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Found 201 results

  1. The Darkwood Court

    "People forget. That’s what they do. It’s easier to forget, to ignore things, to pretend that we were never scared in the first place. But in forgetting, we let those things slip back in, unnoticed and unheeded. And the important point is this - just because we forgot about them doesn’t mean that they forgot about us..." Follies; Everard Hemp of Hammerhal. "...the Goddess took her eye, long ago, and so much of her leaked out of that hole that she is almost faded out of the worlds now and has to live beyond the thrice-nine lands in the kingdom of the Grey Marches. She’s a poor thing now, a shadow of what she used to be. No more the Three-in-one, now the hag alone." Stories of the Realms; traditional. Her missing eye ached, but then it had ached for years untold now and it especially ached when the cold drew in. And here in the thrice-ten kingdom, it was always bleakest midwinter. She had lost so much through that missing eye, that hole in herself, when the Everqueen had plucked it from her and cast it away. The pain and the sense of diminishing, of lessening, had become commonplace. Still, she had survived. That was what she did, survive. Hoarding scraps of power, scraps of herself, watching the Realms move on from the depths of the forest and the snows with her one remaining eye. Watching. Surviving. Waiting. She turned the skull over and over in her wizened ancient hands, long fingers moving like spiders over and into it, exploring every crevice and aspect of the gleaming bone. She muttered under her breath as she inspected the skull, nonsense words and rhymes flowing into hexes and prophecy and back again. The winds whispered around her and her head tilted, grey hair spilling as she seemed to listen. Nodded as if hearing something to her satisfaction. She raised the skull to her face, cradling it as she would a lover, brought it closer. A grey and withered tongue crept like a worm from behind teeth the colour of old iron and gently, obscenely, began to probe an eye socket. Her tongue drew back behind those ragged iron teeth and her sole eye narrowed as she contemplated what she had tasted in the skull’s death. She crooned into the empty gaze of her skull, singing under her breath as she reached up with long arms and hung the polished globe of bone from her crooked staff. Smiling to herself, still singing in a ragged low voice, Mother Aldwynter shuffled off into the snowbound and skeletal black trees around her. Above her, swinging from her crooked staff, the skull began to whisper its secrets. "Gorgo, Mormon, moon of a thousand forms..."
  2. So i've edited this from a purely Wolves of Ghur PLOG (although i strayed from that quite early on) into a PLOG for all of my various AOS armies and related projects past and present and I want to keep this first post as contents section with links to the various armies: Wolves of Ghur (Khorne Bloodbound) - Pages 1 -3 (ongoing) Duardin - Page 1 (complete) Sylvaneth Page 2 (complete) Beastmen (Brayherd, Warherd, Daemons, Monsters of Chaos) Page 3 (complete...for now) Ogors and Gargants Page 3 (complete)
  3. Let's Chat Sylvaneth

    Hi all, Hoping to start a conversation here looking at the Sylvaneth in theory and in practice using Matched Play, especially for tournies and Pitched Battles. Would love to hear about your own views and experiences. After a first-look through the battletome, here's initial impressions: Overall: The Sylvaneth are a landmark for AoS. Arguably for the first time, GW has hit for the cycle: the lore, characters, models, and rules are all strong. I hope this release reflects a new level of integrated (and growing) quality for AoS across those four components. Gnarlroot Wargrove Battalion stands out. With 2,000pts, it could be common to see 7-9 unique spells casted per round from a pool of 9-11 choices. This battalion also allows you to take an Order Wizard. A Loremaster is a good buy at 100pts to cast Hand of Glory on, e.g., Alarielle, Drycha, or a Spirit of Durthu. I love the Tree-Revenant models. If you're trying to optimize, though, Dryads seem distinctly better. Two factors stand out: Large model counts are important for Pitched Battle scenarios, given the role of model count for controlling objectives/winning. Sylvaneth Battleline units are both fragile and susceptible to battleshock (although buffs exist to improve bravery). In light of those factors and others, 10 Dryads for 120pts seems a better buy than 5 Tree-Revenants for 100pts. With the help of Wyldwoods scenery, Sylvaneth have multiple ways to "teleport." The effectiveness, though, will be affected by having to "teleport" 9" away from enemy models. At 9"+ away, charges will fail ~75% of the time, or ~66% with a +1 buff. Another value of large model counts: To better protect your "teleporting" heroes from charges and enable them to counter charge. At the same time, after scenery has been setup at the start of the game, Wyldwood Groves (a Sylvaneth Battle Trait) allows you to place 1 Wyldwoods warscroll anywhere on the table more than 1" from any other scenery. Specifically, a Wyldwoods warscroll lets you place up to 3 citadel woods up to 1" from each other. (Each citadel wood is 11" x 8".) I suspect this means that it'll be difficult for your opponent to stop you from "teleporting" within 3" of a citadel wood and within the general vicinity of where you want to go. This is especially important for Dryads. Hit rolls against them are at -1 if they are within 3" of a Wyldwood. Sylvaneth have 5 ways to generate Wyldwoods. Tournies may want to limit 1 Wyldwood warscroll to 1 or 2 citadel woods, and set a maximum overall cap. My initial, untested sense: Limit 1 Wyldwood warscroll to up to 2 citadel woods, and set the citadel wood overall cap at 6. Allowing only 1 citadel wood per Wyldwood warscroll could make it very difficult for Sylvaneth to "teleport." 9/4/16 Update: Playtesting so far has shown how important Wyldwoods usually are re: competing w/ Sylvaneth. At the moment, I probably wouldn't set a Wyldwood limit in Matched Play, but would play on a 4x6 with 10+ terrain pieces (ideally 12) to create a more inherent limit (when combined with the restrictions from enemy movement). GW has done an outstanding job designing distinct sub-armies within the Sylvaneth, even with a relatively small model range. Drycha and the Spite-Revenants especially reflect a distinct army within an army. Dreadwood Grove Battalion is a strong alphastrike for Sylvaneth. Check it out. In particular, it's Ambush ability: At the start of your first round, one of your units can be redeployed anywhere 6" or more from enemy units. This battalion also allows Spite-Revenants to re-roll wound rolls of 1. A Gnarlroot-Wargrove build that seems intriguing (2,000pts): Treelord Ancient (300) Spirit of Durthu (400) Branchwych (100) 20 Dryads (240) 10 Dryads (120) 5 Tree-Revenants (100) 5 Tree-Revenants (100) 3 Kurnoth Hunters with scythes (180) 3 Kurnoth Hunters with greatswords (180) 3 Kurnoth Hunters with greatbows (180) Gnarlroot Wargrove Battalion (80) Household Battalion (20) A walk-and-chew-gum list: shooting, magic, Wyldwoods, combat, and objective capturing. A Dreadwood-Wargrove build (1,960pts): Treelord Ancient (300) Branchwych (100) 20 Dryads (240) 10 Dryads (120) 10 Dryads (120) 5 Spite-Revenants (100) 5 Spite-Revenants (100) 5 Spite-Revenants (100) 5 Spite-Revenants (100) 9 Kurnoth Hunters with scythes (540) Dreadwood Wargrove Battalion (100) Outcasts Battalion (40) This list is especially built around alphastriking 9 Kurnoth Hunters with scythes (or greatswords) on your first turn, and controlling/contesting objectives with your other units. The list would probably struggle in Three Places of Power since it only has two heroes; but otherwise, 71 models is a good # for model-count-oriented Pitched Battles. Thanks for reading. Would love to hear your thoughts on the Sylvaneth!
  4. Drycha Hamadreth

    © feltmonkey

  5. Drycha Hamadreth

    © feltmonkey

  6. Drycha Hamadreth

    © feltmonkey

  7. Drycha Hamadreth

    © feltmonkey

  8. Drycha Hamadreth

    © feltmonkey

  9. Tree Revenants

    © Groje

  10. Spirit of Durthu

    Famous Spirit of Durth protecting holy wood.
  11. Drycha

    By Drycha ( tiny kitbash) ready to charge and wreak havoc against enemies of Sylvaneth
  12. Sylvaneth at

    My army fighting against BCR.
  13. I am looking to sell some units, boxes still on the sprue. I have the following: 2 boxes of dryads unopened (£15 each) (sold) 1 box of Sisters of Thorn unopened (£10) (sold) Khorne half of the AOS starter set (£30) I also have 3 Warhawk riders, that have been assembled and based with Mournfang Brown spray. One is missing a head. Can supply photos upon request. (£20) I am based in Stirling, Scotland. Collection is preferred but can post at your cost. Let me know if anything interests you. I would also look at trades for Death models, Stormcast Eternals (dracothian guard needed, maybe a lord relictor), Sylvaneth (not dryads ) Cheers, Craig
  14. Hi party people! So, I've read these things for years and always appreciated the ideas they gave me. So i thought I would set one up myself and detail the progress I'm making on my AoS army(s). Firstly, just a little background on myself. I'm actually a classically trained figure painter. I've been painting professionally for about 15 years off and on (though more off than on since becoming a father 3 years ago.) I originally got into warhammer as an alternative to playing online MMORPG's about ten years ago, and since I specialize in miniature paintings, I figured painting miniature soldiers would be an easy transition. I currently have an 8th edition Warriors of Chaos army (my first army) a 8th ed Wood elf army as well as an AoS Sylvaneth and am currently starting A Disciples of Tzeentch army (although that army is still more in the planning stages). This PLOG will probably heavily feature my Sylvaneth army, since it's my first real dedicated AoS army in progress. There will probably be some Tzeentch stuff thrown in as well, to give myself a break from the trees, and who know where it will lead (I'm as excited to see that as you are). So i'll start by showing what currently finished and what's in progress. If you want receipts, thoughts or anything just ask. I'm always here to help. Happy painting -Frank
  15. Gday guys! Long time lurker, first time poster. My fiancé and I are starting a path to glory campaign. My eldest daughter decided to have a crack as well and we are logging it all down as a narrative. We've had the first round so far (3 games, one engagement each) we hope you guys enjoy! The path to glory has begun... (TLDR skip to the bottom for the results) The free people's of Wilhelm Von Deuterich faced off against the very forrest its self... our campaign story is set in the realm of life. Wilhelm (free guild general) has consulted an aged seer who has told him of a great alter deep within the forrest, there he may find the answer to his wife's strange illness. (Alters of the gods battle). Wilhelm marshals his forces (10 freeguild crossbowmen with hardened veteran ability) and together with his warrior priest and faithful in tow (10 flagellants) they set off into the woods. Strange whispers and wild forrest creatures made their trek difficult. The crazed mutterings and insane ramblings of the flagellants were a constant nuisance. After 14 days march the party made their way into a large clearing. There they beheld a dilapidated church to Sigmar, fortified with a tower and 4 strange alters, which were spread out at the very edges of the clearing. Wilhelm and his men had started to make for the church, and the closest alter, that of Resilience, when a thundering crash was heard from the other side of the clearing... a great oak, Amorpha Evergrowth, (tree woman ancient) towered into the air... letting out an other worldly roar, fearsome tree spirits (10 Dryads) tore their way into the clearing! Amorpha and her daughters charged across the field, eager to feed the earth with the warm blooded bodies of their foes! Wilhelm and his men ran for all they were worth. The priest and flagellants making for the church, Wilhelm and his crossbowmen for the alter. The The Treewoman motioned her staff toward the interlopers, tendrils shot from it, tearing the flagellants apart and moistening the earth with their blood! Wilhelm reached the alter... a strange and twisted thicket surrounded it. On its green and slime encrusted surface rested a sheet of parchment, with no time to read it Wilhelm snatched it on the fly as he and his men made for the tower. Meanwhile the dryads screamed as they threw themselves at the church, the Priest chanted litanies to Sigmar, prayers for safety and protection... the dryads killed yet more flagellants. Try as they might none could wound the blasted spirits, their thick bark turning away even the most determined blows, as the forrest spirits themselves reaped a heavy toll on the stalwart defenders. Amorpha attempted to join the battle herself but a strange energy kept her at bay... the sickening sweet scent of rot and decay was thick in the air, almost repelling the powerful forrest spirit. She drew on her magic and shielded her daughters as they fought. From atop the tower Willhelm directed his men to fire on the dryads. He himself felled one with is pistol. The stricken priest and flagellants were in dire need of aid. Hefting his mighty Warhammer, Willhelm dove from atop the tower, landing on the roof of the church, he set of at a sprint, making for an overhang, where the dryads were gathered below, determined to throw himself into the swirling melee, his commanding voice boomed and he ordered the battle priest to make his way to the safety of the tower. Amorpha found it difficult in the miasma of rot, her magic faltered and her daughters were without her shield. She screamed in anguish as the Brutish human lord fell amongst them, swinging his enormous weapons in deadly arcs. He reeked of contagion and her daughters withered and fell, everywhere his hammer struck. When only 4 of her daughters remained she bade them flee, as the ground opened up and took their boughs back to safety. Willhelm had purchased a reprieve for he and his men. He had exerted himself and a wet, hacking cough over took him. The flagellants tended to their wounded as Willhelm made his way inside the church. The twang and snap of crossbow bolts could be heard. Launching their deadly payload they gouged deep into ancient wood as the veterans attempted to keep the great beastly oak at bay. Amorpha slowly made her way back into the woods, occasionally turning to tear the men from the battlements of the tower with her tendril staff. She had failed in her task, to keep intruders away from the alters and while only one was plundered, Amorpha could not help but feel, with deepening dread, that this was not the last she would see of the interlopers. As per the rules of the scenario, we ended with a draw. No one was wiped out by turn 6 and neither of us held 3 alters. It was a hard fight and the only thing that kept my men from dying in droves was the fact they hid in the church and wouldn't come out! My general reaped a heavy toll on the dryads and took 4 of them down himself, using his two handed hammer, together with the casualties they had from the flagellants that round they failed their battle shock and all ran. The treelord ancient tried to charge the church 3 times and failed each time, the final charge requiring a 3... Emma (my fiancé) rolled a 2! By which point the dryads were wiped out and Emma decided to try for a draw, instead of risking her tree lord. The last two turns consisted of her shooting and arcane bolting my crossbowmen, whittling them down and them returning fire and wounding her with their bolts. All in all a really fun game! We both got a glory point and a roll on our respective tables. My general got the inspiring presence special rule and Emma's dryads got the deadly special rule. Both of which were very apt, with the toll the dryads took on the flagellants (killing 6 of them) and Willhelm heroically diving in and killing 4 dryads by himself and turning the tide.
  16. I have not yet seen the exact wording of the rules around the pregame Gnarlmaw placement so I don't know if it differs at all from the Wyldwood placement wording. In a game between Nurgle and Sylvaneth, who gets to place the first tree?
  17. 1200 points Sylvaneth

    Hi Everyone. First post! I havent played warhammer in about 15 years, and just got back started building my first army of Sylvaneth. There is a local tournament in about a month at 1200 points. Its quite tricky for me to build something epic with 1200 points since i dont have much experience in AoS. So this is what i have to work from: Treelord Ancient Drycha Spirit of Durthu Branchwych 6 Kurnoth Hunters (magnetized arms so i can use any weapon) 20-30 Dryads 5 Tree revenants Alarielle I've attached two optional lists. One heavy close up army and one more magic focused. Let me know what you think about magic and items too. 1200points1.pdf 1200points2.pdf
  18. Trees & other things

    Hi everyone, first a couple of Infos about myself: My Name is Chris, I am 33 years old and stay in Germany. I recently started with WH by buying a Sylvaneth starter kit + battletome & some additional stuff. In the last 2months I've been quite busy assembling and painting my trees to get ready for epic battles in the Age of Sigmar. One Thing that is very important to me is the "etiquette" commonly used in WH circles. For example if I go into my first 1K games is it generally frowned upon by players to field something like a Spirit of Durthu in games of this size or is this pefectly fine? (Totally disconnected from the discussion if it would make sense from a power perspective) Thanks in advance for any answer!
  19. Spirit of Durthu Solemn Guardian

    Hello everyone! Since we’ve had a very bitter and long conversation about the Spirit of Durthu’s ability called Solemn Guardian. Let’s assume a hero (Alarielle for instance) is targeted to take a wound and I’d like to redirect this wound/damage onto Durthu. What I want to know is: what is the step-by-step sequence here? Who is rolling for the save and when all the rolling happens? I know that there has been a similar discussion earlier but since there had been no consensus there, I thought I’d ask again, maybe some official answer was developed since then Thanks for all of your replies!
  20. Allegiance Cards: Sylvaneth

    Version 3.00.00

    85 downloads

    Age of Sigmar started out simple enough. But the first General's Handbook changed a lot of things. Suddenly you could personalise a few things for your army with command traits for your general and artefacts for your heroes. Then dropped the first battletomes which included allegiance abilities. And the amount grew rapidly. Because I don't like flipping back and forth in my books for every other ability, I created some cards to help keep the important rules right at the table, beside your models. All cards are available as print files with 3mm bleed and cutting marks, as a 'web' version (for viewing on smartphones/tablets), and DIN A4 printing sheet. each set contains: cover / card backside, Battle Traits, Command Traits, Artefacts, Command Abilities, a spell card for Arcane Bolt and Mystic Shield, cards for spell lores and faction specific skills card size is 63 x 88 mm (same Pokemon, Magic, 40k Datacards, etc.) language: English I tried to keep the original wording, but sometimes I had to abbreviate it to fit on the card without scaling down the font size. The rule intentions should still be clear. 'Dice' was continuously replaced with D3 or D6, 'wound roll' with 'To-Wound roll' (same for hit), 'Mortal Wounds' sometimes with 'MW' each set can be stored in a faction specific card box, with contents listed on the back (instructions) I will expand these cards further, but don't count on any release schedule or certain timeframe after release of new stuff. If you find any errors or have suggestions, please let me know. I had fun creating these cards and hope people will find them useful and have fun using them in their games. All rules, artwork and the Age of Sigmar logo © Games Workshop PLC These cards are for personal use only and you should always keep your General's Handbook and/or Battletome nearby to solve any conflicts from bad wording on the cards. These cards are only a playing aid and never could nor should replace an official publication. Please let me know if I have used anything you would like to be removed. Overview and changes
  21. Hello all! Not new to AoS or 40k (played Kharadrons and Daemons/Death Guard), but I am new to the Sylvaneth, and new to posting. Hoping to mingle and to use the SC box to start up a 1,000 pt. army of angry trees! Maybe with a fall-transitioning-to-winter theme. Cheers!
  22. Hello TGA Family I would like to show you my latest project - Piece of scenery with 3d printed objects. This is my second ever piece of scenery ever, I had much fun doing this. I used maany different ready to use products and many home-made (thanks to Lukes Aps) stuff. I also used two 3d-printed elements. They're sculpted (in 3d-Coat), printed and finished by me. If you own a 3d printer, you can print your own "Ancient Statue" you can find it on my gumroad: https://gumroad.com/3dhexes and Thingiverse: https://www.thingiverse.com/thing:2696057 I hope you will like it
  23. Silent Communion

    I noticed a while ago that the revised warscroll for the Treelord Ancient involves wording for the silent communion ability that is different to other ways of generating Sylvaneth Wyldwoods. The spell Verdant Blessing (for example) specifically states that the wood cannot be placed within 1" of other terrain features, as do the rules for placing your free wood at the start of the battle. Silent communion doesn't say this, just that it can't be within 3" of other "models." Do terrain features count as models or could I, in theory, place a silent communion wood in contact with or even on top of another terrain feature? Pic of Silent Communion rule attached.
  24. What's the best way to get a Sylvaneth Wyldwood onto the Battlefield in the context of Matched Play, outside of running a Sylvaneth Allegiance army? My wife and I have a small collection of Wood Elves, which is mostly Wanderer units and a single Treelord/Ancient. It's clear to me that even without a majority of Sylvaneth, a Wyldwood is very useful for stacking Save bonuses and the Living City allegiance ability. Our collection includes: One Treelord Ancient One Spellweaver 5 Sisters of the Thorn 15 Glade Guard I think a fun synergy would be buffing the Treelord Ancient (it's one of the old Treeman kits) with the Sisters and Mystic Shield, then teleporting it somewhere inconvenient to the opponent. Obviously, this won't work without a way to put a Sylvaneth Wyldwood on the table. If my wife and I throw down, I have no compunction against just giving the Wood Elves a Wyldwood per Sylvaneth allegiance ability. But, if the army was used with other players, I'd like to know how to put one down and follow the Matched Play rules.
  25. The second part of our AoS narrative campaign is now up! In this entry, we outline how our armies have begun, and begin with our first battle reports https://medium.com/@growthdecay/the-stakes-are-high-battle-is-imminent-month-1-part-2-433f2db7a4f5
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