Age of Sigmar: Lumineth Realm-Lords Nation of Helon
The Lumineth Realm-lords have a pair of new Nation sub-factions and we’re looking at Helon.
It’s time to take a closer look at the new Great Nation of Helon presented in both the new Lumineth Realm-lords battletome and in Broken Realms: Teclis (take your pick). They have a bit more focus on the whole
“shoot and scoot” playstyle. Take a look:
Gale of Killing Shafts: Add 1 to the attacks of missile weapons of a Helon unit when they are within 3″ of an enemy unit. Basically, if your unit of archers (or other Helon unit with a ranged attack) is in engagement range, they get to shoot more. This can be really powerful when combined with the other abilities – keep reading.
Skyrace Grand Champion: allows for a free re-roll once per battle. It can be a run roll, a charge, or casting roll. A little extra security to make that roll when you need it.
Gone Like the Wind: Pick a Helon units that is wholly within 12″ of a friendly Helon Hero, if they fought this combat phase, that unit gets a normal move meaning it can fall back or move up (like on to an objective). The key thing here is that since it’s after they have fought and it’s at the END of the phase, they can use that to get way to hopefully setup a charge next turn or whatever you need them to do.
Metalith Dust: This stuff is mean. It’s -1 to an enemy target unit’s hit and wound rolls for a phase. It’s only once per battle, but that can really help keep the Helon Hero alive and/or neuter an enemy charge.
If you’re looking for an army that focuses on shooting and want some extra punch then the Nation of Helon is for you!
“Graceful of mind as well as of body, the Lumineth Realm-lords are the quintessence of all that is aelven. Their speech is eloquent and their mastery of arcane matters supreme, for the Ten Paradises of Hysh have blessed them with uncanny intellect. The Lumineth consider themselves the most advanced of all living creatures, and they would gladly devote their entire existence to the furtherance of their own fields of expertise. But since the disasters of the Age of Chaos, they have recognised the need to take up arms in defence of the Mortal Realms, lest the cosmos be torn to shreds by the Dark Gods.
Guided by Archmage Teclis, the aelven god of magic, the Lumineth Realm-lords strike out from the realm of light to illuminate the darkest corners of the Mortal Realms. This book explores their ancient origins and rich culture with intriguing lore and phenomenal artwork. The gleaming companies of the Lumineth strike as swiftly as the wind and stand as stalwart as the mountain, offering the sharp-witted general a wealth of options and strategies to fit various styles of play. Inside this tome, you’ll find incredible models, as well as tips to paint them in the proud colours of the various Great Nations. This book includes warscrolls, allegiance abilities, and spell lores for the Alarith, Vanari, Scinari, and Hurakan.”