Age of Sigmar/Tactics/Order/Lumineth Realm-Lords

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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

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.