Age of Sigmar/Tactics/Order/Lumineth Realm-Lords: Difference between revisions
1d4chan>SIRUNKLYDUNK m SIRUNKLYDUNK moved page Age of Sigmar/Tactics/Order/Lumineth Realm-lords to Age of Sigmar/Tactics/Order/Lumineth Realm Lords: So that we can connect it to the main Lumineth page without needing to rewrite anything |
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So far we've got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle. | So far we've got greek inspired cavalry and phalanxes, weird archers, [[Wat|Hammerer Elves]] and a Battle Cattle. | ||
==Army Rules== | |||
===Aetherquartz Reserve=== | |||
This is your big army-wide resource, more akin to the Kharadron'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 -1 to their Bravery for the rest of the game. | |||
*''Heightened Senses:'' Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase. | |||
*''Lightning Reactions:'' Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits. | |||
===Shining Company=== | |||
Any {{AOSKeyword|Vanari}} units (Auralan Sentinels, Wardens, 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't run or charge and they only get a pile-in distance of 1". | |||
==Unit Analyis== | |||
===HQ=== | |||
*'''[[Teclis]]:''' | |||
*'''Light of [[Eltharion]]:''' | |||
===Battleline=== | |||
{{Age_of_Sigmar_Tactics}} | {{Age_of_Sigmar_Tactics}} |
Revision as of 15:34, 16 June 2020
AoS' High/Light A/elves. So far we have a few previews, including infantry, archers, cavalry, and certain nerd who reached Godhood in the End Times.
So far we've got greek inspired cavalry and phalanxes, weird archers, Hammerer Elves and a Battle Cattle.
Army Rules
Aetherquartz Reserve
This is your big army-wide resource, more akin to the Kharadron'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 -1 to their Bravery for the rest of the game.
- Heightened Senses: Triggered before the unit shoots or fights. The unit adds +1 to hit with any attacks they make for this phase.
- Lightning Reactions: Up to two units can trigger this during a combat phase. These units can now fight one after the other for this phase, letting you break the turn order for some guaranteed hits.
Shining Company
Any Vanari units (Auralan Sentinels, Wardens, 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't run or charge and they only get a pile-in distance of 1".
Unit Analyis
HQ
Battleline
Age of Sigmar Tactics Articles | ||
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General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
Others |