Nqshou Posted September 16, 2021 Share Posted September 16, 2021 (edited) iirc Flaming weapon cannot be given to a named character. Edited September 16, 2021 by Nqshou 1 Quote Link to comment Share on other sites More sharing options...
Yondaime Posted September 16, 2021 Share Posted September 16, 2021 50 minutes ago, AdamR said: Is there a reason I'm not seeing why Drycha can't take flaming weapon as her spell? Universal spell lore isn't an option on warscroll builder or the new app, but I'm struggling to see the reason why? Aye, named character cant take enhancments 1 Quote Link to comment Share on other sites More sharing options...
AdamR Posted September 16, 2021 Share Posted September 16, 2021 (edited) 18 minutes ago, Yondaime said: Aye, named character cant take enhancments 58 minutes ago, Nqshou said: iirc Flaming weapon cannot be given to a named character. Cheers guys. I knew they couldn't have command traits/artefacts but wasn't sure how it interacted with spells, as they do get to pick from the deepwood list. In my defence this is the first time I've tried a named character 🤣 EDIT: That said, what's a good Deepwood spell for Drycha? Regrowth for emergency heals? Edited September 16, 2021 by AdamR Quote Link to comment Share on other sites More sharing options...
Alessio Posted September 18, 2021 Share Posted September 18, 2021 When a Treelord ancient uses the ability "heed the spirit song" who gives +1 save to all units wholly within 12". It means that all my hunters units on the table and all units wholly within 12" of the hunters have +1 save as well? 1 Quote Link to comment Share on other sites More sharing options...
acr0ssth3p0nd Posted September 18, 2021 Share Posted September 18, 2021 11 hours ago, Alessio said: When a Treelord ancient uses the ability "heed the spirit song" who gives +1 save to all units wholly within 12". It means that all my hunters units on the table and all units wholly within 12" of the hunters have +1 save as well? Yep! 1 Quote Link to comment Share on other sites More sharing options...
Aezeal Posted September 18, 2021 Share Posted September 18, 2021 12 hours ago, Alessio said: When a Treelord ancient uses the ability "heed the spirit song" who gives +1 save to all units wholly within 12". It means that all my hunters units on the table and all units wholly within 12" of the hunters have +1 save as well? Yes... the accepted strategy is to keep that up from the first hero-phase till the end of the game :D, nothing to be ashamed of since it's about the only powerhouse ability we have (and on a rather expensive model pointwise which certainly doesn't have the stats to back the point cost otherwise). And shhhh... GW hates sylvaneth and I'm still expecting them to put this ability somewhere with the other fast dropping stats in the damage table. 2 Quote Link to comment Share on other sites More sharing options...
Reinholt Posted September 18, 2021 Share Posted September 18, 2021 2 hours ago, Aezeal said: Yes... the accepted strategy is to keep that up from the first hero-phase till the end of the game :D, nothing to be ashamed of since it's about the only powerhouse ability we have (and on a rather expensive model pointwise which certainly doesn't have the stats to back the point cost otherwise). And shhhh... GW hates sylvaneth and I'm still expecting them to put this ability somewhere with the other fast dropping stats in the damage table. I see you too are looking forward to our 5 wound, 400 point, 6+ save treelord ancient who can deal 1d3 mortal wounds if you roll a 6 on his only attack followed by having to roll a die for every enemy model and not roll a single odd or even number. I jest, but only slightly. Hopefully GW figures out what to do with Sylvaneth this time and doesn't just break them further. 1 Quote Link to comment Share on other sites More sharing options...
Zben87 Posted September 19, 2021 Share Posted September 19, 2021 Hi all, I'm trying the sylvaneth in AOS 3.0, what is the strongest list we have at the moment? And what is the key strategy? Thanks Quote Link to comment Share on other sites More sharing options...
King Dust Posted September 19, 2021 Share Posted September 19, 2021 Hi all, long time lurker here. I just signed up for my first tournament, wanted to get thoughts on the list below. Idea is to keep Drycha with the bowhunters hiding in one central wood as a ranged threat, Wraith and Warsong in another wood churning out dryads and mortal bombs (with the spellportal), while the rest of the army supports/roams wherever needed. Allegiance: Sylvaneth - Glade: Gnarlroot - Grand Strategy: Prized Sorcery - Triumphs: InspiredLeadersArch-Revenant (105)**Branchwraith (95)* - Artefact: Chalice of Nectar - Universal Spell Lore: Ghost-mistBranchwych (90)** - Deepwood Spell: Verdurous HarmonyDrycha Hamadreth (330)** - Deepwood Spell: Verdurous HarmonyTreelord Ancient (295)* - Artefact: Amulet of Destiny (Universal Artefact) - Deepwood Spell: RegrowthWarsong Revenant (275)* - General - Command Trait: Nurtured by Magic - Artefact: Spiritsong Stave - Universal Spell Lore: Flaming WeaponBattleline5 x Tree-Revenants (80)*5 x Tree-Revenants (80)***5 x Tree-Revenants (80)***Units3 x Kurnoth Hunters with Kurnoth Greatbows (225)**3 x Kurnoth Hunters with Kurnoth Greatswords (225)***Endless Spells & InvocationsChronomantic Cogs (45)Umbral Spellportal (70)Core Battalions*Warlord**Warlord***Hunters of the HeartlandsAdditional EnhancementsArtefactArtefactTotal: 1995 / 2000Reinforced Units: 0 / 4Allies: 0 / 400Wounds: 89Drops: 11 Quote Link to comment Share on other sites More sharing options...
Lanoss Posted September 19, 2021 Share Posted September 19, 2021 @King Dust I feel you could drop the ARev, Wych and Cogs for another/reinforced unit of either Hunters so you have more damage output. Or even perhaps dropping the ARev and Wych for a Treelord. Good luck and have fun at your tournament! Quote Link to comment Share on other sites More sharing options...
Sleepa Posted September 20, 2021 Share Posted September 20, 2021 (edited) Hey is it true that with the current FAQ, we can only summon woods in our own deployment zone territory? Per the ruling that woods follow all faction terrain restrictions? Edited September 20, 2021 by Sleepa Quote Link to comment Share on other sites More sharing options...
Arzalyn Posted September 20, 2021 Share Posted September 20, 2021 On 9/19/2021 at 6:57 PM, King Dust said: Hi all, long time lurker here. I just signed up for my first tournament, wanted to get thoughts on the list below. Idea is to keep Drycha with the bowhunters hiding in one central wood as a ranged threat, Wraith and Warsong in another wood churning out dryads and mortal bombs (with the spellportal), while the rest of the army supports/roams wherever needed. Allegiance: Sylvaneth - Glade: Gnarlroot - Grand Strategy: Prized Sorcery - Triumphs: InspiredLeadersArch-Revenant (105)**Branchwraith (95)* - Artefact: Chalice of Nectar - Universal Spell Lore: Ghost-mistBranchwych (90)** - Deepwood Spell: Verdurous HarmonyDrycha Hamadreth (330)** - Deepwood Spell: Verdurous HarmonyTreelord Ancient (295)* - Artefact: Amulet of Destiny (Universal Artefact) - Deepwood Spell: RegrowthWarsong Revenant (275)* - General - Command Trait: Nurtured by Magic - Artefact: Spiritsong Stave - Universal Spell Lore: Flaming WeaponBattleline5 x Tree-Revenants (80)*5 x Tree-Revenants (80)***5 x Tree-Revenants (80)***Units3 x Kurnoth Hunters with Kurnoth Greatbows (225)**3 x Kurnoth Hunters with Kurnoth Greatswords (225)***Endless Spells & InvocationsChronomantic Cogs (45)Umbral Spellportal (70)Core Battalions*Warlord**Warlord***Hunters of the HeartlandsAdditional EnhancementsArtefactArtefactTotal: 1995 / 2000Reinforced Units: 0 / 4Allies: 0 / 400Wounds: 89Drops: 11 I would make the same suggestion as @Lanoss did. The arch isn't doing much of anything with just 2 hunters/no big infantry units for her to buff and the wych doesn't do much in general. 1 hour ago, Sleepa said: Hey is it true that with the current FAQ, we can only summon woods in our own deployment zone territory? Per the ruling that woods follow all faction terrain restrictions? They also have a specification that we follow the rulling on the ability that summoned them for the woods. As it is something specified in the warscroll it should overrule the general faction terrain restriction. Quote Link to comment Share on other sites More sharing options...
Mokoshkana Posted September 21, 2021 Share Posted September 21, 2021 15 hours ago, Arzalyn said: They also have a specification that we follow the rulling on the ability that summoned them for the woods. As it is something specified in the warscroll it should overrule the general faction terrain restriction. But we still have to abide by the 3" placement requirements, no? Quote Link to comment Share on other sites More sharing options...
Arzalyn Posted September 21, 2021 Share Posted September 21, 2021 6 minutes ago, Mokoshkana said: But we still have to abide by the 3" placement requirements, no? Yes, the same rule that tell us to follow the setup specified on the ability also tell us that we must set them up more than 3" from everything. Quote Link to comment Share on other sites More sharing options...
Mirage8112 Posted September 21, 2021 Share Posted September 21, 2021 18 hours ago, Sleepa said: Hey is it true that with the current FAQ, we can only summon woods in our own deployment zone territory? Per the ruling that woods follow all faction terrain restrictions? 16 hours ago, Arzalyn said: They also have a specification that we follow the rulling on the ability that summoned them for the woods. As it is something specified in the warscroll it should overrule the general faction terrain restriction. Even better: they removed that passage in the updated FAQ. Now it’s anywhere on the table more than 3” from anything else. At least for the next 72 hours until they ****** us around again. Quote Link to comment Share on other sites More sharing options...
King Dust Posted September 21, 2021 Share Posted September 21, 2021 @Lanoss@Arzalyn Thanks for the feedback. I'll lose an artifact (and CP) if I lose those heroes due to battalion requirements. Any suggestions on which artifact I should drop? Or if with that in mind it's still worth it? Quote Link to comment Share on other sites More sharing options...
Lanoss Posted September 21, 2021 Share Posted September 21, 2021 (edited) @King Dust kneegerk reaction - Amulet of Destiny And I’m also in favour of the Vesperal Gem over Spiritsong Stave - but that’s personal preference Edited September 21, 2021 by Lanoss Didn’t realise a word was censored Quote Link to comment Share on other sites More sharing options...
Aezeal Posted September 22, 2021 Share Posted September 22, 2021 13 hours ago, Lanoss said: @King Dust kneegerk reaction - Amulet of Destiny And I’m also in favour of the Vesperal Gem over Spiritsong Stave - but that’s personal preference Do you also put the chalice on your wraith or on the warsong (more spells to benefit from it including a direct damage spell)? In yesterday's 1500 point game I had the TLA with the vesperal gem with Verdurous Harmony The Wraith had to make do with Throne for summoning The warsong had the chalice for Spellportal, damage spell and Treesong (or regrowth but didn't use that) I'll have to admit the Wraith did Throne turn one but had to move due to battle tactic (my fault) and afterwards only summoned 10 dryads turn 3. The Warsong was nice though had a few bad rolls and high unbinds so wasn't as good as I hoped but that was really in the dice The TLA was summoning forest (so no verspral gem use) first 2 turns due to lack of targets for Verdurous (I pulled back a bit turn 1 and then got first go in turn 2 and stayed put so no combat till enemy turn 2). With chalice on the wraith I probably would have summoned more but the damage of warsong would probably be reduced in an average game. Quote Link to comment Share on other sites More sharing options...
Lanoss Posted September 22, 2021 Share Posted September 22, 2021 @King Dust I like Chalice + Thrones on Branchwraith for reliability. Stave or Gem often works very well on WarsongRev Quote Link to comment Share on other sites More sharing options...
Popisdead Posted September 23, 2021 Share Posted September 23, 2021 On 9/18/2021 at 4:37 PM, Reinholt said: jest, but only slightly. Hopefully GW figures out what to do with Sylvaneth this time and doesn't just break them further. They are quite good now yes. It was indeed a shocking turnaround from AoS 2. On 9/19/2021 at 2:57 PM, King Dust said: 3 x Kurnoth Hunters with Kurnoth Greatbows (225)**3 x Kurnoth Hunters with Kurnoth Greatswords (225)*** Consider 6 bow hunters. 3 sword hunters cost a lot. Better yet drop the swords and ancient maybe BW to get allarielle in the list if you can. She's never been this good. Warsong does better with chalice too. Quote Link to comment Share on other sites More sharing options...
Tizianolol Posted September 24, 2021 Share Posted September 24, 2021 (edited) Guys a question about endless spell, what happen if my opponent dispel my umbral spellportal in my hero phase? Can I cast it again? Edited September 24, 2021 by Tizianolol Quote Link to comment Share on other sites More sharing options...
readercolin Posted September 24, 2021 Share Posted September 24, 2021 4 hours ago, Tizianolol said: Guys a question about endless spell, what happen if my opponent dispel my umbral spellportal in my hero phase? Can I cast it again? 19.3.2, last line: An endless spell cannot be summoned again in the turn that it is removed from play 1 Quote Link to comment Share on other sites More sharing options...
Tizianolol Posted September 24, 2021 Share Posted September 24, 2021 Nice thx, so they key is dispel my portal in my oppo magic phase, so I can recast it when its my turn!! Thx a lot Quote Link to comment Share on other sites More sharing options...
Aezeal Posted September 26, 2021 Share Posted September 26, 2021 On 9/24/2021 at 7:59 PM, readercolin said: 19.3.2, last line: An endless spell cannot be summoned again in the turn that it is removed from play But can you first cast your spells through the portal before the opponent can remove it? Quote Link to comment Share on other sites More sharing options...
readercolin Posted September 26, 2021 Share Posted September 26, 2021 5 hours ago, Aezeal said: But can you first cast your spells through the portal before the opponent can remove it? Dispelling endless spells happens at the start of the hero phase. Casting happens during. So if you have the portal at the start of your turn your opponent can kill it before you can cast a spell through it. However, if you cast it during your turn and your opponent fails to stop it, they can't then dispell it to prevent you from using it. Quote Link to comment Share on other sites More sharing options...
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