Teclis did nothing wrong. Just don’t have a word with the Deepkin, as they’ll likely tell you otherwise…

Welcome to our review of the brand new Lumineth Realm-Lords Battletome for the current edition of Warhammer Age of Sigmar.

In this article we will be taking a look through the latest Battletome, picking out some of the changes and discussing the different formations, traits and artefacts they can now take. 

We’ll also be unboxing and checking out the new model to accompany this release, The Vanari Lord Regent. Matt has done a stellar paint-job on this gent, which you’ll see further into this review.

Our thanks to Games Workshop for sending us the Battletome and new Vanari Lord-Regent to review for you folks. Remember you can preorder your Lumineth tome and reinforcements from our friends and affiliates over at Element Games. Doing so secures a discount vs RRP AND helps us out in return. 

Also, this isn’t the only Battletome Review up today, as Matt has been having his say on the brand new Disciples of Tzeentch book, which you can read here.

Without further ado, it’s time to see what these pesky elves are bringing to this edition of Sigmar…

Unboxing | Vanari Lord-Regent

Before we get too stuck into the book, let’s check out the full unboxing of the brand new miniature which is coming out at the same time as the book. That is of course, the Vanari Lord-Regent on foot:

He’s a stunning new model, and as with all the models in this range, lovingly detailed. Matt has done a stellar job getting this painted for us:

We’ll be covering what he does in game a little later on.

Battle Traits

Following pages of beautiful artwork and fantastic lore which brings players old and new bang uptodate with the Lumineth’s standing in the Mortal Realms as of right now, we come to the all important rules.

Now, I’ve never played Lumineth Realm-lords before. They are an army I’ve always enjoyed playing against, and the range is rammed with superb models, but the level of patience and detail required is a little bit too much for me right now, but this Battletome could swing me. The reason I say this is whilst I am reviewing this book and looking at the Faction Pack, I may miss or get some details incorrect when comparing the two.

Anyway, we are kicking off with the overall Battle Traits for the army. Regardless of your Battle Formation, you’ll still have all of these rules (Army of Renowns being the only exception).

I’ve reviewed and read some Battletomes in my time, but this is section is a huge wall of text. I’m going to try my best to explain exactly what it does and means. 

You start the game by choosing one of 5 runes. This is added to your Battle Scripture. For that battle round you get all the benefits depicted for the rune you have chosen until the end of the battle round. After said battle round, whilst the buffs stop working, the rune remains on the Scripture. This is because some of the runes have benefits which are triggered if you already have a certain rune on your Scripture. 

Still with me? It starts to make more sense when we check out each of the runes.

RuneRule / ConditionsAdditional RuleAdditional Rule
Rune of StrengthPick 2 Lumineth units. Add +1 to run and charge rolls for each targetIf the Rune of the River is on your Scripture, get +1 to wound in combatIf the Rune of Strength is on your Scripture, each target can Shoot and/or Charge even if they have retreated
Rune of the MountainPick 2 Lumineth units. Each target gains a 5+ Ward saveIf the Rune of Strength is on your Scripture, your melee weapons get Anti-Charge +1 RendIf the Rune of River is on your Scripture, subtract 1 from wound rolls made by enemy units targeting to your two chosen targets
Rune of the RiverPick 2 Lumineth units. Subtract 2 from Charge rolls for enemy units within 12” of any of your targets.If the Rune of Strength is on your Scripture, ignore negative modifiers to hit and wound rolls against the targetIf the Rune of the Wind is on your Scripture, each target can move 3” immediately. This allows said unit to move through enemy models, and importantly allows them to move into combat
Rune of the WindPick 2 Lumineth units. Subtract 1 from Hit rolls for attacks made by enemy models on your targetsIf the Rune of Strength is on your Scripture, add 4” to each of your target’s move characteristic. If the Rune of the Mountain is on your Scripture, add 5 to your target units Control Score
Rune of the ZenithAdd 2 to Casting rolls for any friendly Lumineth units. If you have 4 or more runes on your Scripture add 4” to all of your models movement characteristics. They also gain Crits on 5+s

Also note that you can keep picking the same rune each battle round. If you do so, then you can pick 2 more additional units per each time this rune is on your Scripture. So for example, if you have picked the Rune of Strength for two Battle Rounds, in the latest round you are using it you can pick 4 units instead of 2. If you then use it a third time you can pick 6.

Hopefully that all makes sense.

What it all ultimately means is this army will perform at it’s peak when you use the right runes at the right time. The trick will be knowing what buff you will need at certain points in the game, and ensuring you have already used the rune you need to trigger the effect you are after. 

I’ve not seen a mechanic like this in Sigmar (from my memory) and whilst it isn’t the easiest mechanic to learn with if you are new to the game, it certain adds flavour and depth to the faction to keep Lumineth players on their toes. 

Battle Formations

As with all Battletomes, we have a choice of four Battle Formations to choose from. Each formation leans a little into the different ways you can ‘play the Realm-Lords. Let’s check them out:

  • Warhost of Duality: When choosing a unit to Fight with, you can instead choose 2 units, resolving the second pick immediately after the first fight sequence. This used to be a trait for the whole army. It’s a great Formation and will IMO be one many will pick. 
  • Pilgrims of Haixiah: Friendly Lumieth units can use the Power Through command even if they have not charged this turn.
  • Ancient Spirits: Pick one of your Monster units. For the rest of the turn ignore the first point of damage taken to each Lumith unit within 12” of this monster. 
  • Arcane Focus: Spell abilities used from either of the two Lores in the book gain the Unlimited keyword. However you cannot pick the same unit to be the target of the same spell ability in the same turn. Makes sense. A very cool formation.

My gut tells me the Warhost formation will be the most commonly used as it’s just so strong. I do, however, have a soft spot for the Arcane Focus formation, because I’d be playing Lumineth for their magic, so why not lean completely into sorcery. 

Heroic Traits

2 of the 3 Heroic Traits have changed from the Faction Pack.

The 1 that has remained the same is Masterful Tactician. It allows you to Redeploy a minimum of 4”, making up for any rolls of between 1-3. 

Acolyte of the Runes plays into the new Battle Trait, and allows you to choose a Hero within 12” of this Hero in addition to the targeted units from when you have chosen your rune (so for example you’d choose 2 units + a Hero of your choice who is within 12” of the bearer of this trait).

Flawless Commander allows you to move up to 3 units in the Deployment phase as if it was the movement phase. 

Artefacts of Power

Phoenix Stone and Waystone are back and are the same as the Faction pack. Both are strong abilities (the Phoenix Stone allows a hero to return from the dead on a 3+ whilst Waystone is a remove this unit and deep strike them back in kinda deal.)

Silver Wand is back as well, but has changed a little. If given to a hero who isn’t a Wizard, then they gain Unbind 1. If you give it to a Wizard unit, then they gain +1 to casting.

3 very solid artefacts. Not a duff one in sight. 

Spell Lores

The Lumineth are led by Teclis, one of the greatest Wizards to stalk the Mortal Realms. With this in mind, his army can be super magical, so it makes sense that they have two spell lores. 

The Lore of Hysh sees Overwhelming Heat return, which halves a units move characteristic and potentially does mortal wounds. The other two powers are as follows:

  • Beacon of Hysh: Casts on a 6. Choose a non-Monster Lumineth unit. Unmodified hits of 1-3 fail against your unit. 
  • Piercing Refraction: Casts on a 7. Pick an enemy unit within 18” of the caster. Roll a dice for each model in the unit. On a 5+ deal a mortal wound. A classic we see in many spell lores.

The Lore of the Awakened Realms is a brand new set of magic powers that you can choose to draw from, and we’ve got some nice picks in here:

  • Focuses Erosion: Pick an enemy unit within 18” of the caster, and worsen that enemy units Rend by 1. Note this is too all weapons, so ranged and melee, until your next turn. 
  • Elemental Push: A free 5” move on a unit you cast it on.
  • Realmshield: Friendly Lumineth units within 12” of the caster gain a 5+ Ward Save. Very tasty.

I really like that Teclis’ faction gets a choice of spell lores, it just makes sense. Both have some very handy spells within them, making it a tough choice.

Warscrolls

And so we move onto the biggest section of this review, the Warscrolls. 

Within this section we will find the rules for each of the units available for the Lumineth Realm-Lords, including the brand new Vanari Lord-Regent. 

I’m going to pick out some of the cool changes that have happened since the Faction Pack.

  • Archmage Teclis: His Lunar Staff now does more consistent damage at range, dealing D3+3 instead of D6. Also knows both lores in the book. His Archmage ability now does your choice of casting your next spell on a 12 without rolling dice or subtracting 1 from an enemy wizard/priest’s power level until the start of the next turn. Light of Truth now just does D3 mortal damage on visible enemy units within 18” without the 2+ roll. Finally, he has lost his Spirit of the Moon ability, and instead can now depict a rune on your scripture at the start of the battle round once per battle.
  • Ellania and Ellathor: Blazing Sunbolt now is Rend 1, rather than 2. Other than that, and some tweaking to wording on abilities, it’s the same
  • The Light of Eltharion: Fangsword gains an additional attack. No longer ignores modifiers to his Save rolls, but still ignores modifiers when he attacks. Can now teleport 1” next to a friendly unit that is in combat. 
  • Lyrior Uthralle: Lost her ranged attack. Old ability has gone, as well as her old spell. Now has a cool ability to adjust your Battle Scripture to have an additional Rune of Strength as well as a spell which casts on a 5 and grants Strikes-First to this unit (+2 to cast if this unit is in combat).
  • Vanari Lord Regent on Lightcourser: Mount now hits on 4s and has Rend 1. Now grants reroll charges to all Lumineth units within 6” rather than just Dawnriders.Aetherquartz ability now adds 1 to hit roll and makes this unit -1 to hit, still once per battle 
  • Vanari Lord-Regent: The new model on the block. Same weapon profile as the mounted version. Has a passive ability which grants 3 additional rolls when rallying a unit within 12”. Can also in the Combat phase pick a friendly Wardens unit, roll a model for each model in the unit, and on a 5+ deal a mortal wound.
  • Scinari Enlightener: Ethereal Blessings has been replacing with a new spell, Clarity of Thought (casts on a 7), which prevents critical hits against the chosen friendly unit.
  • Scinari Loreseeker: Still has Independent Operative. Also has a new ability called Arcane Discovery which allows you to choose one non-faction terrain piece. For the rest of the battle that terrain piece grants +1 to cast for friendly AND enemy units within 3”.
  • Scinari Calligrave: Realmscribe now allows you to change 1 instance of a rune on your Battle Scripture. 
  • Scinari Cathallar: Still has Darkness of the Soul, but Absorb Despair has gone. 
  • Vanari Bannerblade: Gained an extra attack. No longer adds to your control score, but instead allows a friendly unit within 12” to rally, even if they are within combat. 
  • Vanari Auralan Wardens: Wall of Blades has gone. Now has ignore additional Charge damage when this unit has been charged. 
  • Vanari Auralan Sentinels: No change that I can see. 
  • Vanari Starshard Ballista: Gained an additional shot (now 4 shots rather than 3), of which are now flat damage 2 rather than D3. Blinding Bolts now adds +1 to hit if you are putting all your shots into a Monster. On a 3+ the Monster is -1 to hit for the rest of the turn. 
  • Vanari Bladelords: Now just has one melee profile, which is the same as the Flurry of Blows profile, minus the Anti-Infantry ability. Gain an additional pip of Rend when you have the Rune of Strength depicted on your Scripture. 
  • Vanari Dawnriders: Lost the damage on the charge ability, and instead now gain an extra bit of Rend when they charge. 
  • Ydriilan Riverblades: Lost an attack and lost Anti-Hero (+1 Rend). Travel the Waterways is the same as before BUT now has the additional rules of being able to set up anywhere on the board, so long as the Rune of the River is depicted on your Scripture. 
  • Avalenor: Lost the Cloven Hooves attack profile. Again, has an ability which helps with treating nearby Alarith units as having 1 additional Rune of Strength on your Scripture. Gains an additional attack in combat for every instance on your Scripture of a Rune of the Mountain. Unbreakable Bulwark now goes off on a 3+ instead of 2+ and now taunts enemies into having to attack this model.instead of previous buffs. 
  • Alarith Stonemage: Living Fissure spell has been replaced with Raise the Earth (casting value 7). Non-Fly units that are contesting a targetted objective takes D6 mortal wounds should they move. 
  • Alarith Spirit of the Mountain: Abilities completely changed. Gains +1 Attack if you have Rune of the Mountain on your Scripture. In the Combat Phase does a potential D3 damage to an enemy unit in combat. 
  • Alarith Stoneguard: No longer gains a Ward save, and instead should you have 2 or more instances of the Rune of the Mountain on your Scripture this unit goes up to a 3+ save. 
  • Sevireth: Range of ranged attack is increased by 3”. Now does flat damage 3 rather than D3+1. No longer has Rend in combat. Has the same Scripture ability as the Avalenor, but affecting Hurakan units and of course it being the Rune of the Wind. Can move D6 after Shooting, with +2 movement if you have the Rune of the Wind on your Scripture. 
  • Hurakan Windmage: Extra 2” range on ranged profile. Still has Transporting Vortex. Windleap now grants 3 visible Hurakan units the ability to Run and still Shoot/Charge.
  • Hurakan Spirit of the Wind: Again, extra 3” range on ranged attack. Now does flat 2 damage rather than D3. Melee profile no longer has Rend. Hunters rule is backLiving Cyclone has gone, whilst Spirit of the Wind now allows a D6 move (+2 with the right Scripture) if you have the Rune of the Wind. In the Shooting phase can attempt to give an enemy unit Strikes-Last. 
  • Hurakan Windchargers: Bows now have Anti-Cav and Crit Auto-Wound, but can no longer shoot into combat. Bow’s have extra 6” range if you have 2 or more instances of the Rune of the Wind on your Scripture. Windcharger Arrows ability has gone. 

Spearhead: Hurakan Vanguard

Moving on in the Battletome, we come to the Spearhead section of the book.

For those unaware, Spearhead is a short-form version of the game, ideal for beginners and veterans alike. It pits the contents of a Spearhead box (formerly Start Collecting boxes in spirit) and gives you similar (but not always the same) rules for those units. You then use a battle pack, such as Sand and Bone, and battle it out on a coffee table. 

I really like Spearhead, as you don’t have to invest lots of time to play and you only need to pick your Spearhead box up to play it. No list building, no buying other models. 

Every Battletome now has a Spearhead section which takes you through the units in the armies Spearhead (well, the current or new one) and then provides you with the rules to use them, as well as a very handy painting guide to help you get them on the tabletop painted.

In this instance, the Lumieth Realm-Lords Battletome introduces a new Spearhead box that they are getting, called the Hurakan Vanguard. This Spearhead leans into my favourite ‘aspect’ of the Lumineth, that is the Wind Temple. 

In this new box we have:

  • A Hurakan Windmage: I love this model. In fact I’m tempted just to pick one up to paint.
  • 5 x Hurakan Windchargers
  • 10 x Vanari Wardens: Whilst not of the Wind Temple, this unit provides you with a very sturdy battleline unit.
  • A Hurakan Spirit of the Wind: Again, another one of my absolute favourite models from the range.

It’s almost like GW are teasing me into collecting Lumineth. I have a VERY strong feeling I’ll be at least picking this box up for games of Spearhead, even if it doesn’t transcend into a full 2k army. 

As well as the unique warscrolls just for Spearhead, you also get a selection of traits and abilities for your small force to play with. 

Path to Glory

If you like your games Narrative, then you’ll be super interested in the Path to Glory content in each of the faction’s Battletomes. 

This section focuses on you creating your General, the Hero of your army. It allows you to go wild and create fun characters, picking an archetype, giving them a mount, additional abilities, etc. As you create your character you spend Destiny Points, which translate to a points cost, allowing you to point them for your army.

This section really allows you to create the Hero your army doesn’t have, but you wish existed. It’s a kitbashers dream.

This is then further extended into different tech trees you can progress down as your Hero ‘levels up’ during your Narrative games. 

Army of Renown | Aelementiri Conclave

For this edition Battletomes have introduced Armies of Renown. These are a different way to run your army, ignoring all the normal Battle Traits and instead replacing them with a strong theme. This does come with caveats, as many have heavy restrictions on what units you can or cannot take. 

The first one we are looking at is the Aelementiri Conclave, which allows you to take any of the following units:

  • Any Alarith units
  • Any Hurakan units
  • Any Ydrilan units
  • Cannot include Regiments of Renown

The Battle Trait for this Army of Renown again features a Rune-based mechanic, albeit a little different.

During deployment you bank the number of runes you’ll have for the battle. You gain one of each type for each of that types unit you have in your army, to a maximum of 6. At the start of the Battle Round you depict the ones you want for that Battle Round on your Scripture, This then plays into the abilities on some of your warscrolls (but you don’t gain the bonuses from the overall Lumineth battle trait, as you cannot use those rules).

Again, hope that makes sense. 

You can also use your runes in the heat of battle to bring back non-unique Monsters that have been slain earlier in game. 

Army of Renown | Vanari Paragons

The second, and final, Army of Renown focuses on your Vanari units. This Army has the following strict conditions:

  • You can include any non-Unique Vanari units
  • The Light of Eltharion
  • Cannot pick Regiments of Renown. 

This force has a lot of End of Turn abilities (made me feel like I was looking at the Maggotkin of Nurgle Battletome all over again).

The main mechanic of this Army of Renown is on the collection of Labours (you can gain them by finishing by the battlefield edges with units, killing enemy units, or destroying enemy units with artefacts). As you gain Labour points, you can then spend them granting your army a 5+ Ward save, and granting +1 to wound army-wide. 

To be honest, neither Army of Renown really does it for me. Some Lumineth fans may fall in love with one (or both!) but they just don’t seem to have the pull to try them out with the restricted unit lists. I’d personally just stick to the general army building, but thats my honest opinion. 

Regiments of Renown: Sigil Convocation

As we near the end of the book there is still time to discuss the two Regiments of Renown available, should you wish to include some Lumineth in your Order armies. 

The first is very straightforward. The Sigil Convocation consists of a Scinari Calligrave and the three Manifestations available to the Lumineth. 

This Regiment is very cool, not only because it allows you to rock up with more Manifestations, but also because the Calligrave can shut down an enemy spell each turn (on a 4+, and the target of the spell needs to be within 12” of the Calligrave mind), plus the Calligrave can teleport between it’s manifestations. Neat!

Regiment of Renown: Dawnrider Lance

Perhaps you need to add some cavalry to your Order army. This could be the Regiment for you. It consists of a Lord-Regent (mounted, ofc) along with 5 x Dawnriders. 

They are straightforward, but do have two abilities. One stops the enemy unit they smashed into from gaining any positive modifiers to their saves, whilst the second ability allows them to ignore any modifiers to their run or charge rolls. 

Summary

And with that, the Battletome has been read from cover to cover. So, what did I make of it?

The Lumineth, more than ever, are an army you need to put some time into, and I don’t just mean for painting as they are still such a detailed and stunning army to collect. To make the most out of the Lumineth it’s all about using the right units, at the right time, with the right runes activated. Master that, and I strongly believe this army will be a forced to be reckoned with in the competitive scene (not that I am at all competitive, so take my comment with a pinch of salt).

The new army wide Rune mechanic is really fun and has a lot of depth. The new Vanari Lord-Regent is a superb model to add to the range and fits a really important role on the battlefield. 

The Army of Renowns, in my opinion, are disappointing. I don’t feel they bring enough to the table to take, considering the fact you have unit restrictions during army building and you lose the solid Rune mechanic. Some experienced Lumineth players may find some gold in here.

The Regiments of Renown, however, I do really like, in particular the Sigil Convocation. I could totally see myself adding that one to one of my Order armies, in particular the Stormcast Eternals. Reminds me of when Teclis helped out friendly factions back in the Old World days…

The addition of a second spell lore is great, and provides the army with more choices which suits the faction.

I still really favour the Wind Temple units, and am more tempted than ever to build and paint a Lumineth army. I for sure have that new Spearhead box on my wishlist…I just wonder if I’ll expand it out…


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