Age of Sigmar/Tactics/Order/Lumineth Realm-Lords
Grand Alliance Order
Lumineth Realm Lords |
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
Great Nations
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions. They represent various nations of Lumineth Realm Lords that an army comes from.
Syar
- Gleaming Brightness: All your Syar units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you'll definitely appreciate a second wave of these working without worry about Morale. Pair with a Cathallar to avoid a permanent -2 to your bravery.
- Command Ability - Deplete Reserves: If a Syar unit uses an aetherquartz reserve ability, you may pick another Syar unit within 18" and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge
- Command Trait: Choose 1 enemy hero within 6" of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero
- Artefact: The Perfect Blade Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail. Would be great if you could give it to something other than a pansy wizard.
If you like using the Aetherquartz reseves, this will give you more options to do so and spread out the benefits. A Cathallar is pretty much a requirement in this army because otherwise your troops will have the bravery of most Skaven trooops after blowing their reserves.
Iliatha
- Unity in Purpose: Once per phase, after a Iliatha Vanari uses a command ability, you may select another Iliathra Vanari within 3". That unit gains the same ability for free.
- Strike in Unison: During your shooting or combat phase you may select one Iliatha Vanari unit with 2 or more models and they reroll ones.
- Connected Souls: +2 Bravery to all Vanari and Aelemantari troops, making up your your mediocre base bravery. You can use an Aetherquartz now and still be in a better bravery position than normal
- Artefact: When the bearer dies, roll a dice. on a 4+ heal them back to full.
If you don't like the cow elves and want to run an all Vanari army, this is your choice (You'll still want to run Moontains for their command ability). For mages, you should probably take a Scinari Cathallar over a stone mage for this army. This nation will likely have the most models on the field out of the 4 options you can pass buffs along pretty damn quick.
Zaitrec
- Command Ability: First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell
- Command Trait: Can dispel 1 additional spel and can use the first dispell roll for the second
- Artefact: 6+ shrug for MWs, +2 if Teclis is on the battlefield
- Overwhelming Heat: Casts on 7. Enemy unit within 24" has halved movement, and if you roll a die and its equal to or higher than their save, they take D3
The magic choice. Always take Teclis with this Great Nation to get the most out of them. Obviously protecting your mages is paramount and if they die early you're pretty much screwed.
Ymetrica
- Battle Trait Ignore up to -2 Rend for units in Mountain Stance, instead of -1
- Command Ability: End of combat phase, can use Tectonic Force again against another enemy unit within 1"
- Command Trait: When you pick this guy to fight, instead of fighting you can pick an enemy unit within 1" and deal D3 MW on a 2+.
- Artefact: +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore
Obviously, this one is meant of Alarith units, so you should be going with a stoneguard, mountain spirit and stonemage army for this one. This will likely be your very small elite army.
Spell Lores
- Power of Hysh: With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.
LORE OF HYSH
- Speed of Hysh: Casts on 5 Double the movement of a friendly unit within 18" of the caster.
- Solar Flare: Casts on 8. Pick a point on the battlefield within 10" of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.
- Lambent Light: Casts on 5. Pick an enemy unit within 18", you can reroll missile weapon attacks against that unit until your next hero phase.
- Ethereal Blessing: Casts on 6. Give Ethereal to a friendly unit within 18"
- Total Eclipse: Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities
- Protection of Hysh: Casts on 8. Give a friendly unit wholly within 9" 5+ FNP. Doesn't stack with Teclis' sadly.
LORE OF THE MOUNTAINS
- Unyielding Calm: Casts on 4. Unit wholly within 18" doesn't have to take Battleshock tests.
- Crippling Vertigo: Casts on 6. Pick an an enemy unit within 18" of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit's bravery, it cannot make that move.
- Voice of the Mountains: Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.
- Living Fissure: Casts on 6. Draw a 1mm line to a point 9" from the caster, on a 2+ deal D3 MWs to a unit that lines passes over
- Entomb: Casts on 7. Pick an enemy model within 18" and visible to the caster. Roll a dice, if the result is higher than the model's Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.
- Assault of Stone: Casts on 8. Choose an enemy unit wholly within 24" and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit's save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of "-" count as 6 for this rule.
ENDLESS SPELLS
- Sanctum of Amyntok:
- Hyshian Twinstones:
- Rune of Petrification:
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.