Games Workshop is taking a deeper dive into the shiny new battletome of the Lumineth Realm-lords. Now we know even MORE about the army.
The folks over at Warhammer Community have a wonderful write-up about the tactics of the Lumineth Realm-lords today. It’s packed full of tips, tricks, and tactics for the players who want to get into those things. I highly recommend folks go over there and read it.
That said, there’s other stuff in the write up that I want to focus on. Specifically, the new and reworked rules that are mentioned. So that’s what I’m diving into today. We covered Telcis and the Rune Rules already. Again, it’s a great write-up, go read it. But the focus here is just the rules previews. We good? Okay, let’s get started.
More Lumineth Realm-lords Rules Revealed
First up, we have the reworked version of Protection of Hysh. This is now dubbed Realmshield. It’s a 12″ bubble from the caster that gives units a 5+ ward. This should help to cut down on the need to spam the Rune of the Mountain.
We also got news that the Unlimited Spell from the Lore of the Awakened Realms is called Focused Erosion. This spell has an 18″ range and reduces the rend of enemy attacks by 1. There’s more technical plays to be made with the magic in the new battletome but again, that’s all covered in the write-up from WarCom.
Here we have a look at some of the new Battle Traits. Trick of Light is from the Pilgrims of Haixiah and it let’s the LRL units use the Power Through command even if they haven’t charged this turn. Then there’s the Ancient Spirits from the Aelementor Guardians. This on reduces damage for units that are wholly within 12″ of an LRL Monster. It’s once per turn but it’s a nice damage reduction ability.
We also got more news on a few of the other options:
- Warhost of Duality – two LRL units fight in sequence instead of just one.
- Scinari Council – all the spells from the two spell lores become unlimited spells.
That last one sounds completely nuts. But we’ll have to wait and see how many wizards you can cram into this army. Speaking of which, a bunch of the Warscrolls got reworked, too.
The Light of Eltharion traded in his ethereal save and recursion abilities for a 3+ save and a 4+ ward. He’s also got the “shoot in combat” rule as well as juiced up weapons stats now, too. That Valorous Intervention rule also looks potent for getting around.
Avalenor for the Alarith Temple, Sevireth for the Hurakan, and Lyrior Uthralle for the Vanari each have an ability that lets units from their respective temples that are wholly within 12″ count as having an additional instance of their respective runes.
We saw this rule already with the Avalenor preview. But now it’s confirmed for the others as well.
Speaking of Runes, it would be nice to be able to swap out a Rune in case of emergency. That’s where the Scinari Calligrave comes in. They can let you swap one previously inscribed non-Zenith rune. That seems nice to have on the fly.
There’s so much more going on under the hood for the Lumineth Realm-lords. Again, I highly recommend you read the write-up from WarCom. Even that seems like they were just getting started based on the systems described in this battletome. I think for a certain player the LRL are going to be a dream army. This isn’t a simple case of “point unit at enemy and charge” when it comes to their units. The LRL are going to be complicated but in the right hands I think they are going to be extremely dangerous opponents!
Go towards the light…
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Writer, Editor, Texas Native, and now Tex-Pat, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.
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