The Stormkeep LIVE #13 – What Makes an Army "Fast"?



What is a “fast” army and how is it different from a “slow” army? What is the difference between speed and mobility? Why is Nighthaunt a “slow” army when it can deploy from reserve, teleport, and retreat & charge? The gang answers all these questions, and delves deeper into the topic of what makes an army fast.
We also announce the results of our Painting Chariots competition!

Discord: https://discord.gg/YcE4XfDECq
Patreon: https://patreon.com/thestormkeep

Timestamps
0:00:00 – Introduction
0:06:04 – Painting Chariots Contest
0:28:24 – Painting Lord-Commanders Announcement
0:30:00 – What Makes an Army “Fast”?

source

5 thoughts on “The Stormkeep LIVE #13 – What Makes an Army "Fast"?”

  1. Having played two games I would say that slaves is more defensive. The 5+ ward against mortals impacts the best way to circumvent armor (rend 2+ is less common) and the knights charge bonuses mean you are fighting on multiple fronts from turn 1. Whereas stormcast is usually coming in one at a time. It spreads out your offensive buffs and nurgle mark for flat -1 wound on a unit matching fulminators on the charge is no joke.

    Reply
  2. Stormcast — shooty space Marines / chaos warriors in fantasy

    Space Marines — fighty "good" guy Chaos Warriors in sci-fi

    I have always found it weird how Stormcast shooting is relatively so strong in AoS while 40k Space Marines tend to be real fighty (not that they don't have good shooting). Depending on sub-faction, SM in 40k are basically that same chart but 5 in fighting and 4 in shooting.
    You would think it would be the reverse.

    Reply
  3. Hi, so you mentioned our book is very good at save stacking. I would also like to apply this in my games. Outside of AoD, Finest hour, Mystic Shield (all 3 of which everyone has) and warding lantern, envoy of the heavens (which no one uses)

    What other ways do we save stack in our book? Or were the mentioned abilities alone strong enough to make an army a strong save stacking army. Or is it because most of our units save on 3+?

    Reply
  4. Before watching the video, my answer to What Makes an Army "Fast"? would be Spiterider Lancers with Warsinger General and Spiteswarm Hive: 20" move and +3 to charge, with the ability to teleport in and out if needed.

    Reply

Leave a Comment