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[Stormcast Eternals] Good choice for skirmishers?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Been Around the Block




What would be good choices for skirmishers in a Stormcast Eternals army? A unit that ranges ahead of the rest and executes hit-and-run attacks to keep them busy?

From what I can see, the Vanguard-Hunters and Vanguard-Palladors look good thanks to Astral Compass and Ride the Winds Aetheric respectively, but I'm wondering if there's something else I'm overlooking.
   
Made in ca
Secretive Dark Angels Veteran



Canada

I usually just ask my light units to screen my own heavy-hitters rather than clear out the opponent's screens. Vanguard Paladors are quite pricey as skirmishers, although they certainly have mobility and can hit hard.

I've been using Prosecutors to take advantage of their 5" coherency to screen my Fulminators etc. If the shooting of the Prosecutors kills something, then great!

I've also used Aetherwings and Gryphounds as cheap screens to get in the way. The hounds can retreat after fighting, which can be nice.

All you have to do is fire three rounds a minute, and stand 
   
Made in us
Been Around the Block




I was looking at Gryph-Hounds as a cheaper skirmisher option too. Their fight-then-retreat ability seems pretty good for the job.

Prosecutors I was thinking of using as cavalry units (either them or Evocators on Celestial Dracolines).
   
Made in fi
Locked in the Tower of Amareo





Problem with fight and retreat is to utilize it well you would need to open with them...but they don't hit that hard and leaves your bigger hitters open for attacks first.

2024 painted/bought: 109/109 
   
Made in ca
Secretive Dark Angels Veteran



Canada

tneva82 wrote:
Problem with fight and retreat is to utilize it well you would need to open with them...but they don't hit that hard and leaves your bigger hitters open for attacks first.


Agreed. For me it’s a Turn 1 thing if I have no decisive combats to do first. Good speed and board presence for the points, though, and a unit kept my Fulminators from being swamped by Graveguard recently. The hounds died, of course.

Although they usually die early, I had a unit of Aetherwings and Prosecutors do great work in a game last week. After they screened the Fulminators they achieved Battle Tactics in two turns with their mobility.


All you have to do is fire three rounds a minute, and stand 
   
Made in fi
Locked in the Tower of Amareo





9" movement doesn't allow much for 1st turn charges though.

2024 painted/bought: 109/109 
   
 
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