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Ideas for a 2k pts Harvestboon Wargrove list?


Khastarax

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Hi guys! I'm pitching out ideas for a Sylvaneth army without being too focused on the competitive aspect of the game. So, I threw together this list that uses the Harvestboon Wargrove battalion that consists of the following:

 

Quote

Leaders
Branchwraith (100)
- General
- Trait: Gift of Ghyran/ or Gnarled Warrior or Realm Walker
- Artefact: Tear of Grace (Harvestboon unique arcane item that gives an extra spell from the Deepwood Lore to the bearer, as well as adding 3" range to their spells)
- Spell(s) pick(s): Regrowth, Verdant Blessing
Branchwraith (100)
- Artefact: Acorn of the Ages -

- Spell(s) pick(s): Tree Song
Spirit of Durthu (400)
- Artefact: The Oaken Armour

Battleline
20 x Dryads (240)
20 x Dryads (240)
10 x Dryads (120)

Units
3 x Kurnoth Hunters (180)
- Scythes
3 x Kurnoth Hunters (180)
- Scythes
3 x Kurnoth Hunters (180)
- Greatbows

Battalions
Harvestboon Wargrove (100)
Forest Folk (60)
Free Spirits (40)

Total: 1940/2000



Harvestboon Wargrove bonuses:

  • Branchwraiths gets +1 to their casting rolls.
  • Adds +1" to run and charge rolls for Harvestboon units.
  • Access to Tear of Grace, a unique arcane item that gives 1 extra Deepwood lore spell and adds 3" range to all the bearer's spells.


Forest Folk battalion bonus (the minimum requirement to unlock this Wargrove + another Branchwraith): A once per game, panic (or tactical) ability to pull out all your Dryads and Branchwraiths and redeploy them on your side of the deployment zone and/or near a Sylvaneth Wyldwood.

Free Spirits: The Spirit of Durthu and Hunters in this battalion gets to move towards an enemy unit or a terrain during the Hero Phase, using their Move profile but cannot run. Must end up closer to the target from their starting point (note: you don't need to go the full distance in Movement).
 
Additional bonuses or advantages for fielding this list:

  • Able for some "snappy" deployment; either deploy as a full batallion,  as separate battalions, or whichever order you want.
  • Good amount of bodies.
  • Has some reliable magic support from the Branchwraiths.
  • Good amount of mobility between Wyldwood pads, the fast movement of Dryads, the Free Spirits battalion's exclusive bonus movement ability for those units, and Tree Song surfing.


General gameplan:
Setup more Wyldwoods with Acorn and/or Verdant Blessing during your turn, and buff units with a Mystic Shield and Inspiring Presence to increase their longevity, which most of the time will mean these are applied to your Dryads. You will most likely want to engage with one or two of the Dryad units or just let them take the brunt of the attacks, while the Spirit of Durthu and Scythe Hunters are trailing close behind to threaten or enable them to counter-charge whatever engages your dryads.

The one unit of Bow Hunters are for softening up units or pick at available key hero targets and give some ranged threat from the rear lines.

Downsides (so far):
You are very reliant on the rather squishy Branchwraiths for supporting your units. There's limited ranged threat as this list relies more on tactical movement.

Feel free to take this list for a spin, suggest some ideas or variations (one another list I thought on the whim of was fielding a more hordy version so we could spin on that) or impressions on this list. And let's make the Mortal Realms Green again!

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