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Made in us
Regular Dakkanaut




It does specify the Pikes but the Power of Hysh also specifies it's just To Hit, so i'd imagine the Archers are as well else it won't work?
   
Made in us
Owns Whole Set of Skullz Techpriests






Right behind you.

Remember that all of the units are Wizards. Each has access to a spell bolstering their Sunmetal Weapons.

This message was edited 2 times. Last update was at 2020/06/18 17:50:37


 
   
Made in us
Regular Dakkanaut




Again.. check the image I linked, it too says Power of Hysh...
   
Made in us
Lieutenant General






Florence, KY

tneva82 wrote:
 Ghaz wrote:
tneva82 wrote:
 Ghaz wrote:
 Alpharius wrote:
I'm loving the look and feel of the Lumineth stuff so far but...is it really only 4 units in the book?

No. There's at least four or five more units that are not in the box that should be in the battletome.

Spoiler:


Well 4 units,. 1 monster, couple heroes.


Six more units. Teclis plus the following five units to be added to the three in the army set...

Spoiler:










Eeh did you even read what i wrote?

Yes. You randomly deciding that Heroes and Monsters are somehow not still units (when they are).

'It is a source of constant consternation that my opponents
cannot correlate their innate inferiority with their inevitable
defeat. It would seem that stupidity is as eternal as war.'

- Nemesor Zahndrekh of the Sautekh Dynasty
Overlord of the Crownworld of Gidrim
 
   
Made in us
Owns Whole Set of Skullz Techpriests






Right behind you.

GenRifDrake wrote:
Again.. check the image I linked, it too says Power of Hysh...

Yes, and I removed that bit because I'm not going to go through translating every little bit of the datasheet to make sure it's exactly the same for both.
   
Made in us
Regular Dakkanaut




That is fair enough, but it seems plausible to me that there is just one Power of Hysh, else it's gonna be very confusing going "i'm doing Power of Hysh! No not that Power of Hysh, that's the Warden Power of Hysh, this is the Sentinels Power of Hysh, it does To Wounds instead of To Hits" etc. So I think it's fair to assume there is just the one, and extrapolating from that, they will be on To Hit rolls and not To Wound rolls.
   
Made in fr
Fresh-Faced New User




All the rules are here (if you speak german) : https://war-of-sigmar.herokuapp.com/socials/age-of-sigmar-lumineth-rumour-roundup#rules

+few traduction in the comment

This message was edited 1 time. Last update was at 2020/06/18 19:24:34


 
   
Made in us
Insect-Infested Nurgle Chaos Lord






The article specified that it is the Vanari units which have Sunmetal Weapons & are wizards. The pikes, bows, and cavalry.

Consider; Games Workshop rules not so much games but as toolboxes for players to craft an experience from, and open/narrative/matched play just examples of how things can be put together. 
   
Made in us
Owns Whole Set of Skullz Techpriests






Right behind you.

The box is 470 points, by the by, unless there's something we are not accounting for(which is possible).
   
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Death-Dealing Ultramarine Devastator




 Earth127 wrote:
this feels like it's half of the lumineth they have planned but they're saving up scultping the rest untill a later date. Looking at you Tyrion.

How many kits did the Ossiarch start with?



There is a lot of mentions in a number of articles we’ve had about Tyrion and Tyrion’s military skill and martial might. But then no Tyrion! I’d love to see him with more models linked to other aspects. I’d also love to see a new imagined Malhandir to perhaps as some sort of AoS Pegasus type unit that the cavalry unit venerates.

However I will be getting this range as soon as I can and will get other stuff when it’s out

 
   
Made in us
Owns Whole Set of Skullz Techpriests






Right behind you.

Teclis is, apparently, the one behind the Aelementiri and seems to be more closely linked to that setup:
Temples were founded to the aelementiri – the elemental spirits of the Hysh – based around tenets of humility and self-sacrifice.


Tyrion seems to be more closely linked to the Vanari, which are the Wardens, Dawnriders, and Sentinels(Pikes, cavalry, bows).

Hopefully we'll see Tyrion come out as we draw closer to Slaanesh actually being free again.
   
Made in us
Regular Dakkanaut




No wolves on Fenris wrote:
 Earth127 wrote:
this feels like it's half of the lumineth they have planned but they're saving up scultping the rest untill a later date. Looking at you Tyrion.

How many kits did the Ossiarch start with?



There is a lot of mentions in a number of articles we’ve had about Tyrion and Tyrion’s military skill and martial might. But then no Tyrion! I’d love to see him with more models linked to other aspects. I’d also love to see a new imagined Malhandir to perhaps as some sort of AoS Pegasus type unit that the cavalry unit venerates.

However I will be getting this range as soon as I can and will get other stuff when it’s out


There is evidence imo that this is only half of the Lumineth people, with a focus on Teclis. It is stated there are 8 Lumineth nations and while they all revere Tyrion and Telcis, there is bias towards one of the two in each nation. Syar, Iliatha, Ymetrica and Zaitrec are stated as the Teclian nations, and low and behold, they are the 4 sub factions in the book. I am REALLY hoping, one or two years from now, will get a 2nd Lumineth launch/wave, that will have Tyrion and bring with it units from the other Spirit Temples to Wind, Zenith and River, with Oultrai, Aurathrai, Helon and Alumnia as it's 4 sub factions being the other 4 nations of the Lumineth.

This message was edited 3 times. Last update was at 2020/06/18 21:07:28


 
   
Made in ca
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The World Killer.




The best State-Texas

Here is a translation:

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 charged this turn, you get +1 wound and +1 rend
-Spell: MWs on 5+ instead of 6

Alarith Spirit of the Mountain (340)

- At the start of the combat phase, if this model didn't charge, gain +1 Attack until your next movement phase
-At the end of your hero phase, choose a LUMINETH hero within 3". If that hero is within 3" at the beginning of your next hero phase, it can use a command ability without spending a CP
-At the start of the enemy shooting phase, and any melee phase, pick 1 enemy unit with range of this ability. That unit is -1 to hit until the end of that phase. Doesn't stack.
-If this model is within 12" of a friendly STONEMAGE, you can treat this model has having suffered 0 wounds when you reference its damage table
-Command Ability:Start of combat phase, +1 Attack to a ALARITH-AELF unit wholly within 18", doesn't stack and doesn't stack with Avalenor's CA.

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)

-Start of the battleshock phase, pick 1 LUMINETH unit wholly within 18" and roll a die. 2+, you don't make a BS test for that unit. If at least one model from the chosen unit was slain this turn, you can pick 1 enemy unit within 18" which has to do a BS test, adding the number of models from the friendly unit to that roll.
-Darkness of the Soul: Casts on 7. Pick 1 enemy within 18" and visible to the caster, roll 2d6 each time that unit attempts a normal move, charge, or pile-in. If the result is higher than that unit's Bravery, that unit can't complete that action.

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 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


4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+ 
   
Made in es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

So has GW abandoned horde discount? Like with Slaves to Darkness.


I mean. Why can't you be a LITTLE consistent GW? just a little please.

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in us
Regular Dakkanaut




I suppose it had been clear for a while, but I am disappointed there are so few units and the only non wizard characters are special characters or monsters. This looks like the AdMech release again. Seems pretty clear there will be additional units in a year or so unless this tanks
   
Made in us
Insect-Infested Nurgle Chaos Lord






Hm, I can see a number of potential balance concerns that dial back my hopes for the quality of this battletome. That said, quite a lot of the rules design remains great and there is nothing I see which changes that.

Consider; Games Workshop rules not so much games but as toolboxes for players to craft an experience from, and open/narrative/matched play just examples of how things can be put together. 
   
Made in jp
Fresh-Faced New User




May be we'll see another round of Hedonites next year with mortals then
Tyrion's Lumineths to help kick them out (again) from the 10 paradises of Hysh...

Could be an interesting narrative for a book like they did with Archaon Vs Ossiarchs.

Just my opinion/wishes of course, nothing facted...
   
Made in gb
Multispectral Hsien





Gosport, UK

Some of the alt schemes (I think there’s 4 sub factions so with the main one that’s all of them)





   
Made in si
Steady Stonecleaver







So is this the most anemic new army release since Fyreslayers?

1 mono build cav box
1 dual build infantry
1 mono build infantry
1 monster
1 hero on monster
some blisters

And they can't even ally with... whatever it is the High Elves are called now?

Posters on ignore list: 33

40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in gb
Dakka Veteran





 lord_blackfang wrote:
So is this the most anemic new army release since Fyreslayers?

1 mono build cav box
1 dual build infantry
1 mono build infantry
1 monster
1 hero on monster
some blisters

And they can't even ally with... whatever it is the High Elves are called now?



Battle cattle is dual build.
You have spear men and archers.
By “Some blisters” you mean multiple characters?
Endless spells

Easy to play things down I guess.

Also easy to forget that ironjawz also got next to nothing on release.

It’s almost as if new factions don’t get released with endless sets for AoS.
   
Made in us
Regular Dakkanaut




 lord_blackfang wrote:
So is this the most anemic new army release since Fyreslayers?

1 mono build cav box
1 dual build infantry
1 mono build infantry
1 monster
1 hero on monster
some blisters

And they can't even ally with... whatever it is the High Elves are called now?


There is 2 Mono build infantry, Wardens and Sentinels are two different kits, one being archers, one being spearmen and beyond that 3 blister characters yea. As i've said else where, I am pretty sure the Lumineth are going to get a second wave launch, it probably won't be for a year or two, but there is evidence in the lore from what we know of them that this is one side of their coin. It kinda sucks that we're probably knowing GW release cycles gonna have to wait a year or two to get second half, but i'm rather convinced such is coming.
   
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Unmaker, Scion of Tzeentch





Southern New Hampshire

 lord_blackfang wrote:
So is this the most anemic new army release since Fyreslayers?

1 mono build cav box
1 dual build infantry
1 mono build infantry
1 monster
1 hero on monster
some blisters

And they can't even ally with... whatever it is the High Elves are called now?


Aside from the Phoenix Temple, High Elves all went the way of the dodo. It's just Dark Elves and Wood Elves, now.

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

AoS - Fires of Change : "The Everchosen stole my destiny. Soon, I shall return the favor." The Unmaker, Gaunt Summoner of Tzeentch

Thousand Sons
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Daemons

DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD268R++T(D)DM+++
 
   
Made in ca
[DCM]
The World Killer.




The best State-Texas

 NinthMusketeer wrote:
Hm, I can see a number of potential balance concerns that dial back my hopes for the quality of this battletome. That said, quite a lot of the rules design remains great and there is nothing I see which changes that.



These guys seem like they pack a huge punch, but they are fragile with no summoning.

I only have three issues that jump out at me upon just an initial skim

1. Teclis. He pretty much shuts down the magic phase if you are not Nagash or Tzeentch. He also has some busted abilities. That being said, he's only 16W with a base 4+ save. There are plenty of armies that can remove him turn 1 without breaking a sweat, or bracket him very low. Those that rely on magic to do that may have a hard time.

2. The Hammer dudes with the subfaction that makes them battleline looks like it may make them immune to up to rend -2 looks to be pretty good.,

3. The archers I'm not sure on yet. the 5+ to hit mortal wound if the spell goes off seems really good, and may end up being the boogeyman.


Other than that, they don't have a horde discount or summoning, and their aetherquartz boosts are limited. I think their core mechanics seem balanced enough that if there are any issues that a points tweak will fix it.

This message was edited 1 time. Last update was at 2020/06/19 13:17:44



4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+ 
   
Made in us
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Right behind you.

Lumineth Realm Lords: Beyond the Box

Every Model for Every Fan

First up, some good news for everyone. No model in the Lumineth Realm-lords set is exclusive, timed or otherwise – you’ll be able to get the same excellent kits from the box when they’re released in full later in the year, more on that below!
This means that if you miss out on the Army Set, you won’t be losing out on any miniatures. Meanwhile, if you’re lucky enough to secure a box, you’ll find reinforcing your army simple.
   
Made in ca
[DCM]
The World Killer.




The best State-Texas

 Kanluwen wrote:
Lumineth Realm Lords: Beyond the Box

Every Model for Every Fan

First up, some good news for everyone. No model in the Lumineth Realm-lords set is exclusive, timed or otherwise – you’ll be able to get the same excellent kits from the box when they’re released in full later in the year, more on that below!
This means that if you miss out on the Army Set, you won’t be losing out on any miniatures. Meanwhile, if you’re lucky enough to secure a box, you’ll find reinforcing your army simple.


This is what I figured when they released the box set this late.


I'm guessing this means we are likely (Hopefully!) looking at Pariah for preview this week.


4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+ 
   
Made in us
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Right behind you.

We know when this stuff was supposed to happen, Sasori.
White Dwarf 454 was supposed to have been out by now as it contains the WarCry rules for Lumineth which contains all of the units. We're going to only get 10 issues of WD in 2020 instead of the usual 12, so it's not too difficult to work out that this would have been the 'big thing' for April/May. "Engine War" was the last week of March/first week of April.

New40k, sadly, is the only thing they probably can't futz with as a release schedule and is why we're being told "later in the year" for the Lumineth stuff.

This message was edited 1 time. Last update was at 2020/06/19 14:25:40


 
   
Made in gb
Fixture of Dakka




UK

Aye GW has too much stock and product invested into 40K 9th to move it along; its much easier to move smaller releases around in the schedule. They are also likely playing it by ear a lot of the time and balancing production capacity against demand.

Eg right now they are likely casting up loads of marines and necrons for the launch since they are the poster armies.

   
Made in us
Insect-Infested Nurgle Chaos Lord






 Sasori wrote:
 NinthMusketeer wrote:
Hm, I can see a number of potential balance concerns that dial back my hopes for the quality of this battletome. That said, quite a lot of the rules design remains great and there is nothing I see which changes that.



These guys seem like they pack a huge punch, but they are fragile with no summoning.

I only have three issues that jump out at me upon just an initial skim

1. Teclis. He pretty much shuts down the magic phase if you are not Nagash or Tzeentch. He also has some busted abilities. That being said, he's only 16W with a base 4+ save. There are plenty of armies that can remove him turn 1 without breaking a sweat, or bracket him very low. Those that rely on magic to do that may have a hard time.

2. The Hammer dudes with the subfaction that makes them battleline looks like it may make them immune to up to rend -2 looks to be pretty good.,

3. The archers I'm not sure on yet. the 5+ to hit mortal wound if the spell goes off seems really good, and may end up being the boogeyman.


Other than that, they don't have a horde discount or summoning, and their aetherquartz boosts are limited. I think their core mechanics seem balanced enough that if there are any issues that a points tweak will fix it.

Many of my concerns could be dealt with by points adjustment and are thus relatively minor. However there is potential for a matchup misbalance where low bravery armies have a tremendous disadvantage while bravery-10 armies are practically immune to many of the Lumineth's debuffs. The archers doing character-sniping should they get their spell off and being able to fire off an average of 6.6 MWs at 30" with no LoS also seems like something difficult to account for with just points. I could go on but this is just estimation, my concerns could prove unfounded and I do not intend to make any definite statements as of now.

Consider; Games Workshop rules not so much games but as toolboxes for players to craft an experience from, and open/narrative/matched play just examples of how things can be put together. 
   
Made in us
Owns Whole Set of Skullz Techpriests






Right behind you.

Not worried about the Sentinels. They lose Wizard status if the unit champion is slain and he also grants the no LOS shooting attack.

Anywho, the big thing about Lumineth is they seem to lack Battleline units. There's a weird caveat in effect for the way Wardens interact with Dawnriders and Sentinels but that is probably going to be mindbogglingly obvious once it's not in German.

This message was edited 1 time. Last update was at 2020/06/19 18:39:29


 
   
Made in us
Insect-Infested Nurgle Chaos Lord






Most armies don't even have an ability to pick certain models out of the unit, fewer still that can do it outside of very close range. I must be missing something because that argument does not make sense to me.

Consider; Games Workshop rules not so much games but as toolboxes for players to craft an experience from, and open/narrative/matched play just examples of how things can be put together. 
   
 
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