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AoS 2 - Sylvaneth Discussion


Chris Tomlin

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16 hours ago, Undeadly said:

Howdy ya'll! I haven't been on this side of the forum for a hot minute, but I thought I'd hop in and ask for some advice on how to proceed with my Sylvaneth collection:

So far, I was able to get quite a decent collection when the new Sylvaneth book came out, as I picked up Looncurse, a SC and then purchased 2 more Treelords, Drycha, another box of Revenants and a Branchwraith. Although, I am now running into the problem of how to effectively build them, and how to expand them as an army. I am also, admittedly, daunted by the cost of Trees. Any advice on how to get this army 

Well it's really up to preference. I prefer to have 30+ dryads and 15 spite revenants to have flexibility to choose between minimum outcasts for battle line or do some thing with more bodies ( max dryads unit for discount and or max spite unit for discount - point discount that is). Then A wraith.. After that it's just piling on the fun stuff and that mean hunters, trees (build all 3 options with your 3 boxes) and characters.

When I look at your list I think you are short

- some dryads for the battle line part.

For the heavy hitters Id start with

- Drycha : she is a great model, great rules and you don't have her yet. (oops missed her)

- 1-2 units of hunters because they are great

After that

- more hunters 

Or 

- Alarielle

 

All depending on playstyle ofcourse but this gives you some options to build armies since you already have made a decent start

Edited by Aezeal
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9 hours ago, Undeadly said:

So far, I was able to get quite a decent collection when the new Sylvaneth book came out, as I picked up Looncurse, a SC and then purchased 2 more Treelords, Drycha, another box of Revenants and a Branchwraith. Although, I am now running into the problem of how to effectively build them, and how to expand them as an army. I am also, admittedly, daunted by the cost of Trees. Any advice on how to get this army growing?

By my calculation, you have:

3x Treelord variants 

Drycha

1x unit of three Kurnoth Hunters

3x five Revenants (I think Looncurse came with two)

16 Dryads 

1x each of a Branchwych, Branchwraith and Arch Revenant

I would assemble one of each Treelord type - you will want one Durthu and one TLA to start, and you might as well assemble the third as a standard Treelord. Some people will advocate magnetising them, but personally I don’t think they magnetise well enough, and with three models you might as well just glue them. 

For the Revenants, you probably want to get four sets of five in total with three assembled as Spite Revenants and one as Tree Revenants. Three Spite units is the minimum for the very popular (because it is cheap) Outcast Battalion. Tree Revenants don’t see as much play as core battleline, but having one or two minimum units for charge blocking or objective grabbing is useful. Probably best to assemble the first three as Spites for now, but get the Trees soonish. 

You need more Kurnoth Hunters. For preference, I would aim for a unit of six with Scythes. But if you want to start assembling immediately then make the first three into Sword Hunters and get the scythes later. With a few dissenters, the general consensus is that Swords work best in min units and Scythes in larger blobs. Having six Scythes and at least three swords is a good target. You may want Bows in the distant future, but for now they are only a priority in a few specialist lists. 

You need more Dryads. One more box of sixteen Dryads is the bare minimum. That would give you 32 total from which you should assemble three Branch Nymph leaders and 29 generic Dryads - enough to run them as units of 10, 20 or 30. Long term you will want at least one more box on top of that. 

Of the three recommended purchases, I would struggle to choose between the Dryads and the Hunters. 

Three Hunters is rarely enough at 2000 points. So I suggest at least one more box of Hunters  - I would personally go for the six Scythe hunters (including your original Looncurse set) and maybe pick up Swords later.

More Dryads is the other top priority. You simply don’t have enough to cover battleline and summoning. While three units of Spite Revenants will just pay the battleline tax, leaving you some summoning capacity, you want more Dryads to see the faction working properly. 

The Tree Revenants can wait, but not too long. They rank alongside more Kurnoths. 

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Just a silly question... In the last GHB FAQS the list of primary terrain is updated with a scenery called Wyldwoods. It's a mistake and it refers to the Awakened Wyldwoods or does it refer to a generic non-sylvaneth Wyldwood??  Because I haven't found any scenery or warscroll that are just Wyldwoods :(

 

EDIT: the doubt comes from the fact that I have 3 Awakaned Wyldwoods, and I want to know if they're enough or if I need more

Edited by Trajann Valoris
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20 hours ago, Kaime said:

Hello everybody, what kind of sylvaneth wildwoods are you using (new or old kits)?

 

How are you transporting them? seems like a lot of space to transport 3-4 forests, especially the new ones?

I have 4 of the old sized ones wyldwoods. I have them in a second tub, so army in one tub wyldwoods in the other. Magnetized the trees and have magnetic vinyl bottom of the tub. Can't speak about the new ones, haven't gotten any yet, but it is a bit more to bring than some other armies.

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23 hours ago, Kaime said:

Hello everybody, what kind of sylvaneth wildwoods are you using (new or old kits)?

 

How are you transporting them? seems like a lot of space to transport 3-4 forests, especially the new ones?

Personally I think having a mix of the two versions is helpful... but nothing is helpful for transportation

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On 1/18/2020 at 12:25 AM, Trajann Valoris said:

Just a silly question... In the last GHB FAQS the list of primary terrain is updated with a scenery called Wyldwoods. It's a mistake and it refers to the Awakened Wyldwoods or does it refer to a generic non-sylvaneth Wyldwood??  Because I haven't found any scenery or warscroll that are just Wyldwoods :(

It’s not a silly question. AFAIK, there is no official answer but there are a number of different opinions. 

Locally, the consensus is that the only Wyldwood GW currently lists and sells is the Awakened Wyldwood, and the convention is to allow Awakened Wyldwoods as generic scenery. That benefits me personally as Sylvaneth, but quite a few other factions seem to appreciate the option to place some fairly aggressive terrain that discourages charges and reacts to magic. One Tzeentch player treats them as very convenient AoE bombs to further enhance his spells. I’m sure at least part of the appeal is because my FLGS has a lot of the old woods available as terrain to use on the tables, so people can try them out. 

Im sure that there Places where people take a different view, though. 

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On 1/17/2020 at 6:50 AM, Kaime said:

How are you transporting them? seems like a lot of space to transport 3-4 forests, especially the new ones?

I generally use some templates that I cut from a Deepcut Studios mat. Very easy to transport and no one locally objects for a friendly game. 

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Mini Wargaming

On 1/18/2020 at 1:01 AM, Ian Wallsh said:

Hi All, 

It's been a while since I've Posted. 

I'm struggling financially and am unable to build up my Army to a reasonable fighting force right now... 

I was just wondering, does anyone have any juicy Battle Reports to whet my appetite with.....? 😁 

Thanks 

If you can get onto YouTube then check out these channels for some good battle reports; Guerrilla Miniature Games, Mini Wargaming and ReRolling Ones.

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On 1/12/2020 at 2:02 PM, overtninja said:

I just had a 1k tournament today, I ran a Dreadwood glade... an Outcast Battalion with 5, 5 and 10 Spite-Revenants

Spite-Revenants proved to be absolute monsters, tearing down everything... Having a discounted TLA to use is quite nice, as having two guaranteed woods on the field turn 1 really helped out.

So happy to see someone else feel this way. In my games 10 spites getting into combat and getting the chance to swing have done huge damage. They also absorb the arch rev command ability very nicely. Only problem is the fall to a stiff breeze and are battle shock prone. That said, I really liked how 10 man units played on the table top.

Been saying this for a while now but the guaranteed 2nd wood in from the TLA in Dreadwood is so powerful. Getting the CA teleport and realm root teleport online turn 1 is huge. I've also found the Dreadwood artifact to be rather useful on the TLA.

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4 hours ago, IndigoGirls said:

So happy to see someone else feel this way. In my games 10 spites getting into combat and getting the chance to swing have done huge damage. They also absorb the arch rev command ability very nicely. Only problem is the fall to a stiff breeze and are battle shock prone. That said, I really liked how 10 man units played on the table top.

Been saying this for a while now but the guaranteed 2nd wood in from the TLA in Dreadwood is so powerful. Getting the CA teleport and realm root teleport online turn 1 is huge. I've also found the Dreadwood artifact to be rather useful on the TLA.

I always hurt my brain trying to decide on Spite unit sizes. Five is dirt cheap, 10 is perfectly efficient, but 20 gives the huge discount. The only size I never take is 15.

10 spites are so efficient because the entire unit can usually attack. Its an average of ~14 wounds excluding glade buffs. Not bad for 120pts!

I really like Dreadwood, but I get annoyed a bit at how it dictates lists. I feel nervous with anything less than 3 characters and the Hive is mandatory. Alternatively Winterleaf can be slapped on anything. As long as you have a dude to hold the Kernel you are good.

 

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11 minutes ago, Landohammer said:

I always hurt my brain trying to decide on Spite unit sizes. Five is dirt cheap, 10 is perfectly efficient, but 20 gives the huge discount. The only size I never take is 15.

I really like Dreadwood, but I get annoyed a bit at how it dictates lists. I feel nervous with anything less than 3 characters and the Hive is mandatory.

Yeah spites are interesting. 15 is also the number I never take and my problem with 20 is if I want to use outcasts a 20 and two 5s is 320 pts while two 10s and a 5 is 300 pts. Yeah I'm down 5 bodies and only saving 20 pts but I've found those points to really matter.

If all you want spites to do is chaff and get you a battalion I'd take 3 x 5. Ive personally been doing 1 x 5 and 2 x 10. I'm not convinced it's optimal but the 10 man's can kill things, are better screens, and count as 10 bodies on an objective so I feel they're useful.

Spiteswarm is interesting... I've been playing Dreadwood without it but want to fit it in now that the TLA single handedly almosy freed up enough points. Having played without it, charges off the TP are sketchy so generally my TPs are more of the alpha bunker variety or Drycha moving to shoot. This works super well on high objective count scenarios and not so hot on low objective count scenarios. I also run the aetherquartz broach so I have CPs up to attempt the charge reroll any turn where I need it.

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4 hours ago, Landohammer said:

Alternatively Winterleaf can be slapped on anything. As long as you have a dude to hold the Kernel you are good.

Yeah, but... in practice the Arch-Revenant is by some margin the best delivery vehicle because she can get almost anywhere to use it. And a blob of Scythe Hunters (with an extra attack from Archie) are the best targets of you really want to make the most of the double attack. Plus you get the biggest benefit of you can deliver a solid alpha using that combo, so a Spiteswarm Hive is a regular option to help that. And you absolutely want to guarantee the Wyldwood for them to teleport to, so the TLA is very useful...

Between that lot, I tend to find that Winterleaf writes half the list too. Every time I vary it I end up wishing I hadn’t because the above combo is so good. 

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Hey guys, looking forward to finally getting some games in with the 'new' battle tome but I have a quick rules question. If I deploy Drycha off the table in the realm roots at the start of the game then does that mean that I don't get to enhance one of her attack profiles at the start of the first battle round?

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On 1/17/2020 at 6:50 AM, Kaime said:

Hello everybody, what kind of sylvaneth wildwoods are you using (new or old kits)?

 

How are you transporting them? seems like a lot of space to transport 3-4 forests, especially the new ones?

I currently only have the old ones and only use the bases. I never actually transport the trees. 

 

2 hours ago, Warheadsbylink said:

Hey guys, looking forward to finally getting some games in with the 'new' battle tome but I have a quick rules question. If I deploy Drycha off the table in the realm roots at the start of the game then does that mean that I don't get to enhance one of her attack profiles at the start of the first battle round?

Actually never thought about this. In the cases where I have dropped her in mid game, I have always declared what she was when deployed. But the RAW might actually mean you can't do that.

Is there anything preventing us from just saying that she is angry or sad at the beginning of the round even if she isn't on the board? 

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8 hours ago, Warheadsbylink said:

Hey guys, looking forward to finally getting some games in with the 'new' battle tome but I have a quick rules question. If I deploy Drycha off the table in the realm roots at the start of the game then does that mean that I don't get to enhance one of her attack profiles at the start of the first battle round?

I'm pretty sure you declare at the start of each battle round whether or not Drycha is deployed in the table. That's how I've always played it. The rule doesn't specify if this model is on the table or currently deployed so I assume it's constant.

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On 1/18/2020 at 1:01 AM, Ian Wallsh said:

I was just wondering, does anyone have any juicy Battle Reports to whet my appetite with.....? 😁 

Your in luck as I've been meaning to write this one up.
Last week I was at the hallowed Warhammer World. One of my games was Border War against Kharadron Overlords (with the new battletome) for the first time.

My list: Gnarlroot, Ancient (general), Drycha, Wraith, Archie, 10 Spites, 2x5 Spites, 2x6 Kurnoth Scythes, Hive, Skullroot.

He goes first. His entire 2000pt army (minus 1 engineer) in 4 boats teleports to my flank, 9 inches away:

IMG_20200116_152544.jpg.ad111216b891d7e2c04c157664b4a6b6.jpg

Drycha, Wraith and 5 Spites fall to heavy gunfire. The Ancient is now my single remaining source of spells and shooting. Ouch.

My turn. I could probably get 6 Kurnoths and some Spites to the boats, but I won't be able to pile them all in, and next turn he would just disengage, teleport 9 inches away to another flank and shoot. Whilst he keeps the army together in one chunk I have no chance in a fight. Instead, I ignore him, place a wood, cast hive, send everything to the objectives and kill his lone engineer on the backline objective. I double turn and hunker down, scoring them all again.

My remaining army is now placed (in the direction on the photo at the end):

  • Bottom Objective: 6 Kurnoths, 5 Spites
  • Left Objective: 6 Kurnoths
  • Top Objective: 10 Spites
  • Right Objective: Ancient
  • And Archie is stood between the bottom and right objectives, blocking teleportation.

He splits his army, placing a boat near as he can to each objective and shoots. I have to sit there and just take it.

Back to my turn, there is literally nothing I can do. If I move off the objectives to engage in melee, he'll just redeploy and take the objectives. Doing nothing guarantees that I'll get all the points.

By the end of turn 3, my army, unable to move, fight, or get any spells/shooting in range, is dwindling and he has only lost a single model (the engineer). However, I'm winning 25pts to 7pts. He considers quitting as he doesn't think he can catch up. However, we calculate if he gets first turn next, wins ALL the objectives, then keeps them all to the end of the game, we'll both have 25 points, and he'll win on models killed. We decide to play on.

I now have remaining:

  • Bottom Objective: 5 Kurnoths
  • Left Objective: 3 Kurnoths
  • Right Objective: Ancient
  • And Archie is stood between the bottom and right objectives, blocking teleportation.

He wins the turn roll. 5 Kurnoths are fired at from about 1000pts of models and go down on the final dice roll; the already disembarked Duardin are already in range of the objective. Then the Ancient gets shot until almost dead, charged, killed and objective taken. Archie is shot out.

One objective to go and I'm down to 3 Kurnoths. A small ship full of 10 Duardin charges them to get in range of the objective. They are not able to disembark, so my models outnumber him three to one. He rolls to fight:

MVIMG_20200116_174244.jpg.fa19e106736b2c66918d5069bc3f1dfa.jpg

(Blue dies are the objectives)

All the Kurnoths survive!

My turn to attack. If I take out the ship, then it'll explode, the 10 Duardin will fall out taking the objective and he wins the game. If the ship survives, I win. It's tense. I roll.....

 

....The Kurnoths deal 1 more damage than required. Ship explodes.

I lose the game.

 

Of course, that night whilst trying to sleep I remember I could have just attacked the Duardin inside the ship instead, and won the game. Doh!

 

Takeaway thoughts:

I really sucked at deployment. Instead I should have put battleline forward to take the shooting with everything else back out of range of any teleporting ships. Plus the army spread out wide as possible to block any backline teleporting, allow access to the objectives and to try to get him to split his army. Had I done this it would have been a very different game.

Taking two Wraiths would have resulted in them both being instantly shot to pieces. This is making me reconsider the usefulness of taking a second one: If one of them is vulnerable, then the second one is likely to be too.

The Ancient lasted as long as he did because as well as being able to soak damage, he wasn't considered a threat (unlike Drycha) or essential to my plans (unlike the Wraith). Sounds counterintuitive, but it's something to consider when picking him.

The Kurnoths, even without re-rolling saves (tanglethorn doesn't work in shooting phase) were my damage soaking stars. However, in this game, Kurnoths with Bows would have really helped. I might have destroyed a ship or two, and won the game by turn 3.

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@a74xhx

 

Nice bat rep! I have always found games vs KO to be fun but particularly challenging. They seem to have a strong counter army for us. 

We can't really threaten them at range, they can see through our forests, and we aren't quite fast enough to catch them.You played it exactly right though. Play the objective game and hope he runs out of turns to catch up. 

I primarily play Winterleaf, but this is one of those games that make me lean towards Dreadwood. 

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14 hours ago, Warheadsbylink said:

Hey guys, looking forward to finally getting some games in with the 'new' battle tome but I have a quick rules question. If I deploy Drycha off the table in the realm roots at the start of the game then does that mean that I don't get to enhance one of her attack profiles at the start of the first battle round?

Great question. I have no idea lol. Its honestly never came up.

On a side note, I actually rarely deepstrike units into the forest, and when I do, its usually cheap disposable units like 5-10 spites.

If you go second, you run the risk of having your opponent zone out your forest and prevent units from arriving, and this terrifies me lol. 

 

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15 minutes ago, Landohammer said:

@a74xhx

 

Nice bat rep! I have always found games vs KO to be fun but particularly challenging. They seem to have a strong counter army for us. 

We can't really threaten them at range, they can see through our forests, and we aren't quite fast enough to catch them.You played it exactly right though. Play the objective game and hope he runs out of turns to catch up. 

I primarily play Winterleaf, but this is one of those games that make me lean towards Dreadwood. 

Yeah, once the ships have split up, then dreadwood allows us to get at one ship per turn. But, they can still disengage and run away. A 9+ kurnoth unit is probably needed to get in enough damage.

 

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5 hours ago, a74xhx said:

Your in luck as I've been meaning to write this one up.
Last week I was at the hallowed Warhammer World. One of my games was Border War against Kharadron Overlords (with the new battletome) for the first time.

My list: Gnarlroot, Ancient (general), Drycha, Wraith, Archie, 10 Spites, 2x5 Spites, 2x6 Kurnoth Scythes, Hive, Skullroot.

He goes first. His entire 2000pt army (minus 1 engineer) in 4 boats teleports to my flank, 9 inches away:

IMG_20200116_152544.jpg.ad111216b891d7e2c04c157664b4a6b6.jpg

Drycha, Wraith and 5 Spites fall to heavy gunfire. The Ancient is now my single remaining source of spells and shooting. Ouch.

My turn. I could probably get 6 Kurnoths and some Spites to the boats, but I won't be able to pile them all in, and next turn he would just disengage, teleport 9 inches away to another flank and shoot. Whilst he keeps the army together in one chunk I have no chance in a fight. Instead, I ignore him, place a wood, cast hive, send everything to the objectives and kill his lone engineer on the backline objective. I double turn and hunker down, scoring them all again.

My remaining army is now placed (in the direction on the photo at the end):

  • Bottom Objective: 6 Kurnoths, 5 Spites
  • Left Objective: 6 Kurnoths
  • Top Objective: 10 Spites
  • Right Objective: Ancient
  • And Archie is stood between the bottom and right objectives, blocking teleportation.

He splits his army, placing a boat near as he can to each objective and shoots. I have to sit there and just take it.

Back to my turn, there is literally nothing I can do. If I move off the objectives to engage in melee, he'll just redeploy and take the objectives. Doing nothing guarantees that I'll get all the points.

By the end of turn 3, my army, unable to move, fight, or get any spells/shooting in range, is dwindling and he has only lost a single model (the engineer). However, I'm winning 25pts to 7pts. He considers quitting as he doesn't think he can catch up. However, we calculate if he gets first turn next, wins ALL the objectives, then keeps them all to the end of the game, we'll both have 25 points, and he'll win on models killed. We decide to play on.

I now have remaining:

  • Bottom Objective: 5 Kurnoths
  • Left Objective: 3 Kurnoths
  • Right Objective: Ancient
  • And Archie is stood between the bottom and right objectives, blocking teleportation.

He wins the turn roll. 5 Kurnoths are fired at from about 1000pts of models and go down on the final dice roll; the already disembarked Duardin are already in range of the objective. Then the Ancient gets shot until almost dead, charged, killed and objective taken. Archie is shot out.

One objective to go and I'm down to 3 Kurnoths. A small ship full of 10 Duardin charges them to get in range of the objective. They are not able to disembark, so my models outnumber him three to one. He rolls to fight:

MVIMG_20200116_174244.jpg.fa19e106736b2c66918d5069bc3f1dfa.jpg

(Blue dies are the objectives)

All the Kurnoths survive!

My turn to attack. If I take out the ship, then it'll explode, the 10 Duardin will fall out taking the objective and he wins the game. If the ship survives, I win. It's tense. I roll.....

 

....The Kurnoths deal 1 more damage than required. Ship explodes.

I lose the game.

 

Of course, that night whilst trying to sleep I remember I could have just attacked the Duardin inside the ship instead, and won the game. Doh!

 

Takeaway thoughts:

I really sucked at deployment. Instead I should have put battleline forward to take the shooting with everything else back out of range of any teleporting ships. Plus the army spread out wide as possible to block any backline teleporting, allow access to the objectives and to try to get him to split his army. Had I done this it would have been a very different game.

Taking two Wraiths would have resulted in them both being instantly shot to pieces. This is making me reconsider the usefulness of taking a second one: If one of them is vulnerable, then the second one is likely to be too.

The Ancient lasted as long as he did because as well as being able to soak damage, he wasn't considered a threat (unlike Drycha) or essential to my plans (unlike the Wraith). Sounds counterintuitive, but it's something to consider when picking him.

The Kurnoths, even without re-rolling saves (tanglethorn doesn't work in shooting phase) were my damage soaking stars. However, in this game, Kurnoths with Bows would have really helped. I might have destroyed a ship or two, and won the game by turn 3.

Brilliant stuff! Thanks for this... You obviously learned alot here... 

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Has anyone given Ironbark with Fyreslayers a shot since the new book? I "accidentally" picked up the Start Collecting and some Hearthguard and was considering a Runesmiter + Hearthguard bomb. Not sure which weapons on the Hearthguard, the poleaxes are pretty fun with that mortal wound output though.

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