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HollowHills

Aos 2 - Lumineth Realm-Lords Discussion

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Posted (edited)

MAN are the lumineth going to be slow or what? Maybe I cannot see some extra rules but it looks like we need to run everywhere, and we are about as slow as a death army is.

 

Also, kinda sad that the Stone Mage can only cast 1 spell a turn from what I can see... dunno, expected a bit more.

Edited by Acid_Nine

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Eltharion being a mage on top of all his melee rules is pretty wild for only 220 pts.

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I wonder if Tyrion will eventually turn up with something like The Embers of Imrik, a suit of dragon prince armour filled with white hot flame

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Okay foks this is the best bit:
The Sentinels' Hawk  can target an enemy Unit within 30" of the High Sentinel and fire above Terrain! :D (They have to use their long Range Firing mode for this)
Also the Sentinels have 2 Profiles: Point blank and Volley Fire in a high Arch.

My dreams have come true - so much pew pew.
I can understand the People who are disappointed though. :(
Not even in my wildest dreams I anticipated that our only ally would be Deepkin.

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Posted (edited)

From the spell lores it does seem that the different Vanari units will be able to choose a spell, not just warscroll spell only.

Top image, lore of Hysh? seems to say can be taken by Teclis, Light of Eltharion, Cathallars  and Vanari wizards.

Edited by GrimDork

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43 minutes ago, Nighthaunt Noob said:

As cool as I think this army is, and as nicely as it covers all the basics, the list of warscrolls is pathetically short and having only 1 set of allies adds insult to injury. Definitely in need of wave 2.0 and/or Malerion's elves.

Haha have you seen the Iron Jawz roster? 

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Posted (edited)

Vanari units seem to count as a wizard if unit numbers 5 models or more. 

Edited by GrimDork

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5 minutes ago, GrimDork said:

From the spell lores it does seem that the different Vanari units will be able to choose a spell, not just warscroll spell only.

Top image, lore of Hysh? seems to say can be taken by Teclis, Light of Eltharion, Cathallars  and Vanari wizards.

And there is nothing in the unit rules that stops them from casting other spells so this does Indeed seem to be the case! Looks like an army with few warscrolls but with a lot of flexibility to make up for this.

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6 minutes ago, Falkman said:

And there is nothing in the unit rules that stops them from casting other spells so this does Indeed seem to be the case! Looks like an army with few warscrolls but with a lot of flexibility to make up for this.

They all only know the one empowering spell. 

The Spell Lore is only avaible to Alarith Mages and Teclis. So no additional spells for the units. 

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Posted (edited)
4 minutes ago, Gecktron said:

They all only know the one empowering spell. 

The Spell Lore is only avaible to Alarith Mages and Teclis. So no additional spells for the units. 

There are 2 spell lores pictured above. One of them is for Teclis and Alarith wizards. The other is for Teclis, Light of Eltharion, Cathallars AND vanari wizards. Units must be able to as there are no other "vanari" wizards.

Edited by GrimDork
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Some quick google translations of Teclis abilities:

Can cast 1, 2, or up to 4 spells - If 1, it is automatically cast and cannot be unbound. If 2, they are cast automatically with a CV of 12, if up to 4 they are cast automatically with a CV of 10.  Additionally, he can automatically dispell one endless spell per turn, and attempt to unbind any number of enemy spells, one of which is automatically unbound. Celennar's aura also adds 1 to all casting, dispelling, and unbinding rolls for Lumineth units within his Aura (starts at 16" and degrades)

Celennar's Aura also allows units within it to ignore the effects of spells on a 4+, and when they do so, they can pick a unit within 18" of that unit and deal D3 mortal wounds to it.

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Seems like the Lumineth are great at magic and melee, but mediocre in shooting. However, their melee skills only Account for durability, you can easily get a 3+ save, which is re-rollable for Alarith Guards in the Bataillon. 

However, they are very Immobile, the Speed of Light surely is a must Pick. 

I guess their horror matchup would be Beasts of Chaos as they only have to Kill of the dawn riders and archers and can then totally dictate the game. 

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35 minutes ago, Falkman said:

Eltharion being a mage on top of all his melee rules is pretty wild for only 220 pts.

I missed it did he post Eltharion's scroll so we can see spell, command ability, and shooting attack?

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These are awesome, i can't wait for the English Translations to fully drop in ❤️ Doing Teclis' work folks

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15 minutes ago, Nighthaunt Noob said:

I missed it did he post Eltharion's scroll so we can see spell, command ability, and shooting attack?

No, haven’t seen it posted yet, but the spell lore mentions that Eltharion can choose spells from it.

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4 Aetherquartz abilities: Add 1 to hit, add 1 to save, add 1 to or reroll a casting roll, or cast an additional spell. The Cathallar can make enemy units take the -1 bravery debuff from spending Aetherquartz instead of your dudes.

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So, Eltharion’s rules make no mention of spells, but the lore says he can take one 🤔

I sense a classic GW editing mishap.

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When someone needs translating I can help with that 👌🏻

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5 minutes ago, Maier666 said:

When someone needs translating I can help with that 👌🏻

Can we get Battalion and Command abilities please?

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So only 2 generic heroes who can take items/traits? That is a little disappointing and to be honest a bit odd. Unless, UNLESS  all characters can take items and traits in Lumineth armies! 

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Posted (edited)

Edit with better translations taken from the Facebook group. 

Great Nation Zaitrec
Shining Mystics: add 1 to the first Spell- Dispell- or Unbindroll of EACH friendly Zaitrec Wizard. Each Zaitrec wizard knows 1 additional spell of his chosen lore.

One of your Zaitrec Wizards has to chose the following Command Trait instead of the normal ones: Quick Learning: Dispell 1 extra spell. Allowed to reroll the second dispell.

First artefact has to be: Feel no Pain 6+, add 2 to the roll if Teclis is on the battlefield

Spell Lore of Zaitrec:
Overwhelming Heat: casting Value 7, choose one enemy unit whole in 24' and visible. Half Move Value of that unit. Roll a die, if it's equal or higher to the save of the unit, it takes W3 MW.
.
.
Great Nation iliatha
Linked Souls: Vanari & Aelementiri units get +2 bravery

Once per phase, when a Vanari unit uses a command ability, chose another vanari in 3', that unit can use the same command ability for free

Command Ability: Use this in Shooting or Combat phase. Choose a Vanari unit with 2 or more model, reroll Hits of 1 until end of phase.

Artefact: Roll a die when the wearer dies. on 1-3 he dies, on 4-6, heal him to full health and ignore further damage that would have to be allocated to him right now.
.
.
Great Nation Syar:
Syar units have 2 Aetherqaurz reserves

Command Ability: double up on aetherqauarz abilities, we know this one from the article

Command Trait: Beginning of combat chose an enemy hero in 6' that can only attack your general this phase. Add to all hit rolls targeting that hero until end of phase

Artefact: Chose a weapon of the bearer. on unmod. 3+ to hit always hits, unmod 3+ to wound always wound and saves of 3- against the weapon always fail.
.
.
Great Nation Ymetrica

Enhance the "hard as stone" ability to ignore rend of -1 and -2 instead of only -1

Command Ability: Use at the end of the combat phase. Chose an Alarith Ymetrica unit that used its Tectonic Force for the first time this phase and is in 18' of a Ymetrica hero. Use Tect. Force again on a different unit.

Command Trait: instead of piling in and attacking chose to do an allmighty swing. choose an enemy unit within 1'. on a 2+ it suffers W3 MW

Artefact: Choose one weapon of the bearer. once per phase add 1 to the damage of an attack with this weapon. bearer also gain Feel no Pain 6+. Bearer MAY ignore spell effects on a 5+.
.
.
Alarith Temple: At the beginning of combat friendly Stoneguard units whole in 12' of a hero from this battalion may chose to change their skin to stone until end of phase. (Re-roll saves, but only pile in 1'.)

Auralan Legion: Lightshields: Reroll saves of 1 if another unit from the battalion is within 3'.

Dawnrider Lance: Lightbeams: Reroll Hits of 1 in Combat if the unit charged this turn.

Teclis' Vanguard: Teclis' Blessing: 6+ FNP if the unit is within your Teritory.

 

Edited by Izotzuhure
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