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

From 2d4chan
Revision as of 19:46, 30 June 2020 by 1d4chan>SIRUNKLYDUNK (Undo revision 669663 by SIRUNKLYDUNK (talk))
Jump to navigation Jump to search

Grand Alliance Order

Lumineth Realm Lords

FOR ULTHUAN HYSH!!!!!

Lore
Tactics
General Tactics

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

Army Rules

Spell Lores

  • Power of Hysh: With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.

LORE OF HYSH

  1. Speed of Hysh: Casts on 5 Double the movement of a friendly unit within 18" of the caster.
  2. Solar Flare: Casts on 8. Pick a point on the battlefield within 10" of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.
  3. Lambent Light: Casts on 5. Pick an enemy unit within 18", you can reroll missile weapon attacks against that unit until your next hero phase.
  4. Ethereal Blessing: Casts on 6. Give Ethereal to a friendly unit within 18"
  5. Total Eclipse: Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities
  6. Protection of Hysh: Casts on 8. Give a friendly unit wholly within 9" 5+ FNP. Doesn't stack with Teclis' sadly.

LORE OF THE MOUNTAINS

  1. Unyielding Calm: Casts on 4. Unit wholly within 18" doesn't have to take Battleshock tests.
  2. Crippling Vertigo: Casts on 6. Pick an an enemy unit within 18" of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit's bravery, it cannot make that move.
  3. Voice of the Mountains: Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.
  4. Living Fissure: Casts on 6. Draw a 1mm line to a point 9" from the caster, on a 2+ deal D3 MWs to a unit that lines passes over
  5. Entomb: Casts on 7. Pick an enemy model within 18" and visible to the caster. Roll a dice, if the result is higher than the model's Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.
  6. Assault of Stone: Casts on 8. Choose an enemy unit wholly within 24" and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit's save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of "-" count as 6 for this rule.

ENDLESS SPELLS

  1. Sanctum of Amyntok:
  2. Hyshian Twinstones:
  3. Rune of Petrification:

Unit Analyis

HQ

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

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

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

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

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

Spells:

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

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

-Total Eclipse: 10 to cast.

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

Avalenor, the Stoneheart King (360 points)

Alarith Stonemage (130 pts)

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

Scinari Cathallar (140 pts)

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

Behemoths

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

Battalions

Alarith Temple (120)

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

Auralan-Legion (120)

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

Dawnrider-Lance (120)

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

Allies

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