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More AoS 3.0 Lumineth Realm-Lords Army List Building

By Travis Perkins | August 17th, 2021 | Categories: Age of Sigmar, Warhammer Army Lists

lumineth-realm-lords-titleThis should finish off a look at AoS 3.0 army list building for the Lumineth Realm-Lords with the nations of Iliatha, Zaitrec, Alumnia, and Helon!

Today we are going to round up our tour of the Lumineth Realm-Lords, finishing up with lists for the great nations of Iliatha, Zaitrec, Alumnia, and Helon. Last week we covered the overall Lumineth Realm Lords rules and the great nations of Ymetrica and Syar. You can see that article here.

Currently, this faction is not for those looking to build on the cheap, as these guys have no current start collecting or starter set in production to date.

lumineth realm lords battletome

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More AoS 3.0 Lumineth Realm-Lords Army List Building

Digging into it let’s look at Iliatha:

  • Add 2 to bravery for Vanari and Aelementiri units.
  • When a friendly Vanari unit uses a command ability you can choose one within 3” of that unit and used that command ability without any command point once per phase
  • Command Ability: Strike in Unison: Used in the shooting phase pick one friendly Vanari unit with 2 or more models and you can re-roll hit rolls of 1 for that unit.
  • Unique artifacts and spells

To me, this army is your defensive shooting army where you are going to pepper your foes from afar forcing them into your heavy-hitting units.

  • The Light Eltharion: 250 Points Leader 1 of 6
  • Vanari Bannerblade: 120 Points Leader 2 of 6
  • Vanari Lord Regent: 155 Points Leader 3 of 6
  • 10 Vanari Auralan Wardens: 145 Points Battleline 1 of 3
  • 10 Vanari Auralan Wardens: 145 Points Battleline 2 of 3
  • 20 Vanari Auralan Sentinels: 300 Points Battleline 3 of 3
  • Vanari Starshard Ballistas: 125 Points Artillery 1 of 4
  • Vanari Starshard Ballistas: 125 Points Artillery 2 of 4
  • Vanari Starshard Ballistas: 125 Points Artillery 3 of 4
  • Vanari Starshard Ballistas: 125 Points Artillery 4 of 4
  • Alarith Spirit of the Mountain: 375 Points Behemoth 1 of 4
  • Total 1990 Points

This is an army you want to turtle with. You’re going to want to maximize your shooting phase forcing your opponent to come into your territory to threaten your shooters. You counter with melee units or tie them up to be shot again. You might start off scoring slowly as you will not be venturing from your own territory, but you should be able to whittle away your opponent enough to grab additional objectives once your opponent is sufficiently weakened.

Nation of Zaitrec

Next is the great nation of Zaitrec:

  • Add 1 to the first casting, dispelling, or unbinding rolls you make for each friendly Wizard in each hero phase. Each wizard knows an additional spell from their spell lore
  • Unique Spell: Overwhelming Heat: Cast value of 7, 1 enemy unit wholly within 24”, halve their movement characteristic until your next hero phase, and roll a dice. If it’s equal to or greater than their save they suffer D3 mortal wounds.
  • Command Trait: General can unbind 1 extra spell in the enemy hero phase. The second time you attempt to unbind a spell in the same enemy hero phase you can re-roll the unbinding roll.
  • Unique artifacts and spells

Zaitrec is clearly the wizard army and encourages you to take Teclis and as many other wizard characters as you can. Then you pick the bare minimum for your battleline units and overpower your opponents in the magic phase.

  • Archmage Teclis and Celennar, Spirit of Hysh: Leader 740 Points Leader 1 of 6, Behemoth 1 of 4
  • Ellania and Ellathor, Eclipsian Warsages: 285 Points, Leader 2 of 6
  • Hurakan Windmage: 120 Points Leader 3 of 6
  • Hurakan Windmage: 120 Points Leader 4 of 6
  • Scinari Calligrave: 115 Points Leader 5 of 6
  • Scinari Loreseeker: 170 Points Leader 6 of 6
  • 10 Vanari Auralan Wardens: 145 Points Battleline 1 of 3
  • 10 Vanari Auralan Wardens: 145 Points Battleline 2 of 3
  • 10 Vanari Auralan Sentinels: 150 Points Battleline 3 of 3
  • Total 1990 Points

This is a hero hammer army that is going to win and lose the game for you in the magic phase. You are going to attempt to unbind everything your opponent throws at you because why not, and cast basically every spell you have access to. If you want some flavor you could drop the second Windmage and add a bunch of endless spells.

Nation of Alumnia:

Then we are going to visit the great nation of Alumnia:

  • After armies are set up but before the first battleround you can make a normal move with 3 friendly Vanari and Scinari.
  • Command ability: Use this command ability in your charge phase, pick 1 friendly Alumnia unit that ran this turn. That unit can charge in that charge phase.
  • Command Trait: Start of combat phase pick 1 enemy unit within 3” of this general and visible and roll a dice, on a 2+ that enemy suffers 1 mortal wound.
  • Unique artifacts and abilities

To me, this is your foot troops army that you can get into combat fast with the additional movement options this army gives to your troops. So we are going to build around having some more elite troops you might be able to get into combat turn one.

  • Hurakan Windmage: 120 Points Leader 1 of 6
  • The Light of Eltharion: 250 Points Leader 2 of 6
  • Ellania and Ellathor, Eclipsian Warsages: 285 Points Leader 3 of 6
  • Lyrior Uthralle, Warden of Ymetrica: 215 Points Leader 4 of 6
  • Scinari Loreseeker: 170 Points Leader 5 of 6
  • 10 Vanari Auralan Wardens: 145 Points Battleline 1 of 3
  • 10 Vanari Auralan Wardens: 145 Points Battleline 2 of 3
  • 5 Vanari Dawnriders: 140 Points Battleline 3 of 3
  • 10 Vanari Bladelords: 260 Points No Unit Type
  • 10 Vanari Bladelords: 260 Points No Unit Type
  • Total 1990 Points

You are going to want to get your Bladelords into combat ASAP as they are going to be doing some work. They are pretty versatile and can chew through either heavily armored troops or through large masses so are great to get into combat early.

Nation of Helon:

Lumineth Realm-lords hero 2

Finally, you have the great nation of Helon:

  • Add 1 to attacks characteristics of missile weapons used by Helon models that are within 3” of enemy units.
  • Command Ability: Use at the end of the command phase, pick 1 friendly Helon unit that fought in that phase and is wholly within 12” of a friendly Helon hero. That unit can make a normal move but cannot run (it can retreat).
  • Command Trait: Once per battle your general can re-roll 1 run roll, 1 charge roll, and 1 casting roll.
  • Unique artifacts and abilities.

This army is going to take full advantage of being able to take Windchargers as a battleline, you will also need some heroes that can keep up with them. Basically, this army moves fast and gets in your opponent’s face turn on one.

  • Sevireth, Lord of the Seventh Wind: 345 Points Leader 1 of 6
  • Hurakan Windmage: 120 Points Leader 2 of 6
  • Hurakan Windmage: 120 Points Leader 3 of 6
  • Lyrior Uthralle, Warden of Ymetrica: 215 Points Leader 4 of 6
  • Scinari Loreseeker: 170 Points Leader 5 of 6
  • 10 Hurakan Windchargers: 155 Points Battleline 1 of 3
  • 10 Hurakan Windchargers: 155 Points Battleline 2 of 3
  • 10 Hurakan Windchargers: 155 Points Battleline 3 of 3
  • Hurakan Spirit of the Wind: 265 Points No Unit Type
  • Hurakan Spirit of the Win: 265 Points No Unit Type
  • Total 1965 Points

This army wants to run straight at your opponent, shoot them in the face, and then retreat towards their line. It is the definition of a kiting army, with the idea that you will whittle away your opponent while suffering minimal losses.

There you have it four lists for the last four great nations, I am not sure how competitive these would be but if I had to guess I would think either Helon or Zaitrec would be the go-to lists to mess around with for competitive play.

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About the Author: Travis Perkins

An avid homebrewer and Detroit sports fan (yes even the Lions). I am new to the world of wargamming and very much enjoying the journey. If you have any suggestions or comments feel free to comment on the article or email me at perki116@msu.edu