Ok the Lumineth aren't ruined, but they are one of the more obvious casualties of the index edition. BUT I want to know what you think! Let me know if you think the Lumineth were done dirty by GW or if they are still looking solid for the next edition!
I'm happy so far. Magic always felt so inconsistent with not enough spell dice to cast or getting unbinded even if you get a successful cast. I think anything that makes them more consistent is good overall for the army. Plus games took forever with so many casters on the board. Still very curious what they will do with Teclis.
Fair points, I don't have an issue from a game design perspective, but lore-wise it seems less fun :P. Definitely want to see Teclis as well, that's going to be a big reveal.
If you ask me, I think these are on the whole good changes. The army is a lot less micro-intensive, and now it feels like you don't have to memorize a flowchart to play them, which I love personally. I'll break down my thoughts by each of the different abilities, then cover Warscrolls that I want to mention. So even though the army lost a lot of rules, plenty of armies did, and I think based on what we've seen so-far Lumineth will do just fine. Let's start with Shining Company since I don't have much to say on Lightning Reacitons, it stays winning like it always has. So even though Shining Company now has opprotunity cost, which does affect the durability of your Vanari units, I don't mind that, mostly because I no longer need to buy a bunch of movement trays to keep them in proper formation, it's just a thing that happens. Second, Power of Hysh. Changing it like this cuts out alot of faff if you ask me, becuase as cool and flavorful as it was to have even your basic battleline be Wizards, there was *alot* to track since they could all take lore spells, plus, you could always fail Power of Hysh on your most important units and you'd be borked that turn if you didn't have a Lord Regent to cast Greater Power of Hysh. But now all of that is gone, and it's just an ability you turn on. Is it less flavorful, sure, but it massively streamlines the gameplay experience since you no longer need to roll to cast(Power of Hysh or a Lore Spell) on every one of your Wardens, Sentinels and Dawnriders. Next is Deep Thinkers, and I don't have much to say here. +1 to cast is great, even if it's just for Scinari Wizards. I just hope that this doesn't go to crazy town with Teclis letting you bring any Heroes in his regiment. I'd like the Tec-Nado to remain a relic of prior editions. Thanks. Enduring as Rock. I enjoy the Alarith Temple units. They're not my favorite Temple personally, but worsening Rend has always been an effective durability buff, and being able to just. . . always have that on with another Facet of War is going to be pretty strong imo. I saved the best for last, Move Like the Wind. This might be my personal bias coming out because my favorite of the full Temple rosters is the Hurakan Temple, but I can't help it. This looks SO good! I never liked the old Move Like the Wind, it always felt really gamey and not that useful, but this is just free movement that lets your Wind Temple units properly Skirmish, darting in-and-out of enemy threat ranges like they were always meant to and I couldn't be happier about it! Now for Warscrolls, I think the twins were a good first pick, even if I would have liked to see Teclis just to know what BS GW made him capable of this time, I will wait until we get full rules before making any judgement on him this time(I have alot to say about Teclis from past editions, almost none of it is good). But the Twins were a good pick! They show alot of what you want to see out of this army as a sampler, it's a good Wizard with fun, flavorful rules, and the reworked the army's most BS spell from the last two editions to ease the fears of those who dreaded its return. No notes from me, the Twins were good before, they're still good now, arguably better now that damage numbers have been rebalanced to allow Ellathor to maybe contribute to fights meaningfully, great stuff. Then there's my boy Sevireth. They did him dirty in 3rd edition after the meta-terror that was Fox-Force-Five. But now he's back and actually supports Wind Temple Units! HALLELUJA!!! That was always one of my biggest issues with Wind Spirits in prior editions, they were useful, they could skirmish with decent shooting and had movement tricks for days, but they didn't really work with your other Hurakan units, making me feel like there was a bit of ludonarritive dissonence in that part of the army, especially when GW completely gutted Windmage Symbiosis in 3rd edition. But all of that is in the past, now Sevireth properly supports his followers like an Aelementor shoud! Combined with his better armor compared to prior editions, I'm really excited now to get him painted and on the tabletop! This whole article has me excited to paint my Lumineth, but this new Sevireth Warscroll is tempting me to skip my peas and carrots and go straight for desert.(I won't actually do that though, I still have an absolute ton of other models to get through first) Stoneguard, maybe a hot take here, but I think this unit has only improved since 3rd edition. No more remembering paired Hammers v.s. regualr Hammers, they're one profile. They may have lost their crit bonus mortals, but their Hammers are all Damage 2, which is a HUGE upgrade! And going from a 4+ Ward against Mortal Damage to a regualr 5+ Ward I think is a better shift because it lets them tank more effectively in most every phase against armies that don't care about dealing Mortal Damage like Khorne or Ironjawz. Combining that with their Facet of War will make these guys hard to shift off an objective, like Stoneguard are supposed to be. Vanari Auralan Wardens. . . I don't have much to say. I don't mind that they're not Wizards, their ability to Strike First on a 4+(3+ against Cavalry) is perfect for their flavor and they feel like a solid, well rounded unit that can do reasonable damage for a basic troop. Their numbers didn't meaningfully shift, but they didn't need to. They just need to be pointed reasonably. Finally, let's talk about the Sanctum of Amyntok. I was almost scared of the 4+ Ward, but its banishment value is super low, so I don't think it'll be an issue. I'm just happy I have a mechanical reason to paint it, because it has never been good until now. Overall, this article has me *incredibly* excited for the full rules, even if two of the Warscrolls we already saw in the exhibition match, I knew we weren't going to get 100% new info, but the new stuff we did get was great at showing what this army will play like in 4th and I couldn't be more ready for it to finally come out.
I agree overall that it is an improved play experience and I do think Wardens and Hammers got better. But thematically I think a bit is lost. I'm sure some of that will be built back with the battletome coming out (hoping for Phoenix temple after the recent lore!). Overall I'm more excited to play Lumineth after reading this article.
Narrator: Did Games Workshop ruin the Lumineth Elf Faction? Original Warhammer Fantasy Player: What the hell are Lumineth Elfs? Narrator: Its an Age of Sigmar Elven faction that... Original Warhammer Fantasy Player: U lost me at Age of Sigmar
Hahah I wanted the video to hopefully bring in some new viewers and I figured Lumineth Realm-lords doesn't really mean anything to someone that doesn't play Age of Sigmar.
I have a few videos on that very topic that came out in the last week! I'll be doing more new player videos soon as well and also some lore stuff. Thanks for listening!
There's a launch set coming out in mid-July, Skaventide. So if you like immortal demigod warriors who lose more humanity with each passing battle in the Stormcast Eternals, or scheming mad-science Rat Men in the Skaven. Then start there. There would also be a tie-in novel released for it. And those have always been good introductions to the lore no matter what edition. Hope that helps! I love helping get new players into the hobby so don't hesitate to ask either of us questions. In fact, you can find my fingerprints on alot of these Warhammer videos.😉
So that was Warhammer Fantasy, Age of Sigmar is basically like Warhammer Fantasy 2. Like 10 years ago there was a cataclysmic event in the lore, the world was destroyed by Chaos, and Age of Sigmar is the post-apocalyptic setting for the "medieval warhammer"
@@Polak966 Right, ok makes sense. So if you have an army in Warhammer Fantasy, were you basically just told to kick rocks? What was the functional reason for the “sequel”?
@davidhollinshead6995 mmm not exactly, but it can be perceived that way. The gameplay itself has changed, where there's a few less models per unit, the models are a bit bigger, and the bases changed from square to round. There's more individuality between each model, and they can wrap around opponent models. In the original, you had to move models inside a frame. Lots of models are pretty similar, though, so if you don't want to buy the new ones, you can, mostly, replace the bases and "proxy" the units into Age of Sigmar. It's more nuanced than that, maybe Mysidia can make a video explain the differences between Warhammer Fantasy/Old World and Warhammer Age of Sigmar
If u ask that an original Warhammer Fantasy player he would call u a heretic :D And no it istn. Warhammer Fantasy and Age of Sigmar is like Diablo II and Diablo Immortal. One is a pop cultural master piece and the otherone is a cheap cash grab.
Ok the Lumineth aren't ruined, but they are one of the more obvious casualties of the index edition. BUT I want to know what you think! Let me know if you think the Lumineth were done dirty by GW or if they are still looking solid for the next edition!
Ogres are going to take offence to that
I'm happy so far. Magic always felt so inconsistent with not enough spell dice to cast or getting unbinded even if you get a successful cast. I think anything that makes them more consistent is good overall for the army. Plus games took forever with so many casters on the board. Still very curious what they will do with Teclis.
Fair points, I don't have an issue from a game design perspective, but lore-wise it seems less fun :P. Definitely want to see Teclis as well, that's going to be a big reveal.
If you ask me, I think these are on the whole good changes. The army is a lot less micro-intensive, and now it feels like you don't have to memorize a flowchart to play them, which I love personally. I'll break down my thoughts by each of the different abilities, then cover Warscrolls that I want to mention. So even though the army lost a lot of rules, plenty of armies did, and I think based on what we've seen so-far Lumineth will do just fine.
Let's start with Shining Company since I don't have much to say on Lightning Reacitons, it stays winning like it always has. So even though Shining Company now has opprotunity cost, which does affect the durability of your Vanari units, I don't mind that, mostly because I no longer need to buy a bunch of movement trays to keep them in proper formation, it's just a thing that happens.
Second, Power of Hysh. Changing it like this cuts out alot of faff if you ask me, becuase as cool and flavorful as it was to have even your basic battleline be Wizards, there was *alot* to track since they could all take lore spells, plus, you could always fail Power of Hysh on your most important units and you'd be borked that turn if you didn't have a Lord Regent to cast Greater Power of Hysh. But now all of that is gone, and it's just an ability you turn on. Is it less flavorful, sure, but it massively streamlines the gameplay experience since you no longer need to roll to cast(Power of Hysh or a Lore Spell) on every one of your Wardens, Sentinels and Dawnriders.
Next is Deep Thinkers, and I don't have much to say here. +1 to cast is great, even if it's just for Scinari Wizards. I just hope that this doesn't go to crazy town with Teclis letting you bring any Heroes in his regiment. I'd like the Tec-Nado to remain a relic of prior editions. Thanks.
Enduring as Rock. I enjoy the Alarith Temple units. They're not my favorite Temple personally, but worsening Rend has always been an effective durability buff, and being able to just. . . always have that on with another Facet of War is going to be pretty strong imo.
I saved the best for last, Move Like the Wind. This might be my personal bias coming out because my favorite of the full Temple rosters is the Hurakan Temple, but I can't help it. This looks SO good! I never liked the old Move Like the Wind, it always felt really gamey and not that useful, but this is just free movement that lets your Wind Temple units properly Skirmish, darting in-and-out of enemy threat ranges like they were always meant to and I couldn't be happier about it!
Now for Warscrolls, I think the twins were a good first pick, even if I would have liked to see Teclis just to know what BS GW made him capable of this time, I will wait until we get full rules before making any judgement on him this time(I have alot to say about Teclis from past editions, almost none of it is good). But the Twins were a good pick! They show alot of what you want to see out of this army as a sampler, it's a good Wizard with fun, flavorful rules, and the reworked the army's most BS spell from the last two editions to ease the fears of those who dreaded its return. No notes from me, the Twins were good before, they're still good now, arguably better now that damage numbers have been rebalanced to allow Ellathor to maybe contribute to fights meaningfully, great stuff.
Then there's my boy Sevireth. They did him dirty in 3rd edition after the meta-terror that was Fox-Force-Five. But now he's back and actually supports Wind Temple Units! HALLELUJA!!! That was always one of my biggest issues with Wind Spirits in prior editions, they were useful, they could skirmish with decent shooting and had movement tricks for days, but they didn't really work with your other Hurakan units, making me feel like there was a bit of ludonarritive dissonence in that part of the army, especially when GW completely gutted Windmage Symbiosis in 3rd edition. But all of that is in the past, now Sevireth properly supports his followers like an Aelementor shoud! Combined with his better armor compared to prior editions, I'm really excited now to get him painted and on the tabletop! This whole article has me excited to paint my Lumineth, but this new Sevireth Warscroll is tempting me to skip my peas and carrots and go straight for desert.(I won't actually do that though, I still have an absolute ton of other models to get through first)
Stoneguard, maybe a hot take here, but I think this unit has only improved since 3rd edition. No more remembering paired Hammers v.s. regualr Hammers, they're one profile. They may have lost their crit bonus mortals, but their Hammers are all Damage 2, which is a HUGE upgrade! And going from a 4+ Ward against Mortal Damage to a regualr 5+ Ward I think is a better shift because it lets them tank more effectively in most every phase against armies that don't care about dealing Mortal Damage like Khorne or Ironjawz. Combining that with their Facet of War will make these guys hard to shift off an objective, like Stoneguard are supposed to be.
Vanari Auralan Wardens. . . I don't have much to say. I don't mind that they're not Wizards, their ability to Strike First on a 4+(3+ against Cavalry) is perfect for their flavor and they feel like a solid, well rounded unit that can do reasonable damage for a basic troop. Their numbers didn't meaningfully shift, but they didn't need to. They just need to be pointed reasonably.
Finally, let's talk about the Sanctum of Amyntok. I was almost scared of the 4+ Ward, but its banishment value is super low, so I don't think it'll be an issue. I'm just happy I have a mechanical reason to paint it, because it has never been good until now.
Overall, this article has me *incredibly* excited for the full rules, even if two of the Warscrolls we already saw in the exhibition match, I knew we weren't going to get 100% new info, but the new stuff we did get was great at showing what this army will play like in 4th and I couldn't be more ready for it to finally come out.
I agree overall that it is an improved play experience and I do think Wardens and Hammers got better. But thematically I think a bit is lost. I'm sure some of that will be built back with the battletome coming out (hoping for Phoenix temple after the recent lore!). Overall I'm more excited to play Lumineth after reading this article.
Narrator: Did Games Workshop ruin the Lumineth Elf Faction?
Original Warhammer Fantasy Player: What the hell are Lumineth Elfs?
Narrator: Its an Age of Sigmar Elven faction that...
Original Warhammer Fantasy Player: U lost me at Age of Sigmar
Hahah I wanted the video to hopefully bring in some new viewers and I figured Lumineth Realm-lords doesn't really mean anything to someone that doesn't play Age of Sigmar.
I dont know anything about warhammer,,, but im listening.. looks so big and cool and heavy on lore...where do i even start?
I have a few videos on that very topic that came out in the last week! I'll be doing more new player videos soon as well and also some lore stuff. Thanks for listening!
There's a launch set coming out in mid-July, Skaventide. So if you like immortal demigod warriors who lose more humanity with each passing battle in the Stormcast Eternals, or scheming mad-science Rat Men in the Skaven. Then start there. There would also be a tie-in novel released for it. And those have always been good introductions to the lore no matter what edition. Hope that helps!
I love helping get new players into the hobby so don't hesitate to ask either of us questions. In fact, you can find my fingerprints on alot of these Warhammer videos.😉
@@mysidia thanks to you too..always wanted to know more but it just feels like a huge franchise
Ok legit question. Is age of sigma or whatever is he same as the medieval warhammer of like 20 years ago?
So that was Warhammer Fantasy, Age of Sigmar is basically like Warhammer Fantasy 2. Like 10 years ago there was a cataclysmic event in the lore, the world was destroyed by Chaos, and Age of Sigmar is the post-apocalyptic setting for the "medieval warhammer"
@@Polak966 Right, ok makes sense. So if you have an army in Warhammer Fantasy, were you basically just told to kick rocks?
What was the functional reason for the “sequel”?
@davidhollinshead6995 mmm not exactly, but it can be perceived that way.
The gameplay itself has changed, where there's a few less models per unit, the models are a bit bigger, and the bases changed from square to round. There's more individuality between each model, and they can wrap around opponent models. In the original, you had to move models inside a frame.
Lots of models are pretty similar, though, so if you don't want to buy the new ones, you can, mostly, replace the bases and "proxy" the units into Age of Sigmar.
It's more nuanced than that, maybe Mysidia can make a video explain the differences between Warhammer Fantasy/Old World and Warhammer Age of Sigmar
@@Polak966 I know you reading this Alex. Here’s your next vid idea. Genuinely curious aboot this
If u ask that an original Warhammer Fantasy player he would call u a heretic :D And no it istn. Warhammer Fantasy and Age of Sigmar is like Diablo II and Diablo Immortal. One is a pop cultural master piece and the otherone is a cheap cash grab.