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	<title>2d4chan - User contributions [en]</title>
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	<updated>2026-05-09T04:32:35Z</updated>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Ed_Greenwood&amp;diff=192956</id>
		<title>Ed Greenwood</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Ed_Greenwood&amp;diff=192956"/>
		<updated>2021-04-21T09:38:31Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:602B:5C33:4DC0:7501: &lt;/p&gt;
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&lt;div&gt;{{Dnd-stub}}&lt;br /&gt;
[[File:Ed-Greenwood-at-Gen-Con.jpg|200px|thumb|right|Dare you step into his [[magical realm]]?]]&lt;br /&gt;
&#039;&#039;&#039;Ed Greenwood&#039;&#039;&#039; is a Canadian fantasy writer and librarian and a pretty cool guy. He&#039;s most famous for creating the [[Forgotten Realms]] setting for [[D&amp;amp;D]], which as of [[5e]] is seen as the default campaign world. He apparently sold the setting to [[TSR]] for a token fee in the 80s - which has got to sting now that toy-and-game goliath [[Hasbro]] are rinsing it for all its worth, and [[R.A. Salvatore|other authors]] are churning out books in the setting [[Drizzt|that are way more popular than his own]].&lt;br /&gt;
&lt;br /&gt;
But he still got the last laugh, as the contract Hasbro has with him is heavily stacked in his favor:&lt;br /&gt;
&lt;br /&gt;
*Wizards MUST publish a minimum of one full-length novel written by him each year.&lt;br /&gt;
*Wizards MUST publish a minimum of one full-length sourcebook on FR by him (or with significant contributions by him) each year.&lt;br /&gt;
*Wizards MUST at least consult him about changes they make (though they don&#039;t have to listen to him, merely take his advice into account), which in practice means nothing in the setting changes without him personally approving of it.&lt;br /&gt;
*Wizards MUST treat everything he reveals about the Realms in writing to fans as canon. He has a thread on the Candlekeep.com website where unpublished stuff by him can see the light of day, and it&#039;s all automatically canon regardless of [[Forgotten Realms#Forgotten Realms And Sex|how stupid or fucked up it is]]. Auto-canonicity doesn&#039;t apply to things he just mentions at a convention to a fan or the like, however; it must be something that already exists in his notes. (This isn&#039;t actually a problem for Ed, as he apparently has a basement full of unpublished notes - one author remarked in a novel that when she asked him for a brief set of notes on the War Wizards of Cormyr, he obliged by cutting down the stuff he had on them... to [[What|FORTY-NINE A4 PAGES]].)&lt;br /&gt;
*If he submits something for publishing to Wizards, he can&#039;t subsequently reveal it to fans anyway, because a Non-Disclosure Agreement is put in place. However, they can&#039;t just NDA everything - they have to ask him to submit his notes on something first.&lt;br /&gt;
*If Hasbro tries to go back on any of the above, Ed gets full control of all Forgotten Realms material.&lt;br /&gt;
&lt;br /&gt;
He&#039;s written a shit-ton of books, often involving his self-insert [[Lord of the Rings|not-Gandalf]] called [[Elminster]].&lt;br /&gt;
&lt;br /&gt;
So, he&#039;s a pretty cool guy.  Right?&lt;br /&gt;
&lt;br /&gt;
Before we answer that, let&#039;s address the elephant in the room; he runs shit with his dick out.  See, Ed quite explicitly runs his canon with its pants down, and quite a bit of stuff about how common incest, brothels and public sex are have worked their way into his Candlekeep notes (and his official FR games) over the years.  Most of it is quite harmless, even shocking fun, but he plumbs depths that WotC wouldn&#039;t be caught dead committing to paper.  Also, his aforementioned self-insert is so oversexed, he makes Hugh Hefner and Tony Stark look chaste.  On another note, in the past Ed was a power-trip of a DM whose John-Wickian desire to stymie the players led to sacrificing appealing to them for his own enjoyment.  You built a thief? Congratulations, the traps are actually undetectable and you bypass rolling for Detect Traps. Scouting ahead? You get ambushed, no throw against it. Have a caster? Alchemical smoke renders your spells useless.&lt;br /&gt;
&lt;br /&gt;
So is that a problem?  No!  Not at all, because Ed is actually the pretty cool guy we mentioned above, and he never puts his fetish shit in his games (which certain [[White Wolf|other publishers]] could learn from), keeping it in the background or his personal archives.  He even contacts up-and-coming DMs and gives them advice, has personally read and endorsed new FR content by wannabe authors on Dungeon Masters Guild, and even wrote the foreword for Zack Sporen&#039;s alternate intro scenario for &#039;&#039;Dragon Heist&#039;&#039; despite not getting a penny for it.  He also trolled WotC hardcore during the height of Pathfinder&#039;s craze by writing a novel set in their default world.&lt;br /&gt;
&lt;br /&gt;
One thing that may either add to or detract from his coolness, depending on your feelings: he spoke quite vehemently against the inclusion of [[Ethnic Fantasy]] subsettings [[Maztica]] [[Kara-tur]] and [[The Horde]] into the [[Forgotten Realms]], arguing that they were too focused on realism to be enjoyable and meshed poorly with the overall blatantly [[Heroic Fantasy]] nature of the Realms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Writers]]&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:602B:5C33:4DC0:7501</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Daughters_of_Khaine&amp;diff=33855</id>
		<title>Age of Sigmar/Tactics/Order/Daughters of Khaine</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Daughters_of_Khaine&amp;diff=33855"/>
		<updated>2021-04-21T09:27:18Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:602B:5C33:4DC0:7501: /* Why play Daughters of Khaine? */&lt;/p&gt;
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&lt;div&gt;{{Age of Sigmar Faction|Faction=Daughters of Khaine|Logo=Daughters_of_Khaine_battletome_art.jpg|Alliance=Order|Motto=Much bloodier and less NSFW than it appears.}}&lt;br /&gt;
&lt;br /&gt;
NEW BATTLETOME IS HERE!&lt;br /&gt;
&lt;br /&gt;
==Why play Daughters of Khaine?==&lt;br /&gt;
* Most of them are [[Hot Chicks]] or [[Monstergirl|Monstergirls]] in bikinis (except the Doomfire Warlocks and Avatars of Khaine, but those are not mandatory units).&lt;br /&gt;
* You like the idea of playing an army of bloodthirsty, fanatical murderers but don&#039;t like Khorne.   &lt;br /&gt;
* You like the continuation of Morathi&#039;s story arc, and want to see her make her mark on the setting.&lt;br /&gt;
* You always wanted to play as [[Drow]] in Warhammer (replacing spiders with snakes and no Drow-colored skin outside of [[Homebrew]]).&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
&lt;br /&gt;
* The right unit/hero choices mean you literally have an army of [[Hot Chicks]] and [[Monstergirl|Monstergirls]] in bikinis.&lt;br /&gt;
* Morathi-Khaine is one of the most powerful playable characters in the game.  As a goddess with two bodies, she is on par with [[Alarielle the Everqueen|big]] [[Archaon|god-like]] [[Nagash|models]].  &lt;br /&gt;
* Some of the best melee in the setting, only the [[Flesh-Eater Courts|crazy cannibals]] or the best followers of [[Khorne|big red]] or [[Slaanesh|the colossal pervert]] can hit like you do in combat.  &lt;br /&gt;
* They&#039;re a jack-of-all-trades able to fight in every phase with melee, shooting, magic, decent movement and bravery shenanigans.  &lt;br /&gt;
* A monster that DOESN&#039;T GET LESS EFFECTIVE IF IT TAKES WOUNDS (that also double as a giant angry statue of their god).&lt;br /&gt;
* Plenty of movement tricks.  Your basic troops (Witch Aelves and Sisters of Slaughter) have the ability to run and charge with only a musician, everything else except the heroes and Cauldron of Blood/Bloodwrack Shrines have movement 8-14, you can reroll 1s to run turn 1, 1s to charge turn 2, plus Deep Striking Khinerai, Khailebron&#039;s deep striking ability and Lore of Shadows spells that boost movement.&lt;br /&gt;
* The new rules for shooting at characters give the enemy -1 to hit unless the target is a monster. Think the Cauldron of Blood or the Bloodwrack Shrine would count? Nope, they&#039;re not Monsters. Keep them close to a unit and watch them get to combat unmolested.&lt;br /&gt;
* The Cauldron of Blood, with the right combination of relics, Command Traits and prayers is straight busted, coming in with a nightmarish amount of damage output both in shooting and close combat, powerful support abilities and the ability to heal itself through multiple avenues for 300-330 points.&lt;br /&gt;
* Did I mention all of the [[Hot Chicks]] and [[Monstergirl|Monstergirls]] in bikinis?&lt;br /&gt;
* Shooting is actually good now. Blood Stalkers have two shots now and with Morathi can shoot twice in a turn. 80 shots with 6&#039;s doing mortal wounds? Yes please. Also now an actual viable strat since they are batteline now.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
&lt;br /&gt;
* These chicks are almost as naked as the fyreslayers, but they dont have fancy runes or 2 wounds to tide them over. Apart from their 6+ fanatical faith save, they have the usual Glass Cannon problem of being flimsy.  Our Infantry has a 6+ Save, and the other units - apart from Morathi - are softer than their equivalents in other armies unless you make the right choices (such as Hagg Narr and/or throw in a Cauldron. And don’t forget the bladed bucklers)&lt;br /&gt;
* They are rather expensive to collect in dollars, and even spending lots of money on models can still leave you with a comparatively low model count.&lt;br /&gt;
* They do not play well with others. If you&#039;re playing Daughters of Khaine, you&#039;re playing them in a Daughters of Khaine Allegiance army. They are incredibly reliant on their faction abilities to turn them from a bunch of expensive fragile units with some pretty good close combat into a unified army with some of the most brutal close combat in the game. You can ally other stuff into them, don&#039;t ally them with other stuff. (Not entirely true, Khinari Heartrenders slot nicely into most Order soup lists as its a good deepstrike bully unit)&lt;br /&gt;
* Not a magic heavy army (but can be a strong magically defensive army). Bar Morathi-Khaine, you only have the Bloodwrack Medusa, who only gives you one spell/two dispels per turn without relics or artifacts and the Doomfire Warlocks.  Mitigated a bit by the Doomfire Warlocks who can hit hard and get a casting bonus in units of 5 (which is what you want).&lt;br /&gt;
&lt;br /&gt;
==Rulebooks==&lt;br /&gt;
{{AOSRulebooks|tome=Daughters of Khaine and Broken Realms: Morathi|points=[https://www.warhammer-community.com/wp-content/uploads/2019/10/5ae12374.pdf Daughters of Khaine Errata]}}&lt;br /&gt;
&lt;br /&gt;
==Allegiance Abilities==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
; Fanatical Faith : Daughters of Khaine can ignore wounds allocated to them on a 6+. Sweet.&lt;br /&gt;
;Blood Rites : The fantasy variant of &amp;quot;Power From Pain&amp;quot;. Every turn your units get a brand new special rule that stacks for the rest of the game.&lt;br /&gt;
:#&#039;&#039;&#039;Quickening Bloodlust:&#039;&#039;&#039; Reroll run rolls of 1.&lt;br /&gt;
:#&#039;&#039;&#039;Headlong Fury:&#039;&#039;&#039; Reroll dice rolls of 1 when charging.&lt;br /&gt;
:#&#039;&#039;&#039;Zealot&#039;s Rage:&#039;&#039;&#039; Rerolls 1s to hit in melee. In addition, an Avatar of Khaine always counts as being animated.&lt;br /&gt;
:#&#039;&#039;&#039;Slaughterer&#039;s Strength:&#039;&#039;&#039; Reroll 1s to wound in melee &lt;br /&gt;
:#&#039;&#039;&#039;Unquenchable Fervour:&#039;&#039;&#039; Your units rerolls saves of 1, and do not need to take battleshock tests.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&#039;&#039;&#039;Aelve Generals Only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Bathed in Blood:&#039;&#039;&#039; Increase your wound characteristic by 1 and you can heal 1 wound at the start of each hero phase. Good on a Cauldron of Blood, but there are better ways to get your wounds back.&lt;br /&gt;
#&#039;&#039;&#039;Zealous Orator:&#039;&#039;&#039; Add 2 to the bravery charteristic of units wholly within 12&amp;quot;. Worse than the old version for elves, better for snakes, and not as important anymore since Mindrazor now doesn&#039;t require higher bravery +1 dmg.&lt;br /&gt;
#&#039;&#039;&#039;Sacrifical Overseer:&#039;&#039;&#039; Add 1 to the hit rolls of the General&#039;s weapons. Lot of good options here, but this seems like a waste of a Command Trait, given you can have other better options.&lt;br /&gt;
#&#039;&#039;&#039;Terrifying Beauty:&#039;&#039;&#039; Subtract 1 on hit rolls against the General. Putting this on the Cauldron of Blood will drive your opponent insane. Stacks with the existing -1 against shooting for heroes close to a unit, meaning that everyone shooting at you will have a -2 to hit you.&lt;br /&gt;
#&#039;&#039;&#039;Master of Poisons:&#039;&#039;&#039; Add 1 to the General&#039;s weapons Damage characteristics. A Slaughter Queen with this will wipe out a unit a turn.&lt;br /&gt;
#&#039;&#039;&#039;True Believer:&#039;&#039;&#039; Ups the turn number for the unit&#039;s Blood Rites. Good to get an Avatar of Khaine awake turn 2 (turn 1 in a Hagg Nar army) and just generally a good choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BloodWrack Medusa only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Arcane Mastery:&#039;&#039;&#039; Reroll 1 casting, dispelling, or unbinding attempt in your hero phase, really good since the nerf to shadowstone ,and Mindrazor had the bump up to CV 8 but whether it&#039;s worth not taking a subfaction for is debatable.&lt;br /&gt;
#&#039;&#039;&#039;Writhing Coils:&#039;&#039;&#039; Substract 1 from hit rolls made against this general. Always good, shooting more than melee, so might as well just take Khailebron and get teleporting while you&#039;re at it.&lt;br /&gt;
#&#039;&#039;&#039;Fearsome Presence:&#039;&#039;&#039; Reroll failed Battleshock tests for units wholly within 12&amp;quot;. You&#039;re probably running snakes with a medusa general, so why not just take Zainthar Kai get +1 bravery and/or take the battalion that makes it so you don&#039;t take battleshock.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melusai Ironscale Only&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Veteran of the Cathrar Dhule:&#039;&#039;&#039; Recieve a CP on a 4+ while this general is on the battlefield in the hero phase&lt;br /&gt;
#&#039;&#039;&#039;Impenenetrable Scales:&#039;&#039;&#039; Add 1 to save rolls for this general. Gives your Melusai a 4+ instead of a 5+ save.&lt;br /&gt;
#&#039;&#039;&#039;Fuelled by Revenge:&#039;&#039;&#039; Use your Wrath of the Scathborn command ability for free once per battle.&lt;br /&gt;
&lt;br /&gt;
===Gifts of Morathi=== &lt;br /&gt;
(Can be given to any Daughter of Khaine Hero)&lt;br /&gt;
#&#039;&#039;&#039;Crown of Woe:&#039;&#039;&#039; Subtract 1 from the bravery of enemy units within 7&amp;quot;. This range doubles to 14&amp;quot; the first time the bearer slays an enemy model.&lt;br /&gt;
#&#039;&#039;&#039;Shadracar&#039;s Fang:&#039;&#039;&#039; One of the bearers melee weapons adds +1 to hit rolls. Also unmodified sixes do 1 mortal wound&lt;br /&gt;
#&#039;&#039;&#039;Amulet of Dark Fire:&#039;&#039;&#039; The bearer negates mortal wounds inflicted &#039;&#039;&#039;by spells&#039;&#039;&#039; on a 4+.&lt;br /&gt;
#&#039;&#039;&#039;Crone Blade:&#039;&#039;&#039; One of the bearers melee weapons heals the user by d3 at the end of combat phase if any units were slain with that weapon&lt;br /&gt;
#&#039;&#039;&#039;Thousand and One Dark Blessings:&#039;&#039;&#039; Nerf Bat Edition, No longer gives +1 save but instead gives you a 5+ FNP instead of a 6+&lt;br /&gt;
#&#039;&#039;&#039;Bloodbane Venom:&#039;&#039;&#039; If the bearer wounds an opponent but does not slay them, roll a dice after the combat phase. If the number equals/beats the victim&#039;s wound characteristic then it is slain outright.&lt;br /&gt;
&lt;br /&gt;
===Artefacts of Shadow=== &lt;br /&gt;
(Bloodwrack Medusa only)&lt;br /&gt;
#&#039;&#039;&#039;Shadow Stone:&#039;&#039;&#039; Add +1 to any casting attempts for Lore of Shadows spells. Helpful for making sure you get an important spell off. +1 to Casting the Withering is &#039;&#039;&#039;never&#039;&#039;&#039; a bad thing. Best way to get Mindrazor off. Nerf bat removed the re-reolling 1&#039;s on casts, still good but not the most have it was&lt;br /&gt;
#&#039;&#039;&#039;Rune of Ulgu:&#039;&#039;&#039; Bearer knows one extra Lore of Shadows spell. More options are never a bad thing.&lt;br /&gt;
#&#039;&#039;&#039;The Mirror Glaive:&#039;&#039;&#039; Each time the Bearer unbinds a spell, they can attempt to cast Arcane Bolt or Mystic Shield as if it was the Hero phase. If successful this spell can&#039;t be unbound. Better now that the Medusa can unbind 2 spells.&lt;br /&gt;
#&#039;&#039;&#039;Seven-fold Shadow:&#039;&#039;&#039; Once per battle, instead of moving you can set them up anywhere on the battlefield more than 9&amp;quot; from Enemy units. This uses up thier movement phase. You already have dozens of ways of teleporting units so this is a pass.&lt;br /&gt;
#&#039;&#039;&#039;Crystal Heart:&#039;&#039;&#039; [[Awesome |Bearer can cast a second spell in the Hero Phase. If they do they roll a d6, taking d3 Mortal Wounds on a 1.]]&lt;br /&gt;
#&#039;&#039;&#039;Shade Claw:&#039;&#039;&#039; The Medusa&#039;s Whisperclaw is now -2 Rend. Helps out your Medusa in melee, so worth considering if you have them on a Bloodwrack Shrine.&lt;br /&gt;
&lt;br /&gt;
===Relics of Khaine=== &lt;br /&gt;
(Daughters of Khaine Priests only)&lt;br /&gt;
#&#039;&#039;&#039;Blood Sigil:&#039;&#039;&#039; Bearer gains one additional Prayer. More options is never bad.&lt;br /&gt;
#&#039;&#039;&#039;Iron Circlet:&#039;&#039;&#039; Bearer re-rolls 1&#039;s when seeing if a prayer is successful. Prayers Manifest on a 3+ and all have very useful buffs so this can be helpful&lt;br /&gt;
#&#039;&#039;&#039;Rune of Khaine:&#039;&#039;&#039; Bearer explodes on death. Roll a dice. One 1 nothing happens. On 2-5 the unit that killed them takes D3 Mortal Wounds. On a 6, the unit takes D6. Works against any attack and doesn&#039;t have a ranged restriction so going by RAW, [[Just As Planned| your Hero can explode and do the Mortal Wounds against something across the table.]]. Main problem is that you want your Hag Queens alive as much as possible because Witchbrew is just that good. Witch Elves are your cannon fodder, and should really be dying instead.&lt;br /&gt;
#&#039;&#039;&#039;Crimson Shard:&#039;&#039;&#039; Add 2 to wound to wound rolls for one of the bearers melee attacks. Pretty solid on a Cauldron as they will be getting stuck into melee anyway.&lt;br /&gt;
#&#039;&#039;&#039;Khaineite Pendant:&#039;&#039;&#039; Bearer can Pray three times in one Hero Phase, but the first time you roll a 1 to manifest a prayer, they take d3 Mortal Wounds instead of 1. Extremely useful as your Prayers are all very useful. Being able to spam them is awesome. Probably your default choice.&lt;br /&gt;
#&#039;&#039;&#039;Hagbrew:&#039;&#039;&#039; Add +1 to Wound Rolls for the Bearer&#039;s melee weapons. Nice on a Hag Queen on Cauldron of Blood. [[Rape |Turns the Slaughter Queen on Cauldron into a death machine.]]&lt;br /&gt;
&lt;br /&gt;
===Prayers of the Khainite Cult=== &lt;br /&gt;
#&#039;&#039;&#039;Catechism of Murder:&#039;&#039;&#039; Pick a Friendly Daughters of Khaine unit wholly within 14&amp;quot;. Any 6&#039;s to hit explode and deal 2 hits.&lt;br /&gt;
#&#039;&#039;&#039;Blessing of Khaine:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. They re-roll failed FNP rolls from Fanatical Faith. With Hagg Nar, bucklers and the Cauldron buff, your units now have a 4+, then rerollable 5+ saves. You can take a charge quite happily, then murder whatever dared getting close in your turn with ease...&lt;br /&gt;
#&#039;&#039;&#039;Martyr&#039;s Sacrifice:&#039;&#039;&#039;  Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. Each time a model is killed in the Combat Phase, roll a d6. The dead model deals an extra Mortal Wound on a 5+ to a unit within 3&amp;quot;. Stacks with the Bucklers.&lt;br /&gt;
#&#039;&#039;&#039;Crimson Rejuvination:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit within wholly 14&amp;quot;, That unit heals 1d3 Wounds. Still can&#039;t target Morathi since her special rules don&#039;t allow her to be healed&lt;br /&gt;
#&#039;&#039;&#039;Covenant of the Iron Heart:&#039;&#039;&#039;  Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. That unit does not need to take Battleshock tests.&lt;br /&gt;
#&#039;&#039;&#039;Sacrament of Blood:&#039;&#039;&#039; Pick a friendly Daughters of Khaine unit wholly within 14&amp;quot;. That unit counts the current battle round as being 1 higher for determining Blood Rites traits. Stacks with other abilities that give this effect.&lt;br /&gt;
&lt;br /&gt;
===Lore of Shadows=== &lt;br /&gt;
The Lore of Shadows we all know and love is back! Note that Doomfire Warlocks are Wizards and can take a spell from here despite not being a Hero unit. EDIT: Doomfires cannot cast spells outside of their warscroll. But they are an impressive melee unit to compensate. &lt;br /&gt;
#&#039;&#039;&#039;Steed of Shadows:&#039;&#039;&#039; Casting Value 6. Caster can Fly and has a 16&amp;quot; Move.&lt;br /&gt;
#&#039;&#039;&#039;Pit of Shades:&#039;&#039;&#039; Casting Value 7. Pick an Enemy Unit within 18&amp;quot; of the caster, within line of sight, and roll 2d6. That unit takes 1 Mortal Wound for each point the 2d6 exceeds their Movement. Awesome against tough, but slow units. That Death player who keeps tarpitting you with blobs of 40 Skeletons? This spell was designed for you, followed up with a Bloodwrack Stare.&lt;br /&gt;
#&#039;&#039;&#039;Mirror Dance:&#039;&#039;&#039; Casting Value 6. Pick two Daughters of Khaine Heroes wholly within 18&amp;quot; of the Caster. Set them up more than 9&amp;quot; away from enemy unit, they cannot move in the following movement phase.&lt;br /&gt;
#&#039;&#039;&#039;The Withering:&#039;&#039;&#039; Casting Value 7. Pick an enemy unit within 18&amp;quot; of the caster within Line of Sight. [[Awesome |Until the next Hero Phase add +1 to Wound Rolls for &#039;&#039;&#039;all attacks&#039;&#039;&#039; that target that unit]]. You should always have this.&lt;br /&gt;
#&#039;&#039;&#039;Mindrazor:&#039;&#039;&#039; Casting Value 8. Nerf Bat Edition. Pick a friendly Daughters of Khaine unit wholly within 18&amp;quot; of the caster. All of that units melee weapons gain an additional -1 Rend and gain 1 extra damage if that unit charged. Our Most used spell and a must have for the -1 Rend alone. No longer gives +1 dmg for having higher bravery, better against demons and undead, but in extended combat. But with the Khelt Nar sub faction you can retreat and charge, and you get an additional rend on the charge with Elves in Drachi Ganeth. But it also has a CV of 8 now making it harder to cast&lt;br /&gt;
#&#039;&#039;&#039;Shroud of Despair:&#039;&#039;&#039; Casting Value 4. Pick an enemy unit within 18&amp;quot; and within Line of Sight. They take -1 to Bravery until the next Hero Phase. If the Casting roll was 8+, they take -d3 Bravery Instead.&lt;br /&gt;
&lt;br /&gt;
===Endless Spells===&lt;br /&gt;
1. &#039;&#039;&#039;Bloodwrack Viper:&#039;&#039;&#039; 40 points.  Casting value 7.  After this model has moved, pick one unit within 1&amp;quot; of it and roll 3 dice.  For each dice roll that beats the wounds characteristic per model for that unit, one model from the unit is slain.  Good at weakening units of multi-wound models, and will be a major thorn in the side of elite armies.  &lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;&#039;Bladewind:&#039;&#039;&#039; 40 points.  Casting value 6.  Any unit that was passed across by this model or is within 1&amp;quot; when it ends its movement suffers D3 Mortal Wounds.  Enemy units within 12&amp;quot; also don&#039;t get the cover modifier for their save rolls. &lt;br /&gt;
 &lt;br /&gt;
3. &#039;&#039;&#039;Heart of Fury:&#039;&#039;&#039; 80 points.  An Invocation rather than a spell.  Subtract 1 from the damage inflicted (to a minimum of 1) for each successful attack targeting a Daughters of Khaine unit wholly within 12&amp;quot; of this model.  Very nice defensively, but there&#039;s a catch.  At the start of each battle round, Heart of Fury ends unless you roll a 4+ (add +1 if there&#039;s any friendly Avatars of Khaine within 6&amp;quot;).  Good against armies with high damage weapons, though the caveat is a minor inconvenience and it doesn&#039;t work on special tricks (eg; attacks that deal Mortal Wounds in addition to normal damage).&lt;br /&gt;
&lt;br /&gt;
==Temples of Blood==&lt;br /&gt;
You may claim your army hails from one of the six temples listed here. Each has unique rules for your army, a new artifact, command trait, or command ability.  &lt;br /&gt;
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&#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Ability - Daughters of the First Temple:&#039;&#039;&#039; Add 1 to the current battle round when determining the abilities gained from Blood Rites.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Send Forth the Cauldrons&#039;&#039;&#039;: Pick a friendly &#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; Cauldron within 3&amp;quot; of a unit with 3 or more models and within 12&amp;quot; of a &#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; hero.  That Cauldron can move and extra 3&amp;quot;, but this can&#039;t stack.  While it&#039;s not easy to daisy chain your units and heroes to make it work, consider that the tax for this pretty good buff.&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait - Devoted Disciples:&#039;&#039;&#039;A&#039;&#039;&#039;Hagg Nar&#039;&#039;&#039; Daughters of Khaine model wholly within 12&amp;quot; of the general gets a 5+ Fanatical Faith save as opposed to a 6+. &lt;br /&gt;
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*&#039;&#039;&#039;Artifact: The Ulfuri:&#039;&#039;&#039; Add 1 to the Damage characteristic of one of the bearer&#039;s melee weapons if they made a charge.&lt;br /&gt;
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The nerf bat came for Hagg Nar, but left them with a couple of consolation prizes.  It allows one selected unit to do its fanatical faith on 5+ combined with blessing of khaine and the +1 save from you cauldron you can give a unit of 30 witches a 5+ save (4+ with bladed buckler) and a 5++ fanatical save making the unit able to survive longer. By turn 3 your army is a killing machine and would be already in combat this is when things swing dramatically for Hagg Nar.  While they can&#039;t re-roll hits anymore, they&#039;re faster and more survivable.  On a unit of 20 witches that is 80 attacks and if you add mindrazor into the mix it&#039;s unlikely any single opponent can survive that number of paper cuts on the charge.  While no longer OP or a must-take, it is now a good &amp;lt;s&amp;gt;Jack&amp;lt;/s&amp;gt; Jill of all trades, master of none that&#039;s worth considering.&lt;br /&gt;
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&#039;&#039;&#039;Draichi Ganeth&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ability - Bladed Killers:&#039;&#039;&#039; Imrpove the rend characteristics of weapons weilded by the Witch Aelves and Sisters of Slaughter by 1 on the turn they charge.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - A Thousand Bladeforms:&#039;&#039;&#039;  Add 1 to the hit rolls of a friendly Draichi Ganeth Witch Aelves or Sisters of Slaughter unit within 12&amp;quot; of a friendly Draichi Ganeth Hero.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Trait: - Victor of Yaith&#039;ril: Add 1&amp;quot; to the Bravery characteristic of all friendly Draichi Ganeth Daughters of Khaine units wholly within 12&amp;quot; of the general.  &lt;br /&gt;
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*&#039;&#039;&#039;Artifact - Death&#039;s Kiss:&#039;&#039;&#039; Add +2 attacks of one of the bearer&#039;s weapons on the turn they charged. &lt;br /&gt;
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*&#039;&#039;&#039;Battalion - Slaughter Troupe:&#039;&#039;&#039; You may take up to two units of Witch Aelves in addition to any of the other required units in this Battalion&lt;br /&gt;
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They swapped favoring snake heavy armies for favoring Witch Aelves and destroying armor.  If you take the general on a Cauldron of Blood, that adds 2 to the Bravery of Draichi Ganeth units wholly within 12.  Add a Bloodwrack Medusae and/or Morathi-Khaine to throw Mindrazor on units and you&#039;ll rain on the parade of armies like Stormcast, non-horde Chaos armies and Ossiarch Bonereapers.  Combining the numbers of a horde army with the hitting power of an elite army, they&#039;re the best option for a melee-focused force.  &lt;br /&gt;
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&#039;&#039;&#039;The Kraith&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ability - Disciples of Slaughter:&#039;&#039;&#039; At the end of the combat phase, roll a dice for each Kraith Sister of Slaughter that fought once in that phase.  On a 5+, they can fight again.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Trait - Bathe in Their Blood!:&#039;&#039;&#039; At the end of the combat phase, if the general is on the battlefield and any enemy units were destroyed by an attack made by friendly Kraith units, you receive a command point.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - Inspired by Carnage:&#039;&#039;&#039; Add 1 to wound rolls for unit for that combat phase.&lt;br /&gt;
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*&#039;&#039;&#039;Artifact - The Venom of Nagendra: Once per battle, you can use it to deal D6 Mortal Wounds to an enemy but the bearer can&#039;t fight with their weapons in that round of combat. &lt;br /&gt;
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When the ability goes off, you&#039;ll feel like top of the world, but when it doesn&#039;t you&#039;ll feel like a chump.  Also, hope you like Sisters of Slaughter, because this Temple is near worthless without them.  As it is, a decent option but inferior to the others unless you really want command points.&lt;br /&gt;
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&#039;&#039;&#039;Khailebron&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ability - Concealment and Stealth:&#039;&#039;&#039; Your enemy gets -1 to hit in the shooting phase against Khailebron units. This plugs one of your army&#039;s major weaknesses (getting shot to pieces)&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait - Mistress of Illusion:&#039;&#039;&#039; Subtract 1 from hit rolls for melee attacks made against the general.  &lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - Masters of the Shadowpaths:&#039;&#039;&#039; At the start of the Hero Phase choose a friendly unit wholly within 12&amp;quot; of a Khailebron general.  Pull them off the battlefield and Deep Strike them anyplace outside of 9 inches of the enemy. This unit cannot move in the next movement phase.  Essentially turns all of your units into pseudo Khinerai units and [[Awesome|can even be used to pull them out of an unfavorable combat]]. Put Mindrazor and Catechism of Murder on a unit of Blood Sisters, teleport them behind enemy lines and watch them wreak havoc. &lt;br /&gt;
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*&#039;&#039;&#039;Artifact - Whisperdeath:&#039;&#039;&#039; Pick one of the bearer&#039;s melee weapons.  Hit rolls of 6 with this weapon deal 1 mortal wound to the target in addition to normal damage.&lt;br /&gt;
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A tricksy temple, but amazing when you know how to use it.  Having 1- to being shot at is wonderful given your low saves.  Between the shooting debuff and teleportation abilities, shooting armies will hate the Khailebron Temple, especially Kharadron Overlords (suck it, you godless stunties!).   Since the command trait is an ability not a spell your opponent will have to play around it every round. Just remember to keep your general out of harms way.&lt;br /&gt;
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&#039;&#039;&#039;Khelt Nar&#039;&#039;&#039; &lt;br /&gt;
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*&#039;&#039;&#039;Ability - Strike and Fade:&#039;&#039;&#039; Khelt Nar units can retreat and charge later in the same turn.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability: Bleed the Mind&#039;&#039;&#039;: Pick one friendly Khelt Nar unit wholly within 12&amp;quot; of a Khelt Nar hero.  For every time a melee attack targeting the Khelt Nar unit rolls an unmodified 1, the attacking suffers 1 mortal wound. This, with bladed bucklers and the martyrs sacrifice prayer creates a very prickly unit that can easily bleed the enemy dry in a round of combat.&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait - The Circling Flock&#039;&#039;&#039;: Once per battle, you can summon 1 free Khinerai unit consisting of 5 Khinerai Harpies of either type, deployed as per their &amp;quot;Descent from Above&amp;quot; rules.&lt;br /&gt;
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*&#039;&#039;&#039;Artifact: Gaisa&#039;s Falx:&#039;&#039;&#039; Pick one melee weapon carried by the bearer.  Each unmodified hit roll of 6 becomes two hits, roll to wound and save for each hit.  Best used on a Slaughter Queen.&lt;br /&gt;
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A Temple with a lot of dirty tricks.  It lacks the punch of the Draichi Ganeth or the defensive power of Hagg Nar, but it gives a lot of unique ways to mess with your opponent.  While a fun playstyle, and recommended if you really like Khinerai Harpies or want to mess with your opponent, if you want to play competitively, other temples are recommended.&lt;br /&gt;
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&#039;&#039;&#039;Zainthar Kai&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Abilities - Khaine’s Essence:&#039;&#039;&#039; Add 1 to the Bravery of Melusai and Khinerai units &#039;&#039;&#039;Vault of the First Blood:&#039;&#039;&#039; Get a free artifact from the Gifts of Morathi table.&lt;br /&gt;
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*&#039;&#039;&#039;Command Trait -  Curse of the Bloody Handed:&#039;&#039;&#039; At the end of combat on a roll a die for each enemy unit within 3”, deal d3 mortal wounds on a 5+.&lt;br /&gt;
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*&#039;&#039;&#039;Command Ability - Power in the Blood:&#039;&#039;&#039; Once per phase pick a friendly Melusai or Khinerai unit wholly within 12” and add 1 to their melee weapons until the end of that phase.&lt;br /&gt;
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*&#039;&#039;&#039;Artifact - Crimson Talisman:&#039;&#039;&#039; Subtract 1 from wound rolls that target the bearer&lt;br /&gt;
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The new Snake Heavy Army.  Although the Command Trait is kinda eh, the command ability is where this subfaction shines. The Blood Sisters are already pretty crazy, then add on all the buffs, and this command ability to delete whatever you point them at. The bonus Bravery and a free artifact are always welcome.&lt;br /&gt;
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For competitive play, Hagg Nar has been eclipsed by Draichi Ganeth, with Khailebron arguably being the best choice given the current shooting meta.&lt;br /&gt;
&lt;br /&gt;
==Warscrolls==&lt;br /&gt;
The common keywords of these warscrolls are: &#039;&#039;&#039;ORDER&#039;&#039;&#039;, &#039;&#039;&#039;AELF&#039;&#039;&#039; and &#039;&#039;&#039;DAUGHTERS OF KHAINE&#039;&#039;&#039;.&lt;br /&gt;
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===Named Characters===&lt;br /&gt;
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;&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Morathi-Khaine.pdf Morathi-Khaine] and [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_TheShadowQueen.pdf The Shadow Queen]&#039;&#039;&#039;: New from Broken Realms: Morathi, this version of Morathi costs 600 points and has both versions of the new goddess of murder on the board at the same time. Their stats are largely unchanged including importantly the 3 wound per turn rule (there are some changes: The shooting attack on the Shadow Queen is now a straight D6 damage attack, Morathi doesn&#039;t double casting range anymore but her personal spell is range 36), but there are some important changes. For starters, both versions are now immune to instant death (suck it Nagash) and wounds done to Morathi-Khaine now carry over to Shadow Queen, with both disappearing when the Shadow Queen goes down. You should also note that Morathi always counts as a general, even if you have another general, and the old trick of dealing wounds to her outside of the turn to get around her 3 wounds per turn thing no longer works. All in all, the selling point here is that you get her powerhouse casting, and command ability, while still getting the brutal close combat power, which is a hell of a selling point. These two can take on almost any named character in the game (even Gotrek will struggle) and at 600 points, they better. &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_the_blade-coven_en.pdf Morgwaeth the Bloodied and Hag Coven] : (80 points) The models from the recent Daughters of Khaine Underworlds warband. Functionally just a named Hag Queen with a range 2 dagger and a handful of extra models. Can now take artifacts and command traits, plus comes with the Hagg Narr keyword, but can take another Prayer. Let&#039;s get real here: the selling point is that her Warband can intercept wounds for her on a 4+. Almost auto include in the new battletome (unless it is indeed a typo and needs errata) as she is now 10pts cheaper than a Hag Queen with essentially 4-5 more wounds.&lt;br /&gt;
&lt;br /&gt;
===Heroes===&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-en.pdf Slaughter Queen] : (100pts) The old Death Hag got split in two, the Slaughter Queen has pair of weapons: The &amp;quot;meh&amp;quot; Blade of Khaine which is pretty much a bog-standard weapon, combined with the a stronger but ridiculously named &amp;quot;Deathsword&amp;quot; which has a slightly better profile and does D3 damage; She is your primary priest, always casting on a 3+ but wounding herself on a 1. Unfortunately, her prayers are... weird, she isn&#039;t really a fantastic buffer for friendly units.  is an incredibly unreliable way of tossing Mortal Wounds at your enemy and the other is a buff. That can only target her. Though to be fair, the buff is pretty good, increasing her meh knife&#039;s damage to D3, essentially matching her Deathsword, which will put the lady at 7 damage D3 attacks, enough to kill bigger units all on her own. Her other good prayer is the ability to fight twice in the combat phase, which you should use if she goes up against hordes rather than monsters. She can also have this ability as a command ability, allowing a friendly unit to pile in during the hero phase. The last prayer is an odd one, forcing your opponent to play &amp;quot;[[What|guess which hand]]&amp;quot; or suffer D3 mortal wounds... essentially a bizarre throwback to old legacy rules. In short, altogether she is a 5 wound 5+ save model who will die to angry thoughts if she gets to close to an actual combat. Leave her at home unless she&#039;s your general or you&#039;re running Shadowhammer compact; IF you take her as general her command ability makes your Witch Aelves kill more than what a Hag Queen would do, making her a better option in this case. *One thing to remember is that priests get an extra prayer from the list of khainite prayers, and therefore can actually pray twice in your hero phase.&lt;br /&gt;
:*She can also attempt to unbind one spell in your enemy&#039;s hero phase as if she were a wizard, which is nothing to be sniffed at. If you have Bloodwracks as well, you can effectively shut down your opponent&#039;s magic every turn.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-en.pdf Hag Queen] : (90pts) The slaughter queen&#039;s little sister and amazing supporting choice. She doesn&#039;t have the Deathsword, the &#039;&#039;Dance of Doom&#039;&#039; prayer, the ability to unbind spells, or any command ability. Instead she has a chalice of Witchbrew which allows a friendly DoK unit within 3&amp;quot; to re-roll wounds until your next hero phase AND makes your units immune to battle shock. She can turn a unit of 30 Witch Aelves into an unstoppable orgy of slaughter. &amp;lt;s&amp;gt;Until AoS2 comes in, two Hag queens are mandatory in pretty much any DoK list.&amp;lt;/s&amp;gt; AoS3 is here and hags went to 100pts. This mixed with increase of the shooting meta makes hags an issue. However, for an extra 40pts (140pts total) its recommended to take Morgwaeth’s Blade-coven, the beastgrave unit. Same as a standard had except has a mini unit to assist, and on a 4+ you can transfer wounds from Morgwaeth to the unit. Side unit is two witch aelves, a sister of slaughter and a blood stalker. With the new battletome you have to roll to see if you get the rerolling and no battleshock on a 5+. But as the rounds go on these you get +1&#039;s as you get buffs. +1 on rounds 2, 3, and 4, so by the time round 4 comes you&#039;ll be rolling for it on a 2+, if she&#039;s still alive by then.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-hag-queen-caludron-blood-en.pdf Hag Queen on Cauldron of Blood] 220pts &amp;amp; [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-slaughter-queen-on-cauldron-of-blood-en.pdf Slaughter Queen on Cauldron of Blood] 270pts : (Behemoth) A centerpiece in every sense of the word. It draws the eye and is absolutely essential for turning an assortment of powerful units into a coherent army. Basically a straight upgrade for one of the Queens with an Avatar of Khaine strapped to the same model; needing to be animated with prayers each turn &#039;&#039;(or wait for Blood Rites to kick in by turn 3)&#039;&#039; This also means that there is practically no situation where the Avatar will be without a Priestess to animate him since they are both sharing the same model in this case, making it a safer bet than marching either of them around solo where one or the other can get picked off. It also has extra attacks thanks to the attendant sisters and an added charge bonus which inflicts Mortal Wounds. It also allows DoK units within a diminishing range to add +1 to their save rolls, so this unit is definitely worth having considering how fragile the army is in general, though there really isn&#039;t much more to say beyond the standard rules for the Hag/Slaughter Queens. The Slaughter Queen on Cauldron of Blood is almost always going to be the general in any Daughters of Khaine army. It&#039;s buffs, bulk, command ability, and output are just too good not to use.&lt;br /&gt;
:*If you are still considering which way to go between the Shrine or the Cauldron. You are mostly weighing up whether you want the Aura of Agony for causing mortal wounds in a radius, or the Bloodshield for giving your sisters a +1 to saves. Everything else is pretty much the sum of the model&#039;s parts since the actual Shrine/Cauldron itself has mostly the same profile and attacks in either version simply added to whatever hero is mounted on top of it, which you could have deployed separately. However one big factor to remember is that the Cauldron of Blood can still move around the tabletop without having to animate the Avatar, leaving your Priestess to use a different prayer in her hero phase if you want to.&lt;br /&gt;
:*If you want a death-train, make a Slaughterqueen on this thing your general, then give her Mistress of Poisons, the Crone Blade and Catechism of Murder, wait for Turn 3 then charge something; you&#039;ll get +1 to the damage of all your melee hits since Mistress of Poisons works for all of the cauldron&#039;s attacks, and with Crone Blade on the Avatar&#039;s attack you get more than a chance to cause casualties and recover wounds, since it now does 4 damages per non saved attack, compensating for your fragility ( you still have 13 wounds with a 4+ save but some generals can be tougher); factor in Catechism of Murder ( solid, given this model has 19 attacks) and a self cast Orgy of Slaughter and... well, you won&#039;t regret skipping one of the temples for this. IF you don&#039;t care about the Crone Blade, take a Hagbrew instead.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-bloodwrack-medusa-en.pdf Bloodwrack Medusa] : (100pts) Oh boy, looks like GW gained a bit of our love for [[Monstergirls]], because the Bloodwrack Medusa got better &#039;&#039;and&#039;&#039; 40 points cheaper.  They&#039;ve gone from &amp;quot;a good choice for any list&amp;quot; to &amp;quot;you are playing this game wrong if you don&#039;t have one&amp;quot; status, expect to see them everywhere until nerfed into the ground.  In addition to her pervious bits of goodness, her Whisperclaw now deals a Mortal Wound on an unmodified hit roll of 6, and while still a Wizard she gained an extra attack with her spear and can unbind an extra spell.  Kept her absolutely brutal shooting attack, where you roll a dice for every model in a unit and every 5+ is a Mortal Wound, and has a metric ton of close combat attacks, with a theoretical maximum of 16 wounds (average dice rolls will probably render it closer to 5 or 6, depending on what turn it is).  &lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bloodwrack-shrine-en.pdf Bloodwrack Shrine] : (160pts, Behemoth) While you should probably get a Cauldron of Blood first, if you wanted to keep the Queens and Avatar separate you will be left with a Bloodwrack Shrine, either that or you bought a second model.  Benefitting from GW&#039;s seeming new case of [[Monstergirl]] love, it&#039;s only 50 points more than the Medusa on her own and 50 points cheaper than its previous cost while keeping all its goodies. It costs you 2 inches of movement but it more than doubles your wounds, gives you the Shrinekeepers attacks, the Bladed Impact rule AND gives you the Aura of Agony, which causes D3 mortal wounds ALL ENEMY UNITS within a 7&amp;quot; radius on a diminishing die roll, starting at 2+, which coupled with her Bloodwrack Stare means that the Shrine has the potential to be doling out a lot of mortal wounds in a given turn. They are also Wizards now, being able to cast/unbind a single spell per turn.&lt;br /&gt;
:* If you&#039;ve got an extra Cauldron to assemble as one of these, remember that it&#039;s only 50 points more than a normal Bloodwrack Medusa, trading in those 80 points and 2 points of movement for double the wounds, the Shrine Keepers attacks and the Aura of Agony. That&#039;s pretty cheap all told, and since it&#039;s not a monster, it&#039;s still harder to shoot in AoS2, so it&#039;s worth considering.&lt;br /&gt;
:*Remember that a Bloodwrack Shrine can cast Steed of Shadows on itself to fly 16&amp;quot; and get that Aura of Agony + Bloodwrack Stare where it would hurt the most.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos_Melusai_Ironscale_eng.pdf Melusai Ironscale] : (110pts) Daughters of Khaine&#039;s newest Hero! Decently killy with okay survivability having 6 wounds ignoring spells effects on a 5+. But where she shines is in her abilities. Anytime she kills a model in combat she can give a unit of Melusai wholly within 12&amp;quot; an extra attack (Seeing as how her attacks do D3 dmg this should be relatively easy to get off, more so if you give her an artifact). Combine this with the new command ability given by the Zainthar Kai Temple and you&#039;ll have your squad of 10 blood sisters doing 50 attacks(!) along with whatever other buffs you&#039;ve given them. Her command ability allows her to patch up a major weakness in snake armies allowing a unit to run with 2d6 instead of 1d6 and allowing them to run and charge for that phase. And finally at the end of combat on a 3+ an enemy within an inch takes a mortal wound it&#039;s not gonna win you games but it&#039;s nice. Overall a must have if you are running a Melusai army.&lt;br /&gt;
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===Troops===&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf Witch Aelves] : (BATTLELINE, Min:10, Max:30 100) The new battletome went and mixed it up a bit, giving Witch Aelves the Bladed Buckler rule which used to be unique to the Sisters of Slaughter. If you take the Buckler then they get a 5+ save (4+ within the blood shield aura) with any roll of a six causing an immediate mortal wound on the attacker. This and the &#039;&#039;Fanatical Faith&#039;&#039; allegiance ability has increased the Witch Aelves survivability somewhat. If you&#039;d rather have them be more killy, you can swap the buckler for an extra sacrificial knife which grants them another attack, up to three per model, which makes them rather choppy for a cheap unit, this can be further upgraded thanks to the &#039;&#039;Frenzied Fervour&#039;&#039; rule which grants them a +1 bonus to wound whenever they are WHOLLY within 12&amp;quot; of DoK Hero in the combat phase, with each potentially throwing out 3 3+/3+/-/1 attacks per turn with rerolls depending on what turn it is, which isn&#039;t too terrible for a front-line unit. No matter what option you take they are still fragile though. Big units of 30 are currently staples of the tournament scene so make sure you take big unit so they can reach the enemy.&lt;br /&gt;
:*It&#039;s worth bearing in mind that if you took bucklers you should always take your save even if the enemy has a good rend value and your Witches actually have no hope of surviving. The save inflicts the mortal wound on a six after any rerolls but &#039;&#039;before modifiers&#039;&#039; such as rend or debuffs, thus you might get a free mortal wound or two on your opponent even though your ladies are caught in the headlights and can&#039;t do anything about it.&lt;br /&gt;
:*If you do the math, bucklers are better: slightly lower damage output ( a difference of decimals even when counting stacks of bonuses to attacks) but they double your odds of surviving a hit, which will leave more witches on the table for more attacks and chances of mortal wounds; consider giving the buckler to all of your witches or at least most of them.&lt;br /&gt;
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;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf Sisters of Slaughter] : (BATTLELINE, Min:10, Max:30 120) The counterpart to the Witch Aelves took a different role with the recent update. They lost their bonus to saves in close combat and are just as fragile as Witch Aelves, who now share the Bladed Buckler rule. They can trade their shield in for the Sacrificial knife, which gives them an additional short ranged attack at the expense of some durability. Their unique special rule is that they can be chosen to pile in and fight up from up to 6&amp;quot; away rather than 3&amp;quot;, which means they have a massive threat radius without even charging and can jump on to the enemy during his own Combat Phase. A good use of these ladies might be to hover around your own units and perform a counter-charge whenever one of your weaker units gets threatened, dog-piling on the enemy when he thought he had the advantage. Their long pile in means that they&#039;re also one of the only units in the game that can bypass the Idoneth Deepkin&#039;s Turn 3 combat priority or the weird Gloomspite Gitz Fanatic &amp;quot;Always Strikes First&amp;quot; ability. No longer recieve a horde bonus and are more expensive than Witch Aelves now.&lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-morathi-blood-sisters-en.pdf Blood Sisters] : (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 130). Your gorgon snake-chicks whose job is to be the army&#039;s elite melee anchor unit. Armed with Glaives and their Crystal Touch attacks, they can throw out a reliable amount of damage every turn. Glaives have three 3+/3+/-1/1 attacks at 2&amp;quot; range which would be decent before you consider rerolls from Blood Rites or further buffs from prayers. Sadly Crystal touch took a nerf and now activates at the end of combat and targets 1 enemy unit within 1&amp;quot;. The main problem is that they cost quite a lot for only a few models, yes they have two-wounds each but they are still fragile with a 5+ save(unless you bring a cauldron, which you should) and even with Fanatical Faith they really don&#039;t have a ton of staying power (for example despite being an elite unit they are less durable than a Liberator or Chaos Warrior) so you will be feeling the loss of each one heavily. Keep them protected with the massive number of buffs you can pile onto them. Large units are also a must simply because of the MASSIVE discount they get in groups of 20. They still pack a punch, and with Morathi&#039;s new ability they can get +1 Attack, as well as +1 attack from the new Ironscale. They can also benefit from the ironscales command ability which lets them run and charge with a 2d6 Run move. &lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-morathi-blood-stalkers-en.pdf Blood Stalkers] : (Optional BATTLELINE: Bloodwrack Medusa General, Min:5, Max:20 140) Not Longer terrible! In the shadow and pain box blood stalkers have had an upgrade. Now back to 140pts, they have 2 shots each at a 3+/3+/-1/1 with unmodified 6&#039;s still causing a mortal wound. This means a unit of 5 can pump out 10 shots now. Added with the changes to Morathri, this means they can also shoot in the hero phase for a command point. So a unit of 20 could do 80 shots a turn! They still have their 24&amp;quot; range and movement 8, with 2 basic attacks in combat. These can now make a solid backbone of a low drop force as you can alpha strike your biggest threat turn one. Worth looking into. Can no longer re roll hit&#039;s with blood rites, but are now battleline. &lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-lifetakers-en.pdf Khinerai Lifetakers] : (Min:5, Max:20 80pts) One of the new Khinerai Harpy units. Lifetakers behave pretty much like flying Witch Aelves. With a pair of average attacks and a version of the Bladed Buckler called the Heartpiercer Shield, which is essentially the same thing; granting them a 5+ save that causes mortal wounds to attackers on six. Strictly speaking they are worse in close combat than Witch Aelves, but they can FLY for one, as well as bein able to Deep Strike onto the battlefield anywhere more than 9&amp;quot; from the enemy. The real draw with Lifetakers over other similar units is that they gain +1 damage whenever they charge into combat and can also fall back from combat &#039;&#039;&#039;after&#039;&#039;&#039; they have completed all of their attacks on a die roll of 4+, so you can escape during an enemy turn and just charge them again on your own. Get enough of these together and they&#039;ll be taking anything down. &lt;br /&gt;
:* In the new meeting engagement format, these ladies are golden. At 14&amp;quot; movement and a smaller board size in meeting engagement, you are better off deploying them at the edge of the board with a Hag queen. Buffed with Witch Brew and Catechism of Murder, a small unit of 5 will rip any light unit of 10 to shreds. Battleshock will finish the job and you even have a 50/50 chance of backing off to capture the nearby objective. Since they are just 1 wound per model, it works to your advantage when counting wounds to compete for victory points in meeting engagement. &lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-khinerai-heartrenders-en.pdf Khinerai Heartrenders] : (Min:5, Max:20 80pts) The other of your two new Khinerai Harpy units. The Heartrender variant are your ranged specialists who can fling their barbed javelins up to 12&amp;quot; doing decent 3+/3+/-1/1 damage; although that&#039;s only one attack each. While this is actually pretty decent when you compare them to a similar unit like Prosecutors with Stormcall Javelins, Lifetakers come with even more special rules that make them useful. Firstly, they can Deep Strike, arriving anywhere on the table more than 9&amp;quot; from the enemy when you feel like, which is still happily within their shooting range, which also has their Rend characteristic boosed to -2 for that alpha strike attack. Allowing you to genuinely strategise with where to put them and what they can hurt. They can also shoot after running and fall back after shooting on a die roll of 4+, meaning that although 12&amp;quot; is quite a short range for a ranged weapon you have a chance of darting in and out an inevitable counter-charge when the enemy gets annoyed with you. They also have the Heartpiercer Shield which makes them more resilient though admittedly you don&#039;t want this unit in melee because they do so much better as a harassing unit.&lt;br /&gt;
:* At 90 points, it&#039;s not hard to get your points back for this unit in ways other than simply killing something outright. Drop two Draichi Ganeth Slaughter Troupe 5-Harpy units in your opponents back field and pepper a hiding hero with your Javelins until you can aggro one of his units to come take care of you. Note: Be mindful of your surroundings and don&#039;t drop into a bunch of gun lines... but if you do, they&#039;ll spend a turn shooting two 80 point units rather than your 300 point blobs of Witch&#039;s and Sister&#039;s. Anyways, if you get something to bite, let them charge you, then fly/run/retreat out of there &#039;&#039;towards&#039;&#039; your opponents now-isolated Hero and decide where to go from there. &lt;br /&gt;
:* Heartrenders can also serve as line backers, able to move and support your units where needed. Use this when faced against armies that put out more damage than they can handle, sitting them behind your hordes of Witches/Sisters to take the brunt of your opponents abuse and chucking Javelins at them then moving into combat to mop up whatever is left. &lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf Doomfire Warlocks] : (Min:5, Max:20 120pts) The only males in the faction that you&#039;ll see on the tabletop. These guys are actually incredible. They are excessively fast at 14&amp;quot; and they now come with two-shot crossbows they are still great, as they&#039;re pretty tough and units of them are collectively Wizards. This makes them incredibly versatile already, letting you play small units to either shoot Mortal Wounds or buff your squishy ladies, but the really great part is their unique spell. First, it&#039;s casting value 6, so very easy to get off, then you get +1 to cast if the unit has 5+ models and then its a damage spell that scales to your unit size, topping at a flat 6 Mortal Wounds at 10+ models. Six. Mortal. Wounds. If your opponent sees that even once, he will focus your Warlocks down, but that&#039;s alright, since it means ignoring your Sisters of Slaughter and as soon as those ladies are in melee, your Warlocks are safe again.&lt;br /&gt;
:*Another way to use them is to ignore their trademark spell and see them as a mobile buff support unit. Most time than not DOK tends to be a single directed steam roller which not many units to sit back and cap objectives. This is where The warlocks comes in, they are fast enough to cap and tough enough to stick a little longer vs smaller opposing units compared to using harpies for the similar role esp if they are within range to the blood shield! To top it off their insane 14&amp;quot; movement allows you to position your warlocks in such a way what they can be outside the 30&amp;quot; dispel radius from your opponent and still in range to buff your own units - So use them like the fluff - males whom are only useful as support units to empower our witches and cap objectives so the killing can be done by the girls of khaine.. I mean morathi... &lt;br /&gt;
:*[[Eldar |Even though they are Cavalry, there are multiple ways of being able to Teleport them into the face of your opponent on Turn 1]]. Taking a Shadow Patrol with two units of 10 Warlocks and a General with the Khailebron Command Trait can do just this. [[Rape |That is 6 Mortal Wounds plus 40 4+/4+/-/1 Crossbow shots, and whatever spells you loaded onto the second unit hitting your opponent at once]].* &lt;br /&gt;
:*Actually worth considering now since a 5 man unit gets +1 to casting now. Keep them out of range of ranged units and pump out those mortal wounds&lt;br /&gt;
&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Khainite_Shadowstalkers_ENG.pdf Khainite Shadowstalkers] : (Min:9, Max:18, 100 points). Your Warcry Warband put into the main game. Unlike most Warcry Warbands however, it&#039;s actually pretty decent in Age of Sigmar. It has semi-decent damage output (a 6 inch range shooting attack that hits on 4s and wounds on 3s with no rend, 6s to hit are mortal wounds, and 2 4+, 3+ 1 damage melee attacks per model) with the main event being the unit champion (3, 3+, 3+, rend -1, D3 damage attacks). Enemies also have -1 to hit them in melee (making them tougher than they look), but none of that is why you take them. No, you take them because they can teleport around the battlefield at will. Even after being set up, they can bounce to any point on the field outside  of 9 inches of the enemy, with no requirements (no CP, no magic, not even being in combat can stop them). The sheer level of mind games this lets you play with your opponent makes them worth taking right off the bat; Attacking isolated heroes, slipping past enemy lines to get at war machines, hopping onto abandoned objectives, all of it is incredibly easy for the Shadowstalkers and your opponent will have to account for all of it. And even if they do and you can&#039;t slip past enemy lines, you can still deploy them as a normal, if fragile, melee unit. Definitely worth a look, especially if you&#039;re rocking Khailebron (where they&#039;re at their most thematically appropriate).&lt;br /&gt;
&lt;br /&gt;
===Behemoth===&lt;br /&gt;
;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-avataar-en.pdf Avatar of Khaine] : (Behemoth 130pts) So you built a Bloodwrack Shrine and had the statue of Khaine left over? Well GW have fixed that for you. Like 40k Eldar players you can bring your very own incarnation of war and murder to the tabletop. Except this one is an spiky iron golem animated by the prayers of the nearest Death Hag rather than a [[Grimdark|burning daemon animated by the soul of a dead warrior]]. This means that the Avatar &#039;&#039;&#039;&amp;lt;u&amp;gt;NEEDS&amp;lt;/u&amp;gt;&#039;&#039;&#039; to be accompanied by a Priestess and keep her protected, otherwise it stands on the battlefield doing nothing each turn and you&#039;ll have wasted your points. This becomes less of an issue if you have the &#039;&#039;Blood Rites&#039;&#039; allegiance ability, which automatically animates your statue from turn three onwards, but seriously, you want this thing moving before then because it&#039;s a heavy hitter. In close combat it throws out four attacks at -2 rend and 3 damage, making it your primary character slayer. It also has a ranged attack that spews blood all over the enemy, with six shots at 3+/3+/-2/1 (higher rend than its version on Cauldron) it is nothing to scoff at, making it the near equivalent of whole ranged units in other armies &#039;&#039;(for example: it causes more wounds than a 10 man squad of Glade Guard)&#039;&#039;. &lt;br /&gt;
:*One problem? The Avatar does very little other than be a simple beaststick, it does provide Daughter of Khaine a +1 bravery bonus within 7&amp;quot; although bravery is not one of the major problems the Daughters have to face &#039;&#039;(poor saves come higher on the list)&#039;&#039; though thankfully the bravery bonus applies whether the Avatar is animated or not, because it&#039;s still a giant religious icon of their war god.&lt;br /&gt;
:*Buff your Avatar with Mindrazor and watch him wreck everything in range. His attacks will always be four attacks with -3 rend and 4(!) damage each on the charge. And once in if he is in blood shield aura range he can last quite a while with a 3+ save and 9 wounds&lt;br /&gt;
:*Unfortunately the big issue with the Avatar of Khaine is that it comes on the Cauldron of Blood, which is just a much better use of it. It misses out on 3 inches of movement, but on the other hand, it can still move without being awoken and is accompanied by a Hag/Slaughter Queen and the extra attacks from her handmaidens, turning the Cauldron into an incredible beat stick once the Avatar is awake.&lt;br /&gt;
&lt;br /&gt;
==Battalions==&lt;br /&gt;
===From Start Collecting===&lt;br /&gt;
; Blood Coven (not legal in pitched battles) : &#039;&#039;A Hag Queen, one unit of Witch Elves and a Bloodwrack Shrine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Brides Of The Blade (from the new Start Collecting) : &#039;&#039;A Slaughter Queen, a Hag Queen, an Avatar of Khaine, one unit of Blood Stalkers or Blood Sisters and a Bloodwrack Shrine.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per battle, the Slaughter Queen can automatically unbind a spell instead of rolling the dice like normal.&lt;br /&gt;
&lt;br /&gt;
===From Battletome Daughters of Khaine===&lt;br /&gt;
;Cauldron Guard (120/540pt. min.) : &#039;&#039;A Hag Queen, two units of Witch Elves and two units of Khinerai Lifetakers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adds 1 to the units in the Cauldron Guards run and charge rolls. Anything that lets you move into combat faster is good. The Witch Aelves can charge after running, making them ridiculously fast (especially with rerolls  of 1s) and now your Lifetakers make their charge on an 8 rather than a 9 after landing, letting them more consistently get the charge and their charging bonuses.&lt;br /&gt;
&lt;br /&gt;
;Slaughter Troupe (130/630pt. min.) : &#039;&#039;A Slaughter Queen, two units of Sisters of Slaughter and two units of Khinerai Heartrenders.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lets all the units in the Battalion fall back and still shoot/charge. Given that in 2nd Edition of Age of Sigmar, you can only shoot at units you&#039;re in combat with, this lends the Heartrenders a lot of versatility, not needed in the Khelt Nar subfaction but it still has a use since know you need to have charged to get +1 dmg from Mindrazor&lt;br /&gt;
&lt;br /&gt;
;Shadow Patrol (130/770pt. min.) : &#039;&#039;Two units of Doomfire Warlocks and a total four units of Khinerai Heartrenders or Lifetakers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In your movement phase, instead of making a normal move with a unit from this battalion, you can say that it will navigate the shadowpaths. If you do so, remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9&amp;quot; from any enemy units. Holy shit. 6 units teleport around each turn all with very annoying ranged spells and attacks. Threaten objectives, snipe heros, and just generally be annoying.&lt;br /&gt;
&lt;br /&gt;
===From Grand Alliance Order===&lt;br /&gt;
;Bloodwrack Sisterhood (940 pt. min.) : &#039;&#039;A Cauldron of Blood, a unit of Bloodwrack Medusae, a Death Hag, and 3-6 units choose between the following: Witch Aelves Doomfire Warlocks or Sisters of Slaughter.&#039;&#039;&lt;br /&gt;
: During your hero phase roll a D6 for each battalion unit within 3&amp;quot; of an enemy unit and within 9&amp;quot; of the Cauldron of Blood. On a 6 that unit can immediately pile in and attack as if it were the combat phase. This does not stop them from piling in and attacking again later that turn.&lt;br /&gt;
&lt;br /&gt;
===From Broken Realms: Morathi===&lt;br /&gt;
;Vyperic Guard (140/1160 pt. min.) : &#039;&#039;A Morathi-Khaine, a Shadow Queen, 1-2 Bloodwrack Medusae or Melusai Ironscales in any combination, 2-3 units of Blood Sisters or Blood Stalkers in any combination.&#039;&#039;&lt;br /&gt;
:Once per battle, a hero from this battalion can use a command ability without spending a command point. Now fits all your battleline.&lt;br /&gt;
&lt;br /&gt;
;Scathcoven (140/560 pt. min.) : &#039;&#039;1 Bloodwrack Medusa or Melusai Ironscale, 1-4 Blood Sisters, 1-2 Blood Stalkers, 0-2 Khinerai Harpie units.&#039;&#039;&lt;br /&gt;
:Units from this battalion do not take battleshock tests.&lt;br /&gt;
&lt;br /&gt;
;Shrine Brood (120/980 pt. min.) : &#039;&#039;2 Bloodwrack Shrines, 2 Units of Blood Sisters or Blood Stalkers in any combination, 2 Khinerai Harpie units.&#039;&#039;&lt;br /&gt;
:In your hero phase, you can pick any number of units from this battalion that are within 6 inches of Shrine from the same Battalion. 1 model from each unit picked is slain. You can heal 1 wound allocated to the Shrine for each Khinerai model slain and 2 wounds for each Melusai model that was slain. Not sure why you would take 2 Bloodwrack Shrines, and Melusai are pretty expensive per model to be sacrificing to keep your Shrine alive. &lt;br /&gt;
==Super-Battalions==&lt;br /&gt;
===From Battletome Daughters of Khaine===&lt;br /&gt;
&lt;br /&gt;
;War Coven of Morathi (100/3160pt. min.) : &#039;&#039;1 Vyperic Guard, 1 Cauldron Guard, 1 Slaughter Troupe, 1 Scathcoven, 1 Shadow Patrol&#039;&#039;&lt;br /&gt;
Do not take a battleshock test for War Coven of Morathi units while Morathi-Khaine is on the board&lt;br /&gt;
&lt;br /&gt;
==Army Building==&lt;br /&gt;
If it ever come back in stock, begin with the Daughters of Khaine Blood Coven box, and magnetize the Cauldron/Shrine so you can reconfigure it as needed.&lt;br /&gt;
&lt;br /&gt;
Start out with ten Sisters of Slaughter and two boxes Doomfire Warlocks. If you happen to have the Mistweaver Saih from Silver Tower, add her.&lt;br /&gt;
&lt;br /&gt;
Then, add a second box Sisters of Slaughter and a third box Doomfire Warlocks. You now have twenty crazy murder ladies and fifteen crazy mounted murder mages and possibly a Wizard to keep them company.&lt;br /&gt;
&lt;br /&gt;
If you desperately want Witch Aelves, get thirty of them at once. That MIGHT be enough to get them into combat. &#039;&#039;With Khailebron, you are not so vulnerable to enemy shooting = more surviving Witch Aelves, and you can buff them and then teleport them to take out any key units the enemy has (preferably on turn 2+ for that secure charge). Peachy says that he has seen a full unit of buffed Witch Aelves go through a Great Unclean One in a turn, so Witch Aelves are definitely not &amp;quot;bad&amp;quot; as an unit choice. But still take them in groups of 30.&#039;&#039; &lt;br /&gt;
Witch Aelves are expen$ive as fuck, though, so look for bargains or used models if you want several boxes worth of them.&lt;br /&gt;
&lt;br /&gt;
Two boxes Khinerai Heartrenders add even more ranged damage and allow you play a Slaughter Troupe.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you want to start a Melusai get two halfs of the new Shadow and Pain set (Hell get three it&#039;s such a good deal and you can just sell off the extra Ironscales) and get two Start Collecting box&#039;s. This will leave you will 30 Melusai, 10 Hapries, and as many Heroes as you could want. From there either expand with some more Melusai, add in some wildcards with Sisters of slaughter/Doomfire Warlocks, or hell add in Morathi.&lt;br /&gt;
&lt;br /&gt;
==Allied Armies==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cities of Sigmar:&#039;&#039;&#039; Darkshards and Sorceresses give you good ranged support, but their melee infantry moves too slowly to work well with yours.  Sorceress on Black Dragon can be fun if you have the points to spare, but anything she can do Morathi does better, her only advantage is being cheaper. Scourgerunner Chariots throw out some good ranged support and 3 of them can take up a lot of room. Shadow warriors can be a alternative to Khinari due to their infiltration rules and shadow ability.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Idoneth Deepkin:&#039;&#039;&#039; Ideally you want to grab some Ishlaenn Guard, as those guys will soak up obscene amounts of damage for you. Nothing else is really worth considering.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gotrek:&#039;&#039;&#039; Big Daddy Gotrek is back, and is one of the best killers in the game. Takes up half the average army if teamed up with Morathi and makes an awesome hammer and anvil combo. Hes slow through, so build around that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
Rules are here&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-caludron-blood-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-witch-aelves-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-sisters-slaughter-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-bloodwrack-shrine-en.pdf&lt;br /&gt;
&lt;br /&gt;
https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-doomfire-warlocks-en.pdf&lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:602B:5C33:4DC0:7501</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35647</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35647"/>
		<updated>2021-04-21T09:18:50Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:602B:5C33:4DC0:7501: /* Allies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Lumineth Realm-Lords|Logo=Eltharion&#039;s essence.jpg|Alliance=Order|Motto=FOR &amp;lt;s&amp;gt;ULTHUAN&amp;lt;/s&amp;gt; HYSH!!!!!}}&lt;br /&gt;
&lt;br /&gt;
The time of isolation is over, and now the Lumineth Realm-lords (not capitalizing the &amp;quot;-L&amp;quot;) 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&#039;s standards and crippling drug addiction! (No really, that last part is actually part of their rules)&lt;br /&gt;
&lt;br /&gt;
New battletome incoming!&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw &amp;lt;s&amp;gt;300&amp;lt;/s&amp;gt; Alexander the Great and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and a drug addiction!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Extremely durable core options with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are *the* magic army, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy. Nobody expects Geminds and Lifeswarms to come out of your battleline.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
*Very powerful HQ choices. Obviously they have Teclis but if you don&#039;t want/can&#039;t afford him their other options are pretty damn good. &lt;br /&gt;
*Sweet spell lores. Being able to drop all enemy Bravery, make all your opponent&#039;s command abilities cost double, giving one of your units Ethereal or teleporting them means you have a spell for every situation.&lt;br /&gt;
*Horde factions are going to hate your guts because you have a lot of ways to get cheap, plentiful models off the field.&lt;br /&gt;
*You can turn the main weakness of using Aetherquartz, the -1 to bravery, and give it to your enemy, giving factions like Grots and Skaven a massive middle finger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*No multi-casters outside of bringing Teclis or &amp;lt;s&amp;gt;snorting crystal meth&amp;lt;/s&amp;gt; using aetherquartz.&lt;br /&gt;
*The models are bad to transport. There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies. They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
*Their bravery is mediocre, and gets even worse if they use aetherquartz.&lt;br /&gt;
*Your only allies are your edgy cousins from the sea, questionable lore be damned.&lt;br /&gt;
*Though you have the military style down from the High Elves, you traded the awesome stuff like Dragons, Lions, and eagles for weird &amp;lt;s&amp;gt;furries&amp;lt;/s&amp;gt; Elemental spirits and amalgamation mounts.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers &amp;lt;s&amp;gt;Drug withdrawal&amp;lt;/s&amp;gt; -1 to their Bravery for the rest of the game. &lt;br /&gt;
**&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase (Shooting/Combat Phase).&lt;br /&gt;
**&#039;&#039;Heightened Reflexes:&#039;&#039; +1 Save when chosen as an attack target (Shooting/Combat Phase).&lt;br /&gt;
**&#039;&#039;Magical Boost:&#039;&#039; +1 or reroll cast (Your Hero Phase).&lt;br /&gt;
**&#039;&#039;Magical Insight:&#039;&#039; Cast an extra spell (Your Hero Phase).&lt;br /&gt;
*&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce its Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle. Its effectiveness depends on your opponent. It&#039;s great against some armies (nearly all Destruction armies will hate this), but worthless against others (Ossiarch Bonereapers laugh this off). However, your unit still shrugs off the -1 to its Bravery, even if there is no eligible enemy target.&lt;br /&gt;
*&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; When you get to select a unit to fight, instead of picking only 1, you get to pick 2 units with this ability. They then fight one after the other.&lt;br /&gt;
*&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, bladelords, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;. It&#039;s better to stagger your models in the crook of the circle bases than it is to line up in a proper rectangle. BE VERY CAREFUL when pulling casualties to make sure you don&#039;t accidentally lose the buff, since it&#039;s gone for good once it is. &lt;br /&gt;
*&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys, stonemages, and Moontains) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1. There is currently no reason to opt out of doing this. Always have it on. &lt;br /&gt;
*&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
*&#039;&#039;&#039;MOVE LIKE THE WIND:&#039;&#039;&#039; Any time a {{AOSKeyword|Hurakan}} unit piles in, it doesn&#039;t need to pile in to the closest enemy model. In addition, when they charge, they can fly and move 3&amp;quot; for piling in. All of it helps establish their role as alpha-strikers, the pile-in trick helping them move to more favorable fights.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of the Warhosts&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Vanari}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Grand Strategist:&#039;&#039;&#039; If your general is on the field during the first turn, you gain 1 CP.&lt;br /&gt;
#&#039;&#039;&#039;Consummate Warrior:&#039;&#039;&#039; Once per turn, your general can re-roll a failed hit, wound or save roll they make. &lt;br /&gt;
#&#039;&#039;&#039;Astute Commander:&#039;&#039;&#039; When your general is on the field, you can roll a die any time you spend a CP and regain that CP on a 6+.&lt;br /&gt;
&lt;br /&gt;
It&#039;s more a toss-up between Consummate Warrior and Astute Commander, hinging on how much you need your CP. If you don&#039;t spend them much, then Consummate Warrior will give a  bit of an edge in combat. Otherwise, Astute Commander gives a meager chance of winning back some CP.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of Brilliance&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Scinari}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Spellmaster:&#039;&#039;&#039; Once per turn in your Hero phase, you can re-roll 1 failed casting attempt. &lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; Your General knows 1 extra spell from the Lore of Hysh.&lt;br /&gt;
#&#039;&#039;&#039;Warmaster:&#039;&#039;&#039; When your general is on the field, at the start of your Hero phase, you get a CP on a 4+.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re bringing a Cathallar you could honestly go for any of these. Spellmaster is strong enough, as there&#039;s so many good spells you really want to go off. Loremaster is good if you want some more versatility from your spellcaster and if you give it a Silver Wand you could get a caster that can get a ton of magical value in one turn. Warmaster can get you some nice CP if you&#039;re lucky though if you want consistency from your general you&#039;re better off with the other two.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of the Air&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Hurakan}} only, meaning only your nimbus-wizard.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Grand Windrider:&#039;&#039;&#039; When a Windchargers unit wholly within 24&amp;quot; of the general moves, their movement is upped to 16&amp;quot; and they can fly.&lt;br /&gt;
#&#039;&#039;&#039;Swift:&#039;&#039;&#039; Your general adds +3&amp;quot; to movement.&lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; Your general knows 1 extra spell from the Lore of the Winds.&lt;br /&gt;
&lt;br /&gt;
Grand Windrider pretty much expects that you&#039;ll be running a windcharger-heavy list so it can actually see use, as it provides nothing to the archery foxes. Swift serves as a decent choice if you plan to sprint a lot between supporting foxes and charges as you&#039;ll be needing to heal the former while making sure the latter can be free to move where they wish. Naturally, Loremaster is as powerful here as it is in any other list.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of Stone&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Alarith}} only, so for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Majestic:&#039;&#039;&#039; Add 1 to Bravery of friendly Lumineth wholly within 12&amp;quot; of the General. Also, your enemies subtract 1 from Bravery while they are within 18&amp;quot; of the General. &lt;br /&gt;
#&#039;&#039;&#039;Enduring:&#039;&#039;&#039; Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
Majestic seems boring, but with all the bravery debuffs in this army, you could easily have most of the opposing army at -3 Bravery while you&#039;re able to at least walk off the Bravery penalty of spending your share of Aetherquartz. A few casualties over multiple units could see elite armies heading for the hills real quick. Enduring isn&#039;t bad when the big hat man is public enemy number one for keeping your war cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. A very good choice when mixing the various defensive buffs available to him. Loremaster is, obviously, a solid enough choice.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heirlooms of the Sun&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Vanari}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Syari Pommel:&#039;&#039;&#039; The bearer gets another share of Aetherquartz. &lt;br /&gt;
#&#039;&#039;&#039;Senlui Amulet:&#039;&#039;&#039; The bearer can run and charge in the same turn.&lt;br /&gt;
#&#039;&#039;&#039;Sun Stone:&#039;&#039;&#039; The bearer can now dispel endless spells and unbind normal spells as if they were a wizard. If they were already wizards, then they can add +1 to their first unbind and dispel rolls.&lt;br /&gt;
&lt;br /&gt;
The Syari Pommel is not as potent as Syar&#039;s ability to give everyone extra shares, this is enough to help boost your forces once over or grant the Cathallar another shot at debuffing the enemy. The Senlui Amulet is pretty much tailor made for the lord regent who absolutely needs a massive charge range, though the bannerblade can also benefit from it if they&#039;re not bothering with supporting their allies. The Sun Stone pretty much is there as an insurance policy if you&#039;re not expecting your wizard to survive.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heirlooms of Hysh&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Scinari}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Phoenix Stone:&#039;&#039;&#039; If a friendly {{AOSKeyword|Lumineth Realm-Lords Hero}} is slain within 12&amp;quot; of the bearer, before removing that model from play, roll a dice. On a 6 that model is not slain, all wounds allocated to it are healed and any wounds that currently remain to be allocated to it or its unit are negated&lt;br /&gt;
#&#039;&#039;&#039;Silver Wand:&#039;&#039;&#039; The bearer can cast 1 extra spell in their hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Blade of Leaping Gold:&#039;&#039;&#039; Pick 1 of the Bearer&#039;s weapons. Add 3 to the Attacks characteristic of that weapon. &lt;br /&gt;
&lt;br /&gt;
You will be taking the Silver Wand. Nothing else even has half as much versatility in use. The Phoenix Stone has it&#039;s uses, with it not being 1 use, but it&#039;s still very unreliable. Maybe in a hero heavy list it has a place. The Blade of Leaping Gold is best used on the Loreseeker as they have the best melee profile of any of the Scinari&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gifts of the Winds&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Hurakan Heroes}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Windblast Fan:&#039;&#039;&#039; Once per game during the enemy&#039;s movement phase, you can pick a unit within 3&amp;quot; of the bearer. This unit most move and must retreat from the enemy, no questions asked. &lt;br /&gt;
#&#039;&#039;&#039;Wind Stone:&#039;&#039;&#039; You get a single-use grenade you can throw at an enemy unit within 18&amp;quot; of the bearer. On a 2+, that unit takes 3 mortal wounds, but a 5+ makes it d6. &lt;br /&gt;
#&#039;&#039;&#039;Buffeting Aspiragillum:&#039;&#039;&#039; 5+ FNP save.&lt;br /&gt;
&lt;br /&gt;
The Windblast Fan can provide some breathing room when dealing with battles, but it also means that you&#039;re still in range for a second charge if you don&#039;t bail immediately. The Wind Stone gives you a single shot at some undeniable damage, but nothing else. The Buffeting Asipragillum is perhaps the one with the most uses, as an FNP is something that even the stonemages lack and they&#039;re likely more of an target since they are so vital for keeping the spirits of the wind alive.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gifts of the Mountain&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Alarith Heroes}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hearthstone Amulet:&#039;&#039;&#039; 5+ FNP save.&lt;br /&gt;
#&#039;&#039;&#039;Ebony Stone:&#039;&#039;&#039; Each time the bearer is affected by a spell or endless spell, you can roll a die. On a 4+ Ignore the effects of that spell on the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Magmic Hammer:&#039;&#039;&#039; If the bearer is a {{AOSKeyword|Wizard}} (Which the only one model to take this item is), add 1 to the number of mortal wounds inflicted by Arcane Bolt spells that are cast by the bearer.&lt;br /&gt;
&lt;br /&gt;
All 3 have their uses, but the Ebony stone is probably the weakest of the bunch as you should have no problem stopping any and all harmful spells headed your way via other means. The Amulet adds even more survivability to your already potentially hyper-tanky mages (between ignoring rend, the sanctum, and this, you could have a pretty annoying model to remove), and the Magmic hammer just adds more punch in case your don&#039;t need to buff any Alarith squads.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
your bog standard subfaction list. We only have 6 so far, with a theoretical max of 10. &lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;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. &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; that still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Goading Arrogance:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero. At first you&#039;re like why is there a melee trait for squishy mage only heroes army? This thing is pure troll, park your Cathallar 6&amp;quot; from Archaon and watch as he spends the rest of combat seething helplessly while she makes fun of his daddy issues from behind a wall of spears he can&#039;t attack. &lt;br /&gt;
*&#039;&#039;&#039;Artefact - The Perfect Blade:&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail. Absolutely worth it for your Lord Regent or Bannerblade.&lt;br /&gt;
&lt;br /&gt;
These guys will make your aetherquartz last much longer, and feel more impactful. &amp;lt;s&amp;gt;The meth lab workers among the Lumineth, hence their larger stash&amp;lt;/s&amp;gt;. A Cathallar is pretty much a requirement in this army because otherwise your troops will have the bravery of most Skaven troops after blowing their reserves. Have a Vanari Lord Regent or Loreseeker somewhere so you&#039;ll actually have someone reasonable to give the Perfect Blade to.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliatha Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +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&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Strike in Unison:&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll hit rolls of one.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Simulacra Amulet:&#039;&#039; The Stacy Simulacra Amulet vs The Becky Phoenix Stone. The first time the bearer dies, roll a dice. On a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a sucker for good &#039;ole High Elf aesthetic, then this is your choice. While it doesn&#039;t explicitly buff your aelementari stuff, it doesn&#039;t mean they don&#039;t fit in with the +2 bravery. This will probably be your best choice if you wanna go for quantity rather than quality, though you&#039;re still going to be fairly elite.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Lambent Mystics:&#039;&#039;&#039; The first cast, dispell, or unbind from *EACH* wizard in your army gets +1 every command phase. Each wizard hero knows one extra spell, and each wizard in the army gets the spell overwhelming heat in addition to the spells they know.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Fast Learner:&#039;&#039; General can dispel 1 additional spell and can reroll the second unbinding roll.&lt;br /&gt;
*&#039;&#039;&#039;Lore of Zaitrec&#039;&#039;&#039; - &#039;&#039;Overwhelming Heat:&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3 MWs. It&#039;s a solid little spell, but you&#039;ll usually be casting if you&#039;ve already done everything else. &lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Gift of Celennar:&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
The magic choice. Consider taking Teclis with this Great Nation to get the most out of them. Or don’t, as they look to work fine without Mr. T-pose. Obviously protecting your mages is paramount and if the heroes die early you&#039;re pretty much screwed. ALWAYS combine this with the twin stones for more magic shenanigans.&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Mountain Realm:&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Redoubled Force:&#039;&#039; End of combat phase, one unit that&#039;s used Tectonic Force and within 18&amp;quot; of a {{AOSKeyword|Ymetrica Hero}} can use Tectonic Force again against another enemy unit within 1&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Almighty Blow:&#039;&#039; When you pick the general to fight, instead of fighting you can pick an enemy unit within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Mountain&#039;s Gift:&#039;&#039; +1 damage to a single attack made by a single weapon, 6+ FNP, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
Obviously, this one is meant of Alarith units, so you should be going with a stoneguard, mountain spirit and stonemage army for this one. It&#039;s not quite as powerful as it was in the 2020 battletome, but it remains very focused on using the Alarith, tanking blows and shoving around enemies.&lt;br /&gt;
&lt;br /&gt;
====Alumnia====&lt;br /&gt;
*&#039;&#039;&#039;Claim the Field:&#039;&#039;&#039; Right before the battle begins you can pick up to three {{AOSKeyword|Alumnia Vanari}} or {{AOSKeyword|Alumnia Scinari}} units to move immediately, but they can&#039;t run.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Seize the Moment:&#039;&#039; During the charge phase, pick a friendly unit that already ran. This unit can charge after running.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Burning Gaze:&#039;&#039; At the start of the fight phase, your general can target one enemy unit within 3&amp;quot; ad deal a MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Waystone:&#039;&#039; Once per game, the bearer can forgo moving and pick a unit within 12&amp;quot; of them. The bearer can immediately teleport to any spot 1&amp;quot; from that chosen location so long as it&#039;s not within 3&amp;quot; of an enemy unit.&lt;br /&gt;
&lt;br /&gt;
Another mobility-focused nation, though not nearly as focused on any single faction like Helon. The battle trait grants your troops a much-needed scouting move, while the command ability gives all your units a very useful perk when stuck in combat.&lt;br /&gt;
&lt;br /&gt;
====Helon====&lt;br /&gt;
*&#039;&#039;&#039;Gale of Killing Shafts:&#039;&#039;&#039; All {{AOSKeyword|Helon}} missile units within 3&amp;quot; of an enemy gain +1 attacks.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Gone Like the Wind:&#039;&#039; At the end of combat you may pick one {{AOSKeyword|Helon}} unit that is within 12&amp;quot; of a {{AOSKeyword|Helon}} hero. That unit may move but not run.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Skyrace Grand Champion:&#039;&#039; Your general can reroll one run, charge and casting roll per battle.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Metalith Dust:&#039;&#039; Once per battle you may select one enemy unit within 3&amp;quot; of the bearer. That unit suffers -1 to hit and wound rolls until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
You pick this one if you REALLY want to piss your opponent off. Giving you ranged units extra shots and the ability to escape from close quarters combat will drive them to want to bash your face in with a hammer. It&#039;s also great if you want to go with a Hurakan themed army.&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; Casts on 6. This can be cast by the battleline units with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+. Very, VERY good, especially on &amp;lt;strike&amp;gt;Bladelords&amp;lt;/strike&amp;gt; (Bladelords have Sunmetal weapons but not the ability as the spell states, therefore it won’t work on them), Wardens or Sentinels.&lt;br /&gt;
**&#039;&#039;&#039;Greater Power of Hysh:&#039;&#039;&#039; Casts on 7. The version given to Lord Regents and Lyrior Uthralle essentially lets you spread this to d3 other units wielding Sunmetal weapons within 18&amp;quot; of them. Pretty much there so you&#039;re not fretting about which unit you want to use Power of Hysh on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of Hysh&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5. Double the movement of a friendly unit within 18&amp;quot; of the caster. Amazing for sprinting onto objectives, stealing away an important enemy charge, or slinging some cavalry almost 30&amp;quot; across the board. &lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; 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. Very useful in mirror matches. &lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase. Remember you can reroll even if you don&#039;t miss. Your other &amp;quot;auto-include&amp;quot; if you&#039;re following the competitive route of a decent number of archers. &lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;. Remember that this also includes positive buffs like cover or drugs. Think before you cast. &lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities. Easily our most trolly spell, use it to absolutely cripple some of the stronger combinations in the game by stopping almost all Command ability shenanigans. You should almost always have this, just in case. &lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give friendly units wholly within 9&amp;quot; of the caster 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of the Mountains&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests. Super nice if you didn&#039;t bring Eltharion for some reason. &lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; 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&#039;s bravery, it cannot make that move. The most obnoxious spell in this tree, use it to even further stall that big monster who got hit by your stonemage&#039;s signature spell. &lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result *lower* than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule. Really god for digging through chaff, but not much else. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of the Winds&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Freezing Squall:&#039;&#039;&#039; Casts on 5. An enemy unit within 12&amp;quot; is unable to run until your next Hero Phase. Annoying, though it may not matter much to certain armies.&lt;br /&gt;
#&#039;&#039;&#039;Howling Gale:&#039;&#039;&#039; Casts on 7. An enemy unit within 12&amp;quot; will be unable to use or benefit from command abilities. Oh, this can prove to be a right pain, especially in armies that really rely on their leaders.&lt;br /&gt;
#&#039;&#039;&#039;Guiding Flurries:&#039;&#039;&#039; Casts on 7. One friendly Lumineth unit wholly within 12&amp;quot; of the wizard can pick between either adding 6&amp;quot; to the range of their missile weapons or adding +1 to hit with their missile weapons. This is a pretty handy support option, though it can be hamstrung depending on circumstances.&lt;br /&gt;
#&#039;&#039;&#039;Calming Zephyr:&#039;&#039;&#039; Casts on 6. A friendly Lumineth unit wholly within 16&amp;quot; of the wizard heals d3 wounds and ignores battleshock for the turn. Pretty solid for support.&lt;br /&gt;
#&#039;&#039;&#039;Burning Simoom:&#039;&#039;&#039; Casts on 6. Pick an enemy unit within 12&amp;quot; of the wizard and roll a number of die equal to the number of models in this unit; Each model suffers a mortal wound on a 6, though this can be improved to a 5+ if you scored a 10 or better on the casting check.&lt;br /&gt;
#&#039;&#039;&#039;Transporting Vortex:&#039;&#039;&#039; Casts on 8. One friendly Lumineth unit wholly within 12&amp;quot; can now immediately redeploy anywhere on the field so long as it&#039;s over 9&amp;quot; away from any enemy unit. You&#039;ll definitely be needing this for your more mundane forces, as your Hurakan units can easily skip around where needed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Endless Spells&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Sanctum of Amyntok:&#039;&#039;&#039; 30 points, creates a triangle around the caster and now counts as part of their model. Gives the enemy -1 to hit against the caster, gives the caster +1 to their save and a 50/50 shot to deal some MWs to anyone standing too close. Cheap and a good way to protect your squishy wizard, plus since the spell counts as part of their model, it makes their bubbles slightly bigger, which is good for those rules which require the unit to be &amp;quot;Wholly within&amp;quot; range.&lt;br /&gt;
#&#039;&#039;&#039;Hyshian Twinstones:&#039;&#039;&#039; 30 points, starts at 1 and gets a charge every time a spell is cast within 12 inches of it (maxes out at 6). While within 12&amp;quot; of it, your wizards can choose to add the value of the charges to their casting roll. Easily your best endless spell. As per the FAQ on its order of operations, after one spell is cast, it can give the rest of your wizards within range a permanent +2 to cast every single time. This means you&#039;re looking at a +4 to cast on nearly every spell you sling if you bring Teclis and Zaitrec. Since our stuff is expensive, if you have &amp;lt;100 points left over, bring it. Always. &lt;br /&gt;
#&#039;&#039;&#039;Rune of Petrification:&#039;&#039;&#039; 70 points, subtracts 1 from the run and charge rolls of non-Lumineth within 6, and does d3 Mortal Wounds to non-Lumineth within 6 on a 4+ at &#039;&#039;&#039;both&#039;&#039;&#039; the start and end of &#039;&#039;&#039;both players&#039;&#039;&#039; movement phases. That&#039;s 3d3 minimum if your opponent moves out of range on their first turn. If you get a double turn that&#039;s 5d3 &#039;&#039;if&#039;&#039; they can move out of range at the first opportunity. It&#039;s a good way of controlling enemy movement, but it&#039;s expensive. Probably the hardest to use of the three, plus being more expensive than both of the other spells combined means this is less than ideal most of the time, but still holds potential.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===Named Leaders===&lt;br /&gt;
* &#039;&#039;&#039;Archmage [[Teclis]] and Celennar , [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Teclis%20-%20eng.pdf Spirit of Hysh] (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Lord Kroak|literal]] [[Nagash|god]]-[[Be&#039;lakor|tier]] [[Archaon|models]]. He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;gives Greater Daemons penis envy and makes Slann second-guess themselves&amp;quot;. While he&#039;s not a slouch in CC, he shouldn&#039;t try to take on big scary things alone, as he&#039;d rather be slinging spells and ruining your opponents day. &lt;br /&gt;
**He can cast 1, 2, or 4 spells. Depending on the number of spells he choses, they cast at differing values (1 spell meaning a 12 with no unbinding allowed, 2 spells means a 12, but otherwise normal, and 3/4 spells going off on a 10)&lt;br /&gt;
**Celennar’s Aura: +1 to cast, dispel, and unbind to everyone within range. Keep this in mind for when you cast the twinstones in a Zaitrec list for +3-8 on your casts.&lt;br /&gt;
**Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase, and can still unbind unlimited enemy spells after his auto-unbind.&lt;br /&gt;
**Friendly units in Celennar&#039;s aura ignore spells on a 4+, and bounces a handful of MWs at an enemy within 18&amp;quot; of said unit when it works. &lt;br /&gt;
**Spells: (1) &#039;&#039;Protection of Teclis&#039;&#039;: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection. (2)&#039;&#039;Storm of Searing White Light&#039;&#039;: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW. Oh, plus every spell from both Lumineth trees (Presumably all 3 Lumineth trees when the new codex drops)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat-stick with ethereal bonuses, a ranged d3 mortal wound shot, and a massive leadership bonus tied to his command ability. He wants to aim at a character and rip and tear untill it is done. Once your enemies duelists/buffs/characters who looked at you funny are down, aim Eltharion at whatever you want and have fun. Tanky, killy, and obnoxious, Eltharion is easily one of your best HQs. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Avalenor%20-%20eng.pdf Avalenor, the Stoneheart King]:&#039;&#039;&#039; (360 points) The Mega Moo himself. Avalenor is a great support character for your army, He has a 30” ranged attack which can do D6W at rend 2 (range decreases with damage) and has 6 attacks (7 if it didn’t make a charge move this turn) that are Rend 1 with 5 Damage each in melee. He also has a debuff aura which makes all enemy units within 12” have a -1 to hit, which is awesome when he&#039;s properly positioned in the middle of your front line. He also has a command ability which can give D3 Alarith Aelf units +1 attack, sorry other moontains. All these nice things get a bit worse with damage taken, but if you have a Stonemage within 12&amp;quot; of him, he can pretend to be max health, so keep your little mage friend safe. His last ability, Elder Wisdom, allows a hero within 6&amp;quot; to use a command ability for free next turn, so keep him within &amp;lt;s&amp;gt;grumbling&amp;lt;/s&amp;gt; advising range of your dudes.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Sevireth.pdf Sevireth, Lord of the Seventh Wind]:&#039;&#039;&#039;  (300pts) Just as Avalenor is king of the earth-moos, this guy is likely the most powerful of the wind-&amp;lt;s&amp;gt;kitsunes&amp;lt;/s&amp;gt; Foxes, get our of here you weeby bastards. Unlike Avalenor, his stats never degrade, which means that he can always shoot at max efficiency - something necessary because his bow is actually quite short-ranged but comes with a dangerous rend 3 and d3 damage and he can fly around after shooting. His melee power&#039;s not too bad, as he has the ability to debuff enemies nearby on top of the possibility for MW before the he even begins. As he&#039;s quite fragile for a monster, he does need support - Take a Windmage so they can heal him up. His last ability is Scour, which allows him to essentially render enemy setpieces into ineffective hunks of plastic on a 2+.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Ellania_Ellathor.pdf Ellania and Ellathor]:&#039;&#039;&#039; (260pts) The new hot pair of Elven twins, one of whom is a master mage and the other a peerless warrior. This totally-not-Tyrion-and-Teclis combo will probs take the place of them, especially since one serves Tyrion and the other serves Teclis. Like Syll&#039;esske and the Sisters of Twilight, these two are effectively one model. To no one&#039;s surprise &amp;lt;s&amp;gt;Ellathor&#039;s&amp;lt;/s&amp;gt; not-Tyrion&#039;s new sword is terrifying, with damage equal to the turn number and a one-off batch of mortal wounds in a line a la Sunfang, while not-Teclis&#039; staff is merely decent with a -1 rend. Riding on top of this, the end of each fight phase gives the chance of vanishing if you roll a dice and it&#039;s under the turn number or amount of wounds suffered they vanish to a spot 12&amp;quot; away from any enemies as well as healing d6 wounds - likely very useful earlier on, but prone to wearing out its welcome as the game carries on. Not Teclis can also cast/unbind two spells, and comes with a unique spell that grants a 5+ FNP, which you will be using.&lt;br /&gt;
**Their neatest gimmick is that they can be taken as allies with any army who&#039;s general has the {{AOSKeyword|Order}} Keyword and can generate Command Points on a 4+ if they are within 3&#039; of them, though this comes at the cost of never being generals themselves. Internationally focused elves? What a unique and interesting idea, cough cough. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_LyriorUthralle.pdf Lyrior Uthralle, Warden of Ymetrica]:&#039;&#039;&#039; (210 pts) The head general of the Lumineth and Tyrion&#039;s right hand man. He&#039;s your named lord-regent, and much like the other forms of named &amp;quot;melee HQ on bigger than average mount&amp;quot; that AOS released, he&#039;ll probably be a bit better, but a bit less flexible than his normal form. If his lance wounds a {{AOSKeyword|Chaos}} or {{AOSKeyword|Daemon}} Keyword model, he automatically does 3 damage instead of d3, but it still only has 1 attack, so don&#039;t get too excited about it. It&#039;s worth noting he lets you get more CP when you don&#039;t have Teclis hanging around, and since he has the same spell as the lord regent, it becomes clear that he&#039;s meant to be hanging around the other Vanari units. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Myari_Lightcaller_en.pdf Myari Lightcaller]:&#039;&#039;&#039; (220 pts) The new character from the Warhammer Underworlds: Direchasm box set. While he’s a single model unit, he must be accompanied by his retinue, and their points are included in his points cost. Same stat-line as the Stonemage, he trades tankyness for a decent shooting attack and okay close combat. His Scryowl Familiar adds 1 to his casting, unbinding and dispelling rolls and, similar to the Sentinels, can choose a unit 24” away and out of line of sight to have LOS on. His unique spell, &#039;&#039;&#039;Dazzling Light&#039;&#039;&#039; subtracts 1 from hit rolls from missile weapons that target him, or a unit wholly within 6” of him. Mathematically, this will mean you can fit a Cow Mountain in this bubble, giving a -2 modifier to hit when stacked with Avalenor’s &#039;&#039;&#039;Guardian of Hysh&#039;&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Myaris_Purifiers_en.pdf Myari’s Purifiers]:&#039;&#039;&#039; (220 pts) A separate unit from Myari Lightcaller, but included in his points cost. You get one Bladelord, one Sentinel, and one Stoneguard. The Bow gets two shots, but only has the 18” profile, the Mallet retains the &#039;&#039;&#039;Crushing Blow&#039;&#039;&#039; ability to do extra damage, and Greatsword and Bow are both Sunmetal weapons, but they cannot access Power of Hysh. Their &#039;&#039;&#039;Guardians&#039;&#039;&#039; ability is their saving grace, allowing them to intercept a wound or mortal wound on Myari Lightcaller while he is within 3”. Basically, they’re here to be a tax to bringing Myari, which was a bit of a pain before all the new HQs got announced.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stonemage%20-%20eng.pdf Alarith Stonemage]:&#039;&#039;&#039; (130 pts) Floaty cow-kin him/herself. 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 &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies) among other defensive buffs. She is your standard 1 cast/1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can strike a pose that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; 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, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. The stonemage gains fly, and picks an enemy units within 18&amp;quot;, cutting their speed in half and turning off fly. It also does a mortal wound, but that&#039;s definitely not the main point. Pick the enemy&#039;s big flying threat and laugh at the waster 400+ points. S/He&#039;s got a pretty standard mage melee statline, but his/her real job is to buff till the cows come home. If you can&#039;t tell, the model&#039;s sex is hard to tell, go elves! &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Scinari%20Cathallar%20-%20eng.pdf Scinari Cathallar]:&#039;&#039;&#039; (140 pts) These professional mourners are excellent at debuffing foes and mitigating the drawbacks of &amp;lt;s&amp;gt;crystal meth&amp;lt;/s&amp;gt; aetherquartz. Aside from the obvious Scinari benefits, she also gains the &#039;&#039;&#039;Emotional Transference&#039;&#039;&#039; ability, allowing her to target any Lumineth unit within 18&amp;quot; and let them ignore battleshock. What&#039;s more, if that unit lost models, you can later target an enemy with 18&amp;quot; and add their casualties to their bravery roll. Basically her job is to ruin the fun your opponent thought he was having when his Scary charge killed 15 elves. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ScinariLoreseeker.pdf Scinari Loreseeker]:&#039;&#039;&#039; (160pts) LOREMASTERS OF HOETH RETURN TO US NOW, AT THE TURN OF THE TIDE. These melee mages run around and loot &amp;quot;dangerous&amp;quot; magics to prevent anyone &amp;lt;s&amp;gt;but the Lumineth&amp;lt;/s&amp;gt; from using them. Pair with bladelords and other Vanari units to relive the height of high elf culture. They&#039;re essentially made to be assassins, being able to sneak in from reserves and grant a CP if they&#039;re within 3&amp;quot; of an enemy with an artefact when that enemy is slain. They also need to hide behind other units, as they gain a boost to their saves by doing so.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ScinariCalligrave.pdf Scinari Calligrave]:&#039;&#039;&#039; (100pts) A new wizard who&#039;s job it is to un-chaos lands he visits with totally-not-dwarf-runes. Their unique spell is a like arcane bolt, but it only works against other heroes and instead of rolling really high, you need to spend a turn marking an enemy hero with this spell before casting it again to deal d6 MW. Once per game, he can roll a dice and write out a single rune on a 5+; this rune makes it so that no friendly Lumineth units wholly within 9&amp;quot; need to make battleshock tests while wizards within this area can add +1 to their casting/dispelling/unbinding checks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_HurakanWindmage.pdf Hurakan Windmage]:&#039;&#039;&#039; (120pts) A cloud riding mage who makes you fast boys even *faster* with access to some meme-tier relics to keep him slippery. His unique spell grants you a sort-of minor shooting for a very low cost.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariLordRegent.pdf Vanari Lord Regent]:&#039;&#039;&#039; (150pts) Your new generic melee hero on a bomb ass amalga-mount. His addition means you finally have something other than wizards to give those melee focused artifacts to, as well as an HQ who can actually keep up with the dream of a cav-spam list. He&#039;ll probably be very common for those of us who are tired of having to use named characters every game for the past 9 months. Especially since he has a unique spell that essentially allows him to give Power of Hysh to up to 3 friendly Lumineth Units. He&#039;s also much harder to hit while he has an Aetherquartz reserve on him. Outside of named characters he&#039;s by far your best melee hero choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariBannerblade.pdf Vanari Bannerblade]:&#039;&#039;&#039; (110pts) An elf with a massive banner. Friendly Lumineth within 18&amp;quot; add +1 to their bravery just by seeing this flag, but this is boosted to +3 when this guy&#039;s within 3&amp;quot; of an enemy. In addition, once per game during any phase you can trigger the power of their banner - enemy units within 18&amp;quot; need to roll a d6 and if they roll under the current turn number, they eat d3 MWs and a -1 to hit in melee for the phase.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Elven phalanxes finally return home, and they come equipped with 3&amp;quot; range Sunmetal &amp;lt;s&amp;gt;spears&amp;lt;/s&amp;gt; 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 &#039;&#039;start&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; 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&#039;ll be looking at a 28&amp;quot; standard move, meaning you have no excuse to not pick the perfect charges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Sentinals%20-%20eng.pdf Vanari Auralan Sentinels]:&#039;&#039;&#039; (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spear elves poke &amp;amp; hold the line against heavy hitters (or Stoneguard, if that&#039;s how you swing) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sunmetal arrows. Since mortal wounds trigger on natural 6+ (Or 5+ with Power of Hysh) &#039;Look out, Sir!&#039; 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 &amp;quot;shorter&amp;quot; range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput. Remember that the unit leader does not have a bow, so to maximize shooting and mortal wounds taking max size 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stoneguard%20-%20eng.pdf Alarith Stoneguard]:&#039;&#039;&#039; (Conditional Battleline, 100pts, Min:5, Max:15) Your elite infantry choice and a battleline if you&#039;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 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&#039;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. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_HurakanWindchargers.pdf Hurakan Windchargers]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:15) Aelven archers riding battle tauntaun-furdino-kanga-joust mounts. They&#039;ve got very interesting rules changing how they can consolidate before swinging (in any direction you want, without needing to be closer to enemies, and your consolidate move having fly so-long as you charged) expect a lot of technical movement shenanigans when the codex drops. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariBladelords.pdf Vanari Bladelords]:&#039;&#039;&#039; (Conditional Battleline, 120pts, Min:5, Max:15) Swordmasters reborn. Now you can have heavy infantry without the need for stupid hats/conversions, HOORAY! Each one comes with a sunmetal greatblade they can use in one of two ways: either a single high rend swing that auto-hits (to hunt characters and monsters), or an anti-horde mode based on how many enemies are nearby. Paired with their innate extra magic protection, and you have a flexible unit to plug gaps in your line, HOWEVER don&#039;t be overconfident. 10 of these guys only kill 3 chaos warriors a turn or ~13 marauders (or equivalents), so don&#039;t expect them to be fully self sufficient. Also despite being called Sunmetal Greatswords and being Vanari units, they can&#039;t cast spells or get the Sunmetal Weapons rule for some stupid reason. In exchange they have a the ability to absorb wounds meant for nearby Scinari units, making these guys perhaps best suited as bodyguard contingent to an objective camping loreseeker for example.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariStarshardBallistas.pdf Vanari Starshard Ballista]:&#039;&#039;&#039; (120pts) Your new and only artillery unit, ultimately proving to be more like a classic ballistae than the Stormcast&#039;s machine gun blasts. It fires twice at -2 Rend and d3 Damage, making it a bit of a menace - especially if you manage to get a hero in position so they can grant a ballista a +1 to hit so the attack is pretty much guaranteed to hit. They also have a once-per-game ability to stun an enemy rather than harm, dealing a -1 to hit so you can annoy enemies until you can have someone else handle them.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Spirit%20of%20the%20Mountain-%20eng.pdf Alarith Spirit of the Mountain]:&#039;&#039;&#039; (340 pts). The Moontain. Your primary beat-stick and use for command points when you bring &#039;em. Outside of heroes, your only source of &amp;gt;1 damage attacks (well, the Stoneguard can get it on a 6 to wound with the Mallets) - at full health, his hammer is hitting on 3s, wounding on 2s, -2 rend, and 5 damage each. Keeping a stonemage within 12&amp;quot; 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&#039;s melee weapons.&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Hurakan_Spirit_Wind.pdf Hurakan Spirit of the Wind]:&#039;&#039;&#039; (250 pts). The Wind Foxe provides some fast if fragile ranged support, with arrows dealing -2 rend and d3 damage. He&#039;s also useful at being annoying in melee, as he can rob enemies of consolidation distance as well as hitting enemies with a debuff to hit at the start of the turn. Keeping a windmage within 12&amp;quot; of him allows him to heal wounds, which you will need.&lt;br /&gt;
&lt;br /&gt;
===Terrain===&lt;br /&gt;
*&#039;&#039;&#039;Shrine Luminor&#039;&#039;&#039;: A floating shrine meant to power up your already crazy strong mages. It lets you nominate a hero to be the shrine guardian, who gets to use their command ability for free, as well as giving heroes 1 free reroll on cast/deny/dispell a turn within 12&amp;quot;, growing to 24&amp;quot; turn 2 onwards. &lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alarith Temple:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;690/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1510&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Avalenor or Alarith Spirit of the Mountain, 1x Alarith Stonemage, 1-3x Alarith Stoneguard.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; At the start of your combat phase, a Stoneguard unit from this battalion that is wholly within 12&amp;quot; of a hero from the same batalion can reroll saves until end of phase but can only pile in 1&amp;quot;.&lt;br /&gt;
If you are playing Ymetrica you may as well take this one with Avalenor. Makes your already annoyingly tough units even tougher. &lt;br /&gt;
*&#039;&#039;&#039;Auralan Legion:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;780/&#039;&#039;&#039;MAX:&#039;&#039;&#039;2820&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Scinari Cathallar, 2-4x Vanari Auralan Sentinels, with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Units within 3&amp;quot; of another unit from this Battalion can reroll saves of 1.&lt;br /&gt;
Again, make your top objective holders better at holding objectives. Cast Etherial Blessing vs Rend or otherwise use your Aetherquartz against that key charge and you will definitely keep control of that objective. This is particularly good for Iliatha armies, since you want to keep your Auralan units near each other anyway.&lt;br /&gt;
*&#039;&#039;&#039;Dawnrider Lance:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;380/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1680&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 2-3x Vanari Dawnriders&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Units from this Battalion may reroll 1’s to hit on the charge.&lt;br /&gt;
A cute buff that pumps up the offensive half of your cavalry are a fairly manageable cost. Toss 2 10-man squads in here for a solid enough flanking force.&lt;br /&gt;
*&#039;&#039;&#039;Hurakan Temple:&#039;&#039;&#039; (180) &#039;&#039;&#039;MIN: &#039;&#039;&#039;680/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1770&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Sevireth or Hurakan Spirit of the Wind, 1x Hurakan Windmage, 1-3x Hurakan Windchargers.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Any unit from this battalion wholly within 12&amp;quot; of a hero at the start of the fight phase will count as having charged this round.&lt;br /&gt;
*&#039;&#039;&#039;Starshard Battery:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN: &#039;&#039;&#039;520/&#039;&#039;&#039;MAX:&#039;&#039;&#039;720&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Scinari Calligrave, 3-5x Vanari Starshard Ballistas&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; The ballista&#039;s Warding Lanterns ability now triggers on a 5+ instead of a 6 if they&#039;re within 3&amp;quot; of another pack of ballistas.&lt;br /&gt;
A pretty decent grab if you&#039;re focusing on the ballistas, as this makes them a bit more durable. The calligrave gives you a wizard that can also grant you a decent safezone for your army as well.&lt;br /&gt;
*&#039;&#039;&#039;Vanari Bladehost:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x {{AOSKeyword|Vanari}} or {{AOSKeyword|Scinari}} hero, 2-3x Vanari Bladelords&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Any units that charged this turn can re-roll 1s to hit.&lt;br /&gt;
Pretty much an auto-take if you&#039;re running any builds not focused on Teclis or any temple heroes. The units are pretty much going to be taken anyways.&lt;br /&gt;
&lt;br /&gt;
===Super Battalion===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Teclian Vanguard:&#039;&#039;&#039; (80) &#039;&#039;&#039;MIN:&#039;&#039;&#039;2370/&#039;&#039;&#039;MAX:&#039;&#039;&#039;14,470&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Archmage Teclis and Celennar, 0-1x The Light of Eltharion, 1x Alarith Temple, 1-3x Auralan Legions, 2x Dawnriders Battations.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; While wholly within its own territory, every friendly unit from this Battalion has a 6+ Feel No Pain. &lt;br /&gt;
&lt;br /&gt;
Not a terribly bad bonus, better than a poke in the eye with a Sunmetal Spear. If you&#039;re playing 2,500 point games for some reason, the value of this battalion is VERY mission dependent, depending almost exclusively on the size of the territory.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
Oddly, the army may only take Idoneth Deepkin as allies. Some of them have gotten over their Teclis hate/fear boner, good for them (Or they&#039;ve realized there&#039;s shit out there that&#039;s way scarier than their old absentee father and his new favorite kids). The Ankhelian half of the army patch the speed issues of Lumineth. You don&#039;t need more anvils, so the trident eels and alopexes are definitely the right choice. With the Broken Realms: Morathi update to their warscroll, a squad of 3 Alopexes with nets may be just the high rending damage, speed, and flying that this army is greatly missing. Alternatively you can take a soulscryer and two Alopexes to give your army some much needed backline deployment. Another option to consider is bringing an Ankhelian king and a single squad of trident eels for two mobile, multidamage units to help your cav deal with their primary weakness. &lt;br /&gt;
&lt;br /&gt;
Your also have the Order option of &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Gotrek_Warscroll.pdf Gotrek Gurnisson]&#039;&#039;&#039;. For a similar point cost you are probably better off taking Teclis. While he doesn&#039;t benefit from speed of Hysh, his speed isn&#039;t as detrimental to the Lumineth compared to other armies since you&#039;re already slow as sin.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. He could be a useful way to play up your strength by moving midfield objectives back into your defensive line, but his cost is a very large hurdle to deal with, as you&#039;re nearing teclis levels of points and cheese.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High Elf roleplaying&#039;&#039;&#039;: For those of us who remember the halcyon days of WHFB, focusing on your Vanari units can let you relive peak High-elf fun! 2 or 3 spear bricks and a lot of archers as your backbone, with a ballista and some totally-not-Swordmasters. Not the most effective list we could run, but good enough to handle most things. THis list gets significantly more viable come all the new generic HQs.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Moontains march to war!&#039;&#039;&#039;: Building your list around 2 Alarith temples (1 of which has Avalenor) and a buncha hammers as ymetrica lets you build a surprisingly tanky list that hits like a bull. 2-3 moontains will mulch through anything short of a god or mega-gargant without much worry, though you should try to keep in mind that this list only has 2 casters, and none of the spells that really screw with your opponent. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tryhard&#039;&#039;&#039;: Sticking Teclis, 2 units of minimum spears, and FAR too many archers with the twinstones enables you to run the competitive tryhard list of your dreams! No one likes you for doing it, and you&#039;ll have minimal actual fun, but it can be done for an easy way to guarantee a win against most factions. &lt;br /&gt;
&lt;br /&gt;
{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
		<author><name>2406:3400:20F:FFC0:602B:5C33:4DC0:7501</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35646</id>
		<title>Age of Sigmar/Tactics/Order/Lumineth Realm-Lords</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Age_of_Sigmar/Tactics/Order/Lumineth_Realm-Lords&amp;diff=35646"/>
		<updated>2021-04-21T09:18:08Z</updated>

		<summary type="html">&lt;p&gt;2406:3400:20F:FFC0:602B:5C33:4DC0:7501: /* Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Age of Sigmar Faction|Faction=Lumineth Realm-Lords|Logo=Eltharion&#039;s essence.jpg|Alliance=Order|Motto=FOR &amp;lt;s&amp;gt;ULTHUAN&amp;lt;/s&amp;gt; HYSH!!!!!}}&lt;br /&gt;
&lt;br /&gt;
The time of isolation is over, and now the Lumineth Realm-lords (not capitalizing the &amp;quot;-L&amp;quot;) 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&#039;s standards and crippling drug addiction! (No really, that last part is actually part of their rules)&lt;br /&gt;
&lt;br /&gt;
New battletome incoming!&lt;br /&gt;
&lt;br /&gt;
==Why Play Lumineth Realm Lords?==&lt;br /&gt;
*You were a big fan of High Elves in The World that Was.&lt;br /&gt;
*You saw &amp;lt;s&amp;gt;300&amp;lt;/s&amp;gt; Alexander the Great and thought to yourself &amp;quot;Yeah, this is cool, but you know what would be awesome? If they had pointy ears and a drug addiction!&amp;quot;&lt;br /&gt;
*Because you agree with most people that Eltharion was done dirty in The [[End Times]] and thought he deserved a new chance to shine.&lt;br /&gt;
*Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.&lt;br /&gt;
*While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039;&lt;br /&gt;
*Extremely durable core options with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.&lt;br /&gt;
*If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.&lt;br /&gt;
*You can give your units buffs out the ass, and you don&#039;t need magic to do so.&lt;br /&gt;
*Speaking of magic, did we mention all your Vanari units are mages? You are *the* magic army, with only the likes of Tzeentch being able to keep up with you... and then you could take Teclis, who gives Lords of Change penis envy. Nobody expects Geminds and Lifeswarms to come out of your battleline.&lt;br /&gt;
*You can&#039;t throw a rock without hitting something that deals Mortal Wounds.&lt;br /&gt;
*Very powerful HQ choices. Obviously they have Teclis but if you don&#039;t want/can&#039;t afford him their other options are pretty damn good. &lt;br /&gt;
*Sweet spell lores. Being able to drop all enemy Bravery, make all your opponent&#039;s command abilities cost double, giving one of your units Ethereal or teleporting them means you have a spell for every situation.&lt;br /&gt;
*Horde factions are going to hate your guts because you have a lot of ways to get cheap, plentiful models off the field.&lt;br /&gt;
*You can turn the main weakness of using Aetherquartz, the -1 to bravery, and give it to your enemy, giving factions like Grots and Skaven a massive middle finger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Remember all those buffs we mentioned above? Well, most come with drawbacks. Sure, you can get your wardens to give the enemy -1 to hit having their models all touching, but now they can&#039;t run or charge. Sure you can break into your Aetherquartz reserve to give your troops a rush, but now they have -1 to bravery. You need to make sure you are using them at the best time to mitigate the drawbacks.&lt;br /&gt;
*No multi-casters outside of bringing Teclis or &amp;lt;s&amp;gt;snorting crystal meth&amp;lt;/s&amp;gt; using aetherquartz.&lt;br /&gt;
*The models are bad to transport. There&#039;s a lot of bits sticking off them like weapons, tassels and braids. The Vanari Dawnrider models are only connected to their bases by one hoof from their horsies. They&#039;ll likely need the Nighthaunt or Sylvaneth solution.&lt;br /&gt;
*Their bravery is mediocre, and gets even worse if they use aetherquartz.&lt;br /&gt;
*Your only allies are your edgy cousins from the sea, questionable lore be damned.&lt;br /&gt;
*Though you have the military style down from the High Elves, you traded the awesome stuff like Dragons, Lions, and eagles for weird &amp;lt;s&amp;gt;furries&amp;lt;/s&amp;gt; Elemental spirits and amalgamation mounts.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Battle Traits===&lt;br /&gt;
*&#039;&#039;&#039;AETHERQUARTZ RESERVE:&#039;&#039;&#039; This is your big army-wide resource, more akin to the Kharadron&#039;s Aethergold in application. Every unit in your army has a single share of Aetherquartz. Once per phase, you can let one unit blow their reserves for one of the following powers below. However, using it has drawbacks: After using it, the unit suffers &amp;lt;s&amp;gt;Drug withdrawal&amp;lt;/s&amp;gt; -1 to their Bravery for the rest of the game. &lt;br /&gt;
**&#039;&#039;Heightened Senses:&#039;&#039; Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase (Shooting/Combat Phase).&lt;br /&gt;
**&#039;&#039;Heightened Reflexes:&#039;&#039; +1 Save when chosen as an attack target (Shooting/Combat Phase).&lt;br /&gt;
**&#039;&#039;Magical Boost:&#039;&#039; +1 or reroll cast (Your Hero Phase).&lt;br /&gt;
**&#039;&#039;Magical Insight:&#039;&#039; Cast an extra spell (Your Hero Phase).&lt;br /&gt;
*&#039;&#039;&#039;ABSORB DESPAIR:&#039;&#039;&#039; Once per phase, a Cathallar wholly within 18&amp;quot; of a unit who uses an Aetherquartz can absorb it. If they do, don&#039;t reduce that units Bravery by 1 and instead choose an enemy unit within 18&amp;quot; of the Cathallar and reduce its Bravery by 1 for the rest of the battle. An enemy unit can&#039;t be affected by this more than once per battle. Its effectiveness depends on your opponent. It&#039;s great against some armies (nearly all Destruction armies will hate this), but worthless against others (Ossiarch Bonereapers laugh this off). However, your unit still shrugs off the -1 to its Bravery, even if there is no eligible enemy target.&lt;br /&gt;
*&#039;&#039;&#039;LIGHTNING REACTIONS:&#039;&#039;&#039; When you get to select a unit to fight, instead of picking only 1, you get to pick 2 units with this ability. They then fight one after the other.&lt;br /&gt;
*&#039;&#039;&#039;SHINING COMPANY:&#039;&#039;&#039; Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, bladelords, and Dawnriders) that is set up where a model is touching bases with two other models is automatically made a Shining Company, encouraging block-like tactics of old. Units in this fashion are harder to hit with a -1 to hit them., but they can&#039;t run or charge and they only get a pile-in distance of 1&amp;quot;. It&#039;s better to stagger your models in the crook of the circle bases than it is to line up in a proper rectangle. BE VERY CAREFUL when pulling casualties to make sure you don&#039;t accidentally lose the buff, since it&#039;s gone for good once it is. &lt;br /&gt;
*&#039;&#039;&#039;ENDURING AS ROCK:&#039;&#039;&#039; Before the first battle round of the game and at the start of your hero phases, you can set up any number of {{AOSKeyword|Alarith}} units (Hammerboys, stonemages, and Moontains) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1. There is currently no reason to opt out of doing this. Always have it on. &lt;br /&gt;
*&#039;&#039;&#039;TECTONIC FORCE:&#039;&#039;&#039; At the end of all combat phases, your {{AOSKeyword|Alarith}} units can each nominate an enemy unit within 1&amp;quot; of them (Though two units can&#039;t nominate the same enemy). The enemy is then shoved 2&amp;quot; in any direction so long as they are more than 1&amp;quot; from any {{AOSKeyword|Alarith}} unit and then you can let these units within 3&amp;quot; pile in 1&amp;quot; to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.&lt;br /&gt;
*&#039;&#039;&#039;MOVE LIKE THE WIND:&#039;&#039;&#039; Any time a {{AOSKeyword|Hurakan}} unit piles in, it doesn&#039;t need to pile in to the closest enemy model. In addition, when they charge, they can fly and move 3&amp;quot; for piling in. All of it helps establish their role as alpha-strikers, the pile-in trick helping them move to more favorable fights.&lt;br /&gt;
&lt;br /&gt;
===Command Traits===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of the Warhosts&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Vanari}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Grand Strategist:&#039;&#039;&#039; If your general is on the field during the first turn, you gain 1 CP.&lt;br /&gt;
#&#039;&#039;&#039;Consummate Warrior:&#039;&#039;&#039; Once per turn, your general can re-roll a failed hit, wound or save roll they make. &lt;br /&gt;
#&#039;&#039;&#039;Astute Commander:&#039;&#039;&#039; When your general is on the field, you can roll a die any time you spend a CP and regain that CP on a 6+.&lt;br /&gt;
&lt;br /&gt;
It&#039;s more a toss-up between Consummate Warrior and Astute Commander, hinging on how much you need your CP. If you don&#039;t spend them much, then Consummate Warrior will give a  bit of an edge in combat. Otherwise, Astute Commander gives a meager chance of winning back some CP.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of Brilliance&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Scinari}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Spellmaster:&#039;&#039;&#039; Once per turn in your Hero phase, you can re-roll 1 failed casting attempt. &lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; Your General knows 1 extra spell from the Lore of Hysh.&lt;br /&gt;
#&#039;&#039;&#039;Warmaster:&#039;&#039;&#039; When your general is on the field, at the start of your Hero phase, you get a CP on a 4+.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re bringing a Cathallar you could honestly go for any of these. Spellmaster is strong enough, as there&#039;s so many good spells you really want to go off. Loremaster is good if you want some more versatility from your spellcaster and if you give it a Silver Wand you could get a caster that can get a ton of magical value in one turn. Warmaster can get you some nice CP if you&#039;re lucky though if you want consistency from your general you&#039;re better off with the other two.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of the Air&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Hurakan}} only, meaning only your nimbus-wizard.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Grand Windrider:&#039;&#039;&#039; When a Windchargers unit wholly within 24&amp;quot; of the general moves, their movement is upped to 16&amp;quot; and they can fly.&lt;br /&gt;
#&#039;&#039;&#039;Swift:&#039;&#039;&#039; Your general adds +3&amp;quot; to movement.&lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; Your general knows 1 extra spell from the Lore of the Winds.&lt;br /&gt;
&lt;br /&gt;
Grand Windrider pretty much expects that you&#039;ll be running a windcharger-heavy list so it can actually see use, as it provides nothing to the archery foxes. Swift serves as a decent choice if you plan to sprint a lot between supporting foxes and charges as you&#039;ll be needing to heal the former while making sure the latter can be free to move where they wish. Naturally, Loremaster is as powerful here as it is in any other list.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lords of Stone&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Alarith}} only, so for right now, just floaty rock guy&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Majestic:&#039;&#039;&#039; Add 1 to Bravery of friendly Lumineth wholly within 12&amp;quot; of the General. Also, your enemies subtract 1 from Bravery while they are within 18&amp;quot; of the General. &lt;br /&gt;
#&#039;&#039;&#039;Enduring:&#039;&#039;&#039; Add 3 to the General&#039;s wounds characteristic. &lt;br /&gt;
#&#039;&#039;&#039;Loremaster:&#039;&#039;&#039; General knows 1 extra spell from the Lore of High Peaks.&lt;br /&gt;
&lt;br /&gt;
Majestic seems boring, but with all the bravery debuffs in this army, you could easily have most of the opposing army at -3 Bravery while you&#039;re able to at least walk off the Bravery penalty of spending your share of Aetherquartz. A few casualties over multiple units could see elite armies heading for the hills real quick. Enduring isn&#039;t bad when the big hat man is public enemy number one for keeping your war cows at top bracket, improving Rend of Cow Elves around him, and providing re-rolls to saves in the Moo Cow battalion. A very good choice when mixing the various defensive buffs available to him. Loremaster is, obviously, a solid enough choice.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heirlooms of the Sun&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Vanari}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Syari Pommel:&#039;&#039;&#039; The bearer gets another share of Aetherquartz. &lt;br /&gt;
#&#039;&#039;&#039;Senlui Amulet:&#039;&#039;&#039; The bearer can run and charge in the same turn.&lt;br /&gt;
#&#039;&#039;&#039;Sun Stone:&#039;&#039;&#039; The bearer can now dispel endless spells and unbind normal spells as if they were a wizard. If they were already wizards, then they can add +1 to their first unbind and dispel rolls.&lt;br /&gt;
&lt;br /&gt;
The Syari Pommel is not as potent as Syar&#039;s ability to give everyone extra shares, this is enough to help boost your forces once over or grant the Cathallar another shot at debuffing the enemy. The Senlui Amulet is pretty much tailor made for the lord regent who absolutely needs a massive charge range, though the bannerblade can also benefit from it if they&#039;re not bothering with supporting their allies. The Sun Stone pretty much is there as an insurance policy if you&#039;re not expecting your wizard to survive.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heirlooms of Hysh&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Scinari}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Phoenix Stone:&#039;&#039;&#039; If a friendly {{AOSKeyword|Lumineth Realm-Lords Hero}} is slain within 12&amp;quot; of the bearer, before removing that model from play, roll a dice. On a 6 that model is not slain, all wounds allocated to it are healed and any wounds that currently remain to be allocated to it or its unit are negated&lt;br /&gt;
#&#039;&#039;&#039;Silver Wand:&#039;&#039;&#039; The bearer can cast 1 extra spell in their hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Blade of Leaping Gold:&#039;&#039;&#039; Pick 1 of the Bearer&#039;s weapons. Add 3 to the Attacks characteristic of that weapon. &lt;br /&gt;
&lt;br /&gt;
You will be taking the Silver Wand. Nothing else even has half as much versatility in use. The Phoenix Stone has it&#039;s uses, with it not being 1 use, but it&#039;s still very unreliable. Maybe in a hero heavy list it has a place. The Blade of Leaping Gold is best used on the Loreseeker as they have the best melee profile of any of the Scinari&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gifts of the Winds&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Hurakan Heroes}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Windblast Fan:&#039;&#039;&#039; Once per game during the enemy&#039;s movement phase, you can pick a unit within 3&amp;quot; of the bearer. This unit most move and must retreat from the enemy, no questions asked. &lt;br /&gt;
#&#039;&#039;&#039;Wind Stone:&#039;&#039;&#039; You get a single-use grenade you can throw at an enemy unit within 18&amp;quot; of the bearer. On a 2+, that unit takes 3 mortal wounds, but a 5+ makes it d6. &lt;br /&gt;
#&#039;&#039;&#039;Buffeting Aspiragillum:&#039;&#039;&#039; 5+ FNP save.&lt;br /&gt;
&lt;br /&gt;
The Windblast Fan can provide some breathing room when dealing with battles, but it also means that you&#039;re still in range for a second charge if you don&#039;t bail immediately. The Wind Stone gives you a single shot at some undeniable damage, but nothing else. The Buffeting Asipragillum is perhaps the one with the most uses, as an FNP is something that even the stonemages lack and they&#039;re likely more of an target since they are so vital for keeping the spirits of the wind alive.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gifts of the Mountain&amp;quot;&amp;gt;&lt;br /&gt;
{{AOSKeyword|Alarith Heroes}} only.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Hearthstone Amulet:&#039;&#039;&#039; 5+ FNP save.&lt;br /&gt;
#&#039;&#039;&#039;Ebony Stone:&#039;&#039;&#039; Each time the bearer is affected by a spell or endless spell, you can roll a die. On a 4+ Ignore the effects of that spell on the bearer.&lt;br /&gt;
#&#039;&#039;&#039;Magmic Hammer:&#039;&#039;&#039; If the bearer is a {{AOSKeyword|Wizard}} (Which the only one model to take this item is), add 1 to the number of mortal wounds inflicted by Arcane Bolt spells that are cast by the bearer.&lt;br /&gt;
&lt;br /&gt;
All 3 have their uses, but the Ebony stone is probably the weakest of the bunch as you should have no problem stopping any and all harmful spells headed your way via other means. The Amulet adds even more survivability to your already potentially hyper-tanky mages (between ignoring rend, the sanctum, and this, you could have a pretty annoying model to remove), and the Magmic hammer just adds more punch in case your don&#039;t need to buff any Alarith squads.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Nations===&lt;br /&gt;
your bog standard subfaction list. We only have 6 so far, with a theoretical max of 10. &lt;br /&gt;
&lt;br /&gt;
====Syar====&lt;br /&gt;
*&#039;&#039;&#039;Gleaming Brightness:&#039;&#039;&#039; All your {{AOSKeyword|Syar}} units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you&#039;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. &lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Deplete Reserves:&#039;&#039; If a {{AOSKeyword|Syar}} unit uses an aetherquartz reserve ability, you may pick another {{AOSKeyword|Syar}} unit within 18&amp;quot; that still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge&lt;br /&gt;
*&#039;&#039;&#039;Command Trait - Goading Arrogance:&#039;&#039;&#039; Choose 1 enemy hero within 6&amp;quot; of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero. At first you&#039;re like why is there a melee trait for squishy mage only heroes army? This thing is pure troll, park your Cathallar 6&amp;quot; from Archaon and watch as he spends the rest of combat seething helplessly while she makes fun of his daddy issues from behind a wall of spears he can&#039;t attack. &lt;br /&gt;
*&#039;&#039;&#039;Artefact - The Perfect Blade:&#039;&#039;&#039; Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail. Absolutely worth it for your Lord Regent or Bannerblade.&lt;br /&gt;
&lt;br /&gt;
These guys will make your aetherquartz last much longer, and feel more impactful. &amp;lt;s&amp;gt;The meth lab workers among the Lumineth, hence their larger stash&amp;lt;/s&amp;gt;. A Cathallar is pretty much a requirement in this army because otherwise your troops will have the bravery of most Skaven troops after blowing their reserves. Have a Vanari Lord Regent or Loreseeker somewhere so you&#039;ll actually have someone reasonable to give the Perfect Blade to.&lt;br /&gt;
&lt;br /&gt;
====Iliatha====&lt;br /&gt;
*&#039;&#039;&#039;Unity in Purpose:&#039;&#039;&#039; Once per phase, after a {{AOSKeyword|Iliatha Vanari}} uses a command ability, you may select another {{AOSKeyword|Iliatha Vanari}} within 3&amp;quot;. That unit gains the same ability for free.&lt;br /&gt;
*&#039;&#039;&#039;Connected Souls:&#039;&#039;&#039; +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&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Strike in Unison:&#039;&#039; During your shooting or combat phase you may select one {{AOSKeyword|Iliatha Vanari}} unit with 2 or more models and they reroll hit rolls of one.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Simulacra Amulet:&#039;&#039; The Stacy Simulacra Amulet vs The Becky Phoenix Stone. The first time the bearer dies, roll a dice. On a 4+ heal them back to full.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re a sucker for good &#039;ole High Elf aesthetic, then this is your choice. While it doesn&#039;t explicitly buff your aelementari stuff, it doesn&#039;t mean they don&#039;t fit in with the +2 bravery. This will probably be your best choice if you wanna go for quantity rather than quality, though you&#039;re still going to be fairly elite.&lt;br /&gt;
&lt;br /&gt;
====Zaitrec====&lt;br /&gt;
*&#039;&#039;&#039;Lambent Mystics:&#039;&#039;&#039; The first cast, dispell, or unbind from *EACH* wizard in your army gets +1 every command phase. Each wizard hero knows one extra spell, and each wizard in the army gets the spell overwhelming heat in addition to the spells they know.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Fast Learner:&#039;&#039; General can dispel 1 additional spell and can reroll the second unbinding roll.&lt;br /&gt;
*&#039;&#039;&#039;Lore of Zaitrec&#039;&#039;&#039; - &#039;&#039;Overwhelming Heat:&#039;&#039; Casts on 7. Enemy unit within 24&amp;quot; has halved movement, and if you roll a die and its equal to or higher than their save, they take D3 MWs. It&#039;s a solid little spell, but you&#039;ll usually be casting if you&#039;ve already done everything else. &lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Gift of Celennar:&#039;&#039; 6+ shrug for MWs, +2 if Teclis is on the battlefield&lt;br /&gt;
&lt;br /&gt;
The magic choice. Consider taking Teclis with this Great Nation to get the most out of them. Or don’t, as they look to work fine without Mr. T-pose. Obviously protecting your mages is paramount and if the heroes die early you&#039;re pretty much screwed. ALWAYS combine this with the twin stones for more magic shenanigans.&lt;br /&gt;
&lt;br /&gt;
====Ymetrica====&lt;br /&gt;
*&#039;&#039;&#039;Mountain Realm:&#039;&#039;&#039; Ignore up to -2 Rend for units in Mountain Stance, instead of -1&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Redoubled Force:&#039;&#039; End of combat phase, one unit that&#039;s used Tectonic Force and within 18&amp;quot; of a {{AOSKeyword|Ymetrica Hero}} can use Tectonic Force again against another enemy unit within 1&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Almighty Blow:&#039;&#039; When you pick the general to fight, instead of fighting you can pick an enemy unit within 1&amp;quot; and deal D3 MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Mountain&#039;s Gift:&#039;&#039; +1 damage to a single attack made by a single weapon, 6+ FNP, and 5+ Spell ignore&lt;br /&gt;
&lt;br /&gt;
Obviously, this one is meant of Alarith units, so you should be going with a stoneguard, mountain spirit and stonemage army for this one. It&#039;s not quite as powerful as it was in the 2020 battletome, but it remains very focused on using the Alarith, tanking blows and shoving around enemies.&lt;br /&gt;
&lt;br /&gt;
====Alumnia====&lt;br /&gt;
*&#039;&#039;&#039;Claim the Field:&#039;&#039;&#039; Right before the battle begins you can pick up to three {{AOSKeyword|Alumnia Vanari}} or {{AOSKeyword|Alumnia Scinari}} units to move immediately, but they can&#039;t run.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Seize the Moment:&#039;&#039; During the charge phase, pick a friendly unit that already ran. This unit can charge after running.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Burning Gaze:&#039;&#039; At the start of the fight phase, your general can target one enemy unit within 3&amp;quot; ad deal a MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Waystone:&#039;&#039; Once per game, the bearer can forgo moving and pick a unit within 12&amp;quot; of them. The bearer can immediately teleport to any spot 1&amp;quot; from that chosen location so long as it&#039;s not within 3&amp;quot; of an enemy unit.&lt;br /&gt;
&lt;br /&gt;
Another mobility-focused nation, though not nearly as focused on any single faction like Helon. The battle trait grants your troops a much-needed scouting move, while the command ability gives all your units a very useful perk when stuck in combat.&lt;br /&gt;
&lt;br /&gt;
====Helon====&lt;br /&gt;
*&#039;&#039;&#039;Gale of Killing Shafts:&#039;&#039;&#039; All {{AOSKeyword|Helon}} missile units within 3&amp;quot; of an enemy gain +1 attacks.&lt;br /&gt;
*&#039;&#039;&#039;Command Ability&#039;&#039;&#039; - &#039;&#039;Gone Like the Wind:&#039;&#039; At the end of combat you may pick one {{AOSKeyword|Helon}} unit that is within 12&amp;quot; of a {{AOSKeyword|Helon}} hero. That unit may move but not run.&lt;br /&gt;
*&#039;&#039;&#039;Command Trait&#039;&#039;&#039; - &#039;&#039;Skyrace Grand Champion:&#039;&#039; Your general can reroll one run, charge and casting roll per battle.&lt;br /&gt;
*&#039;&#039;&#039;Artefact&#039;&#039;&#039; - &#039;&#039;Metalith Dust:&#039;&#039; Once per battle you may select one enemy unit within 3&amp;quot; of the bearer. That unit suffers -1 to hit and wound rolls until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
You pick this one if you REALLY want to piss your opponent off. Giving you ranged units extra shots and the ability to escape from close quarters combat will drive them to want to bash your face in with a hammer. It&#039;s also great if you want to go with a Hurakan themed army.&lt;br /&gt;
&lt;br /&gt;
===Spell Lores===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of Hysh:&#039;&#039;&#039; Casts on 6. This can be cast by the battleline units with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+. Very, VERY good, especially on &amp;lt;strike&amp;gt;Bladelords&amp;lt;/strike&amp;gt; (Bladelords have Sunmetal weapons but not the ability as the spell states, therefore it won’t work on them), Wardens or Sentinels.&lt;br /&gt;
**&#039;&#039;&#039;Greater Power of Hysh:&#039;&#039;&#039; Casts on 7. The version given to Lord Regents and Lyrior Uthralle essentially lets you spread this to d3 other units wielding Sunmetal weapons within 18&amp;quot; of them. Pretty much there so you&#039;re not fretting about which unit you want to use Power of Hysh on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of Hysh&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Speed of Hysh:&#039;&#039;&#039; Casts on 5. Double the movement of a friendly unit within 18&amp;quot; of the caster. Amazing for sprinting onto objectives, stealing away an important enemy charge, or slinging some cavalry almost 30&amp;quot; across the board. &lt;br /&gt;
#&#039;&#039;&#039;Solar Flare:&#039;&#039;&#039; Casts on 8. Pick a point on the battlefield within 10&amp;quot; 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. Very useful in mirror matches. &lt;br /&gt;
#&#039;&#039;&#039;Lambent Light:&#039;&#039;&#039; Casts on 5. Pick an enemy unit within 18&amp;quot;, you can reroll missile weapon attacks against that unit until your next hero phase. Remember you can reroll even if you don&#039;t miss. Your other &amp;quot;auto-include&amp;quot; if you&#039;re following the competitive route of a decent number of archers. &lt;br /&gt;
#&#039;&#039;&#039;Ethereal Blessing:&#039;&#039;&#039; Casts on 6. Give Ethereal to a friendly unit within 18&amp;quot;. Remember that this also includes positive buffs like cover or drugs. Think before you cast. &lt;br /&gt;
#&#039;&#039;&#039;Total Eclipse:&#039;&#039;&#039; Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities. Easily our most trolly spell, use it to absolutely cripple some of the stronger combinations in the game by stopping almost all Command ability shenanigans. You should almost always have this, just in case. &lt;br /&gt;
#&#039;&#039;&#039;Protection of Hysh:&#039;&#039;&#039; Casts on 8. Give friendly units wholly within 9&amp;quot; of the caster 5+ FNP. Doesn&#039;t stack with Teclis&#039; sadly.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of the Mountains&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Unyielding Calm:&#039;&#039;&#039; Casts on 4. Unit wholly within 18&amp;quot; doesn&#039;t have to take Battleshock tests. Super nice if you didn&#039;t bring Eltharion for some reason. &lt;br /&gt;
#&#039;&#039;&#039;Crippling Vertigo:&#039;&#039;&#039; Casts on 6. Pick an an enemy unit within 18&amp;quot; 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&#039;s bravery, it cannot make that move. The most obnoxious spell in this tree, use it to even further stall that big monster who got hit by your stonemage&#039;s signature spell. &lt;br /&gt;
#&#039;&#039;&#039;Voice of the Mountains:&#039;&#039;&#039; Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.&lt;br /&gt;
#&#039;&#039;&#039;Living Fissure:&#039;&#039;&#039; Casts on 6. Draw a 1mm line to a point 9&amp;quot; from the caster, on a 2+ deal D3 MWs to a unit that lines passes over&lt;br /&gt;
#&#039;&#039;&#039;Entomb:&#039;&#039;&#039; Casts on 7. Pick an enemy model within 18&amp;quot; and visible to the caster. Roll a dice, if the result is higher than the model&#039;s Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.&lt;br /&gt;
#&#039;&#039;&#039;Assault of Stone:&#039;&#039;&#039; Casts on 8. Choose an enemy unit wholly within 24&amp;quot; and visible to the caster. Roll a number of dice equal to the casting roll. For each result *lower* than the enemy unit&#039;s save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of &amp;quot;-&amp;quot; count as 6 for this rule. Really god for digging through chaff, but not much else. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lore of the Winds&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Freezing Squall:&#039;&#039;&#039; Casts on 5. An enemy unit within 12&amp;quot; is unable to run until your next Hero Phase. Annoying, though it may not matter much to certain armies.&lt;br /&gt;
#&#039;&#039;&#039;Howling Gale:&#039;&#039;&#039; Casts on 7. An enemy unit within 12&amp;quot; will be unable to use or benefit from command abilities. Oh, this can prove to be a right pain, especially in armies that really rely on their leaders.&lt;br /&gt;
#&#039;&#039;&#039;Guiding Flurries:&#039;&#039;&#039; Casts on 7. One friendly Lumineth unit wholly within 12&amp;quot; of the wizard can pick between either adding 6&amp;quot; to the range of their missile weapons or adding +1 to hit with their missile weapons. This is a pretty handy support option, though it can be hamstrung depending on circumstances.&lt;br /&gt;
#&#039;&#039;&#039;Calming Zephyr:&#039;&#039;&#039; Casts on 6. A friendly Lumineth unit wholly within 16&amp;quot; of the wizard heals d3 wounds and ignores battleshock for the turn. Pretty solid for support.&lt;br /&gt;
#&#039;&#039;&#039;Burning Simoom:&#039;&#039;&#039; Casts on 6. Pick an enemy unit within 12&amp;quot; of the wizard and roll a number of die equal to the number of models in this unit; Each model suffers a mortal wound on a 6, though this can be improved to a 5+ if you scored a 10 or better on the casting check.&lt;br /&gt;
#&#039;&#039;&#039;Transporting Vortex:&#039;&#039;&#039; Casts on 8. One friendly Lumineth unit wholly within 12&amp;quot; can now immediately redeploy anywhere on the field so long as it&#039;s over 9&amp;quot; away from any enemy unit. You&#039;ll definitely be needing this for your more mundane forces, as your Hurakan units can easily skip around where needed.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Endless Spells&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Sanctum of Amyntok:&#039;&#039;&#039; 30 points, creates a triangle around the caster and now counts as part of their model. Gives the enemy -1 to hit against the caster, gives the caster +1 to their save and a 50/50 shot to deal some MWs to anyone standing too close. Cheap and a good way to protect your squishy wizard, plus since the spell counts as part of their model, it makes their bubbles slightly bigger, which is good for those rules which require the unit to be &amp;quot;Wholly within&amp;quot; range.&lt;br /&gt;
#&#039;&#039;&#039;Hyshian Twinstones:&#039;&#039;&#039; 30 points, starts at 1 and gets a charge every time a spell is cast within 12 inches of it (maxes out at 6). While within 12&amp;quot; of it, your wizards can choose to add the value of the charges to their casting roll. Easily your best endless spell. As per the FAQ on its order of operations, after one spell is cast, it can give the rest of your wizards within range a permanent +2 to cast every single time. This means you&#039;re looking at a +4 to cast on nearly every spell you sling if you bring Teclis and Zaitrec. Since our stuff is expensive, if you have &amp;lt;100 points left over, bring it. Always. &lt;br /&gt;
#&#039;&#039;&#039;Rune of Petrification:&#039;&#039;&#039; 70 points, subtracts 1 from the run and charge rolls of non-Lumineth within 6, and does d3 Mortal Wounds to non-Lumineth within 6 on a 4+ at &#039;&#039;&#039;both&#039;&#039;&#039; the start and end of &#039;&#039;&#039;both players&#039;&#039;&#039; movement phases. That&#039;s 3d3 minimum if your opponent moves out of range on their first turn. If you get a double turn that&#039;s 5d3 &#039;&#039;if&#039;&#039; they can move out of range at the first opportunity. It&#039;s a good way of controlling enemy movement, but it&#039;s expensive. Probably the hardest to use of the three, plus being more expensive than both of the other spells combined means this is less than ideal most of the time, but still holds potential.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analyis==&lt;br /&gt;
===Named Leaders===&lt;br /&gt;
* &#039;&#039;&#039;Archmage [[Teclis]] and Celennar , [https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Teclis%20-%20eng.pdf Spirit of Hysh] (660 pts):&#039;&#039;&#039; One of the dual gods of Hysh and another of the [[Everqueen|big]] [[Lord Kroak|literal]] [[Nagash|god]]-[[Be&#039;lakor|tier]] [[Archaon|models]]. He went from &amp;quot;the best wizard who&#039;s not a daemon, demigod or Slann&amp;quot; to &amp;quot;gives Greater Daemons penis envy and makes Slann second-guess themselves&amp;quot;. While he&#039;s not a slouch in CC, he shouldn&#039;t try to take on big scary things alone, as he&#039;d rather be slinging spells and ruining your opponents day. &lt;br /&gt;
**He can cast 1, 2, or 4 spells. Depending on the number of spells he choses, they cast at differing values (1 spell meaning a 12 with no unbinding allowed, 2 spells means a 12, but otherwise normal, and 3/4 spells going off on a 10)&lt;br /&gt;
**Celennar’s Aura: +1 to cast, dispel, and unbind to everyone within range. Keep this in mind for when you cast the twinstones in a Zaitrec list for +3-8 on your casts.&lt;br /&gt;
**Can auto dispel 1 endless spell in your hero phase and auto unbind 1 enemy spell in their hero phase, and can still unbind unlimited enemy spells after his auto-unbind.&lt;br /&gt;
**Friendly units in Celennar&#039;s aura ignore spells on a 4+, and bounces a handful of MWs at an enemy within 18&amp;quot; of said unit when it works. &lt;br /&gt;
**Spells: (1) &#039;&#039;Protection of Teclis&#039;&#039;: 10 to cast. 5+ FNP within 18&amp;quot;, can&#039;t be cast same turn as Hysh Protection. (2)&#039;&#039;Storm of Searing White Light&#039;&#039;: 10 to cast. Roll a dice for each enemy unit within 18&amp;quot; and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW. Oh, plus every spell from both Lumineth trees (Presumably all 3 Lumineth trees when the new codex drops)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Eltharion_EN.pdf Light of Eltharion]:&#039;&#039;&#039; (220 pts) [[Eltharion]] returns to us as a living suit of armor. A melee beat-stick with ethereal bonuses, a ranged d3 mortal wound shot, and a massive leadership bonus tied to his command ability. He wants to aim at a character and rip and tear untill it is done. Once your enemies duelists/buffs/characters who looked at you funny are down, aim Eltharion at whatever you want and have fun. Tanky, killy, and obnoxious, Eltharion is easily one of your best HQs. &lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Avalenor%20-%20eng.pdf Avalenor, the Stoneheart King]:&#039;&#039;&#039; (360 points) The Mega Moo himself. Avalenor is a great support character for your army, He has a 30” ranged attack which can do D6W at rend 2 (range decreases with damage) and has 6 attacks (7 if it didn’t make a charge move this turn) that are Rend 1 with 5 Damage each in melee. He also has a debuff aura which makes all enemy units within 12” have a -1 to hit, which is awesome when he&#039;s properly positioned in the middle of your front line. He also has a command ability which can give D3 Alarith Aelf units +1 attack, sorry other moontains. All these nice things get a bit worse with damage taken, but if you have a Stonemage within 12&amp;quot; of him, he can pretend to be max health, so keep your little mage friend safe. His last ability, Elder Wisdom, allows a hero within 6&amp;quot; to use a command ability for free next turn, so keep him within &amp;lt;s&amp;gt;grumbling&amp;lt;/s&amp;gt; advising range of your dudes.  &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Sevireth.pdf Sevireth, Lord of the Seventh Wind]:&#039;&#039;&#039;  (300pts) Just as Avalenor is king of the earth-moos, this guy is likely the most powerful of the wind-&amp;lt;s&amp;gt;kitsunes&amp;lt;/s&amp;gt; Foxes, get our of here you weeby bastards. Unlike Avalenor, his stats never degrade, which means that he can always shoot at max efficiency - something necessary because his bow is actually quite short-ranged but comes with a dangerous rend 3 and d3 damage and he can fly around after shooting. His melee power&#039;s not too bad, as he has the ability to debuff enemies nearby on top of the possibility for MW before the he even begins. As he&#039;s quite fragile for a monster, he does need support - Take a Windmage so they can heal him up. His last ability is Scour, which allows him to essentially render enemy setpieces into ineffective hunks of plastic on a 2+.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Ellania_Ellathor.pdf Ellania and Ellathor]:&#039;&#039;&#039; (260pts) The new hot pair of Elven twins, one of whom is a master mage and the other a peerless warrior. This totally-not-Tyrion-and-Teclis combo will probs take the place of them, especially since one serves Tyrion and the other serves Teclis. Like Syll&#039;esske and the Sisters of Twilight, these two are effectively one model. To no one&#039;s surprise &amp;lt;s&amp;gt;Ellathor&#039;s&amp;lt;/s&amp;gt; not-Tyrion&#039;s new sword is terrifying, with damage equal to the turn number and a one-off batch of mortal wounds in a line a la Sunfang, while not-Teclis&#039; staff is merely decent with a -1 rend. Riding on top of this, the end of each fight phase gives the chance of vanishing if you roll a dice and it&#039;s under the turn number or amount of wounds suffered they vanish to a spot 12&amp;quot; away from any enemies as well as healing d6 wounds - likely very useful earlier on, but prone to wearing out its welcome as the game carries on. Not Teclis can also cast/unbind two spells, and comes with a unique spell that grants a 5+ FNP, which you will be using.&lt;br /&gt;
**Their neatest gimmick is that they can be taken as allies with any army who&#039;s general has the {{AOSKeyword|Order}} Keyword and can generate Command Points on a 4+ if they are within 3&#039; of them, though this comes at the cost of never being generals themselves. Internationally focused elves? What a unique and interesting idea, cough cough. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_LyriorUthralle.pdf Lyrior Uthralle, Warden of Ymetrica]:&#039;&#039;&#039; (210 pts) The head general of the Lumineth and Tyrion&#039;s right hand man. He&#039;s your named lord-regent, and much like the other forms of named &amp;quot;melee HQ on bigger than average mount&amp;quot; that AOS released, he&#039;ll probably be a bit better, but a bit less flexible than his normal form. If his lance wounds a {{AOSKeyword|Chaos}} or {{AOSKeyword|Daemon}} Keyword model, he automatically does 3 damage instead of d3, but it still only has 1 attack, so don&#039;t get too excited about it. It&#039;s worth noting he lets you get more CP when you don&#039;t have Teclis hanging around, and since he has the same spell as the lord regent, it becomes clear that he&#039;s meant to be hanging around the other Vanari units. &lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Myari_Lightcaller_en.pdf Myari Lightcaller]:&#039;&#039;&#039; (220 pts) The new character from the Warhammer Underworlds: Direchasm box set. While he’s a single model unit, he must be accompanied by his retinue, and their points are included in his points cost. Same stat-line as the Stonemage, he trades tankyness for a decent shooting attack and okay close combat. His Scryowl Familiar adds 1 to his casting, unbinding and dispelling rolls and, similar to the Sentinels, can choose a unit 24” away and out of line of sight to have LOS on. His unique spell, &#039;&#039;&#039;Dazzling Light&#039;&#039;&#039; subtracts 1 from hit rolls from missile weapons that target him, or a unit wholly within 6” of him. Mathematically, this will mean you can fit a Cow Mountain in this bubble, giving a -2 modifier to hit when stacked with Avalenor’s &#039;&#039;&#039;Guardian of Hysh&#039;&#039;&#039; ability.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Myaris_Purifiers_en.pdf Myari’s Purifiers]:&#039;&#039;&#039; (220 pts) A separate unit from Myari Lightcaller, but included in his points cost. You get one Bladelord, one Sentinel, and one Stoneguard. The Bow gets two shots, but only has the 18” profile, the Mallet retains the &#039;&#039;&#039;Crushing Blow&#039;&#039;&#039; ability to do extra damage, and Greatsword and Bow are both Sunmetal weapons, but they cannot access Power of Hysh. Their &#039;&#039;&#039;Guardians&#039;&#039;&#039; ability is their saving grace, allowing them to intercept a wound or mortal wound on Myari Lightcaller while he is within 3”. Basically, they’re here to be a tax to bringing Myari, which was a bit of a pain before all the new HQs got announced.&lt;br /&gt;
&lt;br /&gt;
===Leaders===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stonemage%20-%20eng.pdf Alarith Stonemage]:&#039;&#039;&#039; (130 pts) Floaty cow-kin him/herself. 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 &#039;&#039;&#039;YMETRICA&#039;&#039;&#039; armies) among other defensive buffs. She is your standard 1 cast/1 unbind wizard that provides a powerful buff in the form of his &#039;&#039;&#039;STONEMAGE STANCE&#039;&#039;&#039;. In the start of the combat phase, the Stonemage can strike a pose that allows every &#039;&#039;&#039;ALARITH AELEMNTIRI&#039;&#039;&#039; 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, &#039;&#039;&#039;Gravitic Redirection&#039;&#039;&#039; is cast on a 5+. The stonemage gains fly, and picks an enemy units within 18&amp;quot;, cutting their speed in half and turning off fly. It also does a mortal wound, but that&#039;s definitely not the main point. Pick the enemy&#039;s big flying threat and laugh at the waster 400+ points. S/He&#039;s got a pretty standard mage melee statline, but his/her real job is to buff till the cows come home. If you can&#039;t tell, the model&#039;s sex is hard to tell, go elves! &lt;br /&gt;
 &lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Scinari%20Cathallar%20-%20eng.pdf Scinari Cathallar]:&#039;&#039;&#039; (140 pts) These professional mourners are excellent at debuffing foes and mitigating the drawbacks of &amp;lt;s&amp;gt;crystal meth&amp;lt;/s&amp;gt; aetherquartz. Aside from the obvious Scinari benefits, she also gains the &#039;&#039;&#039;Emotional Transference&#039;&#039;&#039; ability, allowing her to target any Lumineth unit within 18&amp;quot; and let them ignore battleshock. What&#039;s more, if that unit lost models, you can later target an enemy with 18&amp;quot; and add their casualties to their bravery roll. Basically her job is to ruin the fun your opponent thought he was having when his Scary charge killed 15 elves. &lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ScinariLoreseeker.pdf Scinari Loreseeker]:&#039;&#039;&#039; (160pts) LOREMASTERS OF HOETH RETURN TO US NOW, AT THE TURN OF THE TIDE. These melee mages run around and loot &amp;quot;dangerous&amp;quot; magics to prevent anyone &amp;lt;s&amp;gt;but the Lumineth&amp;lt;/s&amp;gt; from using them. Pair with bladelords and other Vanari units to relive the height of high elf culture. They&#039;re essentially made to be assassins, being able to sneak in from reserves and grant a CP if they&#039;re within 3&amp;quot; of an enemy with an artefact when that enemy is slain. They also need to hide behind other units, as they gain a boost to their saves by doing so.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_ScinariCalligrave.pdf Scinari Calligrave]:&#039;&#039;&#039; (100pts) A new wizard who&#039;s job it is to un-chaos lands he visits with totally-not-dwarf-runes. Their unique spell is a like arcane bolt, but it only works against other heroes and instead of rolling really high, you need to spend a turn marking an enemy hero with this spell before casting it again to deal d6 MW. Once per game, he can roll a dice and write out a single rune on a 5+; this rune makes it so that no friendly Lumineth units wholly within 9&amp;quot; need to make battleshock tests while wizards within this area can add +1 to their casting/dispelling/unbinding checks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_HurakanWindmage.pdf Hurakan Windmage]:&#039;&#039;&#039; (120pts) A cloud riding mage who makes you fast boys even *faster* with access to some meme-tier relics to keep him slippery. His unique spell grants you a sort-of minor shooting for a very low cost.&lt;br /&gt;
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* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariLordRegent.pdf Vanari Lord Regent]:&#039;&#039;&#039; (150pts) Your new generic melee hero on a bomb ass amalga-mount. His addition means you finally have something other than wizards to give those melee focused artifacts to, as well as an HQ who can actually keep up with the dream of a cav-spam list. He&#039;ll probably be very common for those of us who are tired of having to use named characters every game for the past 9 months. Especially since he has a unique spell that essentially allows him to give Power of Hysh to up to 3 friendly Lumineth Units. He&#039;s also much harder to hit while he has an Aetherquartz reserve on him. Outside of named characters he&#039;s by far your best melee hero choice.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariBannerblade.pdf Vanari Bannerblade]:&#039;&#039;&#039; (110pts) An elf with a massive banner. Friendly Lumineth within 18&amp;quot; add +1 to their bravery just by seeing this flag, but this is boosted to +3 when this guy&#039;s within 3&amp;quot; of an enemy. In addition, once per game during any phase you can trigger the power of their banner - enemy units within 18&amp;quot; need to roll a d6 and if they roll under the current turn number, they eat d3 MWs and a -1 to hit in melee for the phase.&lt;br /&gt;
&lt;br /&gt;
===Battleline===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Wardens_EN.pdf Auralan Wardens]:&#039;&#039;&#039; (Battleline, 120pts, Min:10, Max:30) The Elven phalanxes finally return home, and they come equipped with 3&amp;quot; range Sunmetal &amp;lt;s&amp;gt;spears&amp;lt;/s&amp;gt; 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 &#039;&#039;start&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Dawnriders_EN.pdf Auralan Dawnriders]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider &amp;amp; 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&#039;ll be looking at a 28&amp;quot; standard move, meaning you have no excuse to not pick the perfect charges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Sentinals%20-%20eng.pdf Vanari Auralan Sentinels]:&#039;&#039;&#039; (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance &amp;amp; w/o line of sight. While the spear elves poke &amp;amp; hold the line against heavy hitters (or Stoneguard, if that&#039;s how you swing) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30&amp;quot; away with Sunmetal arrows. Since mortal wounds trigger on natural 6+ (Or 5+ with Power of Hysh) &#039;Look out, Sir!&#039; 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 &amp;quot;shorter&amp;quot; range though (18&amp;quot;) so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent&#039;s general is kaput. Remember that the unit leader does not have a bow, so to maximize shooting and mortal wounds taking max size 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.&lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Stoneguard%20-%20eng.pdf Alarith Stoneguard]:&#039;&#039;&#039; (Conditional Battleline, 100pts, Min:5, Max:15) Your elite infantry choice and a battleline if you&#039;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 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&#039;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. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_HurakanWindchargers.pdf Hurakan Windchargers]:&#039;&#039;&#039; (Conditional Battleline, 130pts, Min:5, Max:15) Aelven archers riding battle tauntaun-furdino-kanga-joust mounts. They&#039;ve got very interesting rules changing how they can consolidate before swinging (in any direction you want, without needing to be closer to enemies, and your consolidate move having fly so-long as you charged) expect a lot of technical movement shenanigans when the codex drops. &lt;br /&gt;
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*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariBladelords.pdf Vanari Bladelords]:&#039;&#039;&#039; (Conditional Battleline, 120pts, Min:5, Max:15) Swordmasters reborn. Now you can have heavy infantry without the need for stupid hats/conversions, HOORAY! Each one comes with a sunmetal greatblade they can use in one of two ways: either a single high rend swing that auto-hits (to hunt characters and monsters), or an anti-horde mode based on how many enemies are nearby. Paired with their innate extra magic protection, and you have a flexible unit to plug gaps in your line, HOWEVER don&#039;t be overconfident. 10 of these guys only kill 3 chaos warriors a turn or ~13 marauders (or equivalents), so don&#039;t expect them to be fully self sufficient. Also despite being called Sunmetal Greatswords and being Vanari units, they can&#039;t cast spells or get the Sunmetal Weapons rule for some stupid reason. In exchange they have a the ability to absorb wounds meant for nearby Scinari units, making these guys perhaps best suited as bodyguard contingent to an objective camping loreseeker for example.&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_VanariStarshardBallistas.pdf Vanari Starshard Ballista]:&#039;&#039;&#039; (120pts) Your new and only artillery unit, ultimately proving to be more like a classic ballistae than the Stormcast&#039;s machine gun blasts. It fires twice at -2 Rend and d3 Damage, making it a bit of a menace - especially if you manage to get a hero in position so they can grant a ballista a +1 to hit so the attack is pretty much guaranteed to hit. They also have a once-per-game ability to stun an enemy rather than harm, dealing a -1 to hit so you can annoy enemies until you can have someone else handle them.&lt;br /&gt;
&lt;br /&gt;
===Behemoths===&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Lumineth_Warscroll_Alarith%20Spirit%20of%20the%20Mountain-%20eng.pdf Alarith Spirit of the Mountain]:&#039;&#039;&#039; (340 pts). The Moontain. Your primary beat-stick and use for command points when you bring &#039;em. Outside of heroes, your only source of &amp;gt;1 damage attacks (well, the Stoneguard can get it on a 6 to wound with the Mallets) - at full health, his hammer is hitting on 3s, wounding on 2s, -2 rend, and 5 damage each. Keeping a stonemage within 12&amp;quot; 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&#039;s melee weapons.&lt;br /&gt;
* &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/Eng_Hurakan_Spirit_Wind.pdf Hurakan Spirit of the Wind]:&#039;&#039;&#039; (250 pts). The Wind Foxe provides some fast if fragile ranged support, with arrows dealing -2 rend and d3 damage. He&#039;s also useful at being annoying in melee, as he can rob enemies of consolidation distance as well as hitting enemies with a debuff to hit at the start of the turn. Keeping a windmage within 12&amp;quot; of him allows him to heal wounds, which you will need.&lt;br /&gt;
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===Terrain===&lt;br /&gt;
*&#039;&#039;&#039;Shrine Luminor&#039;&#039;&#039;: A floating shrine meant to power up your already crazy strong mages. It lets you nominate a hero to be the shrine guardian, who gets to use their command ability for free, as well as giving heroes 1 free reroll on cast/deny/dispell a turn within 12&amp;quot;, growing to 24&amp;quot; turn 2 onwards. &lt;br /&gt;
&lt;br /&gt;
===Battalions===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Alarith Temple:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;690/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1510&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Avalenor or Alarith Spirit of the Mountain, 1x Alarith Stonemage, 1-3x Alarith Stoneguard.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; At the start of your combat phase, a Stoneguard unit from this battalion that is wholly within 12&amp;quot; of a hero from the same batalion can reroll saves until end of phase but can only pile in 1&amp;quot;.&lt;br /&gt;
If you are playing Ymetrica you may as well take this one with Avalenor. Makes your already annoyingly tough units even tougher. &lt;br /&gt;
*&#039;&#039;&#039;Auralan Legion:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;780/&#039;&#039;&#039;MAX:&#039;&#039;&#039;2820&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Scinari Cathallar, 2-4x Vanari Auralan Sentinels, with an equal amount of Vanari Auralan Wardens&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Units within 3&amp;quot; of another unit from this Battalion can reroll saves of 1.&lt;br /&gt;
Again, make your top objective holders better at holding objectives. Cast Etherial Blessing vs Rend or otherwise use your Aetherquartz against that key charge and you will definitely keep control of that objective. This is particularly good for Iliatha armies, since you want to keep your Auralan units near each other anyway.&lt;br /&gt;
*&#039;&#039;&#039;Dawnrider Lance:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN:&#039;&#039;&#039;380/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1680&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 2-3x Vanari Dawnriders&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Units from this Battalion may reroll 1’s to hit on the charge.&lt;br /&gt;
A cute buff that pumps up the offensive half of your cavalry are a fairly manageable cost. Toss 2 10-man squads in here for a solid enough flanking force.&lt;br /&gt;
*&#039;&#039;&#039;Hurakan Temple:&#039;&#039;&#039; (180) &#039;&#039;&#039;MIN: &#039;&#039;&#039;680/&#039;&#039;&#039;MAX:&#039;&#039;&#039;1770&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Sevireth or Hurakan Spirit of the Wind, 1x Hurakan Windmage, 1-3x Hurakan Windchargers.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Any unit from this battalion wholly within 12&amp;quot; of a hero at the start of the fight phase will count as having charged this round.&lt;br /&gt;
*&#039;&#039;&#039;Starshard Battery:&#039;&#039;&#039; (120) &#039;&#039;&#039;MIN: &#039;&#039;&#039;520/&#039;&#039;&#039;MAX:&#039;&#039;&#039;720&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Scinari Calligrave, 3-5x Vanari Starshard Ballistas&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; The ballista&#039;s Warding Lanterns ability now triggers on a 5+ instead of a 6 if they&#039;re within 3&amp;quot; of another pack of ballistas.&lt;br /&gt;
A pretty decent grab if you&#039;re focusing on the ballistas, as this makes them a bit more durable. The calligrave gives you a wizard that can also grant you a decent safezone for your army as well.&lt;br /&gt;
*&#039;&#039;&#039;Vanari Bladehost:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x {{AOSKeyword|Vanari}} or {{AOSKeyword|Scinari}} hero, 2-3x Vanari Bladelords&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; Any units that charged this turn can re-roll 1s to hit.&lt;br /&gt;
Pretty much an auto-take if you&#039;re running any builds not focused on Teclis or any temple heroes. The units are pretty much going to be taken anyways.&lt;br /&gt;
&lt;br /&gt;
===Super Battalion===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Teclian Vanguard:&#039;&#039;&#039; (80) &#039;&#039;&#039;MIN:&#039;&#039;&#039;2370/&#039;&#039;&#039;MAX:&#039;&#039;&#039;14,470&lt;br /&gt;
**&#039;&#039;&#039;Requirements:&#039;&#039;&#039; 1x Archmage Teclis and Celennar, 0-1x The Light of Eltharion, 1x Alarith Temple, 1-3x Auralan Legions, 2x Dawnriders Battations.&lt;br /&gt;
**&#039;&#039;&#039;Ability:&#039;&#039;&#039; While wholly within its own territory, every friendly unit from this Battalion has a 6+ Feel No Pain. &lt;br /&gt;
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Not a terribly bad bonus, better than a poke in the eye with a Sunmetal Spear. If you&#039;re playing 2,500 point games for some reason, the value of this battalion is VERY mission dependent, depending almost exclusively on the size of the territory.&lt;br /&gt;
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==Allies==&lt;br /&gt;
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Oddly, the army may only take Idoneth Deepkin as allies. Some of them have gotten over their Teclis hate/fear boner, good for them (Or they&#039;ve realized there&#039;s shit out there that&#039;s way scarier than their old absentee father and his new favorite kids). The Ankhelian half of the army patch the speed issues of Lumineth. You don&#039;t need more anvils, so the trident eels and alopexes are definitely the right choice. With the Broken Realms: Morathi update to their warscroll, a squad of 3 Alopexes with nets may be just the high rending damage, speed, and flying that this army is greatly missing. Alternatively you can take a soulscryer and two Alopexes to give your army some much needed backline deployment. Another option to consider is bringing an Ankhelian king and a single squad of trident eels for two mobile, multidamage units to help your cav deal with their primary weakness. &lt;br /&gt;
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Your also have the Order option of &#039;&#039;&#039;[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//ENG_Gotrek_Warscroll.pdf Gotrek Gurnisson]&#039;&#039;&#039;. For a similar point cost you are probably better off taking Teclis. While he doesn&#039;t benefit from speed of Hysh, his speed isn&#039;t as detrimental to the Lumineth compared to other armies since you&#039;re already slow a sin.  &lt;br /&gt;
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*&#039;&#039;&#039;Bundo Whalebiter&#039;&#039;&#039;: A Kraken-eater Mega-Gargant mercenary available to all Order factions. He could be a useful way to play up your strength by moving midfield objectives back into your defensive line, but his cost is a very large hurdle to deal with, as you&#039;re nearing teclis levels of points and cheese.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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*&#039;&#039;&#039;High Elf roleplaying&#039;&#039;&#039;: For those of us who remember the halcyon days of WHFB, focusing on your Vanari units can let you relive peak High-elf fun! 2 or 3 spear bricks and a lot of archers as your backbone, with a ballista and some totally-not-Swordmasters. Not the most effective list we could run, but good enough to handle most things. THis list gets significantly more viable come all the new generic HQs.&lt;br /&gt;
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*&#039;&#039;&#039;Moontains march to war!&#039;&#039;&#039;: Building your list around 2 Alarith temples (1 of which has Avalenor) and a buncha hammers as ymetrica lets you build a surprisingly tanky list that hits like a bull. 2-3 moontains will mulch through anything short of a god or mega-gargant without much worry, though you should try to keep in mind that this list only has 2 casters, and none of the spells that really screw with your opponent. &lt;br /&gt;
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*&#039;&#039;&#039;The Tryhard&#039;&#039;&#039;: Sticking Teclis, 2 units of minimum spears, and FAR too many archers with the twinstones enables you to run the competitive tryhard list of your dreams! No one likes you for doing it, and you&#039;ll have minimal actual fun, but it can be done for an easy way to guarantee a win against most factions. &lt;br /&gt;
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{{Age_of_Sigmar_Tactics}}&lt;/div&gt;</summary>
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