Age of Sigmar/Tactics/Order/Lumineth Realm-Lords: Difference between revisions

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==Army Rules==
==Army Rules==
==Unit Analyis==
==Unit Analyis==
===HQ===
*'''Archmage [[Teclis]] and Celennar , Spirit of Hysh (660 pts):''' One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Nagash|god-tier]] [[Archaon|models]].  He went from "the best wizard who's not a daemon, demigod or Slann" to "he gives Greater Daemons penis envy and makes Slann second-guess themselves".  His and Celennar's melee attacks have decent rend, but Teclis is at his weakest in combat. 
-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it's auto cast at 12 but can be unbound. If 3 or 4, it's auto cast at 10 and can be unbound.
-Celennars Aura: +1 to cast, dispel, and unbind
-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase
-Friendly units in Celennar's aura ignore spells on a 4+ and an enemy within 18" takes D3 MW.
Spells:
-Protection of Teclis: 10 to cast. 5+ FNP within 18", can't be cast same turn as Hysh Protection.
-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18" and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW
-Total Eclipse: 10 to cast.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:''' (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness & a ranged MW output to hold your opponent's focus & otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24"). Damage bonuses to charging & against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through.
'''Avalenor, the Stoneheart King''' (360 points)
'''Alarith Stonemage''' (130 pts)
Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in '''YMETRICA''' armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his '''STONEMAGE STANCE'''. In the start of the combat phase, the Stonemage can bust a move that allows every '''ALARITH AELEMNTIRI''' WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, '''Gravitic Redirection''' is cast on a 5+. Stonemage activates his floaty chair and gains '''FLY''' until the next '''HERO PHASE'''. But the fun doesn't stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next '''HERO PHASE''' its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn't move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn't for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly "allows near" your units.
'''Scinari Cathallar''' (140 pts)
These professional mourners are excellent at debuffing foes and mitigating the drawbacks of <s>crystal meth</s> aetherquartz. Aside from the obvious Scinari benefits, she also gains the '''Emotional Transference''' ability, allowing her to target any Lumineth Model within 18" and let them ignore battleshock. What's more, if that unit lost models, you can later target an enemy with 18" and add their casualties to their bravery roll. Basically her job is to keep your troops in the fight making the enemies all collectively shit themselves and run away.
===Behemoths===
===Behemoths===
Alarith Spirit of the Mountain: (340 pts). The Mootain. Your primary beat-stick and use for command points. Outside of heroes, your only source of >1 damage attacks - at full health, his hammer is hitting on 3s, wounding on 2s, -2 rend, and 5 damage each. Keeping a stonemage within 12" of him allows you to ignore his damage table. Finally, his command ability allows you to add 1 to the attack characteristic of 1 unit's melee weapons.
Alarith Spirit of the Mountain: (340 pts). The Mootain. Your primary beat-stick and use for command points. Outside of heroes, your only source of >1 damage attacks - at full health, his hammer is hitting on 3s, wounding on 2s, -2 rend, and 5 damage each. Keeping a stonemage within 12" of him allows you to ignore his damage table. Finally, his command ability allows you to add 1 to the attack characteristic of 1 unit's melee weapons.

Revision as of 19:45, 30 June 2020

Grand Alliance Order

Lumineth Realm Lords

FOR ULTHUAN HYSH!!!!!

Lore
Tactics
General Tactics

The time of isolation is over, and now the Lumineth Realm Lords finally rise to defeat the forces of chaos with their unwavering resolve, unstoppable magic, angry cow people, stupid and impractical headgear even by this setting's standards and crippling drug addiction! (No really, that last part is actually part of their rules)

Army Rules

Unit Analyis

HQ

  • Archmage Teclis and Celennar , Spirit of Hysh (660 pts): One of the dual gods of Hysh and another of the big god-tier models. He went from "the best wizard who's not a daemon, demigod or Slann" to "he gives Greater Daemons penis envy and makes Slann second-guess themselves". His and Celennar's melee attacks have decent rend, but Teclis is at his weakest in combat.

-Can cast 1, 2, or 3/4 spells. If 1, its auto cast and cant be unbound. If 2, it's auto cast at 12 but can be unbound. If 3 or 4, it's auto cast at 10 and can be unbound.

-Celennars Aura: +1 to cast, dispel, and unbind

-Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase

-Friendly units in Celennar's aura ignore spells on a 4+ and an enemy within 18" takes D3 MW.

Spells:

-Protection of Teclis: 10 to cast. 5+ FNP within 18", can't be cast same turn as Hysh Protection.

-Storm of Searing White Light: 10 to cast. Roll a dice for each enemy unit within 18" and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW

-Total Eclipse: 10 to cast.

  • Light of Eltharion: (220 pts) Eltharion returns to us as a living suit of armor. A melee beat stick with ethereal bonuses to toughness & a ranged MW output to hold your opponent's focus & otherwise anchor your battle line (aka an invisible distraction carnifex w/CA of leadership 10 for everyone within 24"). Damage bonuses to charging & against enemy heroes will give you a reason to keep pushing forward with Eltharion, making him a solid target for Speed of Hysh so he can keep up with the Calvary who would otherwise struggle/be wasted on the more elite units Eltharion is most likely going to earn his points back mulching through.

Avalenor, the Stoneheart King (360 points)

Alarith Stonemage (130 pts)

Floatly big hat man(?) himself. You will be seeing him in every list with Cow Elves (Stonegaurd) and Spirits of the Mountain. Fairly squishy at 5 wounds and only a 5+ save, until you remember he is ignoring Rend 1 (and Rend 2 in YMETRICA armies). Is your standard 1 cast 1 unbind wizard that provides a powerful buff in the form of his STONEMAGE STANCE. In the start of the combat phase, the Stonemage can bust a move that allows every ALARITH AELEMNTIRI WHOLLY WITHIN 12 inches an additional Rend on their melee weapons, in exchange for not making a pile in move. Easy Rend 2 on all my Stoneguard? Yes please. His spell, Gravitic Redirection is cast on a 5+. Stonemage activates his floaty chair and gains FLY until the next HERO PHASE. But the fun doesn't stop there. In addition, you can pick one enemy unit within 18 inches. That unit takes 1 MW, and until the next HERO PHASE its movement is HALVED and it can NO LONGER FLY. Oh, nice Terrorgheist/Mawcrusha/Zombie Dragon/Ironclad over there... be a shame if it couldn't move.... He also has the standard D3 Mage smacks at 3/3/-1/D3. But who cares he isn't for fighting, he is for bluffing your Cows (and Cow Elves) while trolling the nasty flying beatsticks your opponent foolishly "allows near" your units.

Scinari Cathallar (140 pts)

These professional mourners are excellent at debuffing foes and mitigating the drawbacks of crystal meth aetherquartz. Aside from the obvious Scinari benefits, she also gains the Emotional Transference ability, allowing her to target any Lumineth Model within 18" and let them ignore battleshock. What's more, if that unit lost models, you can later target an enemy with 18" and add their casualties to their bravery roll. Basically her job is to keep your troops in the fight making the enemies all collectively shit themselves and run away.

Behemoths

Alarith Spirit of the Mountain: (340 pts). The Mootain. Your primary beat-stick and use for command points. Outside of heroes, your only source of >1 damage attacks - at full health, his hammer is hitting on 3s, wounding on 2s, -2 rend, and 5 damage each. Keeping a stonemage within 12" of him allows you to ignore his damage table. Finally, his command ability allows you to add 1 to the attack characteristic of 1 unit's melee weapons.

Battalions

Alarith Temple (120)

Requirements: 1x Avalenor or Alarith Spirit of the Mountain, 1x Alarith Stonemage, 1-3x Alarith Stoneguard. Ability: STONEGUARD. At the start of your combat phase, a stoneguard unit from this battalion that is wholly within 12" of a hero from the same batalion can reroll saves until end of phase but can only pile in 1".

Auralan-Legion (120)

-1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens -Units within 3" of another unit in this battallion can rerollsaves of 1

Dawnrider-Lance (120)

-2-3xVanari Dawnriders -reroll 1s to hit on the charge

Allies

Oddly, the army may only take Idoneth Deepkin as allies. They must have gotten over their deep-sea-ted hatred of Teclis. Consider taking a unit of 6 eels for dealing damage and taking objectives, as the army lacks flying and hard-hitting options outside of Teclis and the Mootains, respectively.