The Lumineth Realm-lords are finally hitting store shelves- here’s everything you need to know about their models, rules and more.
We first saw the Lumineth Realm-lords release as part of an army set months ago. It took quite a while for the rest of the army’s kits to release but the time is finally upon us. Lumineth fans can look forward to supplementing their army set with the full range of models that are brand new to the faction. Buckle up because there’s a lot to cover!
All the Lumineth Realm-lords Models & Rules To Know!
Starting with the faction’s entire model range, we’ll be taking a quick look at each unit.
The Vanari Auralan Wardens are a heavy shield unit of spears that get bonuses if they stay packed tight. They can plant themselves on an objective or hold a choke point and pretty much never be moved. Also, these guys have the longest spears we’ve ever seen GW make so transporting them may be tricky if you aren’t planning on magnetizing their bases.
Remember that even the most basic unit is technically a Wizard in the Lumineth Realm-lords. They’ve also got a neat 2+ D3 mortal wound trick that you can use once per game. This is a nice way to pick off a tanky character like a Tyrant that may be in combat with them.
Spirits of the Mountain
The Spirit of the Mountain is the army’s big bad unit that’s called upon to do the heavy-lifting. The regular form has a big two-handed hammer.
Looking at his stats, 12 wounds with a 3+ Save is super chunky. A 3+ save is hard to come by in AoS already. But with a 12-wound bank, these guys won’t be rolling over for just anybody. On top of that, it’s got a 30″ range D6 damage attack. While it’s only a single attack, a 3+/2+ at -2 Rend is decent.
Avalenor, the Stoneheart King is wielding two one-handed hammers and is the named version of the regular ol’ Spirit of the Mountain.
We do know that this guy is coming with a degrading -1 to hit bubble as well. At full wounds, his bubble is going to be 12″ but will get smaller and smaller as he takes a beating.
Guardian of Hysh makes Avalenor utterly terrifying on the tabletop, blunting the enemy in a vast radius (12″ when he’s undamaged!) around him by reducing their hit rolls.
Alarith Stonemage
The Alarith Stonemage is a dude that has some insanely good balance. He’s sitting on a platform held up by a single focal point on two rocks. Also, he’s got a little earth elemental thing that does the walking for him.
With average stats for a frontline Wizard, he’s also got a 3″ D3 damage staff that might take people by surprise. With reach like that, he can sit behind other models and whack heads. THWACK!
For his magic potential, he’s a basic Wizard with one cast and one unbind. But his unique spell, Gravitic Redirection will go off on a 5. This will make him FLY and an enemy unit within 18″ will take a mortal wound and half their movement and lose FLY if they have it. This is a great way to secure objectives that might be hard to get.
Alarith Stoneguard
The Alarith Stoneguard are regular Aelves that worship the Spirit of the Mountain (If you couldn’t already tell by their helmets). Like the Spirit of the Mountain, they’ve got a mix of hammers as wargear and have a rule that allows them to forcibly push an enemy back a couple of inches after melee attacks are done.
For the Alarith Warscroll, BOY THESE GUYS ARE SLOW. But they do have a 4+ Save and two wounds which is nice. A Standard Banner will let you reroll battleshock tests so if you take a big squad, it might but worth bringing one along. However, you could always roll worse on the second roll. Definitely not the best banner rule for a faction.
They’ve got 1″ hammers with a basic -1 Rend (which we saw can be boosted to -2 Rend with a Stonemage). In addition, 6’s to hit with stone mallets count as two damage.
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Vanari Dawnriders
The Vanari Dawnriders are the shock troop aspect of the army. They’ve each got some kind of shield and spear similar to the Auralan Wardens. The only major difference of course is that they’re on horseback.
For the army’s only cavalry unit, they’re going to be super fast rolling up the board with a whopping 14″. With two wounds and a 4+ Save, they’ll be on the same level as the Vanari Stoneguard.
Deathly Furrows is a spicy ability that gives everyone in the unit one of two options: +1 attack if they target units with up to two wounds per model and no mount. OR +2 attacks against a target of models with only 1 wound and no mount. Against horde units like Skaven, Grots, and even Gnoblars, these will be a great shocktroop to help clear the chaff in the early game.
You’ll also want to always get the charge off (which should be easy with a move of 14″). Thanks to Lances of the Dawn, you’ll be +1 to Wound and -1 Rend. That’s a huge bonus.
Vanari Auralan Sentinels
The Vanari Auralan Sentinels are the shooting aspect of the army. Overall, shooting is probably going to be the weakest aspect as they’ve just got this one unit. However, their spellcasting is going to be insane.
The Vanari Auralan Sentinels are the only shooting unit for the army. With these guys carrying the ranged capability of an entire faction, they better be good right?
Starting with the Sergeant’s rule, The Scryhawk Lantern will let you pick an enemy unit up to 30″ away and out of sight, and now all of the sudden, your entire unit can shoot at them albeit, with the more inaccurate shooting profile. Still, 30″ in AoS is huge.
We should note something potentially brutal about this unit. Up close, they’ll be shooting decently hitting things on a 3+ with a nice -1 Rend. However, almost doubling their range, they lose the rend and the bonus to hit. Although those buffs are nice, if somebody wanted to play a cagey Wizard/Archer list with Teclis and a bowline of Auralan Sentinels, it seems like it can be pretty potent. Especially given the fact that AT MINIMUM, you’ll be having nine arrows shooting at you per squad that doesn’t need LOS and can cause mortal wounds.
Big Bad Teclis
Teclis is back and better than ever on his huge model. This guy alone is going to give Tzeentch armies a run for their money. Just check out his Warscroll.
Starting off, he’s got a wicked laser pointer on the end of his staff that hits and wounds on a 2+, will almost always get through armor at -3 Rend, and pack a whopping D6 punch. He’s also got a couple of attacks with his sword, but there’s really nothing super special about it. For the giant mount named Celennar, he’ll be getting six attacks at the top bracket doing a max potential of 12 damage. With a 4+ Save, he’s not the tankiest. His model is also huge so if you’ve got some decent shooting in your list, he’ll be a prime target. He does have 16 Wounds, however, so it’ll be hard to pop him completely turn one.
Now that we’ve got the basic statline out of the way, here are some of his rules highlights.
- Archmage: This is going to be Teclis’s bread and butter rule that lets him bully other Wizards off the table. He can autocast up to four spells with each value counted as a 10. He can also choose to instead, just cast two spells which each spell is counted as rolling a 12. Finally, he can choose to cast one spell and there’s no way for your opponent to unbind it. If you REALLY need something to go off, you can sacrifice three other potential spells to guarantee the one to go off.
- Discs of the Aelementirl: This is the cherry on top to all your magical prowess. On top of auto-casting up to four spells, you’ll be able to auto-deny an Endless Spell and a regular spell. Being able to point at an Aethervoid Pendulum and say “NO” or smacking the spellbook out of a Grot trying to cast the Hand of Gork is powerful enough to secure a game alone.
*Deep Breath*
- Aura of Celennar: Teclis’ mount is coming with his own aura and let your other Wizards (which by the way, is every other model in your army) add +1 to casting and unbinding rolls.
- Seeing Stone of Celennar: His trusty mount, Celennar (his friends call him Celery), is getting a second rule tacked onto his aura. If an enemy spell hits a friendly unit within the aura, on a 4+ it’s negated and you can fling D3 mortal wounds back at a unit within 18″.
Finally, we’re getting into his personal unique spells. He’s a Wizard that can auto-cast up to four as we’ve said, and can attempt to unbind ANY NUMBER OF SPELLS. Wow. So here are his magical goodies.
Protection of Teclis: This spell goes off on a 10 and puts out an 18″ umbrella effect of ignoring mortal wounds or regular wounds on a 5+.
Storm of Searing White Light: This is another aura spell with an 18″ threat range where you’ll roll a D6 for each unit that gets touched. Ona 1, you don’t do anything. However, depending on how well you roll, you can do D6 mortal wounds on each unit.
The Light of Eltharion
The Light of Eltharion is going to be the frontline shining start hero for the Lumineth. There’s nobody else in the army line that fills the role this guy has as a certified small-based badass.
Coming with two weapons, he’s going have six attacks base that does D3 damage a pop. Also, this dude knows how to smack in combat with both weapons hitting and wounding on a 2+/3+. The weakest aspect shown is that he’s only got a 1″ range so he’ll have to bump right up next to whatever he’s trying to kill.
To make his mega-rend sword even better, if he charges, he will be wounding on a 2+ and the wound roll of a 6+ will generate a mortal wound on top of any other damage. This is a pretty straight forward “good stuff” rule. But wait…he gets better.
Supreme Swordmaster makes it so you’ll always be hitting on that comfy 2+ and a 6 to hit explodes into two hits.
Spirit Armor is the special rule that sets this dude apart from others in his weight class. He’s got a 3+ save that ignores ALL modifiers. On top of that, he halves any damage he takes from melee/missile weapons. That spells out a clear way to kill him. Mortal wound him to death with either spells or different unit tricks. Spirit armor is a good rule but don’t get too cocky with it. Something like a Boingrot Bounder squad would pop this guy like an ugly zit.
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Scinari Cathallar
Finally, we’ve got Scinari Cathallar.
For Cathallar, she’s pretty squishy. At 5 Wounds with a 5+ Save, you’ll want to keep her out of harm’s way.
Looking at her rules, this one is a bit weird. Emotional Transference lets you ignore battleshock for a unit on a 2+. On top of that, you can pick an enemy unit within 18″ and force them to take a battleshock test. They also have to add to their roll however many models were killed from the friendly LRL unit you chose. -Definitely a unique rule that we’ve never seen before.
She’s also a basic Wizard with her own special spell called Darkness of the Soul. This goes off on a 7 and is a powerhouse utility spell. You pick a unit within 18″ and until your next hero phase, whenever that unit tries to do pretty much ANYTHING, you roll 2D6. If you beat their Bravery, they can’t do that action. That will devastate horde-type armies like Skaven and Gloomspite Gitz.
New Battletome Sheet Reveals Allies & Warscroll Battalions
Unfortunately, this page is in German but we can still make out what most of it means.
So here’s the latest image to make rounds across the web for the Lumineth. We can see that every unit, even at its minimum is going to cost over 100 pts while Teclis is sitting at a chunky 660!
On top of all the unit sizes and points, we’ve got four Warscroll Battalions named:
- Alarith Temple?
- Auralan-Legion?
- Dawnrider Lance?
- Teclis’ “…”?
As time has gone on, we’ve also seen the full breakdown of each Warscroll Battalion
Starting with the Alarith Temple, these guys are the tankiest you can possibly get. With a 4+ save (now re-rollable) on the Stoneguard, you can refuse to come up off of an objective. These guys move 4″ anyway so who cares about only piling in for 1″ when you fight- you hardly move anyway!
Plus, your opponent could always get greedy and pile in as much as he can if he gets the charge off (and with a 4″ move, he probably will). At 120 pts for the Battalion and three units minimum, this isn’t too shabby. Although seeing that you get the most benefit for the number of Stoneguard you have, you’ll probably want to max them out if you pay for the Battalion.
For the Arualan Legion, Scinari is going to be at the head using weaponized depression to kill her enemy. For this, you’ll have to take a MINIMUM of four squads total. However many Sentinels you bring, you also have to take that many Wardens. Sentinels are Bowmen and Wardens are Spearmen if you were curious. The bonus is that your entire army is basically mystic shielded if they stay close together.
We’ve already seen how Wardens want to be in base-to-base combat for their bonus rules to kick in so this is a great Battalion. It’s also only 120 pts, but seeing that you’ve got more mandatory unit options it’ll almost always be costing more than the Alarith Temple.
Next, we’ve got the Dawnrider Lance. This one is already unique because there’s no obligatory Hero role that you almost always see in a Battalion. The max unit size for Dawnriders is twenty which means you can have a one-drop 60-man cavalry list (excluding some Battleline and Heroes) which is already gross.
As for their bonus rule, they get a boost on the charge allowing them to reroll 1’s for free. Being that they’re a cavalry unit, if you’re smart you should almost always get the charge off with these guys first. Rerolling 1’s to hit isn’t game-breaking but it’s a nice little helper.
The Super Battalion- Teclian Vanguard
This is the super Battalion for the Lumineth Realm-lords and good luck fitting that into a 2,000 pt list. This is the only way you can bring Teclis in a Battalion. At only 80 pts, it’s not terrible (even though you have to pay out the $%& for all the other Battalions. All this gives you is a 6+++FNP, which considering how tanky the army can potentially be, isn’t horrible.
Endless Spells
As for their Endless Spells, they’re all competitively priced. We’ve seen rules for these models already and they mainly look to be a huge support aspect for the army. From giving a protective barrier around a unit to completely turning enemy units to stone that are closeby, these spells are going to be powerful.
Sigil of Yngra
The Sigil on the endless spell puts out a -1 to hit on a unit as well as a +1 to their save. That’s pretty gross already. But on top of that, there’s a small chance that you get to dish out some mortal wounds after the combat phase. Overall, the real reason why you’d take this spell is for its huge footprint and protection (-1 to hit/+1 saves) on a unit. Those two debuffs/buffs can wreck an enemy unit’s chances of doing some real damage. Especially for things like Clanrats that already have questionable hitting statistics, as well as no rend.
Hyshian Twinatones
This spell comes with a rule called Reservoir of Power. Each time you cast a spell within 12″, you get to move the D6 up a tick. So what does it do when you charge it up? We don’t know for sure, but WHC left us with a quote as a hint.
Two matching prism-like gems, each larger than an aelf, hover in the air in a slow orbit when summoned. They act as reservoirs of arcane power, each collecting aetheric energy and charging the other. A skilled Lumineth Realm-lords Wizard can draw on nearby Twinstones to enhance their own abilities.
Rune of Petrification
Lastly, we’ve got the Rune of Petrification.
When summoned, stones assemble into a ponderous mystical rune on tendrils of swirling energy. A thing of dread even for the Lumineth, the Rune of Petrification cannot easily be dispelled once released, and its power is oppressive. Nearby enemies will begin turning to stone in a matter of moments, eventually becoming inert statues if they remain in its presence.
This is one of the most unique, and powerful endless spells we’ve seen. Especially as time goes on. When this spell goes off, there’s a 50/50 chance that you do mortal wounds and a 100% chance you slow a unit down. But the real power behind this spell is that you get to do this twice. At the start of the movement phase and at the end of the movement phase. That’s a potential of 2D3 mortal wounds on top of -2 to run and charges for units within 6″.
If you play a melee-heavy army that doesn’t have any Wizards in the list, that’ll be a big RIP for you.
The saving grace to all of these spells depends if they’re predatory. If both players can move these spells around, they may not be too bad. But if they come with a trick similar to how the Ossiarch Bonereapers work, they’re going to have a very strong Hero Phase.
Whew, that was a lot to cover but now you know everything about the basic unit functions and Battalions of the army!
What do you think about the Lumineth Realm-lords? Are they going to be the new spellcasting bullies on the tabletop?
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