Age of Sigmar/Tactics/Order/Lumineth Realm-Lords
Grand Alliance Order
Lumineth Realm-Lords |
The time of isolation is over, and now the Lumineth Realm-Lords finally rise to defeat the forces of chaos with their unwavering resolve, unstoppable magic, angry cow people, stupid and impractical headgear even by this setting's standards and crippling drug addiction! (No really, that last part is actually part of their rules)
Why Play Lumineth Realm Lords?
- You were a big fan of High Elves in The World that Was.
- You saw 300 and thought to yourself "Yeah, this is cool, but you know what would be awesome? If they had pointy ears and giant cows!"
- Because you agree with most people that Eltharion was done dirty in The End Times and thought he deserved a new chance to shine.
- Because you want a more defensive playstyle with very durable infantry and a lot of flanking and ranged firepower.
- While you are an Elf fan, you also secretly like Dwarfs and want a factions that mixes elements of both.
- You are sick and tired of the obscene toughness of the Ossiarch Bonereapers, and finally want to give those Bony Beancounting Bastards a taste of their own medicine.
Pros:
- An extremely durable core option with your Vanari units being able to automatically give enemies -1 to hit for your standard spears, archers and cavalry.
- If you absolutely need to hit a unit before it gets away or fights back, you can with Lightning Reactions.
- You can give your units buffs out the ass, and you also don't need magic to do so.
- Speaking of magic, did we mention all your Vanari units are mages? You are one of the magic armies, 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.
- You can't throw a rock without hitting something that deals Mortal Wounds.
- Very powerful HQ choices. Obviously they have Teclis but if you don't want/can't afford him their other options are pretty damn good.
- Horde factions are going to hate your guts because you have a lot of ways to get cheap, plentiful models off the field.
- You can turn the main weakness of using Aetherquartz, the -1 to bravery, and give it to you enemy, giving factions like Grots and Skaven a massive middle finger.
Cons:
- 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'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.
- If you don't bring (or somehow lose) Teclis, your magic is mediocre at best. Not "mediocre for an elf faction", mediocre in general. Sure, most units are wizards, but quantity is not quality.
- You’re easily the slowest of the Aelven factions.
- The models are bad to transport. There'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'll likely need the Nighthaunt or Sylvaneth solution.
- Their bravery is mediocre, and gets even worse if they use aetherquartz.
- Your only allies are the Idoneth, which is odd considering they hate Teclis yet seem to be ok working with him alongside his other creation.
- Your roster is surprisingly small and limited
Army Rules
Battle Traits
- 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 (Shooting/Combat Phase).
- Heightened Reflexes: +1 Save when chosen as an attack target (Shooting/Combat Phase).
- Magical Boost: +1 or reroll cast (Your Hero Phase).
- Magical Insight: Cast an extra spell (Your Hero Phase).
- ABSORB DESPAIR: Once per phase, a Cathallar wholly within 18" of a unit who uses an Aetherquartz can absorb it. If they do, don't reduce that units Bravery by 1 and instead choose an enemy unit within 18" of the Cathallar and reduce its Bravery by 1 for the rest of the battle. An enemy unit can't be affected by this more than once per battle. Its effectiveness depends on your opponent. It's great against some armies (nearly all Destruction armies will hate this), but worthless against others (Ossiarch Bonereapers and Sons of Behemat laugh this off). However, your unit still shrugs off the -1 to its Bravery, even if there is no eligible enemy target.
- 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".
- ENDURING AS ROCK: Before the first battle round of the game and at the start of any of your hero phases, you can set up any number of Alarith units (Hammerboys and Stone Cows) into the Mountain Stance. Until the end of your next Hero Phase, your units now ignore Rend -1.
- TECTONIC FORCE: At the end of all combat phases, your Alarith units can each nominate an enemy unit within 1" of them (Though two units can't nominate the same enemy). The enemy is then shoved 2" in any direction so long as they are more than 1" from any Alarith unit and then you can let these units within 3" pile in 1" to continue fighting. This is your means of dominating the objective game and tossing enemies into deadly terrain.
Command Traits
LORDS OF BRILLIANCE
Cathallar only.
- Spellmaster: Once per turn in your Hero phase, you can re-roll 1 failed casting attempt. Well enough, as you'll be wanting every spell.
- Loremaster: Your General knows 1 extra spell from the Lore of Hysh
- Warmaster: When your general is on the field, at the start of your Hero phase, you get a CP on a 4+.
LORDS OF STONE
Alarith only, so for right now, just floaty rock guy
- Majestic: Add 1 to Bravery of friendly Lumineth if their unit is wholly within 12" of the General. Also, you enemies subtract 1 from Bravery while they are within 18" of the General. This 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'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: Add 3 to the General's wounds characteristic. Not 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. Sure he is ignoring Rend -1 (or -2) but he only has a 5+ save.
- Loremaster: General knows 1 extra spell from the Lore of High Peaks.
Great Nations
Think of them like Sylvaneth Glades, Idoneth Enclaves or Ossiarch Bonereaper Legions. They represent various nations of Lumineth Realm Lords that an army comes from.
Syar
- Gleaming Brightness: All your Syar units get 2 Aetherquartz reserves instead of 1. With how powerful these boosts are, you'll definitely appreciate a second wave of these working without worry about Morale. Pair with a Cathallar to avoid a permanent -2 to your bravery.
- Command Ability - Deplete Reserves: If a Syar unit uses an aetherquartz reserve ability, you may pick another Syar unit within 18" and still has a reserve. You may spend that reserve to give them the same ability. Great for boosting your forces in a big charge
- Command Trait: Choose 1 enemy hero within 6" of this hero. That enemy hero must attack your general, and your general gets +1 to hit for attacks against that enemy hero
- Artefact: The Perfect Blade Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail. Would be great if you could give it to something other than a pansy wizard.
If you like using the Aetherquartz reseves, this will give you more options to do so and spread out the benefits. A Cathallar is pretty much a requirement in this army because otherwise your troops will have the bravery of most Skaven trooops after blowing their reserves.
Iliatha
- Unity in Purpose: Once per phase, after a Iliatha Vanari uses a command ability, you may select another Iliathra Vanari within 3". That unit gains the same ability for free.
- Strike in Unison: During your shooting or combat phase you may select one Iliatha Vanari unit with 2 or more models and they reroll ones.
- Connected Souls: +2 Bravery to all Vanari and Aelemantari troops, making up your your mediocre base bravery. You can use an Aetherquartz now and still be in a better bravery position than normal
- Artefact: When the bearer dies, roll a dice. on a 4+ heal them back to full.
If you don't like the cow elves and want to run an all Vanari army, this is your choice. For mages, you should probably take a Scinari Cathallar over a stone mage for this army. This nation will likely have the most models on the field out of the 4 options you can pass buffs along pretty damn quick.
Zaitrec
- Command Ability: First cast, unbind, or dispel each hero phase gets +1 and each wizard hero knows one extra spell, and each wizard in the army gets the spell overwhelming heat in addition to the spells they know.
- Command Trait: Can dispel 1 additional spel and can use the first dispell roll for the second
- Artefact: 6+ shrug for MWs, +2 if Teclis is on the battlefield
- Overwhelming Heat: Casts on 7. Enemy unit within 24" has halved movement, and if you roll a die and its equal to or higher than their save, they take D3
The magic choice. Always take Teclis with this Great Nation to get the most out of them. 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're pretty much screwed. Combine this with the twin stones for more bonus’s to magic.
Ymetrica
- Battle Trait Ignore up to -2 Rend for units in Mountain Stance, instead of -1
- Command Ability: End of combat phase, can use Tectonic Force again against another enemy unit within 1"
- Command Trait: When you pick this guy to fight, instead of fighting you can pick an enemy unit within 1" and deal D3 MW on a 2+.
- Artefact: +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore
For the Lumineth with boner envy. Obviously, this one is meant of Alarith units, so you should be going with a stoneguard, mountain spirit and stonemage army for this one. This will likely be your very small elite army.
Spell Lores
- Power of Hysh: With a cast value of 6, it can be cast on any unit with Sunmetal Weapons, and allows them to dish out mortal wounds on a 5+ instead of a 6+.
LORE OF HYSH
- Speed of Hysh: Casts on 5 Double the movement of a friendly unit within 18" of the caster.
- Solar Flare: Casts on 8. Pick a point on the battlefield within 10" of the caster. If there is an endless spell there, dispel it. If there is a unit there, roll # of models dice, Each +6 does 1 MW and until next hero phase -2 to enemy wizards cast, unbinds, and dispels.
- Lambent Light: Casts on 5. Pick an enemy unit within 18", you can reroll missile weapon attacks against that unit until your next hero phase.
- Ethereal Blessing: Casts on 6. Give Ethereal to a friendly unit within 18"
- Total Eclipse: Casts on 8. Until next hero phase, your opponent has to spend 2 CP instead of 1 when using command abilities
- Protection of Hysh: Casts on 8. Give a friendly unit wholly within 9" 5+ FNP. Doesn't stack with Teclis' sadly.
LORE OF THE MOUNTAINS
- Unyielding Calm: Casts on 4. Unit wholly within 18" doesn't have to take Battleshock tests.
- Crippling Vertigo: Casts on 6. Pick an an enemy unit within 18" of the caster. Until your next hero phase, roll 2d6 each time the unit tries to make a normal move, pile in, or charge. If the roll is higher than the unit's bravery, it cannot make that move.
- Voice of the Mountains: Casts on 6. -2 Bravery to all enemy units until end of turn, and then -1 until your next hero phase.
- Living Fissure: Casts on 6. Draw a 1mm line to a point 9" from the caster, on a 2+ deal D3 MWs to a unit that lines passes over
- Entomb: Casts on 7. Pick an enemy model within 18" and visible to the caster. Roll a dice, if the result is higher than the model's Wound characteristic, it is slain. If you roll a 6 and it is not enough to kill, deal D6 MW instead.
- Assault of Stone: Casts on 8. Choose an enemy unit wholly within 24" and visible to the caster. Roll a number of dice equal to the casting roll. For each result greater than the enemy unit's save value, they take 1 MW. Rolls of 1 or 2 never deal a mortal wound and Saves of "-" count as 6 for this rule.
ENDLESS SPELLS
- Sanctum of Amyntok: 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 might deal mortal wounds to enemy units in base contact (1 on a d6 roll of 4 or 5, d3 on a roll of a 6). 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 "Wholly within" the bubble.
- Hyshian Twinstones: 30 points, starts at 1 and gets a charge every time a spell is cast within 12 inches of it (maxes out at 6). Your wizards can, while within 12 of it, choose to add the value of the charges to their casting roll. Neat, but you have to add it before you roll to cast, so while it can make sure you get a high value spell off, it's only of debatable usefulness.
- Rune of Petrification: 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 both the start and end of the movement phase. It's a good way of controlling enemy movement, but it's expensive, and the points are probably better spent elsewhere. Alternative take: A very powerful endless spell that not only limits your opponent's movement but encourages them to move away or suffer another D3 mortals (which they have a harder time doing while in close combat). Given the high cost of units, you will often have 40-100 points leftover for endless spells.
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.
- Celennar’s 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, and can still unbind unlimited enemy spells after his auto-unbind.
- Friendly units in Celennar's aura ignore spells on a 4+ and an enemy within 18" takes D3 MW.
- Spells: (1) Protection of Teclis: 10 to cast. 5+ FNP within 18", can't be cast same turn as Hysh Protection. (2)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. Oh, plus Arcane Bolt, Mystic Shield and all 12 of the Lumineth specific spells.
- 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 Cavalry 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) King of the cow people.
- Alarith Stonemage: (130 pts) Floaty 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 methaetherquartz. 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.
Battleline
- Auralan Wardens: (Battleline, 120pts, Min:10, Max:30) The Spearelves finally return home, and they come equipped with 3" range Sunmetal
spearspikes. Like all the other Sunmetal weapons, each unmodified to hit roll of 6 causes a MW. The unit champion comes with a -1 rend sword, a one-use mortal wound bomb and he is a wizard as long as there are at least 5 models in the unit. Wardens are the only unconditional Battleline unit of the Lumineth. But for every unit of Auralan Wardens, you can take either a unit of Auralan Sentinels or Auralan Dawnriders as Battleline.
- Auralan Dawnriders: (Conditional Battleline, 130pts, Min:5, Max:20) Their Deathly Furrows ability grants bonuses for attacking infantry: 1 additional attack for all weapons (ie rider & mount) if the target has 2 wounds or 2 additional attacks per weapon targeting 1 wounds models. Translates to a lot of dead clan rats but also (w/the MW output of their Sunmetal spears) glade guard, greatswords, ironbreakers or whatever other elite single wound infantry are going to be equally shish kebabed. Just stay away from Chaos Warriors & any kind of Cavalry which will negate your bonuses, if you can cast speed of Hysh on them though you'll be looking at a 28" standard move...and really having no excuse as far as being to choose the right battles/charges for them.
- Vanari Auralan Sentinels: (Conditional Battleline, 140pts, Min:10, Max:20) More MWs, delivered at a distance & w/o line of sight. While the spearelves poke & hold the line against heavy hitters (& the stoneguard do that better) with your horses mulching chaff, Sentinels are ideal assassins- pumping mortal wounds into the opposing (support) heroes from 30" away with Sun metal arrows. Conveniently their bows have a second firing mode that deals more consistent normal damage with higher Rend, this is shorter range though (18") so really is more for supporting your spears or whatever flavor of tarpit needs the firepower after the opponent's general is kaput.
- Alarith Stoneguard: (Conditional Battleline, 100pts, Min:5, Max:15) Your elite infantry choice and a battleline if you're playing Ymetrica. They come in two types, a dual handed diamondpick hammer or stone mallet with -1 rend and a captain with dual hammers with additional attacks. If you roll an unconditional 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.
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 (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" 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: 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)
- Requirements: 1x Scinari Cathallar, 2-4x Vanari Auralan Sentinels, with an equal amount of Vanari Auralan Wardens
- Ability: Units within 3" of another unit from this Battalion can reroll saves of 1.
- Dawnrider Lance: (120)
- Requirements: 2-3x Vanari Dawnriders
- Ability: Units from this Battalion may reroll 1’s 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.
Tactics
Age of Sigmar Tactics Articles | ||
---|---|---|
General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
Others |