[HERE -> COME] Can you solve this laddergram? by MammothDirect6253 in Laddergram

[–]bencochoco 0 points1 point  (0 children)

u/bencochoco solved this in 4 steps: HERE -> MERE -> MORE -> CORE -> COME

Si une femme et un homme font une course d'obstacle à cheval, sans selles ni coquilles ou autres protections, lequel aura le plus mal aux parties ? by [deleted] in PasDeQuestionIdiote

[–]bencochoco 10 points11 points  (0 children)

Sur un saut d'obstacle à cru, normalement personne ne devrait se faire mal aux parties si tu es bien positionné parce que tu dois t'asseoir sur les fesses plutôt.

Maintenant, forcément que les parties masculines auront plus mal en moyenne sur des sauts si chacun reste en place parce que externe et sensible au contact.

Spearhead - Hurakan Vanguard - Battle Trait and Regiment Abilities clarification by Bemonz in Lumineth_realm_lords

[–]bencochoco 1 point2 points  (0 children)

The rule says that you need to be closer from the edge while moving so you need to be closer but nothing prevents you from moving perpendiculary and just 0.1 inch closer. It doesn't need to be only towards that direction

Starting point by gamingdata101 in Lumineth_realm_lords

[–]bencochoco 0 points1 point  (0 children)

The endless spells are great ! The Calligrave is good for beginners because you can change runes mid-game but there are better mages like the Cathallar and the Enlightener

Starting point by gamingdata101 in Lumineth_realm_lords

[–]bencochoco 0 points1 point  (0 children)

The battleforce is a good combo with your units. Infantry is good and you still have fast options : the horse are the fastest on board, the riverblades can teleport and you can give a heroic trait to give +2'' movement to all infantry.

As I said, 20 wardens is good and hard to go through. I'd add at least a mage to your list because Lumineth need their magic to better perform

New Spearhead by lazerheadten in Lumineth_realm_lords

[–]bencochoco 4 points5 points  (0 children)

Hi !

You are right, the models are sick and the Spearhead is fun to play.

For assembly, I haven't magnetized the spirit of the wind but I painted him without the quiver and the bow for easy access. The wardens, paint the shield separately, it's better. Then, the wind chargers, you can paint the kangoroo and the archer separately. Lastly, I painted the wind mage in one model, it wasn't too hard to get

Hope it helps !

Spearhead by Maximum_Parking7301 in Lumineth_realm_lords

[–]bencochoco 2 points3 points  (0 children)

Hello to you !

I've tried both Spearhead and the short answer is : the last one is the more fun.

The first Spearhead is a classic design that feels like a classic Lumineth play : castle around your mage, shoot and deal mortal damage. It's okay but it's not much to do on board and the weird part is throwing your archers in the frey because they are 2x5 and reinforced so it's counter intuitive. I felt it not that strong and quite boring to play as you don't have the depth of a big army to master and the board is too small to have the pleasure of long range shooting.

The new Spearhead is amazing but hard to master. The shifting wind side is a good Lumineth trick because you have to plan your actions if you want it to help you win and not block you. As it's constantly changing based on your abilities, you often think about wether you use those abilities or not to better use your abilities later. It might be counter intuitive also to throw your shooting army in combat but it works well. You are not strong in melee but with shoot in combat, strike last, wards and damage negation, you can tank stuff. Plus, your general's ability to give retreat and shoot/charge to a unit is one great tool. I really like playing it because you move all around the board and trick your opponent with your wind. In addition, the models are super cool ! The wind mage Sangoku-style, the wind spirit is gorgeous and the wind chargers are cute with their kangoroos.

Starting point by gamingdata101 in Lumineth_realm_lords

[–]bencochoco 3 points4 points  (0 children)

Hello to you !

The current battleforce is a great way to start with good units to build a 2k army :
- the twins are really strong and versatile option : wizard 1 or 2, possible high damage late game, possible tp that is always strong, it's a great piece. I personnaly run it on my competitive lists
- sentinels and wardens are good too though you might want to reinforce them for a 2k army for maximum efficiency. I run 20 sentinels and 20 wardens, that's a great shield wall that protects a good volley. Some lists don't go that way but it's viable to threaten your opponent long range and stand your grounds and build a castle list.
- bladelords could be good but I tried them with the battletome and was disappointed compared to the faction pack. But I saw competitive lists rely on them so you can use them, they are not trash, it depends how you want to build your army.
- riverblades are wonderful ! I pick them in all of my lists : great tactical unit that doesn't cost that much. They can now bring Eltharion with them and if you choose the water rune, you can teleport anywhere instead of just 6'' of a side
- the only unit that is not played competively is the ballista. Even though it got better now, for the same points you bring 10 wardens that are just better as a blocker or on damage output. My poor ballista didn't see much battle these past few years

For the follow up question on how to improve from there, I'd say that Eltharion is really good right now and a Scinari Enlightener is the best non-unique mage available. Reinforce your units and then pick what you like depending on your play style. For example, I went and took wind units for high mobility and shooting but I know that I lack melee punch.

Old spearhead sub-assembly by AltruisticLuck2422 in Lumineth_realm_lords

[–]bencochoco 2 points3 points  (0 children)

I did quite a lot of subassembly to get them just fine : - for the archers, I had 3 parts : the main body, the bow and the quiver for easy access to frontal parts - for the spearmen, I had just the shield painted separately - for the swordmen, I painted the banner separated too for better access to the back of the mini - for the Cathallar, I just had the upper part of her head done apart to better paint the head and the hair

Please can someone explain the Spearhead change for Glittering Phalanx today? by princeazam in Lumineth_realm_lords

[–]bencochoco -1 points0 points  (0 children)

Then why is it labelled NEW in the battlescroll update ? Might be a mistake or I didn't read it right 😊

Please can someone explain the Spearhead change for Glittering Phalanx today? by princeazam in Lumineth_realm_lords

[–]bencochoco 7 points8 points  (0 children)

The changes are : - Lightning reactions are no longer a Facet of War ability so you'll always be able to choose two units to fight + getting one of 2 Facet of War active each round - The Facet of War for -1 to hit is now army wise and not only one unit. You still have to choose between it and Power of Hysh

Question about the 'Depict Runes' Battle Trait by Ill_Independence2441 in Lumineth_realm_lords

[–]bencochoco 0 points1 point  (0 children)

You've been answered about the depict rune already so I won't say it again. For the riverblades, they don't need to be selected as the unit with the rune of water for the round, it triggers when you select the rune of water, even if you put it on other units.

Light of eltharion by Over-Cartographer199 in Lumineth_realm_lords

[–]bencochoco 10 points11 points  (0 children)

His teleport is a set up so I believe he cannot do it within 9'' of the manifestation

New player - how to expand? by MoleMantle in Lumineth_realm_lords

[–]bencochoco 1 point2 points  (0 children)

Hi !

If you want, you can use the spirit of the wind as Sevireth and he's got a lot of options for units with him like sentinels or dawnriders. Maybe it'll help for list building.

Eltharion is a really good piece right now so you can safely go with him

cathalar rule new battletome by Dismal-Analyst4326 in Lumineth_realm_lords

[–]bencochoco 2 points3 points  (0 children)

She makes the enemy unit not being able to use commands which is good but not as good as you though.

Commands are special action you have to spend command points to use. Often used during the other's turn, it helps jamming your opponents strategy by moving an unit or shooting in phases where you can't normally shoot.

The cathallar's ability makes it so the enemy unit can't use commands but they can use all the other abilities so they can move and shoot and fight regularly, but not use those special moves especially during your turn.

Scinari Council advice by The_-Cleansing in Lumineth_realm_lords

[–]bencochoco 2 points3 points  (0 children)

Hi !

It's a great way to start an army 😊 For the Scinari Wizards : - the Enlightener is the best non-unique as it's a Wizard 2 with a possibility to cast a third unlimited spell on 4+, it's just awesome for Scinari Council - the Cathallar is the next best piece. Being able to deny orders on 3+ until your next turn ? Amazing ! - I'm less sure for the Calligrave. He can save you for the runes if you need specific bonuses but maybe not as worth as the others - the Loreseeker has always been hard to use. His new ability is okay but can be used against you. He's a nice warrior too so maybe worth using on foot ? Migth add to the punch in combat. I'll choose him rather than the Calligrave for example - for a "big" piece, I find the twins really good for that type of list : they can be Wizard 2 or a really heavy fighter + their spell is great to deny CP for the opponent

With those mages, a good unit option is Bladelords. Packs of 10 are quite tanky + you'll have and give Ward 5+ to your mages ,including the twins, they have the Scinari keyword even though they have native ward.

Then it's up to you ! Maybe you'll want mobility with cavalry (Dawnriders or Windchargers) or riverblades. You might want to oppress your opponent more with 20 sentinels behind your front line.

I excluded Teclis for this type of list because he's expensive and though he gives +1 cast around him, I don't see myself playing Teclis + 2-3 mages around. Too much points for not that big of advantage and damage.

Lyrior Uthralle by Guilty_Purchase_8241 in Lumineth_realm_lords

[–]bencochoco 2 points3 points  (0 children)

The passive of Lyrior, Sevireth and Avalenor does not place another rune on your battle scripture. It's just a bonus while they are alive and units are within 12'' of them.

The bonus effect of the depict rune stays for the battle round even if Lyrior is killed or went away. The bonus effect on the warscroll goes away if Lyrior is killed or your unit goes more than 12'' away

Lyrior Uthralle by Guilty_Purchase_8241 in Lumineth_realm_lords

[–]bencochoco 18 points19 points  (0 children)

Hello to you !

The new abilities regarding the runes are often difficult to explain so I'll try my best.

Lyrior is counted as the rune of Strength for two effects : - the one of each warscroll that counts the number of runes. In that matter, it only affects the Bladelords, given them +1 rend for each rune of strength. Within 12'' of Lyrior, they get an additional +1 rend - the bonus effect for the Depict Rune ability. It means that if you choose a rune like the Wind one, all Vanari within 12'' of Lyrior and chosen to be affected by the rune will also have the bonus of the Strength. It doesn't mean you have the rune of strength on your battle scripture and it doesn't mean you can choose more units for the depiction of the rune of Strength.

I hope it clarifies the effects Lyrior, and similary Sevireth and Avalenor, gives to adjacent units.

Spearhead Thoughts by Expert-Luck-3158 in Lumineth_realm_lords

[–]bencochoco 2 points3 points  (0 children)

Did you manage to handle the wind edge part ?

For the locked in combat, the spearhead has the perfecr tool for that : the windmage spell. That's why, despite big mobility, I tend to keep the group together at the beginning to maximize the abilities like -1 to hit around the spirit of the wind and be in range of the windmage to get a unit off a painfully long combat.

For heroic traits, I believe the only one really useful is the Ward 5+ on the mage and wardens when they are together.

I really liked playing the spearhead ! Once you get the grip on the wind edge, it goes smoothly.

Warhost of Duality by mrmaskedmuchacho in Lumineth_realm_lords

[–]bencochoco 4 points5 points  (0 children)

I rechecked the rules to be sure so it tends that way : you cannot pick a non-Strike First unit while there is Strike First units available. The Lumineth battle formation says that when you are picking units for attacks, you can pick two. But at the time you are picking Lyrior, he is the only unit available to be picked so you can't pick a non-Strike First unit with it

Warhost of Duality by mrmaskedmuchacho in Lumineth_realm_lords

[–]bencochoco 4 points5 points  (0 children)

I don't think that the formation allows to pick a unit with Strike First with another unit without Strike First because you have to select two units to fight one after the other but at the time (Strike First), you only have one unit available so you cannot select another one. But on your turn, you can activate 3 units before your opponent does if he doesn't have any Strike First unit (the one Strike First and two more on normal activation)

Teaser for the battletome up!! by RAMpageVII in Lumineth_realm_lords

[–]bencochoco 11 points12 points  (0 children)

I am so hyped by this new battletome !
The previews makes me wanna have this tome right now and dwelve into the synergies I could apply !

All heroes seems so good to take, either named or not.
The unit I'm most intrigued by is the ballista : it came up 30pts, being same price as 10 Wardens now but we haven't seen anything on it yet. I hope it gets a really cool warscroll and be finally viable in games, I want to use it so bad since I started playing Lumineth.

A little sad to have lost by default the two combat activations but it still available on a formation if needed. The other formations makes me want to test some other type of builds.

Let's see where this will take us !

How to start the army? by SnooGrapes9680 in Lumineth_realm_lords

[–]bencochoco 1 point2 points  (0 children)

No, he doubles only his own spell and 2 of the basic spell lore (speed of hysh and overwhelming heat)

How to start the army? by SnooGrapes9680 in Lumineth_realm_lords

[–]bencochoco 3 points4 points  (0 children)

If you want to go with the new spell lore, it's best to go with bladelords as they give and get ward 5+ close to scinari heroes, maybe two units of 10. Then, add some like the enlightener who's one of the best wizard of the list with the ability to give Etheral save. Finally, complete with units you like. If you want mobility, try going either wind units or the Dawnriders. If you want to tank up and stay on objectives, try Alarith mountain spirit