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AoS NEW *rumor*

over all it looks like they have very good spells good aligence abilities even more so when combined with what we have seen else where, solid subfactions and(with one exception) terrible battalions.
they have a few ways to building into one of the most tanky armies in the game. they can out put massive amounts of MW. they can play bravery bomb -3 bravery to a large chunk of the opponents army is going to make some match ups compleatly unwinnable(sorry gitz bravery 1 is going to suck) and they don't even have to lock themselves into that path it's just a bonus thing they can do.
i like how teclis's spell casting works limiting spells per turn to super charge stuff sounds both fun and thematic. i think ZAITREC and sayr are the winners as far as the cities go and for the most part nothing in the cities is offensive
over all with these guys in the meta that gives us even less reason to take coalesced that bravery bomb is going to hurt
 
but man those spells i would give one of my kidneys for those spells a auto cast Battle shock ignore is great but some of the rest of the stuff is horrifying Paralyzing Dizziness is good on it's own but it's(this might be a miss read) not the bravery characteristic it's flat bravery so if you hit them with voice of the mountains it stacks low bravery armies are going to suffer with this match up even if they ignore battle shock. we are going to have to be careful with our screens if we string it out to wide we can end up cutting our selves off from the rest of the battle field
they also have a anvil breaker, can double movement, make their guys ethereal, and a model sniper spell these guys are spoiled for choice.
it's a shame that they can only ally with IDK i want some aelves in my lizard army
 
I also play Idoneth and can see Eltharion being in near every competitive IDK list. At 220 he brings an enormous amount to the table.

A killer ‘screen’ against shooting, and with the right enclave he’ll be striking first on turn 3...
 
I also play Idoneth and can see Eltharion being in near every competitive IDK list. At 220 he brings an enormous amount to the table.

A killer ‘screen’ against shooting, and with the right enclave he’ll be striking first on turn 3...

Hmm, I don't know if playing Ionrach is worth it just to get Eltharion fighting first. Fuethan and Dhom-hain still bring too much to the table.

I'm more curious about Auralan Wardens. Depending on their statline they could be exactly the kind of defensive core that my Deepkin need.
 
Hmm, I don't know if playing Ionrach is worth it just to get Eltharion fighting first. Fuethan and Dhom-hain still bring too much to the table.

I'm more curious about Auralan Wardens. Depending on their statline they could be exactly the kind of defensive core that my Deepkin need.

Oh absolutely more likely that those lists won’t be Ionrach. He’ll still feature heavily. If you get the charge, he’ll get to go first regardless, as the only unit you have left to activate!

Totally agree there may be some other neat ally options, he just stands out as disgustingly points efficient and fully effective outside of the LRL faction. Am wondering about that barrier endless spell too...
 
Here is the sub on tga about new lumineth https://www.tga.community/forums/topic/25063-aos-2-lumineth-realm-lords-discussion/?page=102
Teclis is going to be a beast mage I think. From TGA:
"Some quick google translations of Teclis abilities:

Can cast 1, 2, or up to 4 spells - If 1, it is automatically cast and cannot be unbound. If 2, they are cast automatically with a CV of 12, if up to 4 they are cast automatically with a CV of 10. Additionally, he can automatically dispell one endless spell per turn, and attempt to unbind any number of enemy spells, one of which is automatically unbound. Celennar's aura also adds 1 to all casting, dispelling, and unbinding rolls for Lumineth units within his Aura (starts at 16" and degrades)

Celennar's Aura also allows units within it to ignore the effects of spells on a 4+, and when they do so, they can pick a unit within 18" of that unit and deal D3 mortal wounds to it."
Well, that's kind of horrific to face when playing a wizard list yourself. And we haven't even looked at anything else he has yet...


Seems strong, but for 660 points he better be.
Meh, maybe models that are this strong and costly shouldn't really be a thing to begin with. Even if they are balanced by their high cost it means the game quickly devolves into a matter of "can you deal with this 1 model or is he going to kill your entire army singlehandedly?". Which isn't very fun.


They are 140 points for 10 with a max unit size of 20. 20 shots hitting on 4's, even at 30'', even with mortals on 5's its not that crazy. It's not super fun, but its comparable to flamers and sallies. Its just lazier.

With 280 points of these guys you're getting 20 shots at 30 inches, 4's and 4's, no rend.
With 240 points of sallies you're getting 12 shots at 12 inches 3s and 3s 2 rend, more damage, and mortal wounds built right into the warscroll.

It's annoying, but i dunno. 20 wounds for 280 points with a 5+ save. It'll die to a swift breeze. We'll see how it shakes out.

Regardless, I do hate the overall trend towards more ranged units. It really starts to warp the game.
Meh, do bear in mind they outrange every other similar option by a fairly massive margin. Plus, with rules like shining company and stuff like teclis's ward save bubble & some of the other spells shown by @Erta Wanderer they won't die that easily either. Depending on how much synergy they can get this does look like rather a high base-line for them.

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.
Those spells seem rather good..

So far they kind of look like an army that's fun to play but kind of horrific to play against as they can just completly shut down a lot of armies. You play gits? Have fun having no bravery. Play a magic based army? Good luck competing with Teclis. Rely on rend? They got heavently blessing. Good armour saves? They're swimming in mortal wounds spam. Trying to outrange them? They'l easily keep up. Quickly looking at this the only weakness they seem to have is that they're surprisingly slow, with several of their rules like shining company & one of those battalions making them even slower. But given their range & potential survivability that doesn't seem like that much of a weakness.

Also @NIGHTBRINGER: 3.
 
I also play Idoneth and can see Eltharion being in near every competitive IDK list. At 220 he brings an enormous amount to the table.

A killer ‘screen’ against shooting, and with the right enclave he’ll be striking first on turn 3...
IDK would have to be updated with having Lumineth as allies, but even then - Since hes an ally he wont benefit from the IDK alligiance abilities? He is basically a baby Gotrek.
 
IDK would have to be updated with having Lumineth as allies, but even then - Since hes an ally he wont benefit from the IDK alligiance abilities? He is basically a baby Gotrek.

I mean this is assuming the GHB updates allies.

But the screening happens as a result of the idoneth models being untargetable unless they’re closest option.
He can benefit from the tides in a particular sub faction, although my point is mainly that he doesn’t need to... idoneth can teleport him up the table with a spell and he should do more than his points worth, with nothing else

He’s more useable than Gotrek (besides cost), because the teleport can’t be used on him to overcome the movement issues.
 
I mean this is assuming the GHB updates allies.

But the screening happens as a result of the idoneth models being untargetable unless they’re closest option.
He can benefit from the tides in a particular sub faction, although my point is mainly that he doesn’t need to... idoneth can teleport him up the table with a spell and he should do more than his points worth, with nothing else

He’s more useable than Gotrek (besides cost), because the teleport can’t be used on him to overcome the movement issues.
Yeah I just re-read the Forgotten Nightmares rule and it seems he doesnt even need to benefit from the alligiance to act as cover for the rest of the units. Interesting!
 
OK, here's the complete breakdown

take a look at what Teclis does… and the cost is 660 pts. :hilarious:
Yeah, he looks scary and for only 660 pts.

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

This, officer. Right there. Arrest him.
 
I don't know about you guys, but I think we will have a hard time playing against new elves and especially if they will have Teclis in army list. As we're now CP hungry army and using Endless Spells are essential (most of the times). Anyway time will tell.

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'.
 
OK, here's the complete breakdown

take a look at what Teclis does… and the cost is 660 pts. :hilarious:
Looking at that list:

- wardens: mortal wound spam & increadibly good defensive unit. Stick on shining companies, have them stand on an objective, laugh as everyone charging your puny battleline unit gets turned into kebab. At least it's very thematic as hoplites, but it looks rather amazing for a simple battleline unit. They're basicly what saurus guard should've been thematicly at least (maybe with a bit less damage and a bit more survivability)

- Mountain spirit; great buffs, and ignoring the breakdown table seems rather powerfull. But reasonable enough.

- Stonemage: o goody, more anti-armour spells cuz they don't have enough mortal wounds and rend yet. At least it prevents a pile-in which has some potential counterplay. Spell is a bit weird, seems potentially very powerfull against the right target, but situational.

- Scinari Cathallar: more effects to screw over lower bravery army, also, best crowd control in the game. Also, at this rate stuff like gits are essentially unplayable against a dedicated Lumineth list, might be too niche to become popular but the fact that it's even possible is a bit worrisome.

- Light of Eltharion: just, lol...Ignore hit modifiers, ethereal, can "shoot", can deal mortal wounds on 6's get extra attacks and +1's to wound/hit, ignore half the damage from combat and shooting. The only thing he can't do is cast spells... Even if he's held back by low speed and high point costs it's just kind of the definition of overloaded.

- Teclis: I mean.. come on. Who's supposed to be able to stand up to that? It's a literal one man army.

- Avelanor: similar to the mountain spirit, but a bit better. Mostly not too impressive but for some reason has another -1 to hit aura. What's with the lumineth's excessive amount of defensive abilities?

- Stoneguard: O look, more mortal wounds and bonus damage.

- Sentinels: excessive range and avoid LoS & the usual mortal wounds that lumineth swim in. At least they have nothing else beyond that.

- Dawnriders: does this mean they can't attack mounted models and monsters? Is this a genuine glaring weakness on a lumineth model?

Overal it varies from decent to hilariously overloaded with Teclis and Eltharion. Also everything seems to stack rather efficiently, much more so than other armies with fairly amazing synergies if you can get it going. Though that might still be held back by point costs I guess. At least the big cows aren't wizards, so if they want to stack spells they'l have to bring multiple stonemages (or Teclis....) which might keep the stacking in check to some extend...
 
- Light of Eltharion: just, lol...Ignore hit modifiers, ethereal, can "shoot", can deal mortal wounds on 6's get extra attacks and +1's to wound/hit, ignore half the damage from combat and shooting. The only thing he can't do is cast spells... Even if he's held back by low speed and high point costs it's just kind of the definition of overloaded.
he costs 220 and any speed issues can be countered by the double movement spell
 
he costs 220 and any speed issues can be countered by the double movement spell
that too, why bother making an army that moves at 4-6" as it's main weakness if you're going to give it a spell that doubles movement on top of stuff like running or using the endless spells for moving...

At least he needs help with that though, instead of doing it himself :p
 
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