Age of Sigmar/Tactics/Order/Lumineth Realm-Lords
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.
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.
- MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
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.
Cons:
- Remember all those buffs we mentions 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.
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.
- 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, 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
Syar
- Gleaming Brightness: All your Syar units get 2 Aetherquartz reserves instead of 1.
- Deplete Reserves: If a Syar unit uses an aetherquartz reserve ability, you may pick another Syar unit within 18in and still has a reserve. You may spend that reserve to give them the same ability.
Iliatha
- Unity in Purpose: Once per phase, after a Iliathra Vanari uses a command ability, you may select another Iliathra Vanari within 3in. That unit gains the same ability for free.
- Strike in Unison: During your shooting or combat phase you may select one Iliathra Vanari unit with 2 or more models and they reroll ones.
Spells
- 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+.
Unit Analyis
HQ
Battleline
- Auralan Wardens: The Spearelves finally return home. Their weapons are similar to the Ossiarchs' Nadirate weapons in that a 6 to hit deals an instant MW.
Age of Sigmar Tactics Articles | ||
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General Tactics | ||
Order | ||
Chaos | ||
Death | ||
Destruction | ||
Others |