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John Edwards

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32 Lord Celestant

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  1. I've not played any games with my Lumineth yet due to covid keeping my local group apart, nor does my group have any Skaven players, so what I say is 100% theory rather than practice. However... What kind of game are you playing? When I first introduce someone to Age of Sigmar I start with Core Rules + Warscrolls only, Open Play and a simple battleplan. Thereafter we ramp up the complexity by adding in our Battletomes and later Matched Play from the General's Handbook 2020. My advice: Winning in Age of Sigmar is more about playing the battleplan than straight up killing the ene
  2. I'm in the same boat. BR: Teclis looks like it has everything, but there may be more oversights like the Lore of Hysh one I pointed out.
  3. Can someone confirm that the Lore of Hysh is supposed to be available to all Scinari Wizards and not just Cathallars? I have the original LRL battletome, BR:Teclis and the FAQ, which don't clear this up.
  4. Ignore me https://www.warhammer-community.com/2021/03/23/find-out-what-makes-the-hurakan-faster-than-a-speeding-arrow/ I understand now.
  5. Can you explain how the Hurakan Spirit of the Wind does this? I've read the warscroll and I don't understand. Into the Gale will reduce pile-in to 1". Got it. Spirit of the Wind allows for a normal move (can retreat, can't run) after shooting. As this is a normal move, doesn't that mean I have to finish the move >3" away? While I can charge again in the same turn, perhaps repositioning to reduce the number of attacks I receive, I don't see how these rules in combination with the core rules allow a 2.9" pile out, thereby locking a unit in some sort of slow-motion pile-in chase acr
  6. Required may be overstating it, depending on what kind of player you are. The warscrolls get published as PDFs, the points and "battleline if x as general" via Warscroll Builder. If you don't pick up the new book you are probably missing out on Hurakan traits/artefacts, maybe a new spell lore, in terms of generic Lumineth rules. The rest is likely story and campaign rules.
  7. https://www.warhammer-community.com/2020/07/22/lumineth-realm-lords-our-models/
  8. https://www.etsy.com/uk/listing/838714461/elven-obelisk-on-floating-rocks-base
  9. Perhaps something like: Teclis 660 Cathallar 140 General, Gift of Celennar, Overwhelming Heat, Ethereal Blessing, Solar Flare Wardens x10 120 Battleline, Overwhelming Heat, Ethereal Blessing Dawnriders x5 130 Battleline*, Overwhelming Heat, Speed of Hysh Dawnriders x5 130 Overwhelming Heat, Speed of Hysh Rune of Petrification 70 Zaitrec 1250 Zaitrec selected for synergy with Gift of Celennar and Aura of Celennar. I think Teclis leaves you short of units at this game size, taking and holding objectives may be difficult. My work in progress list without Teclis for comparison:
  10. No. Every wizard can cast based on the number of casting attempts on their warscroll. No shared dice pool. In matched play, you can only attempt to cast a particular spell once per hero phase unless explicitly stated otherwise, as is the case for Power of Hysh.
  11. Yes. I imagined that may be useful for a situation where I have lost shining company anyway, e.g. I have had the units run to occupy an objective.
  12. I'm interested in the thinking around unit sizes of 20 for wardens. I assume this is to maintain Shining Company. I was actually thinking of running two units of 10 that would normally move around the board together much like a single unit. That way you gain another wizard to help powerup twin-stones and an extra one off 1d3 mortal wounds. Given the 3" range I can deploy them like this, using Lightning Reactions to have them attack together: ooooo ooooo ooooo ooooo Or like this, with the front unit potentially Ethereal while the rear is out of range of most opponents. R
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