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Ruhraffe

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Posts posted by Ruhraffe

  1. Because they care less about balance and more about atmospheric games, with pretty models, nice scenery, an army backed up by their own lore, and so on.

     

    Balancewise, what I'd find interesting to try out is a "sideboard"-System like in magic. Like a extra mage to dispell with against tzeentch, some more cheap chaff against slaanesh, whatever you think is favorable and exploits the weaknesses of your opponents army. 

    Being abale to adapt to the army you're facing up against might be interesting.

    • Like 6
  2. I'm under the impression, that at the moment we still do not really have an idea about what is really strong and what is weak. I guess Winterleaf and Harvestboon are always good, Gnarlroot is a more defensive and spell-focused variant. 
    In terms of battleline, Spite-Revs are now a solid choice as well, and tree revs teleportation was buffed. Alarielle isn't a must-include anymore, and Drychas damage output was buffed immensely. 

    So, atm you probably want to go for one of the above glades, get a outcast or forest folk batallion, maybe free spirits (?), and that should be a solid baseline. 

     

    Correct me if I'm wrong.

    • Thanks 1
  3. Hi! As I have a Meeting Engagement this evening I just wanted to ask you guys for a quick feedback for my list. I'll be playing Nighthaunt.

    Spoiler

    Allegiance: Sylvaneth

    - Glade: Gnarlroot

    SPEARHEAD

    Branchwraith (80)

    - Deepwood Spell : Regrowth

    3 x Kurnoth Hunters (200)- Greatswords

    5 x Spite-Revenants (60)

    MAIN BODY

    Treelord Ancient (300)

    - General

    - Command Trait : Nurtured by Magic

    - Artefact : Chalice of Nectar

    - Deepwood Spell : Verdurous Harmony

    Branchwraith (80)

    - Deepwood Spell : Treesong

    20 x Dryads (200)

    REARGUARD

    5 x Tree-Revenants (80)

    I'm debating if i should remove 10 of the 20 dryads for an ArchRev. Any other feedback is welcomed.

    • Like 1
  4. It is kinda hard to get you a set list, as we don'Ät have much experience by now, with a book that is just on preorder. 

    You can't go wrong with 1-3 Start Collecting, 2-3 boxes of Kurnoth Hunters, and if you want another battleline then dryads, get spite revenents. 

    Alarielle sadly was nerfed quite a bit, but still should be fine to bring in at beer and pretzels-games. She took a hit and lost her auto-include-status, but she is still a force to deal with for effectively 460 points. 

    If you want to play her, I'd recommend a Gnarlroot Wargrove to bolster her defenses with a 6+ ward safe and at the same time make damage more reliable with that reroll 1's to hit. 

    I just clicked together a list. It needs to be staffed yout with artifacts and so on, but might be a start. 
    To all of you: Any ideas, where to put which spells and artifacts, or other recommendations?

    Spoiler

    Gnarlroot Wargrove

    LEADERS
    Alarielle the Everqueen (660)
    - Deepwood Spell : Throne of Vines
    Branchwraith (80)
    Treelord Ancient (300)

    - General
    Branchwraith (80)
    UNITS
    30 x Dryads (270)
    10 x Dryads (100)
    10 x Dryads (100)
    3 x Kurnoth Hunters (200)

    - Greatswords
    BATTALIONS
    Forest Folk (140)
     

    Endless Spells: Gladewyrm, Vengeful Skullroot

  5. If you look at the errata from ghb 2019, you can see there is "wyldwood" offered as a primary terrain feature. So, in my eyes, you are setting up a wyldwood, not an awakened wyldwood, which is required for our skills.

    I feel the designers intention is clear: you can set up a faction terrain feature; if you happen to like it in particular or it fits your narrative, thats fine. But it does not exhibit the function it would do in your army as a faction terrain feature.

    As always, GW isn't too precise with their wording, but that's the way I understand them.

    • Like 1
  6. From the designers commentary:

    Q: In a Pitched Battle, can I use a faction terrain feature as a
    primary or secondary terrain feature choice?
    A: Yes you can, but if you do so, you must set up that
    terrain feature under the restrictions that apply as if it
    were ‘Unique’. In addition, do not use the warscroll for
    a faction terrain feature that is taken as a unique terrain
    feature. Instead, you must roll to generate a scenery rule
    for it.

     

    So no free wyldwoods for us. You can use the model but it is not a wyldwood in the sense of a faction terrain feature. Would be too strong, imho, that is ok.

  7. I just wanted to report back after the game with the list mentioned on the last page. I played BoC and got wiped off the table. This happend due to multiple factors:

    1. Battleplan: Borderline

    2. Drycha in rearguard, Hunters in spearhead.

    My mainbody got up first, then the spearhead. Therefor my Wraith and the Hunters went on the field on round 2. A second wyldwood could be placed, but I already missed out on a summoning opportunity. The Hunters were so far in the backfield that they never reached the front line.

    Drycha being rearguard sounded good, becaus she is fast, but turns out keeping 320 points (~1/3 of the army) out of the fight for 2 rounds is stupid. Effectively, I played the game with 520 points missing.

    The next time, the rearguard will consist of 1 unit of tree revs and the mainbody and spearhead will have to consist of 3 units each at minimum to cover objectives early and to keep up pressure early.

  8. I don't think the TLA is too useful in the main body. The board might be to crowded turn 2 to even get his wyldwood ability off. I guess I will opt for the following list:

    Spoiler

    Winterleaf

    SPEARHEAD

    Branchwraith (80)

    10 x Dryads (100)

    3 x Kurnoth Hunters (200)- Greatswords

    MAIN BODY

    Arch-Revenant (100) General, with Winterleaf artefact.

    20 x Dryads (200)

    REARGUARD

    Drycha Hamadreth (320)

    With this I can deploy a strong spearhead and try to get a second wood out early. The hunters can already advance to charge turn 2. In the second turn, the ArchRev can hastily go after the Hunters to give them the buff while the bigger 20 dryad block can either defend a nearby objective or get ready to get in the action in the third round. Drycha as the rearguard has quite a high movement speed and has strong shooting, so she might be a good rearguard. What do you think about this? 
    I am not too happy with the Archrev, because with smaller units and not as many hunters his effectiveness is minimized, but I didn't find anything worth more then him. And a buff on Sword Hunters or 20 Dryads should be a good effect as well, especially in Winterleaf. 
    A problem might be, the spearhead is deployed later on, so I am pondering if I should move the hunters to the main body. 

    • LOVE IT! 1
  9. Sylvaneth: Don't fight blobs of dryads near the woods. The -1 to hit heavily decreases your damage output against a chaff unit. Also: Hunters that dig them self in the woods have a 3+ rerollable save. Just don't.

    Instead: try to focus down the big behemoths with mortal wounds to get aroun their 3+ save. Be wary of woods being a spot where units just can pop up. Block them with a small unit or hero, we have to keep 9'' distance when teleporting.

  10. Useable every turn means one command point each turn as well. 

    It is always a matter of circumstances, but I would prefer a strong effect turn one or two, when most fighting happens and massive amounts of attacks are dished out, over a slow but steady effect, that costs a multiple of that.

    • Like 1
  11. 1 hour ago, Joseph Mackay said:

    a few opinions/observations
    -Tree Revenants are overcosted. their ability to teleport has been given way too high of a premium. it is my opinion that pretty much ALL units that come as 5 per 80+ points should have 2 wounds each

    They are overcosted a bit, at least to be used as the only battleline. As some pages ago was debated, they are probably best in the new book to teleport them in the way of a big threat and only loose 80 points per round, and maybe do some damage in between; or to capture an unguarded objective. So, maybe take one unit and use them as cannonfodder  heroic guards. 


    -Kurnoth Hunters rule about command abilities is great with the Arch Revenant
    -Durthu didnt get to do much unfortunately as hes too slow and i didnt have the trees to move him quickly

    Maybe you can try to get the opponent come to you, not the other way around. Durthu may be slow, but he is a force to be reckoned with. Get him to an objective, hide him in the woods and let your enemy come to you. If your enemy is shooty, try to block LoS with your woods and camp the objectives. 
    -Sylvaneth it seems rely on the Wyldwoods way more than i had expected

    yup.

     i was building my sylvaneth with a theme in mind, basically trees with swords (pretty much those are the models i like. i dont like Dryads and would rather not use them). Treelord Anicent and Kurnoths with bows are the exceptions. Spite Revenants ill be running a completely different theme.

    anyway, Durthu leading a horde of sword-weilding trees is something i would like to make work, Kurnoths not being battleline hurts (dont worry, i understand theyd be op if they were) and Tree Revenants seem too fragile and expensive

    As stated above, tree revs being the only battleline will be hard to play (competitively). Maybe use them as charge blockers, but as chaff, they do not have enough defense or numbers. And this is okay, this is not their job. That is what (from your perspective: sadly) dryads are there for. Use them as a elite group. Capture objective in the backfield, eliminate key targets and sabotage the opponents offense. They are special forces, not your all-purpose soldier. 

     

  12. In addition to that: Is there a compendium with useful Sylvaneth strategies? Writing a new one is probably not worth the time now as the new BT is knocking on the door, but that would be useful for sure. How to score with different wargroves and their typical lists, some synergies and how to play them out, etc. Would be an interesting read for sure, but a lot of work as well.

  13. 4 hours ago, Isotop said:

    If successfully cast, roll a D3. The caster can add the result to all future casting and unbinding rolls they make until they next move

    I think it is quite clear.

    You cast ToV.

    If it succeeds, roll a D3.
    Add that to all future casting&unbind rolls. 

    No rolling dice after that, just taking the roll until you move and the spell vanishes. 

    Your variant would be "add one D3 to future casting and unbind rolls".

  14. 3 hours ago, Mirage8112 said:

    Warhammy community seemed to suggest that the warscrolls were separated out because Looncurse only includes the Bow Hunter variant.

    "as you only get one of them (Hunters) in Looncurse, we wanted to provide all three warscrolls for download below"

    I understood quote more like: you only get one box of hunters in LC, so we want you to be able to make a informed descision and not build one variant and 2 weeks later change their warscrolls. If there were just the hunters with bows, there would be no point in releasing all 3 warscrolls.

    In addition, nowhere in the shop they said something like "Kurnoth hunters with greatbow" but just kurnoth hunters. 

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