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Posts posted by undeadheadz
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On 10/13/2022 at 10:30 AM, Tango Trooper said:
Yeah. I've been dicing with windchargers myself. I love the new ward ignores for the windcharger bows. Still not convinced I want to drop from 24 inch range and lore of hysh on the sentinels to 12inch range and no wizards in windchargers though. However, windchargers have a plush movement unlike the sentinels and stoneguard so it could be an excellent counter balance.
I've taken into consideration all of the wild claims on reddit about unit combinations which trash lumineth armies. For the most part the -2 negation to rend from the stoneguard counters a lot of those issues.
The days of suicidal lambent light casters have gone. There weren't high tactics in the sentinels spam. I also ran Alarith Temple Battalion with no sentinels back then.
I was gutted when Alarith Temple Battalion was removed from matched play but the changes to alarith in the newest battletome has put my mind at ease. We can still save stack to +1 for stoneguard but it's not the default play, it's a special case when faced with -3 rend attacks.
The weakness in Alarith Temple Battalion was not the limited movement per say, but, the lack of ranged counter play. Hence why I mixed in sentinels and windchargers instead of a Mountain Spirit as soon as Alarith Temple Battalion was removed from match play.
If your dicing with getting wind chargers do it I thoroughly reccomend it for a fun and different style of play, for the past year I've been playing around with a list something along the lines of 3x 10 wind chargers(previously hunters of hearthland changed to bounty hunters) 2 x 5 Dawn riders, sevireth, cathallar, loreseeker and a windmage, was alot of fun in a helon list, Good against most, hit walls vs things like beastclaws or sons, lots of fun though still
All I've got to say is positioning is vital, even more so now where you can't pop a command ability to run after fighting (goodbye days of using the fox turn 1 like a 48" move yo yo to strike and assassinate a hero, then charge something that won't kill it and retreat back to where it started)
With the ability to negate wards on shooting and the 6" for an additional attack rather than 3" in helon they're definitely worth considering
Disclaimer - painting 30 windchargers is torture, be fully aware of what your getting
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8 minutes ago, Tarogrim said:
I can't remember if you posted your list here but could you do us the favor? I would also love to do a cav only list but the painting scares me quite a bit!
- Army Faction: Lumineth Realm-lords
- Subfaction: Helon
- Grand Strategy: No place for the weak (kill all opponents battleline)
- Triumph: Inspired
LEADERS
Sevireth (345)**
Hurakan Windmage (120)**
- Spells: Guiding Flurries
Scinari Cathallar (110)**
- Artefacts of Power: Silver Wand
- Spells: Total Eclipse
Scinari Loreseeker (170)**
- GeneralCommand trait - skyrace Grand Champion
Artefact metalith dust
- Spells: Lambent Light
BATTLELINE
10x Hurakan Windchargers (310)*
- Windspeaker Seneschal
- Standard Bearer
10x Hurakan Windchargers (310)*
- Windspeaker Seneschal
- Standard Bearer
10x Hurakan Windchargers (310)*
- Standard Bearer
- Windspeaker Seneschal
OTHER
5x Vanari Dawnriders (140)**
- Steedmaster
- Standard Bearer
- Spells: Solar Flare
5x Vanari Dawnriders (140)**
- Standard Bearer
- Steedmaster
- Spells: Speed of Hysh
TERRAIN
1 x Shrine Luminor (0)
CORE BATTALIONS
*bounty hunter** warlord
- MagnificentMay also swap the loreseeker for the Lord Regent or lyrior, but undecided at the moment
TOTAL POINTS: 1955
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On 6/30/2022 at 9:40 PM, readercolin said:
And here I thought that I was making a mistake going for a block of 30 sentinels at once. Or my last round, 20 wardens at once.
You know, when I get to my dawnriders, I'm going to do bricks of 5 at a time...
Got 5 more dawnriders left to paint after the roos are done... but then my fully mounted helon list will be complete
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Am whole heartedly regretting trying to batch paint, 20 wind chargers at once
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16 minutes ago, Moogypies said:
Apart from the fact you've used 6 reinforcement points, yeah 😛
damn forgot about that XD ok two units of 4 and the unit of 30 storm vermin have edited it
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1 hour ago, Skreech Verminking said:
Yeah I had a dimilar idea, yet 30 stormvermins with 2 damage each, seem so much more interesting then 6 rat ogors doing 3 damage per attack.
considering that stormvermins can easily be buffed by a grey seer and a clalwlord with more attacks, that ability on this unit seems so much better
its more interesting but i think the stormvermin would be a softer target, if your against other people fielding bounty hunters every hit that gets through on your stormvermin would be at least two dead rats as the stormvermin are veterans aswell,
or you could combine both possibly and have something like this
leaders - 415pts
Greyseer - 125pts
clawlord - 110pts
master moulder - 90pts
master moulder - 90pts
battleline - 965pts
4x rat ogor - 280pts (bounty hunter)
4x rat ogor - 280pts (bounty hunter)
30 x stormvermin - 405pts (bounty hunter)
Behemoth
Hellpit abomination - 245
other -
stormfiends - 320
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15 hours ago, Cosmicsheep said:
Dammit…. Back to the drawing board 🙄
theres always the option to take two units of 6 rat ogors as a bounty hunter battalion for the lovely 3damage attacks with exploding 6's that can be buffed up to hit and wound on 2's, if you want to turn some rats into bounty hunters
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3 hours ago, martinwolf said:
I love it. No idea how competitive it is, but I'd love to see that on the table. One thing though, you can only take one Bounty Hunter battalion. Ah, and be aware that the +1 damage is only in melee.
Been playing something similar over the past year and generally does pretty well in friendly games, haven't taken it to a tourney yet though because the gold trim is sucking out my soul and I've been putting off finishing it. It can come across difficulties when fighting walls like nurgle or fast/ alpha strike lists like deepkin or stormcast.
Didn't realise you could only have one Bounty Hunter battalion will shift the dawnriders and heroes into a Warlord battalion, and yup realised its only in melee but a unit of 10 windchargers has 30 melee attacks, so 90 attacks across all three units combined with the plus 1 damage that's 180potential damage in melee with an additional 60 at range, they should be able to chew things up quite nicely
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Going to a tourney in Portsmouth 1st weekend in August list I shall be bringing is
- Army Faction: Lumineth Realm-lords
- Subfaction: Helon
- Grand Strategy: No place for the weak (kill all opponents battleline)
- Triumph: Inspired
LEADERS
Sevireth (345)***
Hurakan Windmage (120)***
- Spells: Guiding Flurries
Scinari Cathallar (110)***
- Artefacts of Power: Silver Wand
- Spells: Total Eclipse
Scinari Loreseeker (170)***
- GeneralCommand trait - skyrace Grand Champion
Artefact metalith dust
- Spells: Lambent Light
BATTLELINE
10x Hurakan Windchargers (310)*
- Windspeaker Seneschal
- Standard Bearer
10x Hurakan Windchargers (310)*
- Windspeaker Seneschal
- Standard Bearer
10x Hurakan Windchargers (310)*
- Standard Bearer
- Windspeaker Seneschal
OTHER
5x Vanari Dawnriders (140)**
- Steedmaster
- Standard Bearer
- Spells: Solar Flare
5x Vanari Dawnriders (140)**
- Standard Bearer
- Steedmaster
- Spells: Speed of Hysh
TERRAIN
1 x Shrine Luminor (0)
CORE BATTALIONS
*bounty hunter** bounty hunter
***command entourage
- MagnificentTOTAL POINTS: 1955/2000
Have updated list to allow for point changes and that the scinari loreseeker is no longer unique. And for the new bounty hunter BattalionsGoal for my games will be to use the high speed and +1 damage (plush sheer weight and number of attacks) on the bounty hunter units to roll through the new veteran units.
I won't have any veterans myself so going second could prove difficult as I won't be able to take any objectives they turn off, but hopefully if I hit em fast and hard enough I can remove most battleline options before they can regroup and can then focus on board control and harassing larger models and heroes
Comments and criticisms welcome if anyone can think of tweaks
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On 3/30/2022 at 7:04 AM, woolf said:
the rule is u can only shoot the closest so my answer would be no you cant split. it becomes a question of precision in measuring, ie if u could measure (for sake of argument) on atom lvl, its extremely unlikely they would be equal distance. in practice if they are close enough to be hard to tell, I would offer my opponent to choose which one but not both.
the wording is "can only be picked as the target of a shooting attack if they are the closest target to the attacking model" so if its a unit of 10 models shooting and half are closer to one unit and the other half are closer to a different unit they have to split their attacks and cannot pick one unit over the other as the wording specifies the attacking model.
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trying to work on a list with as many buff's/debuffs as possible here's what I've got to so far
Spoiler- Army Faction: Idoneth Deepkin
- Subfaction: Dhom-Hain
- Grand Strategy: Hold the Line
LEADERS
Akhelian Thrallmaster (110)**
Isharann Soulrender (120)**
- Artefacts of Power: Brain Barnacles
Eidolon of Mathlann Aspect of the Sea (325)**
- General
- Command Traits: Endless Sea Storm
- Artefacts of Power: Bio-shock Shell
- Spells: Arcane Corrasion
Akhelian King (250)**
- Bladed Polearm and Falchion- mount trait: voidchill darkness
Lotann (115)**
BATTLELINE
Namarti Thralls (130)*
Namarti Thralls (260)*
Namarti Reavers (170)**
BEHEMOTH
Akhelian Leviadon (500)-Mount trait – reverberating carapace
TERRAIN
1 x Gloomtide Shipwreck (0)
CORE BATTALIONS
- *Hunters of the Heartlands
- **Warlord
TOTAL POINTS: 1980/2000can anyone think of any tips to tweak this was considering dropping the reavers to take it up to 2 units of 20 thralls but not fully decided yet, list did well against a paladin and annihalator heavy alpha strike stormcast list earlier this week, but its up against nurgle this weekend so could be an interesting test for it
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12 minutes ago, Gaz Taylor said:
Done 😉
thank you
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On 12/28/2021 at 10:45 PM, The Other Shrek said:
Thanks for the ideas. I'm looking at doing Iliatha or Zaitrec. I like Syar's fluff (Elves who actually learn to chill out and make use of their reputation for arrogance?) but I'd like to build up to warp-coke abuse.
I'm planning on starting with the stuff in the starter (picked that up during Corona) and the battleforce plus a Cathallar.
A couple of questions:
In general, when do I want to blob units? With Iliatha, I assume I generally want even numbers of units like Wardens, but with Zaitrec etc, are more wizards better or is the durability of a big squad preferable? (I'm not sure what the value of the trade-offs is. If it helps, I'm coming at this from 40k.)
Is there any reason not to make something battleline if you can? (Does battleline get anything special like 40k objective secured?)
Can you pile into and attack a unit you didn't charge? Like if I charge with Windchargers, pile in 6, can I end up away from the unit I charged in the first place and attacking something behind them?
not sure on the illiatha or zaitrec ideas as have not really delved into them yet.
Theres positives and negatives to having everything as battleline, if everything is battleline you have a better chance of scoring the hold the line grand strategy (but if zaitrec or syar you may be better off with prized sorcery), but everything as battle line also makes it much easier for your target to score broken ranks against you as it gives them alot more options to pick from.
on the wind chargers you can definately do this, one of the good things they have is the ability to, not have to finish a pile in at least as close to the closest unit, which means you can charge and slingshot onto a unit behind (great for avoiding screens), or charge and hop over a unit avoiding the combat altogether to make an attempt at an objective that's being screened off.
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On 4/19/2021 at 7:28 AM, Gaz Taylor said:
Done 😉
hey @Gaz Taylor this thread is quite old but if name changes are still available can you change my name to "undeadheadz"
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On 1/11/2022 at 12:50 PM, Smashin' said:
Personally I think it's best as multiple small units, they are tough as it is and I feel like having the flexibility to spread your units more is important with a low model count. I had one unit of 5 with fleshy abundance counter-charge and tie up 3 units of 10 Lumineth Windchargers soaking 90-ish shots in the shooting phase and surviving.
If a unit of 10 calls to you give it a shot and see how it goes! I used such a unit in the previous edition.
bent... my poor roos 90 shots, 3/3/-1/1 + another 30-40 attacks in melee and couldn't finish a unit of 5 blightkings off XD
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On 8/10/2021 at 5:58 AM, Maogrim said:
Looks certainly fun and like a nightmare for slower, melee-based armies. But you might have a problem against shooting and Mortal wounds, but then again: who doesn't?
Keep in mind that Lyrior's lance won't get the additional shot since he's locked into Ymetrica and can't get the Helon keyword. Furthermore his spell is Greater Power of Hysh. You can't change it to Lambent Light, which also means that you don't have Lambent Light in your army except if you're willing to lose the Blessing on the Cathallar.
After a few months of testing and about 15 games with a tweaked version of this it's definitely got legs, lost 3 of the games (new nurgle mortal list with glottkin, eel heavy idoneth, and obr)
The speed is key swapped lyrior for lord Regent and upgraded fox to sevireth, being able to assassinate artillery by jumping fox behind all the screens and then swarm with roos often ends up with entire army engaged by turn 2, and leaves opponents flustered trying to work out where to put command points,
the problem comes against quick or tanky lists that are able to absorb hits you can still take a few off but you are unable to really take a hit back, so whilst you can get into the backlines and generally cause a nuisance if they absorb the initial charge then you will take a lot of hits back as a 5+ save is barely enough if you are against lists with alot of -1 rend attacks.
current list composition is
Spoiler- Army Faction: Lumineth Realm-lords
- Subfaction: Helon
- Grand Strategy: Hold the Line
LEADERS
Sevireth (345)
Vanari Lord Regent (155)**
- Spells: Lambent Light, artefact Metalith dust, command trait - skyrace grand champion
Hurakan Windmage (120)**
- Spells: Guiding flurries
Scinari Cathallar (145)**
- Artefacts of Power: Silver Wand
- Spells: Total Eclipse
BATTLELINE
10 x Hurukan wind chargers (310)*
10 x Hurukan wind chargers (310)*
10 x Hurukan wind chargers (310)*OTHER
5 x Vanari Dawnriders (140)**
- spells Solar flare
5 x Vanari Dawnriders
- Spells speed of hysh
CORE BATTALIONS
- *Hunters of the Heartlands
- *Warlord for 2nd artefact
TOTAL POINTS: 1975/2000- 2
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Testing a nearly pure alarith list later any tips?
- Army Faction: Lumineth Realm-lords
- Subfaction: Ymetrica
- Grand Strategy: Hold the Line
LEADERS
Avalenor (395)
Alarith Stonemage (130)**
- Spells: Voice of the Mountains
Alarith Stonemage (130)**
- General
- Command Traits: Almighty Blow
- Artefacts of Power: Magmic Hammer
- Spells: Crippling Vertigo
Hurakan Windmage (120)**
- Spells: Transporting Vortex
Scinari Cathallar (145)**
- Artefacts of Power: Silver Wand
- Spells: Speed of Hysh
BATTLELINE
10 x Alarith Stoneguard (240)*
10 x Alarith Stoneguard (240)*
10 x Alarith Stoneguard (240)*
BEHEMOTH
1 x Alarith Spirit of the Mountain (355)
CORE BATTALIONS
- *Hunters of the Heartlands
- **Command Entourage
TOTAL POINTS: 1995/2000
Created with Warhammer Age of Sigmar: The App -
1 hour ago, GlunV said:
thx a lot for this feedback ❤️
i will play the most spells situational with the spellportal. thats why i choose these units for the spells.
do you know what i mean?
i have all the range, once per turn, but i habe the range for the biggest cast
do you think its a good idea now?
no worries,
i know what you mean and its good but it relies a lot on the spellportal going off, if it gets unbound you are left with a lot of shorter ranged spells protection of hysh being wholly within 9" and lambent light being 18" on a unit sitting 30" back which could be problematic.
with the wardens and protection of hysh you also have to think you can only cast it on one of the units once per turn so it may be worth changing one of them to ethereal blessing just to give you another option.
i do like the list though and wish you the best of luck
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42 minutes ago, GlunV said:
Heyho,
i would like to play a 1000pts little tournament in my vity next month.
What do you think about the following list?
Need some Ideas and Help.
Thx a lot.
Allegiance: Lumineth Realm Lords
- Great Nation: Zaitrec
- Mortal Realm: Hysh
- Grand Strategy: Prized Sorcery
- Triumphs: Inspired
Leaders
Vanari Lord Regent (155)*
- General
- Command Trait: Fast Learner
- Artefact: Gift of Celennar
- Extra Spell: Total Eclipse
- Lore of Hysh: Speed of Hysh
Scinari Cathallar (145)*
- Extra Spell: Total Eclipse
- Lore of Hysh: Solar Flare
Battleline
10 x Vanari Auralan Wardens (145)*
- Lore of Hysh: Protection of Hysh
10 x Vanari Auralan Wardens (145)*
- Lore of Hysh: Protection of Hysh
10 x Vanari Auralan Sentinels (150)*
- Lore of Hysh: Lambent Light
5 x Vanari Dawnriders (140)*
- Universal Spell Lore: Levitate
Endless Spells & Invocations
Chronomantic Cogs (45)
Umbral Spellportal (70)
Core Battalions
*Battle Regiment
Total: 995 / 1000
Reinforced Units: 0 / 2
Allies: 0 / 200
Wounds: 51
Drops: 1
Looks good but I would possibly change a couple of the spells around,
solar flare has a fairly short range and is better placed to be on something up front like the wardens or the regent who can ping it forward and try and drop it where it can effect their casters, be aware it does also give the minus 2 to casting onto your units too so if a cathallar is sitting in the middle or holding back and she casts it you could hit your own units with it limiting your casting/unbinding ability, and with its range it will always hit the wizard casting it as you pick a spot within 10" and it has a 12" bubble
ethereal blessing is a great spell to cast from the wardens, as against high rend armies you can just negate the rend entirely making it a flat 50/50 chance of saving it rather then a 2 rend model taking your save to a 6+ and then you need to roll a 5+ ward, and if the wardens cast on the regent he gains a 3+ unrendable save which is the same as eltharion and you could have one unit take that and the other take protection of hysh
with lambent light, lambent would be good on the dawnriders as you can send them forward to tag a unit with lambent light and keep your archers 30" back and give them something like speed of hysh to cast on wardens riders ect to support them, and shoot from safety and fish for the 5-6's for the mortals
end of the day its play what you know well, as you know your army best after playing a few games and know how it would play but my two pence would be to look at the spells in the list as there could be different spells that could work well in different situations
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22 hours ago, Cullen rothery said:Spoiler
played my 1st game with a variation of this list swapping lyrior for a standard lord regent and giving him the helon cmnd trait and artefact and flaming weapon and took the emerald life swarm endless spell, and was vs a mounted slaanesh list
slaanesh turn 1 - failed to cast any spells and charged both of the new demon twins the combat one went into my lord regent on my left flank along with the contorted epitome and the caster twin into my dawnriders on the right flank, followed by a charge by a unit of slickblade seekers into a unit of 10 windchargers, the windchargers unleashed hell, and used their aetherquartz for +1 to hit, and gained the bonus shot for being within 3" of the enemy and got 21 out of 31 shots through, unfortunately my opponent saved poorly and they did 19 wounds to the 20 wound unit of slickblades killing all bar one, after that he got hesitant stopping any other charges.
the combat twin then piled into the lord regent who after popping all out defence and his aetherquartz managed to survive the fight with 2 wounds remaining letting me kill off the contorted epitome with a series of lucky rolls keeping the regent alive and denying my oponent his battle tactic, i then finished off the remaining slickblade and lost three dawnriders to the magic twin, they had three objectives to my 1 and went into lumineth turn 1 with a score of 3-0.
Lumineth turn 1- battle tactic broken ranks (target middle unit of hellstriders)
for spells my regent got flaming weapon off and the dawnriders managed to cast speed of hysh onto the wind spirit, all other spells failed due to the forced reroll on succesful casts from the infernal enrapturess,
movement- the dawn riders retreated away from the caster twin and went to safety and the spirit of the wind hopped over my opponents army ready to shoot the enrapturess in the back lines, the wind chargers went one unit per flank to take objectives and one up the middle to secure broken ranks,
shooting phase - each unit of wind chargers targeted a different unit of hellstriders taking the left and middle units down to 1 model each and the unit on the right flank dropped to 2 models, spirit of the wind shot the infernal enrapturess off the table and then moved at the end of the shooting phase to take on the dread pagent protecting his back objective,
charge phase - charged the lone hellstrider up the middle with the roos to fight the remaining hellstrider and snaked them out to take on the blissbarb seekers the right flank did a similar thing but hit the seekers on the other side of the unit trapping it between them, and the spirit of the wind charged as well.
combat - went first with the middle unit of roos killing the hellstrider for my battle tactic and dealing 7 wounds to the seekers using their aetherquarts to hit on 2's with all attacks, then fought with the lord regent and dealt 7 wounds to the combat slaaneshi twin with my lord regent but it wasnt enough to kill it and he fell in the returning combat, the roos on the right then killed off the remaining 2 hellstriders and another 9 wounds to the seekers dropping them to a single model, with the spirit finishing off the dread pagent,
battleshock the remaining hellstrider and seeker ran leaving my opponent with both twins and nothing else
this ended the urn with me in control of all objectives with a score of 3-5 to the lumineth, I then won the roll for the double turn and my opponent conceded,
end game conclusion - it was a fast paced game with alot going on very quickly, the dice gods were definately in my favour and were shunning my opponent, coupled with a lot of -1 rend shots from the roos into 5+ save models led to them dropping very quickly, it was definately a good tester with this list but will be interesting to see how it handles a more tanky army such as seraphon thunder lizard or an eel based idoneth list.
next game with this list arranged vs a mixed skaventide list on Wednesday curious how the roos will fare vs the rats
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On 8/10/2021 at 12:06 AM, Cullen rothery said:Spoiler
Idea for a Helon list, anyone got any suggestions or tweaks they think it may need
Allegiance: Lumineth Realm Lords
- Great Nation: Helon
- Grand Strategy: Hold the Line
- Triumphs:
Leaders
Hurakan Windmage (120)**
- General
- Command Trait: Skyrace Grand Champion
- Artefact: Metalith Dust
- Lore of the Winds: Transporting Vortex
Scinari Cathallar (145)**
- Lore of Hysh: Ethereal Blessing
Lyrior Uthralle, Warden of Ymetrica (215)**
- Lore of Hysh: Lambent Light
Battleline
10 x Hurakan Windchargers (310)*
10 x Hurakan Windchargers (310)*
10 x Hurakan Windchargers (310)*
Units
5 x Vanari Dawnriders (140)**
- Spell1: Lore of Hysh: Speed of Hysh
5 x Vanari Dawnriders (140)**
- Spell1: lore of hysh; Lambent light
1 x Hurakan Spirit of the Wind (265)**
Endless Spells & Invocations
Chronomantic Cogs (45)
Core Battalions
*Hunters of the Heartlands
**Warlord
Total: 2000 / 2000
Reinforced Units: 3 / 4
Wounds: 106
Drops: 9opponents list was
heroes
combat slaanesh twin
caster slaanesh demon twin (i forget the names)
contorted epitome (mirror demon)
infernal enrapturess (harp)
battle line
5 x hellstriders
5 x hellstriders
5 x hellstriders
other
5 x slickblade seekers
5 x blissbarb seekers
4 x dread pagent
endless spell
slaanesh mirror spell
played my 1st game with a variation of this list swapping lyrior for a standard lord regent and giving him the helon cmnd trait and artefact and flaming weapon and took the emerald life swarm endless spell, and was vs a mounted slaanesh list
slaanesh turn 1 - failed to cast any spells and charged both of the new demon twins the combat one went into my lord regent on my left flank along with the contorted epitome and the caster twin into my dawnriders on the right flank, followed by a charge by a unit of slickblade seekers into a unit of 10 windchargers, the windchargers unleashed hell, and used their aetherquartz for +1 to hit, and gained the bonus shot for being within 3" of the enemy and got 21 out of 31 shots through, unfortunately my opponent saved poorly and they did 19 wounds to the 20 wound unit of slickblades killing all bar one, after that he got hesitant stopping any other charges.
the combat twin then piled into the lord regent who after popping all out defence and his aetherquartz managed to survive the fight with 2 wounds remaining letting me kill off the contorted epitome with a series of lucky rolls keeping the regent alive and denying my oponent his battle tactic, i then finished off the remaining slickblade and lost three dawnriders to the magic twin, they had three objectives to my 1 and went into lumineth turn 1 with a score of 3-0.
Lumineth turn 1- battle tactic broken ranks (target middle unit of hellstriders)
for spells my regent got flaming weapon off and the dawnriders managed to cast speed of hysh onto the wind spirit, all other spells failed due to the forced reroll on succesful casts from the infernal enrapturess,
movement- the dawn riders retreated away from the caster twin and went to safety and the spirit of the wind hopped over my opponents army ready to shoot the enrapturess in the back lines, the wind chargers went one unit per flank to take objectives and one up the middle to secure broken ranks,
shooting phase - each unit of wind chargers targeted a different unit of hellstriders taking the left and middle units down to 1 model each and the unit on the right flank dropped to 2 models, spirit of the wind shot the infernal enrapturess off the table and then moved at the end of the shooting phase to take on the dread pagent protecting his back objective,
charge phase - charged the lone hellstrider up the middle with the roos to fight the remaining hellstrider and snaked them out to take on the blissbarb seekers the right flank did a similar thing but hit the seekers on the other side of the unit trapping it between them, and the spirit of the wind charged as well.
combat - went first with the middle unit of roos killing the hellstrider for my battle tactic and dealing 7 wounds to the seekers using their aetherquarts to hit on 2's with all attacks, then fought with the lord regent and dealt 7 wounds to the combat slaaneshi twin with my lord regent but it wasnt enough to kill it and he fell in the returning combat, the roos on the right then killed off the remaining 2 hellstriders and another 9 wounds to the seekers dropping them to a single model, with the spirit finishing off the dread pagent,
battleshock the remaining hellstrider and seeker ran leaving my opponent with both twins and nothing else
this ended the urn with me in control of all objectives with a score of 3-5 to the lumineth, I then won the roll for the double turn and my opponent conceded,
end game conclusion - it was a fast paced game with alot going on very quickly, the dice gods were definately in my favour and were shunning my opponent, coupled with a lot of -1 rend shots from the roos into 5+ save models led to them dropping very quickly, it was definately a good tester with this list but will be interesting to see how it handles a more tanky army such as seraphon thunder lizard or an eel based idoneth list.
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On 8/27/2021 at 10:55 PM, Aelfric said:
That's a shame. That leaves Teclis or Mountain Spirits then I suppose for Monster options. We may get more in the future, but that won't be any time soon.
You could always use the spell that makes a unit into a monster on something like eltharion and let him use monstrous rampage abilities
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On 8/15/2021 at 1:49 PM, Aelfric said:
Yes, no more gold trim for a while, that'll be a relief. When I return to Lumineth, the trim will have become a distant memory.
until you suddenly remember why you put them down XD
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On 8/11/2021 at 1:21 AM, Aelfric said:
The Roos have taken me quite a while, I have to say. I think I need to take a break from painting Aelves after them and switch to something a little less exacting - like some of my Kruelboyz waiting to join the Waaagh. Paint up some of them and then return to LRL with more motivation. I need to change it up occasionally to keep it fun.
Been doing something similar and bouncing between ogors and lumineth, the gold trim on the lumineth is exhausting XD
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AoS3 - Lumineth Realm-lords Discussion
in Lumineth Realm-Lords
Posted
Had a thought of a illiatha based list with a ton of bladelords, any thoughts or tips on how to improve it?
- Army Faction: Lumineth Realm-lords
- Subfaction: Iliatha
LEADERS
Vanari Lord Regent (170)
Ellania and Ellathor (260)*
- Spells: Protection of Hysh
Scinari Cathallar (110)*
- Spells: Total Eclipse
Scinari Enlightener (170)*
- General
- Command Traits: Loremaster
- Artefacts of Power: Silver Wand
- Spells: Etheral Blessings, Overwhelming Heat, Protection of Hysh
BATTLELINE
Vanari Bladelords (260)*
- Bladelord Seneschal
Vanari Bladelords (260)**
- Bladelord Seneschal
Vanari Bladelords (260)**
- Bladelord Seneschal
ARTILLERY
Vanari Starshard Ballistas (130)*
OTHER
Vanari Auralan Sentinels (300)*
- High Sentinel
- Spells: Speed of Hysh
ENDLESS SPELLS & INVOCATIONS
1 x Hyshian Twinstones (50)
CORE BATTALIONS
*Battle Regiment
**Bounty Hunters
TOTAL POINTS: 1970/2000