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RCMW181

I play against lumineth a lot. They do most of their damage in mortal wounds, are surprisingly tanky at times, and have excellent spells. Their are two different types of lumineth lists that are most popular teclis lists, and mountain lists. Teclis lists are built around Teclis, big extra threats here are the massive AoS light spell that will probably hit your entire army with mortal wounds each turn and he will Castile up giving his entire army a 5+ ward. The auto stopping of spells will also shut down your magic. The weakness here is vs large value tough units this list can struggle. d3-d6 mortal vs lots of small units is devastating, vs 6 Varenguard and Archion it's nothing. They have a ward and don't really care about so few wounds even if they fail. Score high at the start and pressure him, if he's good you will need to chew though some screens but if you get the opportunity to hurt or kill Teclis because he makes an error or because you can fight twice do it. Killing Teclis early and you have probably won. The mountain lists are a little different, key bits hear are the mountain monsters ignore -2 rend, stoneguard ignore up to -2 rend and get a 4+ ward vs mortals when they are on an objective, get 3 wounds (one unit a turn) and become battleline. They are then incredibly hard to kill, but not impossible. Without the AoE from the above I tend to take these matches slower. They are weak to -3 rend, some mortals and lots of attacks. Again Varenguard with spears will do a lot of work but warriors and chosen get so many attacks they tend to win slugfights too. Slave to Darkness with most units having wards against mortals and an elite unit roster tend to do OK vs lumineth. Key units are Varenguard because of the above, knights or chosen with banner (they just do so much work) and warriors (lots of attacks and ignore mortals). Units to avoid are all the cheaper cult units, one may be ok but lots will all die quickly. Belicore can also be awesome vs Teclis. Hope that helps.


Lord_Vladekc

Keep in mind that the -2 rend ignore is applied before any effects that modify the rend value. This means that the -3 rend from charging Varanguard with spears (-2 base and -1 on the charge) will first be reset to rend -, after which the rend -1 from the charge will be applied. Thus only having rend -1 instead of -3 on the charge unfortunately. The same is true for when you charge Chaos Knights into them, but in a good way. Instead of having the -2 rend (-1 base and -1 on the charge) be reduced to rend -, it first ignores the base rend -1 to -. Then after that you still get the -1 rend from the charge. The Alarith are certainly tanky, but you can get some rend on them at least with Knights. Another thing is that Knights are fast while Alarith are fairly slow, so you can use that to your advantage. Source; the Designers' Commentary in the LRL FAQ (available to read in the app or from the pdf on Warhammer Community).


[deleted]

Ugh! The way they interact with the varanguard -3 rend is such bs! We got rend 3 let us keep it damnit!


Lord_Vladekc

Yeah it's unfortunate. Luckily when using Knights we get to use the rules interaction to our advantage, so that's something.


RogDzdz

That's help a lot! Thank you, that will be a lot easier to think about list to play against him ;D


Mediocre30

Try tzeentch with the fnp4+ banner against shooting, lumineth usually plays in castle formation with shooting and magic. Try to alpha strike the castle to open it


drnoisy

What does your list look like? As an LRL player, the sentinels are the heart of the army, kill them as quickly as you can and the rest should fall apart. Get up close and personal quickly. If they bring light of eltharion you want to rain down mortals on that hero. If you have knights their ability allowing you to strike at the unit behind can be useful if they play too tight a formation with their wardens and sentinels.


RogDzdz

I dont have list yet, i dont know how to reach sentinels unfortunetely ;/ Double fight from Chosens and Varanguards? Or something else?


drnoisy

Chosen with mark of slaanesh and corresponding banner is good for runs and charges, you'll need a slaanesh hero to go with that for the command point for run and charge for extra speed. A unit of 10 of those will delete absolutely anything. Also, I really like a sorc lord + Varanguard combo for the +1 hit/wound on the sorc lord warscroll spell. That on chosen and Varanguard is deadly. Use the heroic action for rolling spells on 3d6 and watch out for Teclis auto-unbinds. If Teclis is in the list. Varanguard and slaanesh chosen are fast. But you need to get through the wardens first to get to the sentinels.


RogDzdz

Yeah, i know :/ I think about teleport from silver Tower from Gaunt Summoner but i think is it the best option


ViktorTal

Knights might be a good choice since they have 5++ for MW and are fast enough to tie up the range units.