Jump to content

States

Members
  • Posts

    62
  • Joined

  • Last visited

Posts posted by States

  1. After a 2 year pause, going to have my first game this weekend and decided to go with NH with their new rules.

    I have no idea what/how to build now though, with all the new rules!

    Can I get an opinion on a decent list, considering new rules, from what I have:

    • Spirit Tormet
    • Olynder
    • Reiknor
    • 2x Guardian of Souls
    • Lord Executioner 
    • 2x Dreadblade
    • Kruhlghast
    • KoS on Steed
    • 40x Chainrasp
    • 20x Reapers
    • 10x Bladegheist
    • 10x hexwraiths
    • 6x spirit hosts
    • Chainghast
    • Black coach

    Kind of confused with all the new 'battalion' stuff and reinforcement points (still a bit to read up on it seems)

  2. Coming back to play after roughly 2 years and I'm very confused with all the faq and re-faqs and books all over the place touching on Sylvaneth rules and from watching battle reports but..

     

    How do the trees work now? Can you place one model and be done with it? Do you have to have them with all 3 models atleast? - I've seen both ways in recent battle reports..

    And what are the distances with the initial trees + summoned? Also very confused!

  3. On 9/5/2021 at 4:36 PM, Rhetoric said:

    Got in a game yesterday with my Gnarlroot list.  I have to say, I didn’t lose Durthu or my TLA.  Heroic Recovery on top of Regrowth plus the Gnarlroot Command Trait on the Warsong Rev is so clutch to the big heroes in the game.  Also I got an Unleash Swarm if Spites off that did 22 MW.  My opponent wasn’t happy but it was a clutch moment.  I tried out Arcane Tome on Durthu for the RR1’s to hit, but Amulet of Destiny might be better for next time.  Before 3.0 I was always a stand for Gnarlroot, but the Warsong Rev was the missing piece of the puzzle.  Great model with a great scroll.  
     

    List was: 

     

    Warsong Rev with Chalice/Nurtured

    Durthu with Arcane Tome

    TLA

    Branchwraith

    6 KH with Scythes

    3 KH with Scythes 

    3 x 5 Units Id Tree Revs

    Spellportal

    Spiteswarm Hive

     

    What spells and battalions did you take?

  4. 1 hour ago, Frowny said:

    I haven't tried them yet, but i still think hunters will be good. Easy access to +1 save is really really good when you have a rerollable save. It's what broke OBR on release. I think a block of 6 scythe hunters to lob upfield early on will be very strong. 

    I'm thinking

    Drycha

    Durthu

    TLA

    Branchwraith

    Dryadsx20

    Dryadsx20

    Revenants x5

    Revenants x5

    Hunters x6

    Spite swarm hive

    Might have to drive some dryads or revenants. Gives me 3 strong threats(durthu, drycha and hunters). Goal is to autosummon the woods and get lucky with the hive for a turn 1 strike with the hunters, who then sit on a rerollable 3+ and make a mess of my opponents. While everything else goes and takes objectives on the sides.

    At least would let me try out the Heroic actions and monster actions a lot.

    Haven't updated myself on all the new rules. But how would the hunters have a 3+ save? The rerolls would only work on your second turn onward right? To activate on your following charge phase.

  5. What do you guys think of this Harvestboom list? Should I remove one of the battalions?

     

    Allegiance: Sylvaneth
    - Glade: Harvestboon
    Arch-Revenant (100)
    Branchwraith (80)
    - Artefact: Spiritsong Stave
    - Deepwood Spell: Throne of Vines
    Spirit of Durthu (300)
    - General
    - Command Trait: Seek New Fruit
    - Artefact: Crown of Fell Bowers
    Treelord Ancient (260)
    - Artefact: The Silent Sickle
    - Deepwood Spell: Regrowth
    5 x Spite-Revenants (60)
    5 x Spite-Revenants (60)
    5 x Spite-Revenants (60)
    6 x Kurnoth Hunters (380)
    - Scythes
    3 x Kurnoth Hunters (190)
    - Greatswords
    3 x Kurnoth Hunters (190)
    - Greatswords
    Free Spirits (140)
    Outcasts (100)
    Gladewyrm (30)
    Spiteswarm Hive (50)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 109
     

  6. Still haven't gotten a Sylvaneth game in with all this going on, and going for my first game this weekend. Asking for some opinions on this list and what glades to go:

    Allegiance: Order
    Alarielle the Everqueen (600)
    Arch-Revenant (100)
    Branchwraith (80)
    Spirit of Durthu (300)
    Branchwych (80)
    6 x Kurnoth Hunters (380)
    - Scythes
    5 x Spite-Revenants (60)
    5 x Spite-Revenants (60)
    5 x Spite-Revenants (60)
    5 x Tree-Revenants (80)
    Outcasts (100)
    Spiteswarm Hive (50)
    Extra Command Point (50)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 93

     

    I have the option of taking out the 1 Branchwych + 1CP for 10 Dryads. Should I?

    I also don't know what glade to go, I was thinking of maybe Winterleaf with Durthu General + frozen kernal, spirit stave on the branchwraith + throne of vines, and alarielle/branchwych with regrowth/verduous harmony.

    Would gnarlroot be better or dreadwood with this list? 

    Wondering what you guys think!

     

     

  7. On 4/22/2020 at 5:43 PM, Landohammer said:

    Sounds great! 

    Yea the pros and cons of Alarielle can be debated for ages. I personally think she shines with dreadwood due to the reliable casting of Hive and the ability to self teleport.

    But she is also insanely fast if she gets the Hive buff. At top bracket she becomes Movement 19 and +3 to charge, and note her summon occurs at the end of movement. I have had her and her summon charge units 30 inches away on turn 1. 

    What makes her a reliable caster for Hive? I only see throne of vines able to up her reliability, but that would apply to any other caster too.

  8. 3 hours ago, The World Tree said:

    Something like;

    Alarielle (Throne)
    Branchwraith (Regrowth)
    Durthu (Ghyrstrike)
    Branchwraith (Regrowth)

    3 x 5 Spites
    2x5 Tree Revs
    6 Kurnoths with Scythes
    Outcasts
    Spiteswarm
    Extra CP

    Some alternate builds are - subbing out Durthu for Drycha. Subbing out Durthu for 6 Morrsarr (probably the best option).
     

    Ever put in an arch rev instead of one wraith? Get the rerolls on the kurnoths

  9. 10 hours ago, The World Tree said:

    I think that's the point though isn't it - you have to spend so much(in terms of unit selection, spell choice etc.) to get the woods on the table. You also have to successfully cast and not be unbound. That is if they can fit at all. The Awakening has clear benefits after that, but the investment is so high for small reward.

    Personally I don't see the value at all. I prefer Dreadwood and aggressive, decisive play. With Alarielle as the fulcrum.

    What list do you run with alarielle and dreadwood?

  10. Hey there guys! Sylvaneth is my new army (after Skaven and NH) which I have been slowly building and painting.

    Thus far I have:

    15 spites

    3 Sword Kurnoth

    6 Scythe Kurnoth

    20 Dryads

    5 rev

    Arch Rev + Durthu + Branchwraith + Branchwych

    While I have many more models I want to get, trying to get to a nice 2k list. I was aiming to get alarielle next and do this list, even though I'd only have 10 dryads for summoning:

    Allegiance: Sylvaneth
    Alarielle the Everqueen (600)
    Arch-Revenant (100)
    Branchwraith (80)
    Spirit of Durthu (300)
    10 x Dryads (100)
    5 x Spite-Revenants (60)
    5 x Spite-Revenants (60)
    5 x Spite-Revenants (60)
    5 x Tree-Revenants (80)
    6 x Kurnoth Hunters (400)
    - Scythes
    Outcasts (100)
    Spiteswarm Hive (50)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 98
     

    But I was also considering another SC box, instead of alarielle, add in a TLA + 3 sword hunters + 1cp + brancwych.

     

    I'd get both eventually, but what do you guys think would be best to get first to end the list to 2k?

     

    cheers!

  11. 38 minutes ago, aktanolt said:

    First note, Arch Rev is pretty meh to me in Harvestboon as his passive power is a bit useless, so his command ability..... Also i dont think in a list with only 3 kurnoth, he is worthy.

    However my GF is working on a quite similar list, here it is , also tips on using drycha would be nice as critics on the whole thing.

     

    Allegiance: Sylvaneth
    - Glade: Harvestboon
    Mortal Realm: Ghyran
    Spirit of Durthu (300)
    - General
    - Trait: Seek New Fruit
    - Artefact: Ghyrstrike
    Drycha Hamadreth (320)
    - Deepwood Spell: Regrowth
    Treelord Ancient (260)
    - Artefact: The Silent Sickle
    - Deepwood Spell: Regrowth
    Branchwraith (80)
    - Deepwood Spell: Throne of Vines
    30 x Dryads (270)
    5 x Spite-Revenants (60)
    5 x Spite-Revenants (60)
    5 x Spite-Revenants (60)
    6 x Kurnoth Hunters (400)
    - Scythes
    Outcasts (100)
    Balewind Vortex (40)
    Spiteswarm Hive (50)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 114
     

     

    Thx 

    Whats the plan with the balewind and wraith?

  12. What do you guys think about these 2 lists for Dolorous?

    Allegiance: Nighthaunt
    Lady Olynder, Mortarch of Grief (220)
    - General
    - Lore of the Underworlds: Spirit Drain
    Spirit Torment (120)
    Guardian of Souls with Nightmare Lantern (140)
    - Lore of the Underworlds: Shademist
    - Infernal Lantern (Artefact): Beacon of Nagashizzar
    Knight of Shrouds on Ethereal Steed (120)
    - Artefact: Midnight Tome - Soul Cage 
    20 x Grimghast Reapers (320)
    5 x Hexwraiths (140)
    5 x Hexwraiths (140)
    10 x Chainrasp Horde (80)
    10 x Chainrasp Horde (80)
    10 x Bladegheist Revenants (180)
    Black Coach (260)
    Chainguard (120)
    Geminids of Uhl-Gysh (60)
    Suffocating Gravetide (20)

    Total: 2000 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 105
     

    Olynder with the wraiths on one side

    GoS + Reapers on another

    ST + Gheists in underworld for a later strike

    Coach being annoying

    Hordes for screen/late drop

    KoS on either side

    Spells

     

    Was also thinking of this one but unsure

    Allegiance: Nighthaunt
    Guardian of Souls with Nightmare Lantern (140)
    Lady Olynder, Mortarch of Grief (220)
    Spirit Torment (120)
    Knight of Shrouds on Ethereal Steed (120)
    5 x Hexwraiths (140)
    5 x Hexwraiths (140)
    6 x Spirit Hosts (240)
    10 x Grimghast Reapers (160)
    10 x Bladegheist Revenants (180)
    2 x Chainghasts (70)
    Black Coach (260)
    Dolorous (120)
    Extra Command Point (50)
    Prismatic Palisade (30)

    Total: 1990 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 97

    Oly + Hexs
    GoS + Reapers
    KoS cp make the reapers +1 atk
    torment with the spirit hosts for re rolls (6mw)
    revs + chainghast for surgical strikes

    This one grabs me another CP, and tries to synergize returning models (coach + olynder). Lose spells and bodies

  13. 1 hour ago, Sauriv said:

    Hi i will soon write a report about last weeks tournament i went to, i ended up in 9 place of 25 and went 3/0/2.

    But here are some of my thoughts on your questions 😊 

    Healing: i seldom inculde much healing but when i do i dont use GoS, the spell is as ju say unreliable to cast and swingy in its effect. I perfer ST for healing and i run alot of spirit hosts so that reroll 1 to hit is important for me. ST can also heal heroes which can be very useful. I like playing Deep Strike lists so i don't really need healing. 

    Damage: unfortunately i do not own bladegheists but I would love play whith them. One thing I like to include thou is Cogs to more reliable deep strike. That 10+ unmodified charge is just a bonus but to actually get into the fight is gold worth. I usually play with chainrasp, spirit hosts and hexwraiths and i would gladly swap my hosts and horses for blades or reapers. 

    Magic: I almost always include Reikenor and Olynder as my only spellcasters. Reikenor can cast cogs reliable and Olynder is a lvl 2 wizard. Reikenor can also cast soul cage easily but it has such a short range... 

    GoS: the glass version isn't legal to play with any more so lantern is the only option. 

    One important note if you're planing on expanding your army, consider Dreadblade as your general because being able to teleport and then use NHs command ability to teleport a unit to your general is really good. 

    What lists do you tend to use? Can you show an example?

  14. On 11/5/2019 at 10:39 AM, Thamalys said:

    It really depends on which list they're running... and which sort of list you're running against them! Here're a few pointers:

    • Don't even try to get rid of Eidolons and/or Leviadons - you need some serious damage in one go to even make a dent, and NH just don't have that. Not even  10 Bladegheist Revenants, fully buffed, on a Wave of Terror will probably manage in one go - one turn after, they're dust. Throw as little chaff/screens at these big guys as possible, but keep doing it so as to keep them busy and avoid them crashing into your expensive elite ranks.
    • Eels - the the killy variant: the trick is to charge them first. Cogs (with the help of Reikenor, maybe) + From the Underworld they Come might work: the above mentioned unit of 10 Bladegheists would be my pick. Remember: they bravery is not great! If your greedy opponent has been fielding eels in units of 6... it's Grimghast Reapers time! Your unit of 30 (because every NH player should always have a unit of 30 Reapers!) will do nicely, but you have to screen it and get the charge. Eeels can fly, so you need to exploit the "can't finish your movement within 3" of any enemy unit" rule to avoid having 6 of them smashin into you. If they get just one... well, we can fly while piling in, can't we? 20Grims + Vampire Lord (+1 attack each) + Guardian of Souls on a unit of six = 6 eels gone, this has been tested several times ;) (60 attacks re-rolling failed hits and wounding on 2s at -1 rend...)
    • Eels - the tanky variant: this is the real problem. Even exploiting some solid attriction (see the above mentioned unit of 30 Reapers) these are real tough for NH to deal with. If you have Olynder, now it's the time. Gravesand of Time + Lifting the Veil + Lifestealer + The Banshees screaming should remove a couple of them - and again, their bravery is not phenomenal.
    • In terms of list building, assuming you know nothing about the scenario you'd be playing (if it's places of arcane power, just shake their hand and go for a pint - little we can do to displace their heroes...) I'd go for 30 reapers, some three units of Rasps as screens, Reikenor (cogs on 4+) and Olynder (some very much needed MWs), and two units of Revenants plus the obvious buffing pieces . 
    • Legion of Grief lends itself quite nicely to being played against Deepkin: you just keep flushing the killy/tanky stuff with huge units of chaff while working with surgical precision to secure objectives via your elites.
    • You need to be - very - familiar with the Deepking allegiance abilities, including those list builds that revert/modify the tides.  I have seen players wasting tons of effort in getting charges in during the tide time where the Deepking fight first across the board...
    • I like playing against Deepkin. They're tough, but not filthy: even the very heavy eels lists can be dealt with, as those sneaky things are quite costly after all.

    Hope some of this makes sense!

    Would you include a coach in there? 

  15. 1 hour ago, Ineffectual Clawlord said:

    @States You need supreme manipulator, which gives 5/9 command points (CP) back whenever a masterclan hero uses a command ability (CA). Aetherquartz broosh as your artifact gives you 1/3 CP back whenever a CP is spent.

    You start with Thanquol's CA, which gives you back 1/3 + 5/9 = 8/9.

    If you use 1 of the free CA's you get 5/9 back, for 2 CA's 10/9, for 3 15/9. So in total if you use two you earn 1 CP for each time Thanquol uses his CA.

    Note that you can always use Inspiring Presence since it gives immunity but has no other requirements. A charge doesn't have to be undertaken, so you can just re-roll it whenever a unit is in range.

     

    But supreme manipulator states "after this general uses a command ability". Skilled manipulator is any masterclan. 

     

    Only thanquol would have the re-roll, the rest would have the 5+ roll, no?

×
×
  • Create New...