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Let's Chat Sylvaneth


scrubyandwells

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Thanks for the write-up, its really helpful.

I was just wondering what a good 1000 point army would look like?

Im new to AOS and have yet to play my first game. I have been playning WARMACHINE & HORDES for the last few years, so I know how important comboes can be, but I also know that when Im learing a new game, its good for me to keep the complexity down and not be to reliant on too many comboes.

So If I should build a 1000 point army, what units should I look at, if I want easy to learn synergies? And Is it worth paying the points for a battalion at this  level?

Thanks!

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17 hours ago, scrubyandwells said:

What were you thinking artefact- and spell-wise? The Silverwood Circlet + Regrowth on the Branchwych might be nice: healing D6 wounds from up to 24" away. If you thought you could keep her screened while still staying within 18" of key models for healing (like Durthu and Drycha), you might do Ranu's Lamentiri for +1/+2 to cast. 

It'd be interesting to playtest Pitched Battles alternating between a Branchwych vs another 10 Dryads. The 10 Dryads might be more consistently valuable because of the need for bodies. At the same time, if the Branchwych can keep important models/units healed, generate a key Wyldwood early game, or other tactic, then she could be a big part of winning.

I really like your list. Would love to hear how it performs on the table whenever it's ready to rock and roll.  

The main concept is that Drycha, Durthu and the Kurnoth Hunters will advance, Revenants will flank and the dryads + wych will be behind doing objective/support/defense duty.   I'd go for the Squirmlings on Drycha though since it's likely there will be other units near.  

 

As for spells, I'm still debating.  I like Regrowth and The Reaping, which fit the Branchwych and Drycha respectively.   As for artefacts, I feel like I need a Acorn of the Ages so I can set up another set of woods.  This does sacrifice giving her more range or almost guaranteed casts on Regrowth, but seems tactically worth it.   For Durthu, probably the Briarsheath.

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2 hours ago, jsewell said:

The main concept is that Drycha, Durthu and the Kurnoth Hunters will advance, Revenants will flank and the dryads + wych will be behind doing objective/support/defense duty.   I'd go for the Squirmlings on Drycha though since it's likely there will be other units near.  

As for spells, I'm still debating.  I like Regrowth and The Reaping, which fit the Branchwych and Drycha respectively.   As for artefacts, I feel like I need a Acorn of the Ages so I can set up another set of woods.  This does sacrifice giving her more range or almost guaranteed casts on Regrowth, but seems tactically worth it.   For Durthu, probably the Briarsheath.

Really liking the sound of this list. For Drycha, maybe Seed of Rebirth? In some cases, she'd be rebirthed after your opponent has made their last-available attack against her for that round, which should hopefully allow you to reach your hero phase in order to cast Regrowth on her. Alternatively, Oaken Armour could also be useful to give her a 2+ base save.

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For a Gnarlroot Wargove I have been mulling over the following:

  • Gnarlroot
    • Household
      • Treeman Ancient (+1 Save) (The Reaping)
      • Branchwych (Ranu's Lamentiri) (Regrowth)
      • Tree Revenants
    • Tree Revenants
    • Tree Revenants
    • Kurnoth Hunters (Scythes)
    • Kurnoth Hunters (Greatbows)
    • Celestial Hurricanum
    • General - Treeman Ancient (Gift of Ghyran) (+6" range) (Throne of Vines)
    • Spite Revenants
    • Branchwych (-) (Verdant Growth)

Basic concept is that you have about three 'task forces'.

The first consists of the 2+ save Ancient along, the regrowth Branchwych, the Spite Revenants and the Scythe Kurnoth Hunters. The aim of this task force is to lock down opposing fast movers with the Household ability of the Ancient and Branchwych, and break them through attrition - 2+ re-rollable saves from the ancient combining with repeated Reaping casts, the Branchwych scream,  and the damage output of the Scythes. The Spite Revenants add some damage but are mainly around making the most of the attrition aspect - I want to make sure that as much as possible even a couple of losses is likely to lead to some fleeing models.

The second is the firebase consisting of the second ancient, the Greatbow Kurnoth Hunters, Verdant Growth Branchwych, and the Celestial Hurricanum (an Order Wizard so fits into the battalion). With throne of vines and the range the Treeman will just sit still and blast out Bolts and Awakenings. The +1 to hit from the Hurricanum enhances the damage output, as well as good Mortal Wounds output. The Branchwych is primarily around getting Wildwoods into the right spot either for movement or damage output.

The third is a more flexible force consisting of the Tree Revenants. I view them as scalpels, and so they need a specific goal to achieve not just mash up in the middle (that is the job of taskforce 1). With their re-roll ability a 9" charge is only slightly above average so waypiping to the back field to attempt an assassination run, or to grab a weakly held objective are options. But they can also move to support a held objective if needed. In match play objectives are vital, so depending on the opponent I would even consider holding these models off the board to be deployed after a turn or two so they don't get instantly obliterated at range.

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They are going to sell out of Celestial Hurricanums. Especially since the +1 to hit can stack.

I'm increasingly worried that with the crushing nerfs to spell casting, the game is going to be increasingly dominated by shooting (and I always thought shooting>magic because you can move and then shoot in contrast to spell casting, so your effective range is much higher- imagine if Mannfred could move 16" and then cast Wind of Death and Bolt). At least Chaos got that once per game debuff to shooting as a Command Trait.

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Hi guys, have been following this topic and wanted to share a 1k point list I’ve been thinking about. Would love to read more ideas.

Gnarlroot + Household
Drycha + TBD spell
Treelord Ancient + Gift of Ghyran + Ranu’s Lamenter + Regrowth
Branchwych + Silverwood Circlet + The Reaping
10 Dryads
5 Tree-Revenants

I hope the lack of numbers is offset with the double spell casting from the Gnarlroot wargrove in combination with Regrowth and Verdurous Harmony. Don’t know yet which spell Drycha will have from the Deepwood Lore.

The Dryads will screen the Branchwych which will cast both The Reaping and Unleash Spites with 6” more range for more mortal wounds.

The Treelord Ancient will serve as a healer and general.

Drycha will cause more mortal wounds.

Tree-Revenants will try to teleport and move to units to prevent them from retreating outside of the range of Drycha and the Branchwych. (Households ability prevents units from retreating)

I will test this list this somewhere this week.

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I have played several games with my sylvaneth recently, I have been playing as gnarlwood and have been giving the silverwood circlet to my branchwych for the extra range as well but have been taking throne of vines and because I can cast two spells once I get her into position I cast throne of vines first to give me D3 to my next casting roll, I then cast unleash spites which if I successfully cast throne of vines previously, will give me a bonus to my cast roll which will also give me more dice to roll if I succeed casting unleash spites, and at 15" range thanks to silverwood circlet.

Is similar to drycha's flitterfuries ability but only hits enemy units and if you roll particularly good on your cast roll you can get more dice to roll than her thanks to throne of vines. 

I have also found durthu with the briarsheath is fantastic, -1 to hit is great but if you can get the stomp off in combat against enemies he is even better at -2. I also place mystic shield on him for 2+ save and keep treelord ancient in range for his command ability to re roll 1's on saves. He has been a stand out in all my games so far.

tree revenants have great mobility and are great at getting where you want them, but they cannot really take a hit very well and have died very quick in all my games, though have done what I wanted them to do before they died.

have not had a chance to try the hunters out yet but putting them together atm.

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Firstly; Great thread, thanks for posting. 

Secondly I have some small contributions to make. 

Regarding he Kurnoth Hunters, I assembled mine with bows as they looked the coolest but the more games I play the more I fee like scythes would have been the better option. The Chaos and Destruction armies I have played have been super fast and straight on me from the get go. 

The hunters are absolute tanks and take a good old grind to get through, but they are pinned in place and hit back like pansies. I find myself almost every game wishing I had scythes to kick back with some serious damage. The fact that they are so resilient means you can commit to multiple combats and not worry too much about their effectiveness waning if the enemy gets to fight that combat first. With our other combat specialists being either  monsters (Treelords) or fragile (Tree Revenants) this is a great thing to rely on. 

I have found when facing Death armies the bows are effective as from my experience picking out wizards and support characters early on greatly reduces their effectiveness. 

I haven't played against an order army yet so will reserve judgement on that tho I suspect I would prefer scythes. 

 

 

Regarding the 10 dryads V's branch wych, I have been tending towards the 'wych of late. Dryads seem best to me in 20's. Impenetrable thicket being effective until the unit is reduced below 12 models is a great blessing IMO. Means you can afford to lose 8 modes before the ability is useless whereas many other warscrolls will lose out when a single mode is lost, forcing them to take larger units. 20 aren't too unwieldy to move about the table or get into cover but also aren't fragile enough to go down easy. 

Wher eim going with this is that I think 20 dryads plus a wych is more effective than 20 plus 10 dryads or a single unit of thirty. Having more options for spells is great. The 'wyches themselves aren't worth much but the sylvaneth feel like they need a lot of magical support. There are many great options when it comes to spells to choose from so more wizards can't hurt. 

I'll try to keep up with this thread and keep contributing when I can. Look forward to hearing more from the rest of you too!

 

Aaron. 

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As far as lists go mine is far from optimal (I wanted to get it all painted asap so took all the most expensive models to reduce workload... Also they are awesome!).

 

 I have been running the following;

 

Alarielle - Regrowth

(General, not allowed command trait)

Spirit of Durthu

(Briarsheath)

Drycha - Verdant Blessing

Branchwych - Verdant Blessing

6 Kurnoth Hunters (Greatbows though see previous post for thoughts)

20 Dryads

 

All my games so far have been generals handbook with no Battleline requirements and 1k sideboards. 

However, due to tight deadlines and inexperience I have mostly stuck to the above. 

 

I I originally had 5 Tree Revenants instead of the 'Wych but found Drycha was dying to easily before I had enough Wildwoods out. Therefore past few games I've been keeping the Branchwych in the Hidden Enclaves until Drycha died (or it seemed apparent she would) and then popping her out where needed. 

I've also for the most part kept the Dryads off table for any missions which score at the end of the game and relied on the big boys and girls to bully the table keeping my opponent off my objectives and placing the dryads where needed. 

 

I have played all 6 missions with varying success, finding my army struggled with faster armies that could get the alpha and pin me down or take out Alarielle early.  

 

I made add a lot of mistakes early on due to inexperience but more recent games have been getting much closer    

I was losing Alarielle much too trivially origianally But I fee I'm learning to shield her with units and pick her fights more carefully now. 

 

I would like like going forward to get some Kurnoth hunters with scythes and add the Free Spirits formation, though this would likely mean dropping Alarielle, which will be a shame as I'm really enjoying using her (and love the model so much!) that should also leave enough points to add more battleine units to get up to the minimum required in GH. 

Although I acknowledged that my list is far from optimal any suggestions / observations would be greatly appreciated. 

 

Thanks, Aaron

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14 hours ago, thomas said:

 

Gnarlroot + Household
Drycha + TBD spell
Treelord Ancient + Gift of Ghyran + Ranu’s Lamenter + Regrowth
Branchwych + Silverwood Circlet + The Reaping
10 Dryads
5 Tree-Revenants

I hope the lack of numbers is offset with the double spell casting from the Gnarlroot wargrove in combination with Regrowth and Verdurous Harmony. Don’t know yet which spell Drycha will have from the Deepwood Lore.

I would suggest Verdant Blessing 

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On 7/24/2016 at 10:53 AM, Nixon said:

Thanks for the write-up, its really helpful.

I was just wondering what a good 1000 point army would look like?

Hi @Nixon, thanks, glad to hear! 

Here’s a 1,020pts list that seems solid for learning the ropes. In terms of being 20pts over, you could just invite your opponent to go over 20pts as well; but if they do have fewer points than you, then they can roll on the new Triumph table from the General's Handbook.

Ok here we go:

Gnarlroot Wargrove Battalion - 80
Household Battalion - 20
Treelord Ancient - 300
Branchwych - 100
Tree-Revenants x5 - 100
Dryads x20 - 240
Kurnoth Hunters x3 (scythes) - 180
Total - 1,020pts 

The above has a number of nice elements: 

  • With two battalions, you can take two artefacts of power, one for each hero.
  • With two wizards + Gnarlroot Wargrove, you can cast up to 4 spells per your hero phase.
    • The command trait, artefacts, and spells is where you can really playtest synergies.
      • Taking a Wargrove seems good since it allows you to playtest different spells and synergies in a small ~1,000pt game.
  • You’d have a very-strong combat unit in the 3 Kurnoth Hunters with scythes. 
  • You’d have 25 battleline models, a pretty-good number for Sylvaneth at 1,000pts.
  • You could playtest how to use Tree-Revenants (they’re very fragile, especially at 5 models) with their Waypiping ability.
  • And you could playtest different tactics with Dryads, such as using them to control objectives, or to screen and protect the Treelord Ancient. By also having 20 of them in a unit, the Dryads could soak up 8 casualties before losing their save bonus.

If you wanted to playtest a character at 1,000pts, Drycha would be a great option. 

Good luck! Would love to hear how you're getting on in your games.

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On 7/24/2016 at 11:27 PM, mhsellwood said:

For a Gnarlroot Wargove I have been mulling over the following:

  • Gnarlroot
    • Household
      • Treeman Ancient (+1 Save) (The Reaping)
      • Branchwych (Ranu's Lamentiri) (Regrowth)
      • Tree Revenants
    • Tree Revenants
    • Tree Revenants
    • Kurnoth Hunters (Scythes)
    • Kurnoth Hunters (Greatbows)
    • Celestial Hurricanum
    • General - Treeman Ancient (Gift of Ghyran) (+6" range) (Throne of Vines)
    • Spite Revenants
    • Branchwych (-) (Verdant Growth)

Thanks for the awesome post. It's cool seeing such a distinct list, especially with the amount of magic it can bring to bear. Please let us know how it goes.

The main thing that stands out is the low # of bodies and battleline units. As we know, with the GH's Pitched Battles, they're about scoring VPs per turn by controlling objectives (based on model count within 6" of objectives). A couple of them also enable winning outright as early as the 2nd or 3rd turn if you control all the objectives. 

Given that the Sylvaneth battleline units are often very fragile and can die in droves, you may want to consider swapping out the 10 Tree-Revenants for 20 Dryads (or 5 Tree-Revenants and 5 Spite-Revenants for 20 Dryads), or better yet, playtesting different combinations and seeing how it goes.

Tree-Revenants may also be more valuable for certain Pitched Battles; e.g., for Take and Hold, they might have incredible valuable by staying in the hidden enclaves and then teleporting/Waypiping late game into the enemy's side of the board and getting in position to take and hold the enemy's objective in their territory.

In general, I suspect Sylvaneth will have a harder time winning Pitched Battles than many might be thinking. They're quite an expensive army, points-wise (and thus have a hard time putting many bodies on the field), and on top of it, their battleline units are relatively easy to kill. I think those factors mean that Sylvaneth players need to maximize doing significant damage straight away in order to gain the power advantage (at the same time, this is probably true for a lot of armies). If you get punched in the face harder, early, you may not have enough models to recover.

The Sylvaneth are reminiscent of the old High Elves: powerful, elite, and fragile. 

I like the idea of experimenting with Tree-Revenants in the enclaves and bringing them on late for objectives. Of course it'll require contesting objectives for long enough to keep your opponent from winning out right in turn 2 or turn 3 (depending on the Pitched Battle). Also if you're getting too-far behind in the turn-by-turn VP tally, you might not be able to win unless you can win outright by controlling all the objectives, which looks pretty tough for some of the Pitched Battles, again especially with the Sylvaneth's average-army model count. 

Hopefully some of this was decent food for thought. Looking forward to hearing how your battles go. 

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19 hours ago, thomas said:

Hi guys, have been following this topic and wanted to share a 1k point list I’ve been thinking about. Would love to read more ideas.

Gnarlroot + Household
Drycha + TBD spell
Treelord Ancient + Gift of Ghyran + Ranu’s Lamenter + Regrowth
Branchwych + Silverwood Circlet + The Reaping
10 Dryads
5 Tree-Revenants

Thanks for sharing! Yeah the model count seems too low, if playing Pitched Battles, but it's an interesting list that looks fun. Would love to hear how your testing goes.

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17 hours ago, Grixti said:

I have played several games with my sylvaneth recently, I have been playing as gnarlwood and have been giving the silverwood circlet to my branchwych for the extra range as well but have been taking throne of vines and because I can cast two spells once I get her into position I cast throne of vines first to give me D3 to my next casting roll, I then cast unleash spites which if I successfully cast throne of vines previously, will give me a bonus to my cast roll which will also give me more dice to roll if I succeed casting unleash spites, and at 15" range thanks to silverwood circlet.

That's pretty cool. Hadn't thought about the Silverwood Circlet + Throne of Vines + Unleash Spites combo for the Branchwych. For general reference, this would average out to rolling 9 dice per enemy unit within 15", so hopefully that would be at least 2 mortal wounds (needing 6's) per unit. Not too shabby! 

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7 hours ago, Forestreveries said:

Firstly; Great thread, thanks for posting. 

Secondly I have some small contributions to make. 

Great thoughts! Thanks for sharing some of your experiences so far. All else equal, 'tend to agree on 20 Dryads + Branchwych over 30 Dryads, although as always, lots of extra bodies seem important for this army. In terms of Death armies, I wonder if there are other ways of early-striking their wizards/buffing heroes? They tend to be highly screened, which could make it difficult to take them out quickly in combat. You might be right that greatbow KHunters are much more optimal against armies that can heavily screen their key (synergy-enabling) heroes.

We haven't had much discussion yet about ways to try and stack mortal wounds via multiple sources + aggressive play. I'll follow up on that later. 

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6 hours ago, Forestreveries said:

I would like like going forward to get some Kurnoth hunters with scythes and add the Free Spirits formation, though this would likely mean dropping Alarielle, which will be a shame as I'm really enjoying using her (and love the model so much!) that should also leave enough points to add more battleine units to get up to the minimum required in GH. 

I like your idea of trying the Free Spirits battalion with scythes on the KHunters. Spirit of Durthu is incredible, especially with Briarsheath or Oaken Armour and ideally benefiting from the Treelord Ancient's command ability and getting healed through Regrowth and staying within 3" of a Wyldwood for +D3 attacks on his Guardian Sword. He's ridiculously powerful, but he'll attract a ton of attention and doesn't have a save against mortal wounds. 

In terms of Alarielle, yeah she seems really tough to fit in 2,000pt games without sacrificing a lot. It's doubly-challenging when the Sylvaneth are pretty expensive points wise across the board and you've gotta have enough bodies to compete in Pitched Battles. It'd be great to hear how you do with Alarielle and the KHunters with scythes rather than the bows, since that would add some excellent punch to your force.

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37 minutes ago, scrubyandwells said:

 It'd be great to hear how you do with Alarielle and the KHunters with scythes rather than the bows, since that would add some excellent punch to your force.

They would make an excellent deterrent / roadblock to protect her. They are so tough and kick out so much damage that I suspect people may be hesitant to engage, especially with the threat of Alarielle countercharge!

Will certainly post up my thoughts once I've put it on the table. 

 

Aaron

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Absolutely love the Sylvaneth thus far. I'm very fond of the different sub-factions within the book allowing you to run very different armies. I've gone completely all-in and plan to put together at least 2 wargroves, possibly also the SCE/Sylvaneth combination batallion for fluff battles.

Some thoughts of the top of my head:

Gnarlroot and Dreadwood wargroves probably are the strongest battalions. Been thinking about running Gnarlroot with a Celestial Hurricanum atop a Wardroth beetle. Sounds like a fun conversion - and the Celestial Hurricanum is of course super strong. 3 or 6 Kurnoth Hunters with bows around a Hurricanum will do so much damage at very long range. 

Tree-Revenants: Expensive at 100 pts for 5. Cost seems a bit high, but these guys can potentially take out high value targets very efficiently and then port back to the fight. Perhaps run 10 of these guys in a group, as 5 of them rarely feel enough to actually accomplish anything? For the leader it seems like an obvious choice to go for the weapon with more damage rather than the one with more attacks, to get more value from the potential re-roll? As a battleline units I suspect Dryads are stronger.

Drycha is an absolute beast.

Spite-Revenants: Love their rules and theme but they're probably a bit too squishy. I'm a bit disappointed these can't be used as a battleline unit.

Dryads: The more I use them the more I come to love them. These guys are surprisingly durable when sat in a wyldwood with 12+ models, and their damage output is completely decent, what with 2 attacks at 2" range.

 

I'm wondering though, regarding the teleport through wyldwoods ability: When it specifies that you have to teleport to another wyldwood, that means you can not teleport from one citadel wood set to another citadel wood set as long as they belong to the same wyldwood right? (1 wyldwood = 1-3 citadel wood sets). This means that when summoning wyldwoods one should not always just cover as much ground as possible, but perhaps only place 1 or 2 wood sets down in order to be able to teleport between them?

 

 

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1 hour ago, Zen said:

I'm wondering though, regarding the teleport through wyldwoods ability: When it specifies that you have to teleport to another wyldwood, that means you can not teleport from one citadel wood set to another citadel wood set as long as they belong to the same wyldwood right? (1 wyldwood = 1-3 citadel wood sets). This means that when summoning wyldwoods one should not always just cover as much ground as possible, but perhaps only place 1 or 2 wood sets down in order to be able to teleport between them?

I feel like I'm going to play a Wyldwood only ever as 1 wood set at a time either way, it seems a bit much otherwise. I'm curious what everyone else is playing though, as it is rather vague in places. I heard them talking about it on Facehammer, and that it says 1-2 units in the back of the book, but i forgot to check. Russ from SCGT was saying he expects it to be limited to one set of trees per Wyldwood in competitions as well, but I guess it's hard to tell how strong they are yet.

Awesome thread! I've been reading it and decided to sign up to the forums to join in.

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Hey Guys,

Interesting discussion. So far from what I've seen Sylvaneth are really struggling to pull their weight on the battlefield.

I'd love to put together an Outcasts Batallion but even against average bravery it seems very underwhelming, has anyone had any experience yet?

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I like a lot of the lists posted, especially the gnarlroot as it's a bit of a stand out. I do find that its a bit too easy to spend too many points on toys/battalions though and then you've very little on the table.

The army I've been using of late is very simple and pretty effective.

Alarielle, 3 x Treeman ancients (1 is the general), 40 dryads

The dryads are there to increase to model count. Three treemen in a wood standing behind a bubble of dryads will take on about anything in the game toe to toe. The reach of the treemen lets you hit over the dryads and when the dryads are attacked, their opponents are at -1 to hit the dryads, plus up to another -3 to hit depending on tree stomps. Then you hit back, cast a bit of magic and awaken the woods and your opponent just dissolves.

Alarielle is there to boost the armies resilience with her stellar healing abilities. one of the weaknesses of the army is speed and she gives you the ability to threaten most of the board. And of course you have 5 spells a turn to play with.

There are no formations in the army so only one artefact. I put it on my general (treeman ancient) and this means he has a 2+ save, rerolling 1s, and ignores rend 1. So long as you don't send him against anything that causes too many mortal wounds or has rend 2, he can happily wade into most armies all by himself and pin it all in place. With Alarielles healing ability, he's a nightmare to deal with. 

It's not perfect by any means but it's worked very well for me so far. Lots more testing to come. As an alternative, if you drop alarielle you can fit in Durthu who does a similar amount of damage or 6 hunters and you have the points to fit in a household and the gnarlroot (drop some dryads). Not sure which is best yet but Alarielle is certainly more fun.

Struggles against anything that shoots mortal wounds at you (dragons, hurricanums, thundertusks, hellcannons and the like) but what deals well with that? Its also not so easy to score with. The treemen work best when next to each other so board coverage is tricky. I hope to get better at using them effectively though.

Hope you like, it's a slightly different take on the book. Only 4 warscrolls used so it's easy to get to grips with. Not saying its better than any of the above but it definitely works. I'm planning on taking it to a couple of upcoming tournaments so I'll let you know how it gets on.

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1 hour ago, Tomay said:

Hey Guys,

Interesting discussion. So far from what I've seen Sylvaneth are really struggling to pull their weight on the battlefield.

I'd love to put together an Outcasts Batallion but even against average bravery it seems very underwhelming, has anyone had any experience yet?

I think running Outcasts is a potentially very fun list - but not particularly competitive. It can, at least on paper, be devastating against certain lists, but is almost useless against others. Very weak vs. almost all death and chaos daemons, and is almost completely negated by the SCE Celestant on Dracoths command ability. I really want to run a gimmicky list with Drycha, Spite Revenants and Decimators + Celestant Prime and Amethyst wizard. 

 

4 minutes ago, Jamie Ferguson said:

The reach of the treemen lets you hit over the dryads and when the dryads are attacked, their opponents are at -1 to hit the dryads, plus up to another -3 to hit depending on tree stomps. Then you hit back, cast a bit of magic and awaken the woods and your opponent just dissolves.

Do the stomps actually stack? All the games I've played with multiple treemen the stomps could only affect one unit once per turn.

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