Peerless Manoeuvers
Once per turn, your movement phasePick a Vanguard Chamber unit that is not in combat and roll a dice. On a 3 or higher, remove it from the battlefield and set it up again more than 9 inches from enemy units.
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This formation is printed in a paid battletome, so the effect here is summarised from a community rules mirror and is not confirmed against a free first-party download. Confirm the exact wording in your battletome.
Points, unit sizes and regiment options live in the free Battle Profiles download, last republished July 2026. A newer Battle Profiles always replaces an older one, so check the current version before a game.
Unit picks are SprueSentry commentary, not part of the formation rule.
Pick a Vanguard Chamber unit that is not in combat and roll a dice. On a 3 or higher, remove it from the battlefield and set it up again more than 9 inches from enemy units.
Fast Vanguard Chamber cavalry that turn the extra redeploy into scoring.
See the box: price and offersFlyers for grabbing objectives and pressuring support heroes.
See the box: price and offersShooting you can reposition each turn for a better angle.
See the box: price and offersYou pick exactly one battle formation for your army, so choosing this one means you do not take these.
How to play Vanguard Wing β the Stormcast battle formation that leans into fast Vanguard Chamber cavalry and flyers with extra redeploys.
BySprue Sentry
ReviewedAug 28, 2026
SourceUsing the Scourge of Aqshy Rules (Games Workshop, free download)
Sprue Sentry strategy commentary for Age of Sigmar 4th edition, not official rules. Games Workshop updates points and rules regularly; always confirm against the current official rules and latest update before a game.
Vanguard Wing is the fast, skirmishing battle formation for Stormcast Eternals in Age of Sigmar 4th edition, built on the mobile Vanguard Chamber β Palladors, Raptors and Prosecutors.
SprueSentry strategy commentary, not official rules. Confirm exact wording against your battletome and current General's Handbook.
The formation ability is Peerless Manoeuvers. Once per turn in your movement phase, pick a friendly Vanguard Chamber unit that is not in combat and roll a dice: on a 3 or higher, remove it from the battlefield and set it up again more than 9" from enemy units. Extra repositioning on already-fast units means you dictate the board: grab objectives, dodge threats, and reposition shooting for the best angle.
The two limits do the work here. A unit already stuck in combat cannot use it, so this is an escape hatch you have to plan a turn early, and the more-than-9" rule means you cannot teleport straight into a charge.
Players who like a mobile, objective-grabbing, harassment game rather than a stand-and-fight line. It rewards good movement and map-play β you win by tempo and scoring, using speed to always be where the enemy isn't.
Pick Vanguard Wing when you want to out-manoeuvre the opponent and play the objective game, or when the mission set rewards mobility and board control. It's more demanding to pilot than Thunderhead Host and thinner in a straight melee, so use the redeploys to pick fights on your terms rather than trading blows.
Once per turn you can redeploy a Vanguard Chamber unit that isn't in combat on a 3+ β extra mobility on Palladors, Raptors and Prosecutors for objective play and harassment.
It rewards strong movement and map-play, and fast Vanguard units have been recurring 2025-26 picks. It's more skill-intensive than the infantry formation and relies on tempo rather than raw combat, so it suits players comfortable with manoeuvre.
Written by Sprue Sentry, grounded in the cited sources. Original commentary, not Games Workshop rules text.