Duke of Mousillon Posted June 20, 2020 Share Posted June 20, 2020 1 minute ago, Acid_Nine said: The dawn riders also seem like they could act as marker lights, casting sparkling lights on targets for the archers to hit when it's time to block out the sun. yeah i feel like the silverhelms will be realy usefull with the huge jump of movement difference between the baseline units and our cav. It seems like even just having one of them is worth the cost. Quote Link to comment Share on other sites More sharing options...
maitremage Posted June 20, 2020 Share Posted June 20, 2020 1 hour ago, Chumphammer said: My LRL teclis idea:ZaitrecTeclis: 660 Scinari Cathallar: 140 20 Wardens: 240 20 Wardens: 240 20 Wardens: 240 10 Sentinels: 140 10 Sentinels: 140 Soulscream Bridge: 80 Auralan Legion: 120 2000pts 101 Wounds, 2 Drops, 82 bodies With this list you have 3 drops : in Auralan Legion Battalion, you can pick 2-4 Sentinels, and an equal amount of wardens : you're third warden unit cannot be in your battalion... (I work on a quite similar list ^^) Quote Link to comment Share on other sites More sharing options...
Chumphammer Posted June 20, 2020 Share Posted June 20, 2020 51 minutes ago, maitremage said: With this list you have 3 drops : in Auralan Legion Battalion, you can pick 2-4 Sentinels, and an equal amount of wardens : you're third warden unit cannot be in your battalion... (I work on a quite similar list ^^) I thought it was the other way around, 2-4 units of wardens and then 2 sentinal lol. Quote Link to comment Share on other sites More sharing options...
LuminethMage Posted June 20, 2020 Share Posted June 20, 2020 51 minutes ago, Acid_Nine said: .... Lots of utility, but the main things I think will be correct spell choices. Yup, when you play with Teclis and a Vanari heavy army, until you have more experience, you probably can tell your opponent, go watch a movie, have lunch, go to the gym or whatever in each of your hero phases while you select your spells.😅 @Jaskier I have further good news for you - they can also cast endless spells. Playtesters confirmed that on a podcast right here on Bad Dice (someone linked it already in this threat). 1 Quote Link to comment Share on other sites More sharing options...
Acid_Nine Posted June 20, 2020 Share Posted June 20, 2020 (edited) So Here are some more lists, this time with spells chosen. List 1, Endless spells, less wardens, lots of dakka. Spoiler try everything? Iliatha: Stone Mage-130- general, Stone Assault Cathallar-140 Solar Eclipse Avaelorn -360 Battle Line: Wardens x20: 240- protection of Hysh Wardens x10: 120-Solar Flare Sentinels x10: 140-Speed of Hysh Sentinels x20: 280- Speed of Hysh Other: Dawnriders x5: 130 - Sparkling lights Dawnriders x5: 130 - Sparkling Lights Stoneguard x10: 200 Endless spells: Rune of Petrification: 70 Twin Stones: 30 Quicksilver swords: 30pts Total: 2000 List 2: 3 drop Battalion list (with copius amounts of endless spell blastings. ) Spoiler st 2, Eltharion in Iliatha HQs: Eltharion: 220pts Cathaller: 140pts- total darkness Avalorn: 360pts Battleline: Wardens x20: 240pts- protection Wardens x20: 240pts- protection Wardens x10: 120pts- sparkling lights Sentinels x10: 140pts-speed of hysh Sentinels x10: 140pts- speed of hysh Sentinels x10: 140pts-solar flare Battalion: Auralan-Legion: 120pts Endless spells: Twin Stones: 30pts Rune of Petrification: 70pts Quicksilver swords / Gnashing maw: 30pts Total: 1990pts List 3: Battalion of the one I like the most Spoiler List 3 Iliatha with batallion: Stone Mage-130- general, stone assault Cathallar-140 -Total Darkness Mountain Spirit: 340 (or Avalorn for +20 points) Battle Line: Wardens x20: 240 -protection of Hysh Wardens x20: 240 -protection of Hysh Sentinels x10: 140- speed of Hysh Sentinels x10: 140- speed of Hysh Dawnriders: 130 -Sparkling lights DawnRiders:130- Solar Flare Stoneguard x10: 200pts (or could be replaced with Eltharion for +20 points) Battalion: Auralan-Legion- 120 Endless spell: Twinstones-30 Total: 1980pts So I have a lot of redundancy in spells, and that is planned. depending on the situations and when my elfs are not huffing Light Dust, then they have a choice between either doing the light of Hysh spell, or the protection spell depending on what is about to happen. if something big is about to happen and they start huffing that dust, then the squad most in danger can cast both on themselves and brace for a hard hit. / go on the attack. Stoneguard is there for extra bodies and damage absorption, but can be switched with Eltharion if I don't find them doing well. The mountain spirit is a pretty good multiplier all around, even without his command ability to hand out minuses to hit, and with the stone mage he could always hit quite hard. Speed is on the Archers because they are the least likely to be hit in CC, and need less buffs. Of course if you choose Ziatec then you can have even more choice. @LuminethMage yea, that is why I choose spells when making the list. gives an extra layer to think about. Eh ****** it. List four, Araliths only club: Spoiler The Temple of BEEFCAKES Faction: YMETRICA Stone Mage 1-130pts, General, stone assault Stone Mage 2-130pts: Relentless Calm Stone Mage 3-130pts: paralyzing dizziness Mountain spirit- 340pts Avalenor- 360pts Stoneguard x2-200pts Stoneguard x2-200pts Stoneguard x2 -200pts Battalions: Alarith-Temple-120pts Alarith-Temple-120pts Endless spells: Rune of Petrification-70pts Edited June 20, 2020 by Acid_Nine Quote Link to comment Share on other sites More sharing options...
Tiberius501 Posted June 21, 2020 Share Posted June 21, 2020 I think I personally prefer list 3 and 4, @Acid_Nine. 3 is a lot like the list I’m thinking, though I have Elatharion in mine. And List 4 just looks like a bunch of fun, and potentially actually pretty potent with a lot of toughness. An unrelated question: with the Stoneguard and their hammer options, they get 1 that is 3 attacks, 3+/4+, -, 1, which does 2dmg on 6’s to hit and re-rolls all hits; and 1 that is 2 attacks, 3+/3+, -1, 1, which does mortal wounds on 6’s to hit. Is this right? And if so, which do you guys think is the best option? Quote Link to comment Share on other sites More sharing options...
Gecktron Posted June 21, 2020 Share Posted June 21, 2020 (edited) 16 minutes ago, Tiberius501 said: An unrelated question: with the Stoneguard and their hammer options, they get 1 that is 3 attacks, 3+/4+, -, 1, which does 2dmg on 6’s to hit and re-rolls all hits; and 1 that is 2 attacks, 3+/3+, -1, 1, which does mortal wounds on 6’s to hit. Is this right? And if so, which do you guys think is the best option? No. The first melee weapons entry covers both weapon options. Both stonehammers and diamond tip hammer are 2 attacks 3+/3+/-1/1. Stonehammers become Damage 2 on 6s while the diamond tip causes a mortal wound. The second weapon, the stratohammer, are for the banner bearer and the unit champion. The banner bearer just uses the stratohammer profile, while the champion equipped with a pair of stratohammer re-rolls to-hit rolls. Edited June 21, 2020 by Gecktron 1 Quote Link to comment Share on other sites More sharing options...
Tiberius501 Posted June 21, 2020 Share Posted June 21, 2020 (edited) 6 minutes ago, Gecktron said: No. The first melee weapons entry covers both weapon options. Both stonehammers and diamond tip hammer are 2 attacks 3+/3+/-1/1. Stonehammers become Damage 2 on 6s while the diamond tip causes a mortal wound. The second weapon, the stratohammer, are for the banner bearer and the unit champion. The banner bearer just uses the stratohammer profile, while the champion equipped with a pair of stratohammer re-rolls to-hit rolls. Oh right okay thanks! So I’d probably say the diamond tipped ones are better for that mortal wound potential? I sort of wanted to dampen the amount of mortals I do to my friends, but I like the look of the diamond hammers the most. But I may just use the other one’s stats, since they’re pretty much the same other than the ability. Edit: also, because I’m terrible at seeing blurry text, does the top bracket of the Mountain Spirit’s hammer do 5dmg, or 3? I’m guessing 5, because that makes more sense for the way it declines, but my eyes are saying 3. Edited June 21, 2020 by Tiberius501 Quote Link to comment Share on other sites More sharing options...
Chumphammer Posted June 21, 2020 Share Posted June 21, 2020 5 minutes ago, Tiberius501 said: Edit: also, because I’m terrible at seeing blurry text, does the top bracket of the Mountain Spirit’s hammer do 5dmg, or 3? I’m guessing 5, because that makes more sense for the way it declines, but my eyes are saying 3. Its 5 And diamond picks are better as they do MW on a hit, while hammer you need to still wound and have the rend get through armor 1 1 Quote Link to comment Share on other sites More sharing options...
Acid_Nine Posted June 21, 2020 Share Posted June 21, 2020 (edited) 1 hour ago, Gecktron said: No. The first melee weapons entry covers both weapon options. Both stonehammers and diamond tip hammer are 2 attacks 3+/3+/-1/1. Stonehammers become Damage 2 on 6s while the diamond tip causes a mortal wound. The second weapon, the stratohammer, are for the banner bearer and the unit champion. The banner bearer just uses the stratohammer profile, while the champion equipped with a pair of stratohammer re-rolls to-hit rolls. do you have to give the champion a hammer like that then? cause it doesn't make sense that the champion's weapons is such ****** to use. Do they also get to do mortal wounds? And thank you @Tiberius501, I like list 3 the most, but I feel it really needs to add the runes of petrification. I just like that spell a lot, and think it could be useful just to add another source of mortal wounds. Edited June 21, 2020 by Acid_Nine Quote Link to comment Share on other sites More sharing options...
B_LEAVER Posted June 21, 2020 Share Posted June 21, 2020 We still haven't heard the generic command traits and Artifacts? Quote Link to comment Share on other sites More sharing options...
Tiberius501 Posted June 21, 2020 Share Posted June 21, 2020 Can the Stoneguard adopt Mountain Stance whenever they want? Quote Link to comment Share on other sites More sharing options...
Incineroar87 Posted June 21, 2020 Share Posted June 21, 2020 2 hours ago, Acid_Nine said: do you have to give the champion a hammer like that then? cause it doesn't make sense that the champion's weapons is such ****** to use. Do they also get to do mortal wounds? And thank you @Tiberius501, I like list 3 the most, but I feel it really needs to add the runes of petrification. I just like that spell a lot, and think it could be useful just to add another source of mortal wounds. If you choose to promote x to champion yes they have to use the champion weapon variety. You can choose for them to be a basic troop and use the generic weapon set though. Quote Link to comment Share on other sites More sharing options...
Incineroar87 Posted June 21, 2020 Share Posted June 21, 2020 Do we know how exactly aetherquartz works, Is it a once per phase per turn deal or a once per game deal ? Reports and translations seem conflicting. Quote Link to comment Share on other sites More sharing options...
LuminethMage Posted June 21, 2020 Share Posted June 21, 2020 (edited) 1 hour ago, Tiberius501 said: Can the Stoneguard adopt Mountain Stance whenever they want? I think neither the Vanari (Shining Company), nor the Alarith specific traits have been leaked. That was the one thing missing it seems. But according to WarCom article they can adopt the stance after armies have been set up, but before the first battle round, and at the start of your hero phase. So it’s likely that there is either another stance we don’t know about yet, or that there is some kind of negative effect involved which they didn’t mention in the article. Otherwise it would be a bit superfluous to do it like that. Edit: we know already about at least one other stance, the Stonemage stance activated in your combat phase. Edited June 21, 2020 by LuminethMage Forgot about Stonemage stance 1 Quote Link to comment Share on other sites More sharing options...
ThalmorRepresentative Posted June 21, 2020 Share Posted June 21, 2020 Here are some lists I've been working on. Tell me what you guys think :). Tried to confirm this, but I'm assuming the Mountain Spirits are wizards? Great Nation: Ymetrica Avalenor: Spell, Stone Attack Stonemage: Paralyzing Dizziness, General w/ Ymetrica Artefact Alarith Temple Battalion Stoneguard x10 Stoneguard x10 Auralan Sentinels x10 Auralan Sentinels x10 Auralan Wardens x30 Alarith Spirit of the Mountain: Spell, Relentless Calm 1990 Great Nation: Illiatha Scinari Cathalar, General w/ Illiatha Artefact, Spell - Total Darkness Stonemage - Paralyzing Diziness Auralan Legion Battalion Auralan Sentinels x10 Auralan Sentinels x10 Auralan Wardens x20 Auralan Wardens x20 Alarith Spirit of the Mountain - Spell: Stone Attack Alarith Spirit of the Mountain: Spell- Relentless Calm Hyshian Twinstones Endless Spell Shrine of Amyntok 1970 Second List: Basically the gist of the list is kind of the same. Use the 3" of the Mountain Spirits to swing over the frontline of Wardens / Stoneguard into the enemy within 1" of them, but outside of 3" from my Mountain Spirits. Archers provide support to whittle down threats from afar, especially those with lower armor saves. First turn, summon the Hyshian Twinstones and get to casting. By the end of the phase or next turn, use total darkness and start forcing my opponent to spend twice the command points on anything he wants to do, using the twinstones to do so. Stonemage will provide support and try to challenge units from moving, running, or charging with her spell. I know it won't work as well against some armies, but might as well try it. Shrine of Amyntok to defend my general, who will be important. First List: First list: Basically does the same thing as the first, but this time with more stoneguard and the Mountain King himself fighting under Ymetrica's banners. Stonemage and Avalenor will have to travel together so that the Mountain King always fights at full strength, no matter his wounds. I don't know if I want to drop the Vanari Wardens for more stoneguard... I'm not certain if mountain stance is only for the first turn. If so, a bit worried about their durability, which is really good, but weight of attacks could overwhelm them. The Watcher of Hysh auras from both Mountain spirits will make the entire army -1 to hit, I don't know if that stacks with the Shining Companies rule, but I think it does (specific rule is in german). Also keeping my stonemage near the stoneguard gives them an additional +1 to rend. And Avalenor can increase the stoneguard's attacks. Quote Link to comment Share on other sites More sharing options...
Tiberius501 Posted June 21, 2020 Share Posted June 21, 2020 (edited) 16 minutes ago, LuminethMage said: I think neither the Vanari (Shining Company), nor the Alarith specific traits have been leaked. That was the one thing missing it seems. But according to WarCom article they can adopt the stance after armies have been set up, but before the first battle round, and at the start of your hero phase. So it’s likely that there is either another stance we don’t know off yet, or that there is some kind of negative effect involved which they didn’t mention in the article. Otherwise it would be a bit superfluous to do it like that. Oh wow that’s awesome. Even the Battlecattle can get it?! I’m thinking I might go Ymetrica. Edited June 21, 2020 by Tiberius501 Quote Link to comment Share on other sites More sharing options...
LuminethMage Posted June 21, 2020 Share Posted June 21, 2020 (edited) Yes, the Battle Cattle and the Stonemage can get that. They all have the Alarith keyword. I’ll start with a mage army, because that’s what I usually enjoy. But I’ll definitely will try also a full Ymetrica Alarith army too. They look like a lot of fun, with all the little synergies they have. If you can keep the Stonemage alive nearby your Battle Cattle, they should be really awesome. The mountain spirits and Avalenor are both not a Wizard. And I forgot - we already heard of another stance - the Stonemage stance. Which is activated in the combat phase, and increases rend by 1. So you first go into the mountain stance, and then on the offense you can change to the Stonemage stance in the combat phase. Edited June 21, 2020 by LuminethMage 1 Quote Link to comment Share on other sites More sharing options...
Tiberius501 Posted June 21, 2020 Share Posted June 21, 2020 (edited) how do I squeeze a second Battle Cattle in this list? Leaders - Eltharion - Stonemage Behemoth - Battle Cattle Battleline - 20x Wardens - 20x Wardens -10x Sentinels - 10x Sentinels Other - 10x Dawn Riders (can’t decide if I want these dudes in 2 units of 5. Can you get 10 in with 2” range?) - 10x Stoneguard Total: 1980pts 124 wounds Edit: Do I even need a second one actually? Edited June 21, 2020 by Tiberius501 Quote Link to comment Share on other sites More sharing options...
Duke of Mousillon Posted June 21, 2020 Share Posted June 21, 2020 @Sin_ozono oi i found your solution! The spanish version is shortened. In the desrciption off the spanish preorder bundle it is written "con la edición especial resumida de Battletome: Lumineth Realm-lords". resumida is shortened right? Quote Link to comment Share on other sites More sharing options...
Duke of Mousillon Posted June 21, 2020 Share Posted June 21, 2020 As far as i can tell i call ******. from GW predorder Page: "a fully customisable set of aelven infantry armed with massive pikes that make for the perfect objective holders and defensive troops in your force" "a fully customisable set of aelven horsemen capable of carving through enemy infantry with contemptuous ease" From the GW WarhammerCommunity Article: "The Lumineth Realm-lords Army Set is packed with full, customisable kits for some key units – the Vanari Auralan Wardens and Vanari Dawnriders – led by the breathtakingly awesome Light of Eltharion. " (they did the bold lettering. not me. they did that.) I was already doubting it when i saw the pictures of sprews in the article not finding any customisable parts exceot one single bit namely an alternative left hand (sword hand) for the leader of the Wardens. Then i looked through the sprew images on the preorder at GWs page and found a single second head for the Dawnriders Leader. And in that image the resolution isnt even good enough to tell the difference i can just say that there are 4 normal helmets and 2 helmets with the leader head gear. I didnt ask for fully customisable kits but if they come around with bold lettering to praise customisability they are taking the ****** for not delivering. They are literally advocating customisability in the actual preorder itself. Please somebody tell me what I am missing on the sprews. Like i missed a whole different set of helmets or a whole different set of shields. Tell me I am blind please. 2 Quote Link to comment Share on other sites More sharing options...
Duke of Mousillon Posted June 21, 2020 Share Posted June 21, 2020 1 hour ago, Tiberius501 said: Edit: Do I even need a second one actually? I dont think so. But I think if you wanna play more you also wanna play more stonemages so you can keep them seperate with each of them having there own little top bracket buff going on. 1 Quote Link to comment Share on other sites More sharing options...
Gecktron Posted June 21, 2020 Share Posted June 21, 2020 5 hours ago, Incineroar87 said: Do we know how exactly aetherquartz works, Is it a once per phase per turn deal or a once per game deal ? Reports and translations seem conflicting. It works like the Kharadron Overlords Gold. Once per phase you can spend a units aetherquarz reserve. So lets say you have a unit of Warden, dawnriders and Eltharion. Turn 1 Hero Phase, you spend Eltharions aetherquarz, Turn 1 Close Combat Phase you spend the Wardens aetherquarz and Turn 2 Close Combat phase you spend the Dawnriders. 1 Quote Link to comment Share on other sites More sharing options...
Icegoat Posted June 21, 2020 Share Posted June 21, 2020 58 minutes ago, Duke of Mousillon said: As far as i can tell i call ******. from GW predorder Page: "a fully customisable set of aelven infantry armed with massive pikes that make for the perfect objective holders and defensive troops in your force" "a fully customisable set of aelven horsemen capable of carving through enemy infantry with contemptuous ease" From the GW WarhammerCommunity Article: "The Lumineth Realm-lords Army Set is packed with full, customisable kits for some key units – the Vanari Auralan Wardens and Vanari Dawnriders – led by the breathtakingly awesome Light of Eltharion. " (they did the bold lettering. not me. they did that.) I was already doubting it when i saw the pictures of sprews in the article not finding any customisable parts exceot one single bit namely an alternative left hand (sword hand) for the leader of the Wardens. Then i looked through the sprew images on the preorder at GWs page and found a single second head for the Dawnriders Leader. And in that image the resolution isnt even good enough to tell the difference i can just say that there are 4 normal helmets and 2 helmets with the leader head gear. I didnt ask for fully customisable kits but if they come around with bold lettering to praise customisability they are taking the ****** for not delivering. They are literally advocating customisability in the actual preorder itself. Please somebody tell me what I am missing on the sprews. Like i missed a whole different set of helmets or a whole different set of shields. Tell me I am blind please. Customisable to Gw these days just means you can choose which helmet and shield each model has as opposed to the monopose push fit that so much of their stuff is now. The last customisable kit they made was the blightkings. At least two fully different builds for each model and plenty of additional extras and options. We shall never see their like again. I mean the stoneguard people can have a pointy end or flat head to their hammers. That's the customisation. 1 Quote Link to comment Share on other sites More sharing options...
Duke of Mousillon Posted June 21, 2020 Share Posted June 21, 2020 19 minutes ago, Icegoat said: Customisable to Gw these days just means you can choose which helmet and shield each model has as opposed to the monopose push fit that so much of their stuff is now. The last customisable kit they made was the blightkings. At least two fully different builds for each model and plenty of additional extras and options. We shall never see their like again. I mean the stoneguard people can have a pointy end or flat head to their hammers. That's the customisation. but have you looked at the wardens and silverhelms? they got nothing as far as i can see on the sprews shown at the preorder. Except 2 helmets on the leader in the silverhelms and 2 left hands for the leader in the wardens. Idk. I mean. I dont mind. I am just baffled by advertising full customisable in bold like this. Whatever i guess. 1 Quote Link to comment Share on other sites More sharing options...
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