly wizard within 9″ of them that successfully casts without their spell being unbound. They won’t stick around long as they’re only five wounds with a five plus save, but they’re worth it, especially if a spell is giving them out for free.
The second Endless Spell is the Tome of Eyes. Which when summoned will follow its caster around allowing them to re-roll their casting rolls. It also gives the caster access to yet another spell, The Parchment Curse, this will allow you to cause D3 mortal wounds to an enemy unit within 18″ of the caster on 3+. For each model slain by this they have to subtract 1 from their bravery for the REST OF THE GAME.
As Disciples of Tzeentch a wizard in your army can automatically cast a spell (the enemy doesn’t get an opportunity to unbind) that summons one of your Endless Spells. As this happens before the first Hero Phase it may be better to cast the Tome of Eyes to give the casting benefits to your caster in your first Hero Phase.
The other key thing to remember with Disciples of Tzeentch is that you can automatically unbind a spell with one of your Wizards in the first, third and fifth battle round thanks to our subfaction Hosts Arcanum.
You also have access to Destiny Dice where you roll nine dice at the start of the game and place them to one side. These dice can be used to replace a roll you have made for:
Rolls that determine the number of attacks or damage of a weapon
Remember to keep track of your Fate Points! You’ll get a Fate Point each time you successfully cast a sell that isn’t unbound. You can use Fate Points to summon units into your army. Once at 10 (which is the minimum needed to summon) you’ll have enough to bring either 3 Screamers of Tzeentch, 10 Brimstone Horrors or 10 Blue Horrors onto the table.
The army should be a lot of fun, especially if you like dominating the Magic Phase.
Where to go next?
I’d possibly look at buying a few of the summonable units such as Blue Horrors and another box of Screamers.
You get great value for money from the Burning Chariot kit. This can be used to build a Fateskimmer and an Exalted Flamer, a Fluxmaster and an Exalted Flamer, a Burning Chariot and a Changecaster or a Blue Scribes kitbash and a Changecaster.
Either way you go, have fun and let us know how you do!
That’s a total of £147.50 if you were buying these kits separately, meaning you get a saving of £57.50.
To add to this boxed set, we’re going to add a few extra units that’ll give the army a bit more play (especially onto Space Marines).
Howling Banshees (£35.00)
Shining Spears (£37.50)
Meaning that the total army including Codex: Aeldari comes to a total of £262.50.
However, remember that if you email Sarah at email@example.com and ask to go on her mailing list, you can get 25% off Games Workshop products. Meaning the whole lot including the books will cost you just £197!
HEAVY SUPPORT Falcon (185pts)* – Bright Lance – Twin Shuriken Catapult – Crystal Targeting Matrix – Spirit Stones
DETACHMENTS *Patrol Detachment
This fellow is our only HQ choice and your Warlord, so you’ll want to keep him out of harms way.
With that in mind we’ve given him Fate’s Messenger as his Warlord Trait. Once per turn this will allow him to change the damage characteristic of an unsaved attack against him to 0. Remember he also has a 4+ invulnerable save as well making him reasonably tanky.
As our only HQ we’ve kitted him out a bit. He has the Kournous’ Bow relic which replaces his standard Shuriken Pistol. It gives him 6″ of extra range to 18″ as well as an additional 2 shots on the Shuriken Pistol’s 1. With a pip more strength means it’ll hit on 2’s and wound Space Marines on 3’s, but with added benefit that any successful wounds are mortal wounds (MW).
On top of this we’ve given him a Singing Spear, which in melee hits and wounds on 2’s no matter the target doing a flat 3 damage. It also counts as an assault weapon and should be used instead of Kournous’ Bow when charging into combat with a character as it’ll do more damage to a single unit than the three attacks from the bow. In fact with a shooting phase followed by a combat phase this can down most single model HQ’s should they stray to close.
For his power we’ve selected Guide. If cast, this will allow a Craftworld Core or Craftworld Character within 18″ to re-roll their hit rolls for their attacks until your next Psychic Phase. If you cast this on a 10+ then that range increases to 24″. This applies to all the other units in our army list apart from the Falcon. Great for those Banshees in the combat phase.
You also have access to the powerful Eldritch Storm stratagem. Really great for grouped enemy units within 24″ of your Farseer. But, you want to cast Eldritch Storm and Guide? No problem!
With Unparalleled Mastery you can do just that! Admittedly you’ll be eating through your CP, but it’ll be fun right?
These boys and girls are perfectly suited to holding objectives. When they’re within range of an objective they can re-roll hit rolls of 1 with their Shuriken Catapults. Ok these weapons aren’t much to write home about being Assault 2, Strength 4, -1 Armour Pen and 1 damage apiece. BUT, we’ve taken the Craftworld Attribute Hail of Doom, which means each unmodified hit roll of 6 automatically wounds the target. This will mean when they all open fire there should be on average 3-4 hits that go straight to the enemies save roll step. On top of this you could also use the stratagems Martial Citizenry and Bladestorm.
Bladestorm means that all those 6’s to hit you roll generate an additional hit – before you ask, you still have to make wound rolls for these hits they don’t auto wound under the Hail of Doom attribute.
While Martial Citizenry will allow you to re-roll 1’s to hit for attacks even when not near an objective.
We’ve also taken a Bright Lance weapons platform with both units of Guardians as these will add some nice anti-vehicle attacks to the army.
These are a great melee unit and great for throwing at infantry units you’d like to… what’s the term?… Blend?
When they charge, units are unable to fire overwatch or set themselves to defend due to their Banshee Masks.
With three attacks each (four for the Exarch) hitting on 3’s and wounding Marines on 4’s you should see 5 damage assigned to those marines before armour saves. Wait, did I say armour saves?! Silly me, they’re virtually non existent as they’ll be saving on 6’s, and that’s only thanks to their Armour of Contempt rule.
The Banshees can run and charge as well but be aware you’ll be hitting on 4’s in combat instead of 3’s, reducing that earlier damage output to 4 damage instead of 5.
With a save of 4+ and 5+ invulnerable you’ll want keep this unit safely out of harms way until you’re ready to use them. Perhaps consider placing them in the Falcon we’ll be looking at shortly? Alternatively for CP you could deploy them in reserve using Webway Strike.
This’ll keep them out of harms way until you need them and give them a chance at getting into the fray straightaway.
I personally think this is one of the best models in the Aeldari range. We’ve equipped ours with two Bright Lances. This combined with its Ghostglaive (Crushing Strike) means it’s very good as a vehicle hunter should you need it.
In melee against infantry it can choose to use the Ghostglaive as standard, in which case the Wraithlord essentially doubles it’s attacks to 8 (Ghostglaive grants two hit rolls per attack). Those will be hitting on 2’s and wounding standard marine infantry on 3’s. That puts out around 8 damage on average before saves are made.
You can use the Tears of Isha stratagem to keep the Wraithlord as healthy and fighting fit as possible. Healing D3 wounds in the command phase for 1cp.
These are great at taking our horde infantry like Orks or Astra Militarum. We’ve six bikes here which armed with Twin Shuriken Catapults amounts to 24 shots at S4 -1 AP. Hitting on 3’s and wounding Space Marines on 4’s. However, these guys and girls will also be re-rolling 1’s to hit thanks to their Swift Demise ability, and automatically causing additional wounds on 6’s thanks to Hail of Doom.
Use them to attack lightly armoured foes, capture objectives and harass the enemy lines.
The Shining Spears benefit from Twin Shuriken Catapults, but they also have additional shooting and combat capabilities thanks to their laser Lance.
The Laser Lance has a single strength 6 shot as range which may be ok for plucking a couple of wounds of a light vehicle or murdering a couple of Space Marines. Where it excels however is in the combat phase.
Make sure you charge with this unit, as doing so will give them +3 strength on the charge meaning you’re wounding Marines on 3’s instead of 5’s. With 3 attacks each (4 for the Exarch) you’ll find you’re causing 8 wounds worth of damage before saves. Saves? Yeah with -4 AP there isn’t much armour that can stand up to their charges. Including Space Marines. Getting your Farseer to cast Guide on them as well would really help.
In the mid 2000’s I used to face my nephew’s army of Eldar two or three times a month. I came to hate his grav tanks, they just had all these tricks that meant they were so difficult to kill!
This unit is perfect for transporting your Howling Banshees around, getting them into combat quicker. With its Cloudstrike ability it can arrive from reserve an deliver it’s deadly cargo 9″ away from the enemy.
It comes armed with a Bright Lance for a little extra punch and it’s standard twin Shuriken Catapults.
I’d consider having some fun and getting some more of the specialist units like Fire Dragons, Swooping Hawks or Dire Avengers. But really, you need to probably lean into the speed of this list. Perhaps drop the Wraithlord and think about more bikes or things like Swooping Hawks etc.
I hope you enjoyed this, how would you build a 1,000 point list from the Combat Patrol Box? There may well be aspects of the codex or units that I have not included that you think should be, so why not let us know in the comments below.
Have you heard the call of the Ethersea? Do you steal the souls of sentient creatures to prolong your own life? Do you like to move fast and hit hard while looking fishy and fabulous? Then Idoneth Deepkin is the faction for you!
The obvious place to start collecting an army of watery aelves is the Vanguard: Idoneth Deepkin box, available from Games Workshop or your favorite local game store.
The box is great value. Here’s what you get:
10 Namarti Thralls. The backbone of virtually any Idoneth Deepkin army, these Battleline units hit like a truck but are relatively fragile. The kit has only one weapon option with a few different visual choices.
3 Akhelian Guard. These ultra-fast flying cavalry can be built as either Morsarr Guard (spears) or Ishlaen Guard (swords). I highly recommend building them as Morsarr Guard, as the offense-oriented eels are more widely usable in a variety of different lists.
1 Akhelian Allopex. Think of it as a flying gun platform that can also bite people. Very fast and decent at both shooting and melee. Comes with a choice of harpoon launcher or net launcher. Build your first shark with the harpoon, as the net is more situational.
1 Isharran Soulscryer. The Deepkin’s only Priest character. While he’s nobody’s first choice of hero, “Mister Pointy” still has his uses, especially in the 2022 Matched Play season.
Alternative Starting Points
If you can find it, the old Start Collecting: Idoneth Deepkin box is a little cheaper but still provides good value. You’ll get the same 10 Thralls and 3 Akhelian Guard, but you’ll miss out on the Allopex. In place of the Soulscryer you get the Isharran Soulrender, arguably a much better hero. If you’re starting out with the Soulrender, consider choosing the Mor’phann sub-faction to get the most out of him.
If you can find the 2022 dual-faction box Fury of the Deep, the Idoneth Deepkin half comes with 10 Thralls, 10 Namarti Reavers (mobile ranged battleline) and one Akhelian Thrallmaster (a buffing hero that improves Thralls). This might be a good option if you’re splitting the box with a Fyreslayers player, or if you plan to focus on Namarti and avoid the eels and sharks.
Your First 1000 Point List
Here’s how to build your first 1000 point Idoneth Deepkin list:
Allegiance: Idoneth Deepkin – Enclave: Dhom-Hain – Grand Strategy: The Creeping Gloomtide – Triumphs: Inspired
Leaders Isharann Soulscryer (150)* – Artefact: Dritchleech – Universal Prayer Scripture: Curse Isharann Tidecaster (150)* – General – Command Trait: Teachings of the Turscoll – Lore of the Deeps: Counter-current
Battleline 10 x Namarti Thralls (130)* 10 x Namarti Reavers (170)*
Units 1 x Akhelian Allopexes (165)* – Razorshell Harpoon 3 x Akhelian Morrsarr Guard (195)*
This list can do something in every phase of the game. While fragile, it has access to two Isharran rituals (Creeping Mist during Low Tide and Deepsight during High Tide) that can keep you safe from shooting and protect your Namarti, respectively.
We’ve chosen Dhom-Hain for our enclave as it will allow us to get a bit more out of our two Namarti units, and maybe even pull off a cheeky double attack with the Namarti Thralls.
A typical deployment would be to set up defensively behind your Gloomtide Shipwreck and keep the Soulscryer off the board, accompanied by the Reavers, the Allopex or even both. With your one-drop battalion, you’ll usually want to give away first turn to force your opponent to come closer (allowing you to hopefully grab the double turn). Based on your opponent’s army and deployment, decide whether to use Teachings of the Turscoll to reverse the order of the tides to your benefit.
The game plan is to whittle down your opponent with shooting before charging in with your eels, shark and Thralls. Deep-strike the Soulscryer and friends in at an opportune time to grab an objective or harass the opponent’s backline. Use his Curse prayer along with Namarti shooting and melee to hopefully break even the largest enemy unit.
Want more infantry? For an alternative list, lose the Tidecaster and add 10 more Thralls, bringing that block up to 20. You’ll have more bodies and more presence on the board, but you’ll be missing any form of magic.
Looking for something that’s high risk/high reward? Lose the Soulscryer and Tidecaster and add an Akhelian King. You’ll have no magic (unless you give him Arcane Tome and Flaming Weapon, which you absolutely should), no rituals, and you’ll be spending a quarter of your points on one very fragile hero. On the other hand, he’s extremely deadly and he buffs your Akhelian units. While amazing in a larger game, he may not be the best choice when you’re just starting out.
Pricing It Out
So how much will this list cost you?
Vanguard: Idoneth Deepkin
Battletome: Idoneth Deepkin
Purchasing from eBay or your local game store can drop these price by 15-20%
Let’s talk about the ur-kraken in the room: The Gloomtide Shipwreck. It’s currently out of stock on Games Workshop’s website and very expensive on eBay. Your best bet is to scour local game stores in search of one.
This is an important model for your army, but you can make do without one if you’ll be playing casually at first. My advice is to use a template or proxy model until you find one or they come back in stock online.
So you’ve played a few games at 1000 points and you want to expand your army. What’s next?
First things first: grab yourself an Akhelian King. The Slap-King, as he’s known, is a fantastic finesse piece which can reliably delete the enemy’s biggest threats and almost guarantee you the This One’s Mine! battle tactic. Just be careful with your positioning and watch out for Unleash Hell and Stomp.
I strongly recommend at least another 10 Namarti Thralls. They may be eye-less but they’re not harmless, as their 2″ reach and surprising damage output can chew through most enemy units.
To support your Thralls and Reavers, you could consider investing in heroes such as the Isharran Soulrender, Lotann or the Akhelian Thrallmaster. The Soulrender is a particularly good choice, as he unlocks the popular Mor’phann enclave.
Now we’re getting into the big centerpiece models. The Eidolon of Mathlann is a huge support hero that comes in either Sea (spellcasting) or Storm (combat) flavors. The Eidolon of the Sea is currently your best bet for a reliable spellcaster in the entire faction, and it also brings along a massive bravery buff and an excellent warscroll spell. Definitely a worthwhile investment.
Finally, the Akhelian Leviadon is a hefty model with a hefty points cost (and price tag), but as the faction’s only monster he doesn’t disappoint. The titanic turtle is a shooting, fighting, tanky monster that protects and buffs your Namarti. If you happen to choose the Nautilar enclave, the Leviadon’s attacks become truly terrifying against heavily armored targets.
Good luck harvesting the souls of your enemies! If you have any questions or want to share your ideas for starting an Idoneth army, dive into the comments section below.
Are you a long time 40k Space Marine pilot looking for a new, but familiar, challenge or someone that likes being good at everything but not spectacular? Do you long to be the bedrock on which a new world is built?
If the answer is yes then I have the solution for you. And it involves a lot of gold.
Stormcast Eternals (SCE)
These returning heroes have everything, stalwart infantry, Heroes that not only buff but also slap pretty hard, mortal wound shooting and if you want cavalry then they do it right – with dragons.
I am going to run you through a few options to get started in the faction and give you a solid base for a competitive army. SCE start collecting boxes are out of print now, they were the SCE half of the starter kits in 1st and then 2nd edition. But they are one half of the current AoS Starter sets and we will be looking at a list built from the Extremis or Harbinger Starter Sets. These lists are intended to be competitive but might not quite reach the top table. I won’t be featuring Vanguard Raptors, Fulminators or Storm Drakes. Or not yet (read to the end).
There are a lot of avenues to collect SCE models, they have been one half of the starter sets for all three (3) editions of Age of Sigmar (AoS) and featured in the Moral Realm magazine. They have the largest model range in AoS and can be allied into all order armies or take allies from all order armies.
Warhammer AoS Extremis or Harbinger Starter Sets
The current AoS starter sets offer 2 armies, SCE and Kruleboyz Orcs as well as a core rule book and a special campaign book. The Extremis set adds some useful Terrain pieces. For SCE the set provides:
Lord Imperitant with Gryph hound
5 x Vindictors
3 x Praetors
Extremis/Harbinger Stormcast Eternals
Allegiance: Stormcast Eternals – Stormhost: Hammers of Sigmar (Scions of the Storm) – Mortal Realm: Ghur – Grand Strategy: Hold the Line – Triumphs:
LEADERS Lord-Castellant (155)* Lord-Imperatant (175)* – General – Command Trait: Shock and Awe – Artefact: Arcane Tome – Spell: Celestial Blades
UNITS 5 x Vindictors (130)* 5 x Vindictors (130)** 3 x Annihilators with Meteoric Grandhammers (240)** 3 x Praetors (165)*
CORE BATTALIONS *Battle Regiment **Hunters of the Heartlands
To create this list I’ll start with the Harbinger set and a Warcry: Thunderstrike Stormcast Eternals. This great value box provides both a second set of Vindicators and our Annihilators. You’ll also need a Battletome. The prices by region are shown below;
RRP AUD $
RRP USD $
RRP EUR €
RRP GBP £
Harbinger Starter Set
Warcry: Thunderstrike Stormcast Eternals
Battletome: Stormcast Eternals
As always third party stores offer between 15% and 20% discount, which could reduce this to about $306 AUD.
(If you’re in the UK you could sign up to SCN Hobby World’s mailing list and receive 25% off the RRP – Peter)
Say hello to our General, the Lord Imperatant. While no slouch in combat he isn’t here for his combat ability so we’ve given him the Arcane Tome making him a wizard able to cast one spell and unbind an opponent’s spell. We’ve given him the spell Celestial Blades which casts on a 5 and gives a unit of your choice within 18” +1 to wound rolls. This means he can make Praetors or Vindictors hit on a 2+. But his best trick is his warscroll ability, Guided by Lighting
Guided by Lightning
Once per turn, at the end of your movement phase, pick 1 friendly STORMCAST ETERNALS THUNDERSTRIKE unit with a Wounds characteristic of 3 or less that is in reserve. When you use the Scions of the Storm ability they may be set up more than 7” rather than 9” from enemy models.
Your whole list, other than the Lord Castellant, are Thunderstrike.
He can also issue a command without using a command point once per battle on top of a handy little shooting attack and his companion animal.
Our second in command, he brings significant combat prowess (and a friendly gryph hound) but mostly he’s here for his Lantern.
In your hero phase either pick one STORMCAST ETERNALS unit wholly within 18” granting them a +1 to save rolls; or an enemy unity wholly within 18”, if you pick an enemy unit roll a dice, on a 2+ the target suffers D3 mortal wounds.
Drop him behind your Annihilators and they will be very annoying with a 2+ save.
Your basic 2 wound troop with a nifty spear giving them a 2” range and a 3+ save. They’ll lurk at the back or can be dropped in close to an enemy thanks to the Guided by Lightning. They have 2 attacks each, 3 for the sergeant (Prime), doing a Mortal Wound on an unmodified roll of 6. On average then you can expect:
No. of Attacks
Avg Damage (pre-saves)
5.5 (+1.8 MW)
3.6 (+1.8 MW)
With Celestial Blades this increases to 4 wounds plus the mortal wounds. This is equivalent to 2 ardboyz after saves.
Annihilators with Meteoric Grandhammers
Finally our hammer unit, these beasts cause mortal wounds when they land, charge and even die. And they hit very hard. WIth the Lord Imperatant on the Field you can place them just over 7” from an enemy unit and they can reroll the charge giving them an almost ⅔ chance of making the charge.
With the Lord Castellant to support them you can improve their Save to 2+ with 3 wounds making them much harder to remove. Shock and Awe also gives them +1 to their hit rolls when on the turn they arrive in and they are -2 rend. So if they make the charge:
No. of Attacks
Avg Damage (pre-saves)
With their arrival and charge contributing another 5 Mortal Wounds.
Used carefully this is something your opponent is going to have to play around. They can potentially delete a Mawcrusha in a round.
Probably my favourite model of the new Thunderstrike line these are meant to be a bodyguard unit but it is a unique version of bodyguard. At the start of the battle you nominate a unit that they will protect. Everytime a wound would be taken by the unit they are protecting you roll a dice, on a 1 or 2 the wound goes through to the Hero they are protecting, 3 or 4 to the Praetors and on a 5 or 6 it is negated.
They are no slouches in combat either with a combined 10 attacks hitting and wounding on 3s and doing 2 wounds for a successful attack.
Concept of Operations
Our list is not an alpha strike monster, instead it allows you to control the board and make your opponent play to your strengths. There are 3 key feature that make the list harder to deal with and you need to keep in mind.
Hammers of Sigmar have a 6+ Ward save if they are near an objective
Scions of the Storm lets you place units in reserve and bring them on to the table at the end of any of your movement phases (so Turn 1).
Thunderstrike units inflict mortal wounds on death – for every wound killed in that Turn they roll a dice, on a 6+ that inflicts a mortal wound – a real kill me and I’ll hurt you.
For Scions of the Storm you need to have one unit on the field for every unit you put into reserve. And the Lord Imperatant must be on the field for Guided by Lightning to work. The ideal set up then is to start with one unit of Vindicators, Praetors and the Lord Imperatant on the field. The Annihilators, Lord Castellan and other Vindicators are deployed in reserves.
Set the units on the field up in cover and play to go second, your ideal start would see your opponent look to engage you and let you choose a unit to drop the Annihilators near and destroy. The Lord Castellan is there to give the Annihilators a +1 save just in case. You then have the 2nd Vindictors to drop in another round, they can’t reroll but they can still start just outside 7” from an enemy. Don’t drop them too early though – the value of the Annihilators and Vindictors increases the longer the game goes.
I would use the Lord Imperatant and the Praetors to cover one objective with the Praetors covering the Lord and the Vindictors another depending on the mission. If it was a 3 or 4 objective mission I would put all of them on the home objective.
Overall this is a flexible list that lets you get to the table with an effective force while you only need to build 18 models.
SCE are in a good place at the moment so you have a few options to build your list into a solid 2000 point. Another Warcry kit combined with vanguard raptors and a Knight Relictor gives you a straight forward 1985 list build on this base. But taking those same Vanguard Raptors and adding some Stormdrakes (2) or Fulminators (4) gives you a lot of mobility. If you are worried about the extra VP from the Fulminators then run them as Desolators. Lastly, there is a potentially cheaper option. AoS 3.0 was introduced with the Dominion Battlebox, this set included the same units as the Starter Sets we’ve looked at with more heroes, Vindicators and Annihilators. All up this box has 1415 points. If you look carefully you should be able to find an unsold kit or at the very least a Stormcast half and it offers a very affordable way to begin.