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Benalow

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  1. I got two lists I was tinkering around with: Allegiance: Lumineth Realm Lords - Great Nation: Zaitrec Leaders Scinari Cathallar (140) - General - Command Trait: Fast Learner - Artefact: Gift of Celennar - Lore of Hysh: Speed of Hysh -Lore of Hysh: Total Eclipse Battleline 20 x Vanari Auralan Wardens (240) 20 x Vanari Auralan Wardens (240) 10 x Vanari Auralan Sentinels (140) 10 x Vanari Auralan Sentinels (140) Units 5 x Vanari Dawnriders (130) Battalions Auralan Legion (120) Endless Spells / Terrain / CPs Hyshian Twinstones (30) Emerald Lifeswarm (50) Total: 1230 / 1250 Extra Command Points: 1 Allies: 0 / 200 Wounds: 75 This would be the run of the mill Vanari to start me off. A simple two-drop, the idea is to increase my movement and limit theirs. Twinstones will help with that and making sure that Overwhelming Heat goes off against chaff that will be a pain to remove off key objectives. Allegiance: Lumineth Realm Lords - Great Nation: Ymetrica Alarith Stonemage (130) - General - Command Trait: Almighty Blow - Artefact: Mountain's Gift - Lore of the High Peaks: Crippling Vertigo 10 x Alarith Stoneguard (200) - Diamondpick Hammers 10 x Alarith Stoneguard (200) - Diamondpick Hammers 5 x Vanari Dawnriders (130) 5 x Vanari Dawnriders (130) Alarith Spirit of the Mountain (340) Alarith Temple (120) Total: 1250 / 1250 Extra Command Points: 1 Allies: 0 / 200 Wounds: 77 This is a Alarith list, I'm not sure about how viable a pure Alarith list is, but I think it would be pretty fun to test out. Got some Dawnriders, to try and snipe objectives, being that Alarith move slow af.
  2. Newcomer to the forums! Saw all the hype and I'm really looking forward to these guys, currently I play Sylvaneth, and mostly just play with my brother who is Nighthaunt, but he is going to go OSR and I'm going for LRL for my second army. Even though I haven't played in a tournament yet, I do like competitive builds, and the tactics involved. Now that that's out of the way my initial thoughts about the LRL are: 1. Really dependent on the Hero Phase. If Teclis is in the army it is unlikely an opponent will field something that can reliably get an 11 to unbind, 4 times, and assuming there isn't anything else they wish to attempt to unbind. On paper it looks like even Slann are going to have an issue, and that spell that requires 2 CP instead of 1, I feel almost shuts down Seraphon. 2. Zaitrec battleline get the Overwhelming Heat spell as they are considered wizards, + Power of Hysh, and get +1 for that first spell. Which makes for a nasty combo, while the wizard heroes get an additional spell, again with the same +1 at minimum. 3. Getting to objectives is going to be difficult. The slow movement coupled with Shining Company is really going to slow down the army, even with the spell that gives double movement, so it leads me to think having a couple units of Stoneguard with their Tectonic Force trait will be key to pushing off horde or sticky battleline off objectives that you couldn't get to fast enough. 4. Sentinels in a group of at least 20+ can snipe off a single Mortek Crawler first round if buffed correctly, of course dice are dice, but it's possible. 5. Last initial thought for now is that it is imperative to go first. I firmly think having a 3 drop maximum will be the key here against armies that can alpha strike OR have nasty artillery that can snipe/bracket Teclis early on. I'm gonna fiddle around with some lists with the different Nations, but all of them look awesome and viable/fun to play!
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