Sturm & Drang
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| Sturm & Drang |
The monstrous creation called Sturm and Drang is proof of Dr. Arkadius’ mad genius. The key to this breakthrough was placing two strong wills in opposition. Psychic feedback crackles between their minds, driving them into a battle frenzy of escalating power. Engineered to dominate and subjugate, the pair have perfect command over the war hogs of the farrow and can unleash magic of mind-rending power and explosive force.
- 1 Basic Info
- 2 Thoughts on Sturm & Drang
- 3 List Building Advice
- 4 Other
|Sturm1 & Drang1|
- Minion - In a 2+ warlock game, Sturm & Drang work for Circle, Legion, Skorne, or Trollbloods.
- Struggle of Wills - Before the start of the game and at the start of each of your Maintenance Phases after your first turn, choose which mind is dominant: Sturm or Drang. Use that mind's stats and rules for one round.
- Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.
- Farrow Warlock - This model can only have Farrow warbeasts in its battlegroup.
Feat: Psychic Apocalypse
- Enemy warbeasts currently in Sturm & Drang's control range have their base FURY reduced to 1.
- Enemy warjacks and monstrosities currently in Sturm & Drang's control range cannot be allocated focus.
- Horrors cannot be summoned in Sturm & Drang’s control range.
- While in Sturm & Drang's control range, enemy models cannot be used to channel spells.
- Psychic Apocalypse lasts for one round.
- Mental Domination [ Shield Guard ] - While in this model's control range, warbeasts in its battlegroup gain Shield Guard. (Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary. The Shield Guard special rule can only trigger once per attack roll.)
- Brain Burn - 8" spray, POW 12 ranged attack.
- Mechano Fist (x2) - 0.5" reach, POW 5, P+S 11 melee attacks.
|While in the spellcaster's control range, friendly Faction models gain +2 ARM against ranged and magic attacks. Deceleration lasts for one round.|
| Polarity Shield
|Target friendly Faction model/unit gains Polarity Field. Models are not affected while out of formation.|
|Place target model completely within 2" of its current location. When Telekinesis targets an enemy model, it is an offensive spell and requires an attack roll. A model can be placed by Telekinesis only once per turn.|
|When target friendly Faction model is directly hit by an attack, you can choose to have it suffer no damage roll from the attack, then Vision expires.|
- Mental Domination [ Overtake ] - While in this model's control range, warbeasts in its battlegroup gain Overtake. (Overtake - When this model destroys one or more enemy models with a basic melee attack during its Combat Action, after the attack is resolved it can immediately advance up to 1".)
- Pack Hunters - While in this model's control range, living warbeasts in its battlegroup gain +2 to melee attack rolls.
- Shortsighted - This model cannot upkeep spells.
- Drang's Mechano Fist (x2) - 0.5" reach, POW 5, P+S 15 melee attacks.
| Killing Ground
|(1) Friendly Faction models beginning a charge in the spellcaster's control range gain Pathfinder. (2) Warbeasts in the spellcaster's battlegroup that begin their activation in its control range can charge or make slam power attacks against enemy models without being forced. (3) Killing Ground lasts for one turn.|
|This spell has zero special effects.|
2021.10 Rebalance-opocalypse Update
- Feat changed to affect Monstrosities.
- Shield Guard reworded to once per attack, so you can't chain multiple shield guards together.
Thoughts on Sturm & Drang
Sturm & Drang in a nutshell
Sturm & Drang is an odd model; They are a single model but have two different stat lines, weapons, and abilities depending on which "mind" is in control on which turn.
Sturm and Drang work in two phases. First you have Sturm protecting his army with Shield Guard, Deceleration, Polarity Shield, and Vision while also having the amazing utility of Telekinesis (TK) - and then you have Drang, who gives the battlegroup a MAT buff, Overtake, and free charges, but loses the ability to maintain upkeeps or cast TK. Unfortunately, Overtake is already a theme benefit in Will Work for Food, and Sturm's spell list is so exceptional that Drang is very rarely selected to be in control.
Their feat is generally defensive with the ideal use of it being to pop the feat to try to minimize enemy retaliation after Sturm has gotten you into the fight. Alternatively, you can use it offensively to enable an assassination by making enemy warlocks unable transfer damage to his/her warbeasts because the feat directly reduces the FURY stat. If you can apply shakeable effects to jacks or beasts, the feat becomes even more powerful. While it may not come up often, don't forget that it was updated to also prevent Horrors from being summoned!
- Telekinesis is possibly the strongest spell in the game. Here are some general tips applicable to any caster: (Edit)
- Battle Engines can be placed (unlike other huge-based models).
- Enemy model out of your charge range? Move your own model 2" forward. Still too far away? Move the enemy 2" closer. That's a 4" threat range extender!
- Move enemy models 2" straight backwards, so they don't have range to charge/attack you next turn. While you're at it, spin them around so they can't declare charges and so you get the back strike bonus.
- Move models out of your charge lanes, or to open up LOS.
- Move enemy models out of scenario zones.
- Is there an enemy 'jack or 'beast right at the edge of control range? TK them away from their controller so they can't Power Up or manage Fury next turn. Turn them around so they might occasionally frenzy into the enemy lines.
- Is there an enemy unit with most of the troopers right at the edge of formation range? TK the commander away from his troops so they're out of formation.
- Do enemy models get a bonus for being B2B? You can stop that.
- TK your own caster forwards or backwards to be more threatening or more cowardly.
- TK enemy models into range of your passive debuffs (such as Dark Shroud), then gang up on them.
- TK enemy models into hazards to force them to take damage.
- Move friendly models out of melee before they activate, to avoid free strikes.
- Run an arc node up, cast your spell, then TK the node itself backwards to keep it safer for next turn.
- Or run an arc node up, cast TK on the node itself to move it forwards, to gain +2" range on your follow-up spell.
This is especially useful if advancing the node those last 2" would trigger something nasty like Garryth2's feat.
- Deceleration - a fantastic spell vs a gun line and a dead spell vs Grymkin, you will probably want to cast this on the approach if your opponent warrants it.
- Polarity Shield - useful but can be ignored if you position poorly it works nicely on a unit of Farrow Valkyries or any other unit with a gun who is often threaten by faster opposing models. However, the best use for the spell is putting it on a Dracodile run by Mire.
- Vision - the spell is best used on high-value solos with decent defense, but it is often applied to Skarath as well. It can also be used to soak up a freestrike to dig deep into your opponent's back line.
- Killing Ground - You will rarely use Drang, but if you do, you will almost certainly be casting this spell to ensure your beasts can get where they need to go.
- Obliteration - If you are using Drang, it is probably the last turn, so you might as well go all-in and clear out what you can with this no-frills nuke.
Drawbacks & Downsides
- Having a medium base, this model presents a challenge to protect from ranged assassination. Strum's Shield Guard ability alleviates this somewhat, however.
- There is generally no reason to switch to Drang, ever. Vision and Polarity Shield are vital upkeeps to your game plan and Telekinesis is a spell that should be useful every turn, even during the alpha.
Tricks & Tips
- If you do need to switch to Drang, a very rare occurrence, you can still cast TK with a Gatorman Soul Slave.
- If you can apply multiple shakeable effects to a beast or warjack, they will be pretty useless on feat turn.
List Building Advice
You will almost exclusively use Sturm as his spell list is excellent. Your first turn will generally be spent getting all of your upkeeps out, but if you don't need deceleration, casting a few TKs to get up the board faster is a good plan. Don't forget that a Gatorman Soul Slave can cast TK as well. Polarity shield is most effective on a huge base, and the best candidate for that currently is the Dracodile under Mire. Vision will typically go on a solo that needs protecting on the way in, but it can also be used to protect Mire if you are particularly worried about him getting killed. The only reason to switch to Drang is if it is the last turn, and you want the +2 MAT and free charge for some extra insurance on an assassination run specifically with a beast in your battlegroup. Given that they tend to only take one heavy warbeast, this is exceptionally rare.
They're always seen in this theme. The "corpse package"(double Death Archons and Kogan supported by the Boil Master & Spirit Cauldron) is just so strong with Telekinesis and being able to play a Gargantuan is also huge for them (pun intended).
- Death Archons - Deathchons and TK are always a winning combination, making their threat range ridiculous. Any heavies that survive two Blood Reapers Scythes will also be stationary, which leaves them even more vulnerable to the feat.
- Kogan the Exile - Arguably the best pure melee combat solo in the game, he massively appreciates a good TK for extra threat range. Slamming a warbeast or jack into something else and knocking it down, then feating also cripples them for the next turn, as they will need to spend their sole focus point to shake knock down.
- Spirit Cauldron - Deathchons and Kogan run on corpses, which the Cauldron generates and provides to them. Puppet Masters are also always good, especially if you manage to use them offensively and stack them with Vision. TK also helps the Pot get into position. Don't forget that as of Steamroller 2021, they can now score circle zones as well!
- Dracodile - Using Polarity Shield to increase the longevity of a gargantuan is the best use for the spell, sadly, Farrow don't have one of their own, so you have to put a Dracodile on Barnabus0, which is not a bad deal, given Barnabus gives the dile +2 movement, Blood Quenched and Murderous. The Dracodile does come with a blinding spray which will also make your feat more effective against jacks and beasts.
- Underchief Mire himself is a neat little support junior, able to drop a cloud into the field and upkeep Weald Secrets on something crucial that needs Pathfinder and/or Hunter. He can also cast a Blackhide Wrastler's animus for free.
- Gatorman Soul Slave He allows you to upkeep for free and can cast TK for you.
- Orin Midwinter, Rogue Inquisitor - Gargantuans are magnets for spell debuffs, so Orin is mandatory for providing anti-spell tech in Arcane Vortex. He can also fry a lot of infantry with Chain lightning if you need him to.
- Hermit - Yet another solo that appreciates being TK'd forward so he can apply a very useful ARM debuff. Mad Visions and Vision are also an infuriating combo to deal with for the opponent.
- Ledfoot & Tredz - Bulldoze, a neat gun, great melee output with Trash on the treads and pointblank on the cannon, and most importantly: Ride Along to place Kogan or the Hermit forward.
- The Wastelander - Another great melee solo. Park him in one of Mire's clouds or behind cover and you have an extremely high DEF Deflect bot. Add Vision to make him incredibly frustrating to remove.
- Boomhowler the Destroyer - A combination of great combat output and support makes Boomhowler3 an attractive option as well. Countercharge plays well with a control-focused list, Dinner Time gives the Dracodile an extra 2" of movement on the charge, and Hoof It is excellent when applied to a Road Hog or combat solo to provide a little hit-and-run to the list.
- Dahlia Hallyr & Skarath - While they are often replaced with some combination of the models above nowadays, Skarath takes Vision very nicely, and Dahlia can be infuriating to remove in the right match ups.
- Brun Cragback & Lug - Another choice that is seen less often now. Brun is difficult to remove and has a chance of applying stationary while Lug can knock things down which is annoying to jacks and warbeasts on feat turn.
- Eilish Garrity, the Occultist - If you want extra protection from spells, Eilish is the way to go. He also provides Puppet Master, but he has stiff competition with other solos.
- Princess Delores Graciela - TK her around a bit for Bullet Hell fun!
- Farrow Brigands when dug in and under Deceleration and Polarity Shield can be really obnoxious to remove.
- Dhunian Archon double up on Vision with thread of life, provide fury management and offer out healing, what is not to love.
S&D generally want a pretty minimal battlegroup that typically includes 1 heavy and 2 lights.
- The Razor Boar is loved by S&D, both to take the shots you don't want on more valuable targets, and to give them solid MAT via Pack Hunters.
- The Battle Boar is a cheap throwaway light, so ideal for Shield Guarding and with Primal they can turn themselves (or another warbeast) into heat seeking missles.
- The Gun Boar makes a great shield guard that can still do work while protecting models in your back line.
- The Road Hog has a 20" native threat range on its spray, with TK you can make that 22".
- The War Hog is the dedicated melee heavy of the Farrow. Naturally it appreciates being TK'd forward, but also gives itself Bulldoze with its animus so it can set up some interesting charge lanes on the way in.
First Seven Purchases
A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.
- Warbeast: War Hog
- Warbeast: War Hog
- Warbeast: Battle Boar
- Solo: Gatorman Soul Slave
- Solo + Warbeast: Dahlia & Skarath
- Solo: Orin1
- Unit: Farrow Bone Grinders
- The warlock 'Sturm & Drang' is named after the late 18th German literary and musical movement called 'Sturm und Drang' (commonly translated as 'Storm and Stress'). The Sturm und Drang movement was characterized by unrestrained expressions of emotion. Goethe's 'The Sorrows of Young Werther' is probably the most famous literary work from this movement.
- Released in Hordes: Domination (2011)
Warbeasts they can take
With the way Minion battlegroups work, this warlock can't simply take any Minion warbeast, and instead is limited to the following choices:
|Farrow Warbeasts (Edit)|
|Lights|| Battle Boar - Gun Boar - Splatter Boar |
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
|Heavies||Road Hog - War Hog|
Other Minion models
Video Battle Reports
- 2019.02 Arcane Assist, vs The Dreamer
- See also Category: Video Battle Reports for more casters with videos.
Rules Clarification : Feat - Psychic Apocalypse
|* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)