With all the options from Broken Realms: Teclis and the updated battletome, it’s now possible to field an all-cavalry army of Lumineth Realm-lords. You’re probably still painting your new units and dreaming up what you’re going to do with them, so here are our top tips for satisfying your need for speed.
Rock You Like a Hurakan
The biggest update to the army by far is the addition of the Hurakan temple. Unlike the stalwart Alarith warriors, those who harness the spirits of the wind are swift, mercurial, and difficult to pin down. This is most clearly represented by their signature battle trait, Move Like the Wind.
If you choose a Hurakan Windmage as your general, they can also benefit from the Swift command trait, which boosts their Move characteristic to a blistering 19”.
Helon? More Like Hell Yeah!
If you’re going for the all-cavalry option, make sure you choose the Great Nation of Helon – which unlocks Hurakan Windchargers as a Battleline unit. On top of that, your enemy will have an even harder time keeping track of your mobile Lumineth.
Mount Up
Both Vanari Dawnriders and Hurakan Windchargers have a very impressive base Move characteristic of 14”, rivalling even Slaanesh units for pure speed. The agile treerunner steeds of the Windchargers are also able to leap over obstacles to get to enemies that your opponent thought were well protected.
Even if you choose not to go all-in with the cavalry, both of these units are fantastic in their own right. They allow you to quickly shore up your defences, hit your enemies where they’re weakest, and generally cause havoc as they flit from one end of the battlefield to the other.
Support the Troops
Vanari Lord Regents also move 14” on their lightcourser steeds, so they can keep up just fine with your Dawnriders and Windchargers.
You’ll want to include at least one Hurakan Windmage as well – they act as a fantastic support unit for Windchargers. Windmages can use Windleap to inspire a unit of Windchargers to become one of the best mobile harassment units and objective grabbers in the game.
Raise Your Army’s Spirits
As befitting the war-form of the wind itself, Hurakan Spirits of the Wind can fly a jaw-dropping 24”. Yes, this includes Severith. As if that wasn’t enough, they can each take an additional 12” move at the end of the shooting phase. As if THAT wasn’t enough, they can still charge later in the turn. They’re truly a force to be reckoned with, and their threat range is staggering.
And remember those Windmages that you’ve surely already added to your list? Good thing they’re mobile too, because they can also heal nearby Hurakan Spirits. This entire army is built for synergy.
Death Delivered Hot and Fast
There are far too many abilities, artefacts, and traits that boost your speed to list here, but there’s one more that we simply must mention – the humble Speed of Hysh spell. For a mere casting value of 5, you can DOUBLE the move of nearby units.
That’s right, you can pretty much place Severith anywhere you like within 48”, and you can do it more than once per game. Imagine the look on your opponent’s face when this incredibly powerful unit swoops right over their lines to appear behind them or leaps from out of nowhere to support what looked like a vulnerable flank. We think you’re going to use this spell a lot.
No matter whether you’re going big on mobile units or adding a choice selection to your existing force, the new options make the Lumineth Realm-lords one of the most versatile armies in the Mortal Realms.
Have you been perusing the battletome and coming up with some tricks of your own? Head to the Warhammer Age of Sigmar Facebook page and Twitter to tell us all about them.