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Falkman

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Posts posted by Falkman

  1. 16 minutes ago, Chumphammer said:

    Unless you go spell portal and Teclis damage spell. that can hurt but I dont know I if i wanna be "that guys" lol

    Do we know all the battalions yet (ie what they require and what they do)

    Toying with a fast strike list using Eels as Teclis shields lol

    Teclis: 660
    3 x 10 Sentinals: 420
    10 Dawn Riders: 260
    10 Dawn Riders: 260
    3 Ishlaen Guard: 140
    3 Ishlaen Guard: 140
    120pts spare

    other list I am rethinking, as if I am going to have 3 drops then I want some speed in there. Plus we have a spell that can slow units. So maybe:

    Zaitrec
    Teclis: 660
    Scinari Cathallar: 140
    20 Wardens: 240
    20 Wardens: 240
    10 Dawnriders: 260
    10 Sentinels: 140
    10 Sentinels: 140
    Auralan Legion: 120

    leaves 60pts for an endless spell


    And finally my in your face idea:

    Gortek: 520
    Eltharion: 220

    3 x 10 Sentinals: 420
    30 Wardens: 240 
    10 Dawn Riders: 260
    10 Dawn Riders: 260
    80pts for something 

    Both the first and the last of those lists are illegal since they are lacking in battleline. Remember only Wardens are battleline baseline, and then for each Warden unit you take another unit of Sentinels or Dawnriders will also count as battleline.

  2. 4 minutes ago, Arentius said:

    i'm fairly new to AoS proper but i'm confused as to why so many people seem to think you can only get Shining company upon setup?

    The rule doesn't state "if the unit is set up base to base get shining company" it states "After set up, when models are touching base with 2 other models get shining company" Any turn during the game is "after set up", why can i not Turn 1 be shining, turn 2 move and charge, turn 3 move back base to base to get shining company. It is still after set up?

    Am i just being dim?

    You seem to intentionally misunderstand the rule, yes. First of all it doesn’t say ”After set up, when models are touching base with 2 other models get shining company”. It says ”after set up[..] if the base of each model[..]then that unit becomes a shining company.”

    it then also clearly state that you lose the bonus as soon as you move out of formation.

    While you are technically correct that the entire game takes place after set up, the ”after set up” in the rule is clearly a trigger for when they gain the rule, not something meant to say ”hey this applies for the entire game” because if the rule was meant to work anytime you moved into base contact it would have said that, not used this overly complicated writing instead.

  3. 11 minutes ago, Tiberius501 said:

    So 2 more questions and then I’ll (try to) stop being annoying haha.

    1) Is it going to be easy enough to get all 10 Dawnriders to get within 2” of the enemy, or is it better to use them in units of 5?

    2) Do we have some ways of keeping our Stonemages alive?

    This is 2” melee range for a cavalry model in the second rank. So it’s technically doable but I think it will be hard to consistently fight in two ranks as cavalry.

    621CD2AD-C899-43A9-9163-5482E3AFCD15.jpeg

    • Thanks 1
  4. 22 minutes ago, Tiberius501 said:

    You can charge, you just break the shining company cohesion and lose the affects, from my understanding. I’m mainly unsure on whether you can return to the formation or if once broken it can never take affect again.

    As long as you are in formation you cannot charge at all. So you have to move out of it in the movement phase if you plan on charging.

    • Thanks 1
  5. 25 minutes ago, ArchaicArc said:

    So, can wardens drop the shining company and charge in the same turn. For example, they march up under fire, turn 1, in shining formation. Turn 2, I need a charge, can I drop the shining company and then move/charge normally? Or would I have to spend turn 2 moving out of the shining company formation and then charge on turn 3?

    You would have to move out of company formation in the turn 2 movement phase to be able to then charge in the turn 2 charge phase.

  6. 8 minutes ago, Acid_Nine said:

    See the thing I just dont understand is this. What Vanari units can use command abilities? From what I have seen there are no vanari heroes that can do it. Do you just pick one and let it go for Iliatha?

    That’s pretty much how all command abilities work? The rulebook says you need heroes in your army to use CAs, but it doesn’t say that the heroes are the ones actually using them. The regular three in the core book all seem to be used by the units themselves, they just need a hero nearby.

  7. 27 minutes ago, swarmofseals said:

    Do we know this for sure? Almost every other "wizard unit" in the game has a stipulation that it can only cast the spell on its warscroll, and in compensation that spell can be cast by any number of units.

    The page with the spell lore mentions that the units can pick spells from the lore, so seems pretty clear. It could be an editing mistake I guess.

  8. 1 hour ago, swarmofseals said:

    I don't think this will play out the way you think it will. Lumineth have a lot of wizards, but outside of Teclis they are mostly unremarkable in their cast ability and are mostly just self-buffing. Any enemy army with significant unbinding power will be able to stop non-Teclis casters a lot of the time.

    The units have a self-buffing spell sure, but they can also pick a spell each from the spell lore as well so I think you will have a very flexible army when it comes to spell casting, and will be able to overcome most magic defenses simply through the sheer amount of spells you will be casting each turn. Attempting 7-8 spells per turn seems very doable, and that’s not counting Teclis.

    • Like 1
  9. 43 minutes ago, relic456 said:

     Okay here we go. I don't know German and I did this just with Google Translate so I'm sure there are some errors and the formatting is pretty sloppy but you get the gist. If something isn't clear let me know and I'll see if I can clarify.

      Reveal hidden contents

    UNITS

    Vanari Wardens (120 for 10, max 30)

    -Start of combat, unit champion does D3 MW to enemy unit within 3" on a 2+
    -6s to hit do a MW instead
    -If you attack something that's already attacked this turn, you get +1 wound and +1 rend
    -Spell: MWs on 5+ instead of 6

    Alarith Spirit of the Mountain (340)

    -Missing the warscroll, if you have it send it to me

    Alarith Stonemage (130)

    -At the start of the combat phase, you can say this model takes the Stonemage Stance. If you do, this model and ALARITH STONEGUARD units within 12" cannot pile in and gain +1 Rend. 
    -Gravitational Diversion: Casts on 5. Caster can fly until next hero phase. 1 enemy unit within 18" takes 1 MW, can't fly, and has halved movement until next hero phase. 

    Scinari Cathallar (140)

    -Missing the warscroll, if you have it send it to me

    Light of Eltharion (220)

    -Pick 1 enemy Hero within 3" of this model at the start of the combat phase. Add 1 to the Damage of the Celennari-Klinge for attacks against that hero
    -+1 to wound with Krallenschwert des Eltharion if he charged. Also unmodified 6s to hit deal 1 MW in addition. 
    - In the shooting phase, choose an enemy unit within 18" and roll a dice. 1, nothing happens; 2-4, deal D3 MWs; 5+ deal D6 MWs
    -Ignore save modifiers and half damage from ranged and melee attacks.
    -Ignore negative hit modifiers. Unmodified hits of 6 deal two hits.
    -Command Ability: Friendly units wholly within 24" of this model have bravery 10.

    Teclis (660)

    -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.
    -Celennars 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
    -Friendly units in Celennar's aura ignore spells on a 4+ and an enemy within 18" takes D3 MW.
    -Spell 1: 10 to cast. 5+ FNP within 18", can't be cast same turn as Hysh Protection.
    -Spell 2: 10 to cast. Roll a dice for each enemy unit within 18" and visible. 1, nothing happens; 2-4 D3 MW, 5+ D6 MW

    Avalenor (360)

    -If this model doesn't pile in (or charge?), +1 Attack
    -6s to hit with hammer do 1 MW in addition
    -At the end of your hero phase, pick a Hero within 6". If that Hero is still within 6" at the start of your next hero phase, it can use a command ability without costing a CP
    - -1 to hit for enemies within Hysh Watcher aura
    -Treat this model as having suffered 0 wounds if within 12" of a Stonemage
    -CA: Choose D3 Alarith-Aelf units wholly within 24". +1 Attack, can't benefit from this and Faith of the Mountains in the same phase.

    Alarith Stoneguard (100 for 5, max 15)

    -Standard Bearer: RR BS tests
    -Unmodified 6 to hit with regular weapons deal 1 extra Damage
    -Unmodified 6 to hit deal 1 MW instead
    -RR hits with Stratumhammer

    Vanari Sentinels (10 for 140, max 20)

    -Can pick an enemy unit within 30" of the unit champion that isn't visibble, can attack as if they were visible with the long range profile.
    -Two attack profiles 
    -Unmodified 6+ to hit does 1 MW instead, 5+ with spell 
    -Wizard if they have the unit champion and 5+ models

    Dawnriders (130 for 5, max 20)

    -Standard bearer lets you RR Battleshock tests
    -Start of combat, can choose to either +1 Attack but only attack non-mounted units with 1 or 2 wounds, or add 2 but can only target unmounted units with a wound value of 1. 
    -+1 wound and +1 rend on charge

     

    BATTALIONS

    Alarith-Temple (120)

    -1xAvalenor or Alarith Spirit of the Mountain, 1xAlarith Stonemage, 1-3xAlarith Stoneguard

    -STONEGUARD units wholly within 12" of a hero from the same ability can reroll saves but can only move (pile in?) 1"

    Auralan-Legion (120)

    -1xScinari Cathalar, 2-4xVanari Auralan Sentinels with an equal amount of Vanari Auralan Wardens

    -Units within 3" of another unit in this battallion can RR saves of 1

    Dawnrider-Lance (120)

    -2-3xVanari Dawnriders

    -RR 1s to hit on the charge

     

    ALLEGIANCE ABILITIES

    Aetherquartz Abilities

    -+1 Save when chosen as an attack target
    -+1 to hit when chosen to fight
    -+1 or reroll cast
    -Cast an extra spell

    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 it's Bravery by 1 for the rest of the battle. An enemy unit can't be affected by this more than once per battle.

    Superior Reactions

    -When you pick a unit to fight, you can pick two and resolve them in any order (only works during the combat phase, not at start or end of combat phase)

     

    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.

    Sparkling Light: Casts on 5. Pick an enemy unit within 18", you can reroll missile weapon attacks against that unit until your next hero phase.

    Heavenly Blessing: Casts on 6. Give Ethereal to a friendly unit within 18"

    Total Darkness: 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'.

     

    LORE OF THE MOUNTAINS

    Relentless Calm: Casts on 4. Unit wholly within 18' doesn't have to take BS tests.

    Paralyzing Dizziness: 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 (?) move. 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 Divide: 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

    Bury: 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. 

    Stone Attack: 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.

     

    GRAND NATIONS

    ZAITREC

    -First cast, unbind, or dispel each hero phase gets +1 and each wizard knows an additional spell
    -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

     

    ILIATHA

    -Connected Souls: +2 Bravery
    -Acting with Courage: After a unit uses a command ability, you can choose a friendly unit within 3" of that one. If you do, that unit can also use that command ability without spending a CP. once per phase.
    -
    Command Ability: Used in shooting or comat ph ase. Pick a friendly unit with at least 2 models, they can RR 1s to hit.
    -Artefact: When the bearer dies, roll a dice. on a 4+ heal them back to full. 

    (No mandatory command trait)

    SYAR

    -Units start with 2 Aetherquartz instead of 1
    -Command Ability: Friendly unit wholly within 18" of a hero can use 1 of its Aetherquartz
    -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: Unmodified 3+ hits always hits, Unmodified 3+ wounds always wound, and unmodified 3s to save always fail.

     

    YMETRICA

    -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 unti within 1" and deal D3 MW on a 2+.
    -Artefact: +1 Attack to chosen weapon, 6+ Shrug, and 5+ Spell ignore


     

    The Scinari and mountain cow is posted on the previous page.

    Also I think you got the Wardens wrong, they get +1 to wound and rend when they attack something that charged the same turn, not if it has already fought. Angriffsbewegung means charge move.

  10. 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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