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AoS 2 - Sylvaneth Discussion


Chris Tomlin

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1 hour ago, Havelocke said:

Thoughts or predictions for the new regiment? The two units in the battalion don't really mesh well. I kinda hope the rules will give them some synergy and buff the gossamids, but I suspect that the rules might be more tailored for cross-faction inclusion, and they might just get a watered down teleport or something.

I don't think we will be able to use our regiment in a sylvaneth allegiance, as the article say:

Other than the CITIES OF SIGMAR – the factions to which these units would “normally” belong can field the standard versions of those units instead

For other factions, I imagine they will change the Arch-rev buff to work on gossamids in some form, as it only work in Kurnoths for us.

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Don't know if everybody saw that alredy, but a Oakenbrown list got 2nd in the Columbus brewmaster tournament some weeks ago. The list:

Spoiler

Army Faction: Sylvaneth
Army Subfaction: Oakenbrow
– Grand Strategy: Take What’s Theirs
– Triumphs: Bloodthirsty

LEADER
1 x Drycha Hamadreth (320)
Spells: Verdurous Harmony
1 x Spirit of Durthu (350)
1 x Treelord Ancient (330)*
– General
– Command Traits: Gnarled Warrior
– Artefacts: The Vesperal Gem
– Spells: Regrowth
1 x Arch-Revenant (120)*
– Aspects of the Champion: Stubborn as a Rhinox
1 x Arch-Revenant (120)*

BATTLELINE
1 x Treelord (230)*
1 x Treelord (230)*
1 x Treelord (230)*

ENDLESS SPELL
1 x Spiteswarm Hive (40)

CORE BATTALIONS:
*Battle Regiment

TOTAL POINTS: (1970/2000)

5 Trees + Drycha is something you don't see everyday for sure!
 

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10 hours ago, Arzalyn said:

Don't know if everybody saw that alredy, but a Oakenbrown list got 2nd in the Columbus brewmaster tournament some weeks ago.

I wonder if the Verdurous Harmony on Drycha is a mistake. It doesn't look like there's actually anything that can be targeted by it in the list.

I played my first Oakenbrow game a couple weeks ago, and I was pleasantly surprised with it. I really liked having the extra teleports. Only thing that felt lacking was the damage. Outside of Durthu, I didn't really have anything that could make a dent in tanky units. I wonder if that's the thinking behind including Drycha?

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Another rule clarification, please: 

Does the Lady of Vines receive the “season of war Everdusk” 6’s to hit = 2 hits from herself? 
 

the FAQ/ERRTA clarifies that she does give the everdusk buff to units within 6’ of her, but does she receive it, herself? 
 

I want to say yea. Just like she casts her 5+ ward around her, and she also receives it. 
 

thoughts? 

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47 minutes ago, nightsrage said:

Another rule clarification, please: 

Does the Lady of Vines receive the “season of war Everdusk” 6’s to hit = 2 hits from herself? 
 

the FAQ/ERRTA clarifies that she does give the everdusk buff to units within 6’ of her, but does she receive it, herself? 
 

I want to say yea. Just like she casts her 5+ ward around her, and she also receives it. 
 

thoughts? 

To my understanding yes, she is always considered to be near a wood as her ability don't say "other friendly sylvaneth units".

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On 7/22/2023 at 5:35 AM, Alpidur said:

What do you thinks guys about the new GH? 

Battletactics are hard!!

I'm going to start running the vesperal gem so we got one marked off. Plus strike and fade that's at least two. Doing that and keeping 2 drops with Durthu however is a problem. I think maybe Spiterider Lancers are now looking to be worth running at under 400 points as re-enforced unit. The new coherency rules are a bonus here as well. At 440points for a 6 man I think Kurnoth swords are worth a look too, but they will really require getting the new realm spell off consistently for extra rend to make them as reliable as the scythes to be my main hammer.

That's my initial impressions. More games needed to really see how it pans out.

So far I'm pretty happy, looks like positive changes for us.

Edited by Thugmullet
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On 7/21/2023 at 4:35 PM, Alpidur said:

What do you thinks guys about the new GH? 

Got  4 games so far and it seemed pretty good for us. Coherency change was pretty good for us and make 6 Sword kurnoths viable. It is also pretty nice for the lancers/seekers. Tactics were ok-ish, our teleports and spellsinger helps a lot getting some of them pretty easily. Primal dice can make getting our important spells a little trickier some times, but spellsinger helps avoid the unbind range and the vesperal gem can help as well. All in all, I think we should do fine.

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  • 1 month later...

Has anyone ever had any success using an army that consists of mostly revenants? I don't play enough (or with people who know their own rules well enough) to know if it's even viable. 

For example, could this list do anything meaningful?

 - Army Faction: Sylvaneth
     - Subfaction: Gnarlroot
     - Grand Strategy: Vengeance and Spite
     - Triumph: Bloodthirsty
     - Seasons of War:  The Burgeoning
LEADERS
Arch-Revenant (120)
Drycha Hamadreth (320)
     - Spells: Verdant Blessing
Warsong Revenant (300)*
     - General
     - Command Traits: Spellsinger
     - Artefacts of Power: The Vesperal Gem
     - Spells: Verdant Blessing
BATTLELINE
Tree-Revenants (110)
Tree-Revenants (110)*
Tree-Revenants (110)*
OTHER
Spite-Revenants (160)
     - Shadestalker
Spite-Revenants (160)
     - Shadestalker
Spiterider Lancers (380)
     - Spiterider Scion
     -  Spiterider Standard Bearer
     - Spiterider Hornblower
Gossamid Archers (210)
CORE BATTALIONS
*Battle Regiment
TOTAL POINTS: 1980/2000

 

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9 hours ago, Lavieth said:

Has anyone ever had any success using an army that consists of mostly revenants? I don't play enough (or with people who know their own rules well enough) to know if it's even viable. 

For example, could this list do anything meaningful?

 - Army Faction: Sylvaneth
     - Subfaction: Gnarlroot
     - Grand Strategy: Vengeance and Spite
     - Triumph: Bloodthirsty
     - Seasons of War:  The Burgeoning
LEADERS
Arch-Revenant (120)
Drycha Hamadreth (320)
     - Spells: Verdant Blessing
Warsong Revenant (300)*
     - General
     - Command Traits: Spellsinger
     - Artefacts of Power: The Vesperal Gem
     - Spells: Verdant Blessing
BATTLELINE
Tree-Revenants (110)
Tree-Revenants (110)*
Tree-Revenants (110)*
OTHER
Spite-Revenants (160)
     - Shadestalker
Spite-Revenants (160)
     - Shadestalker
Spiterider Lancers (380)
     - Spiterider Scion
     -  Spiterider Standard Bearer
     - Spiterider Hornblower
Gossamid Archers (210)
CORE BATTALIONS
*Battle Regiment
TOTAL POINTS: 1980/2000

 

If you’re going Spite Revs, you really ought to go Dreadwood IMO. 

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22 hours ago, Lavieth said:

Is that just so once per game 2 units can strike and fade? Is that more valuable with spites than more consistent spell casting?

The double strike and fade is great, but the real benefit of Dreadwood is Spite Revs become Battleline. So you can double reinforce them for really cheap blocks of wounds. And with the strike and fade you can conga line them to get almost all 15 into combat without worrying about losing coherency (since you fade and reset yourself before the turn ends).

Something like this:

Allegiance: Sylvaneth
- Glade: Dreadwood
- Grand Strategy: Spellcasting Savant
- Triumphs:
LEADERS
Arch-Revenant (120)**
Warsong Revenant (300)**
- General
- Command Trait: Radiant Spirit
- Artefact: Seed of Rebirth
- Lore of Primal Frost: Hoarfrost
- Lore of the Deepwood: The Dwellers Below
Drycha Hamadreth (320)*
- Lore of the Deepwood: Verdurous Harmony
- Lore of the Deepwood: Regrowth
Warsong Revenant (300)**
- Universal Spell Lore: Flaming Weapon
- Lore of Primal Frost: Merciless Blizzard
UNITS
15 x Spite-Revenants (240)*
15 x Spite-Revenants (240)*
5 x Tree-Revenants (110)*
5 x Gossamid Archers (210)*
5 x Tree-Revenants (110)*
ENDLESS SPELLS & INVOCATIONS
Spiteswarm Hive (40)
CORE BATTALIONS
*Battle Regiment
**Command Entourage - Magnificent
ADDITIONAL ENHANCEMENTS
Spell
TOTAL: 1990/2000 WOUNDS: 120
REINFORCED UNITS: 4/4 DROPS: 4

With Hoarfrost, Arch Rev's +1 attack, and Drycha's +1 to wound aura, you could have 52-60 attacks at 3+/2+ rend 3. Which can delete pretty much anything, so that's fun!

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