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===Battleline=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:''' (Battleline, 120pts, Min:10, Max:30) The Elven phalanxes finally return home, and they come equipped with 3" range Sunmetal <s>spears</s> pikes that get -1 rend and +1 to wound when they are charged. Like all the other Sunmetal weapons, each hit roll of a natural 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb used at the ''start'' of the combat phase. On top of that he is a wizard as long as there are at least 5 models in the unit. All this combined with the shining company bonus makes these guys amazing charge screens for your archers and objective holders. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take a unit of Auralan Sentinels or Auralan Dawnriders as Battleline. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:''' (Conditional Battleline, 160pts, Min:5) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider & mount) if the target has 2 wounds or 2 additional attacks if the target has 1. This *ONLY* works against units without mounts, so try to aim for infantry if you can. This Translates to a lot of dead chaff and 1-wound elite infantry. If speed is your game, cast speed of Hysh on them and you'll be looking at a 28" standard move, meaning you have no excuse to not pick the perfect charges. **Arcane Cataclysm has seen a decent upgrade for these guys. Shining Company now apply to them despite their need for speed, which means a lot to a unit that's going to be the first to get shot at. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Sentinals%20-%20eng.pdf Vanari Auralan Sentinels]:''' (Conditional Battleline, 165pts, Min:10) More MWs, delivered at a distance & w/o line of sight. While the spear elves poke & hold the line against heavy hitters (or Stoneguard, if that's how you swing) with your horses mulching chaff, Sentinels are ideal assassins - pumping mortal wounds into the opposing (support) heroes from far away with Sunmetal arrows. Since mortal wounds trigger on natural 6+ (Or 5+ with Power of Hysh) 'Look out, Sir!' does not help those supporting heroes. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is at a "shorter" range though (18") so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent's general is kaput. Remember that the unit leader does not have a bow and only strips cover from the enemy, so to maximize shooting and mortal wounds taking reinforced units is probably better. Remember that rules that remove specific models can remove your ability to fire out of line of sight if they kill the squad leader. Thanks to AoS 3.0 you can now run a unit of 30 of these bastards if they're battleline. With the new Unleash Hell command they become unfavorable to charge and worse to leave alone. **Arcane Catacylsm saw a considerable hike-up in the Sentinel's cost, the only excuse for this being that Shining Company is now a lot less of a hassle to use. Honestly, these guys didn't even worry much about the movement penalties to begin with. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stoneguard%20-%20eng.pdf Alarith Stoneguard]:''' (Conditional Battleline, 100pts, Min:5, Max:15) Your elite infantry choice and a battleline if you're playing Ymetrica. They come in two types, a dual handed diamondpick hammer or stone mallet with -1 rend and a captain with *OPTIONAL* dual Stratum Hammers for more attacks. If you roll an natural 6 with the stone mallets you get 1 extra damage and if you get a 6 with diamond picks you get 1 mortal wound. This means mallets are better at killing crowds where as picks are better at dealing with armored units. Flexible elite choice depending on how you build them. Even if you're not focusing on Alarith units, a squad of 5-10 of these guys work great at one end of your phalanx to prevent flanking and losing your buffs. How historical. Never take the Stratum Hammers in lieu of the chosen unit weapon on the leader- they're utter horsecack. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_HurakanWindchargers.pdf Hurakan Windchargers]:''' (Conditional Battleline, 130pts, Min:5, Max:15) Aelven archers riding battle tauntaun-furdino-kanga-joust mounts. 14" pseudo-flying movement, 2 wounds and a whimpy 5+ save. Their Bows hit and wound on the aelven standard of 3+, at range with -1 rend and -2 rend when used in melee. Yes, they use their Bows as sticks in melee and are rewarded with an extra rend for it. The Bows only have 12" or range when shot, which can place them in harms way, but remember that you can use the Hurakan rules to just have them leave. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariBladelords.pdf Vanari Bladelords]:''' (145pts, Min:5, Conditional Battleline) Swordmasters reborn. Now you can have heavy infantry without the need for stupid hats/conversions, HOORAY! Each one comes with a sunmetal greatblade that doesn't have the Sunmetal rule, so no Mortal Wounds. Instead they can use in one of two ways: either a single high rend stab that auto-hits (to hunt characters and monsters), or a number of anti-horde swings based on how many enemies are nearby. Paired with their innate extra magic protection and Shining Company, and you have a flexible unit to plug gaps in your line, HOWEVER don't be overconfident. 10 of these guys only kill 3 chaos warriors a turn or ~13 marauders (or equivalents), so don't expect them to be fully self sufficient. They also don't get to cast spells, which makes them rather dependent on others. **Instead of considering them as beatstick, instead field them as bodyguards. After all, Arcane Cataclysm makes each {{AoSKeyword|Scinari Hero}} you take gives you a squad of Bladelords as Battleline. Before a Scinari hero suffers a wound, nearby Bladelords can take the hit instead for 1 MW on a 2+. A double-strength pack of Bladelords makes any Scinari functionally immortal. Of course, doing that is prohibitively expensive, especially with the recent price hike they took.
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