WAAAGHdogg15 Posted September 18, 2016 Share Posted September 18, 2016 It seems that, of the three weapon options that Kurnoth Hunters have available to them, bows are proving the most popular, usually in gun line style armies. My issue with the bows though is that they only hit of 4+ meaning they miss half the shots they fire. I realise this argument can be destroyed by including a Celestial Hurricanum in the list, but what if you want to maintain Sylvaneth Allegiance? In comparison to the bows, the swords and scythes hit on 3+ and the champion on 2+. It feels like there should be an argument for these weapons, despite the fact that they can only dish out hurt in combat. In my head, the lack of range for the combat weapons is made up for by the ability to either emerge from or teleport through the woods. So the question is, are the bows really the most powerful option for Hunters or has anyone else felt, as I do, that there is a place for the swords and scythes? Link to comment Share on other sites More sharing options...
nelsonus Posted September 18, 2016 Share Posted September 18, 2016 Definitely a place for combat weapons, but the bows are easier to play. Less effort required to get them to perform well means the bless will mostly be prominent Link to comment Share on other sites More sharing options...
Warchief Varard Posted September 19, 2016 Share Posted September 19, 2016 How many turns of shooting can the bows do before combat? opposed to a turn 2-3 combat with cc options. Link to comment Share on other sites More sharing options...
nelsonus Posted September 19, 2016 Share Posted September 19, 2016 Realistically they can shoot every turn. I get your point Link to comment Share on other sites More sharing options...
Age of The Erstwood Posted September 20, 2016 Share Posted September 20, 2016 I went through the painstaking process of magnetising them (including shoulder pads, as there aren't enough to go around) and honestly after trying out all three I am quite underwhelmed by the bows. I did a little reading before I decided to magnetise and found the same as the OP, in that more people seemed to be running bows but after several games with each I find the swords seem to average out with the most damage per game. Hitting on 4's with 4 of your 6 attacks a turn means you'll only be scoring 3-4 hits, perhaps 2-3 wounds and with 1-2 saves you're only scoring a couple of d3 damages, which can then of course only result in a wound a piece. I haven't yet had the chance to run them with the Hurricanum (which—FYI OP—you can use and keep allegiance with both Gnarlroot and Winterleaf batallions) but I imagine this (320 point buff) will swing things massively in their favour but as it stands I don't think there is many units that can stand up to a hit from the greatswords, which, at 4/+3/+3/2, basically make each Kurnoth Hunter a better than average hero. Link to comment Share on other sites More sharing options...
Age of The Erstwood Posted September 20, 2016 Share Posted September 20, 2016 1 minute ago, Age of The Erstwood said: Hitting on 4's with 4 of your 6 attacks a turn means you'll only be scoring 3-4 hits, perhaps 2-3 wounds and with 1-2 saves you're only scoring a couple of d3 damages, which can then of course only result in a wound a piece. No maths were used in the writing of this sentence. Link to comment Share on other sites More sharing options...
Jaze Posted September 21, 2016 Share Posted September 21, 2016 If you want to use bows and want order boosters and want sylvaneth allegiance have you considered using the battalion battalions as winterleaf would give you 0-1 order units for your hurricanum or gnarlroot would give 0-1 order wizard. Just a though Link to comment Share on other sites More sharing options...
RossMHoward Posted September 21, 2016 Share Posted September 21, 2016 You have a few options to make the bows hit better. 1: Take the Gnarlroot Wargrove and take a Hurricanum with Battlemage (It's a Wizard) 2: Take the Gnarlroot Wargrove and have a wizard with Regrowth. Park the Bow Hunters on Damned Terrain and sacrifice wounds to gain +1 to hit. Heal them back with Regrowth If a model dies as a result, return the model with Gnarlroot's Verdurous Harmony spell. Since all this happens in the hero phase, you should take the damned mortal wounds first and then react with a healing spell. Here's my list:LeadersBattlemage (100) - LifesurgeBranchwraith (100) - Regrowth- Artefact: Acorn of the Ages Branchwych (100) - Unleash Spites - Throne of Vines- Artefact: The Silverwood Circlet Treelord Ancient (300) - Awakening of the wood. The Reaping.- General- Trait: Gnarled Warrior - Artefact: Briarsheath UnitsDryads x 20 (240)Dryads x 10 (120)Tree-Revenants x 10 (200)Kurnoth Hunters x 3 (180) - ScythesKurnoth Hunters x 3 (180) - ScythesKurnoth Hunters x 3 (180) - BowsKurnoth Hunters x 3 (180) - BowsBatallionsHousehold (20)Gnarlroot Wargrove (80)Total: 1980/2000 It's monstrously good. And with the damage from Awakening of the Wood, Roused by Magic, Unleash Spites + Throne of Vines and the odd Arcane Bolt shooting is really secondary. Use it to clear off backfield units or to soften them up for a charge from the Tree Revenants. Scythes on the other hand are a thing of beauty! The -2 Rend is such an asset as it limits the amount of saves you have to worry about. And if you drop roots in a prolonged combat the 2" reach makes it easier to get attacks off every model. Link to comment Share on other sites More sharing options...
WAAAGHdogg15 Posted September 21, 2016 Author Share Posted September 21, 2016 Legal or not, there's something that makes me feel a bit dirty about taking a Hurricanum whilst keeping Sylvaneth allegiance. I'd possibly stretch to a normal battlemage but sticking a mechanical looking thing in the middle of an army of trees seems... Wrong. Having said that, I'm certainly not criticising anyone for doing it and I'm really hoping we see some awesome conversions as this becomes a bit of a power combo. The reason I asked the question is because of the list I'm planning to take to an upcoming event. So just to reveal my hand two weeks before a tournament (A Gathering of Might, 8th & 9th Oct), this is my current list: Alarielle Treelord Ancient 10 Dryads 10 Dryads 10 Dryads 3 Hunters w/ scythes 3 Hunters w/ scythes 3 Hunters w/ swords 3 Hunters w/ swords The Treelord takes Oaken armour giving him a 2+ save and uses his command ability to allow everything within 10" to reroll 1 to save (effectively giving him and Alarielle a 2+ reroll save after mystic shield). The event allows the summoning of Balewind vortexes so Alarielle can blast stuff with metamorphosis from thirty-odd inches. The Dryads deploy in the enclaves and the hunters spread out to see where they are needed. When required, stuff either emerges or teleports through Wyldwoods to either smash stuff or claim objectives... That's the plan anyway. Can't decide whether it's a decent list that should do well or more of a fluffy themed army with a few tricks... And that's a really round about way of asking - do you think bows would be better in this list (I.e. With no Hurricanum or similar buff)? Link to comment Share on other sites More sharing options...
Hodgdog Posted September 22, 2016 Share Posted September 22, 2016 I for one like the bows in an all Sylvaneth force. I want the enemy to engage me while i am in the wyldwoods, so the more shooting I have the more inclined they are to attack me. I need to be able to out shoot the enemy so they come to me. Lets be honest, 20 dryads in a wyldwood with my treelord ancient right behind them and 3 or 6 hunters with bows is very difficult for any enemy to crack. Most enemies will just not engage me if I dont have the shooting. they will sit back and shoot/spell me to death. Link to comment Share on other sites More sharing options...
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