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a74xhx

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Posts posted by a74xhx

  1. 2 hours ago, readercolin said:

    However, I decided to take the hit and drop to dryads instead of tree revenants so I could bring the arch-revenant. 

    Interesting, hadn't considered Dryads really. Alternatively, the Spites could fit in. But I don't see any reason for taking them over Dryads (well, Verdurous Harmony is going to give you twice the number of wounds back). Dryads do feel like they might be the worthwhile compromise in the list.

    You do lose the Battlemage, but that +2 charge loss doesn't feel like a dealbreaker.

    2 hours ago, readercolin said:

    However, I decided to take the hit and drop to dryads instead of tree revenants so I could bring the arch-revenant.  Basically, I found the Kurnoth Bows to be fairly unreliable, even with all out attack (or the +1 to hit your hunted targets), with my list consistently hitting and wounding only like 4-5 times out of its 13 attacks, and I'm not sure that they can really carry their weight without the arch-revenant.  At the same time, having them there to finish off the last few wounds of a unit after the warsong hits them is quite nice.

    This is why I started considering the Seekers instead. 25% of the list is a lot to pay for them with the Arch Rev.

    Are you moving the Bows around the board much at all?

     

    2 hours ago, readercolin said:

    The most important thing though is battle regiment.  Sylvaneth really, really don't want to get double-turned.  The only way to "guarantee" that is to get a battle regiment and go second, and that second list fits into a battle regiment while the first will not.  Then, even if you win priority, unless you can guarantee absolutely devastating your opponent, give away the turn so that you don't get doubled.

    It seems so counter intuitive to get something in order to go second. But, totally understand the reasoning.

  2. It's been quite a while since I played AOS (my armies are Sylvaneth and Gitz, so lost interest for a while). But, really keen on playing the new book now.

    To get a flavour of the new book, I want a list that's pure bread and butter. Completely unoriginal, but plays all the obvious tricks. I know Sylvaneth aren't a beginner army, but I'd like it to be as robust and solid as possible, without any difficult to pull off moves that I'll instantly get wrong on the day - ie I want an Ancient instead the 12" acorn. This is for training myself on the book.

    List 1: Starting with a Durthu and Bows list:

    Spoiler

    Allegiance: Sylvaneth
    - Glade: Heartwood, - Season Of War: The Reaping

    Leaders
    Warsong Revenant (305)
    - General
    - Command Trait: Spellsinger
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Deepwood: Treesong
    Treelord Ancient (360)*
    - Lore of the Deepwood: Regrowth
    Spirit of Durthu (370)*
    - Artefact: Greenwood Gladius
    Arch-Revenant (120)*
    Battlemage (100)*
    - Mortal Realm: Ghur
    - Allies

    Battleline
    5 x Tree-Revenants (110)**
    5 x Tree-Revenants (110)**
    6 x Kurnoth Hunters with Kurnoth Greatbows (460)*
    - Reinforced x 1

    Endless Spells & Invocations
    Spiteswarm Hive (40)

    Core Battalions
    *Warlord
    **Expert Conquerors

    Total: 1975 / 2000

    Double buff Durthu's charge with Battlemage and Hive. Teleport strike and fade.

    Bows sit in backline wood(?) or on backline objective(?), shooting with buffs from Arch Rev.

    Warsong sends bombs through the woods, and Treesong's Durthu or Bows.

    Ancient purely so I can get two woods out on turn 1. Rest of the game he jumps around causing a distraction.

    Tree Revs are charge shields. Try to keep them alive for objective grabbing later.

    Heartwood needed for the battleline.

    Big worries here are:

    1) Lack of bodies. 21 models, 96 wounds. That feels really small.

    2) 8 Drops. Will have to turtle if going second. Could swap out tome for a Unified battlion, giving 3 drops (or 1 if drop conquerors too)

    3) Durthu is swingy.

     

    List 2: Switching Durthu for some Scythes:

    Spoiler

    Allegiance: Sylvaneth
    - Glade: Heartwood, - Season Of War: The Reaping

    Leaders
    Warsong Revenant (305)
    - General
    - Command Trait: Spellsinger
    - Artefact: Arcane Tome (Universal Artefact)
    - Lore of the Deepwood: Treesong
    Treelord Ancient (360)*
    - Lore of the Deepwood: Verdurous Harmony
    Battlemage (100)
    - Mortal Realm: Ghur
    - Allies

    Battleline
    5 x Tree-Revenants (110)**
    5 x Tree-Revenants (110)**
    6 x Kurnoth Hunters with Kurnoth Greatbows (460)*
    - Reinforced x 1
    6 x Kurnoth Hunters with Kurnoth Scythes (500)
    - Reinforced x 1

    Endless Spells & Invocations
    Spiteswarm Hive (40)

    Core Battalions
    *Battle Regiment
    **Expert Conquerors

    Total: 1985 / 2000

    Swapped Durthu for 6 Scythes. 

    Switched Warlord for Battle Regiment because I don't need the additional artefacts.

    Something else had to go. I wanted to drop Battlemage but that left me at 2005. Had to drop Arch Rev. I could have dropped some Tree Revs instead, but didn't want to lose the bodies.

    25 bodies, 106 wounds, 3 drops. More bodies, More wounds, better drop, Less swing.

    Sadly I've lost that Arch Rev. That's going to nerf the bows.

     

    At this point I could drop the bows and replace with:

    *List 3: 6 (or 2x3) Revenant Seekers. Healing for the Scythes plus mobile enough to do their own thing. Is 6 a little overkill though? Sadly I don't have enough models for this yet.

    *List 4:  3 Revenant Seekers, 5 Tree Revs, Arch Rev. I guess Archie will be buffing the Scythes now. Some extra chaff in the Tree Revs (my Spites will have to play dress up). 107 wounds and 28 bodies now!

    But, the Ancient has got Verdurous Harmony, so do I even need any Seekers?

     

    At this point I wonder if I'm overthinking and should just stick with list 1.

     

    Thoughts?

  3. Rare that I get a game in, and looking for a little help in a game I had the other day.

    Me: The original Mathmallow list, namely:

    Alarielle, Warsong, Wraith, 3x 5Tree Revs, 6Bows. Cogs, Spellportal, Skullroot. Gnarlroot.

    Him: Soulblight, namely:

    Neferata, Vhordrai, 60 zombies, 2 x5 blood knights, 10 skeletons, some heroes.


    Game was basically over by end of turn three. I just didn't have the bodies to score objectives and keep my opponent off them.


    Getting Warsong bombs off were really great, but it takes a lot of set up.

    I never got any Dryads summoned the whole game!

    Tree Revs can block a unit for a single turn or take an objective, then next turn they are gone.

    Once those zombies have got to an objective, it's lost to me. Even focussing all my damage output, it's going to take multiple turns to get through them all, and prevent me doing anything else.

    Bows sat on an objective, and were immediately threatened by teleporting blood knights. Glass cannon vs inert rock means it's a melee slow grind where the Knights just about keep scoring the objective.

    Neferata and Vhordrai have enough healing that I either need to focus fire them down or try to ignore them. If he had played it better, he could easily have pinned Alarielle with them both.

    His little heroes all fell via the Warsong bombs, but I never felt like those heroes were giving any advantage.

    The woods felt a little pointless. We both had enough mobility to get to all the objectives quickly. I only had 2 woods the whole game and never felt I needed more.

    Worse case scenario. If he takes first turn and keep everything in the grave, then it's entirely possible for him to immediately get every objective. That feels instant game over.

    I'm thinking I took a list optimised for a meta I wasn't playing against. Skullroot didn't help much and the cogs felt like they were backup I didn't need (I always used to feel similar about taking a second wraith).

    I definitely got a few things wrong. Alarielle got stuck in combat - I need to retreat with her. I also summoned the wrong group, Dryads would have been better than some Kurnoths.

    I'm wondering what else to change.

    I think I need to learn to focus fire better to take out the big threats in one go.

    For now maybe drop some spells and replace with more bodies. (dryads?)

    I'd like to make the wraith summoning better. But to do that I'd have take things away from the Warsong. Instead, maybe dropping the wraith for 10 dryads would have helped.

    Thoughts?

  4. 15 hours ago, Tizianolol said:

    On app they put verdant blessing spell on all wizard warscroll, its not an FAQ. Its just the app. There were no reason to do that, but they did it. Maybe something is changed about how to consider that spell. So I asked , i q because I thought to have miss something. Thx for A anyway.

    Verdant Blessing is not part of the Lore of the Deepwood.

    If the app had put Verdant Blessing on spell lore page then it would have made that page a little confusing (as there would be a single spell there that isn't in the Lore of the Deepwood).

    Every Sylvaneth wizard knows Verdant Blessing. 

    Therefore the app has simplified things by putting Verdant Blessing onto the warscrolls.

    Nothing of any effect has changed.

     

    • Like 1
  5. I go to place a wyldwood, and due to the placement of my wizard, can only place two single piece woods. I think we are all in agreement that because they are counted as single models, it's ok to just place the two.

    Later on in the game, I look in my giant box of scenery I cart with me to every game, and I only have 1 single wood piece left. There is plenty of room on the table around my wizard to place three. Is it ok for cast the wood spell, say I'm placing three singles, then say I'm just placing one of those three. ie - if there is space, do I have to place all three woods?

  6. 17 hours ago, Alpidur said:

    In particular, why take out a new warscroll into Kragnos and a month later re-write all the warscroll? No sense! 

    They did exactly the same with 40k Pyschic Awakening. Set of books with new rules just before the new addition. Think they've done this before too. Makes me not want to buy any of these campaign books, as they immediately become useless.

    39 minutes ago, JSH said:

    Hi! I've been reading this thread for years but have never posted. I have a number of doubts with the awakened wyldwood destroyed.

    When a monster destroys an awakened wyldwood with the monster bash ability, it is clear to me that from that awakened wyldwood a teleportation cannot be initiated. But from another awakened wyldwood, is it possible to end a teleport on the destroyed awakened wyldwood? 

    Does the awakened wyldwood keyword hold up?

    Can abilities like Blessings of the Forest from the dryads or Wrathful Guardian from a Spirith of Durthu still be used alongside a destroyed awakened wyldwood?

    Thank you for your answers.

    I think I agree with you.

    The wood you are teleporting from has the rule.

    The wood you are teleporting to is still an awakened wyldwood.

    If it doesn't get FAQed, that's great for us. Most smashing will occur in enemy territory. Most teleports will start in our side.

    • Thanks 1
  7. 1 hour ago, Landohammer said:

    I think RAW, Unique characters don't get allegiance spells anymore though. Hopefully thats gets clarified. 

     

    2 minutes ago, Havelocke said:

     

    @Pennydude made an interesting point back on page 189. Rule 27.3.1 states that Enhancements cannot be given to unique units. This particular phrasing is repeated in 27.3.2 and 27.3.3 for traits and artefacts, but not in 27.3.4 or 27.3.5 for spells and prayers. These are known, rather than given.

    This interpretation could be debated, but I think it's solid, given that it mirrors second edition and most likely the intent of the designers. (Also, I love having indexed rules to reference now!)

    As I read it, you give the Spell Lore enchantment to your army. This gives you a spell for each wizard.

    • Like 1
    • LOVE IT! 1
  8. 4 hours ago, Pennydude said:

    So, I'm looking at this from a pure points aspect.  Here's some ideas floating around in my brain.  Happy to take feedback on anything and everything!
     

    I'm thinking mostly about Alarielle lists for the moment. She makes it quite tricky to squeeze other stuff into the list.

    My basic core would be:

    Alarielle / Wraith / 6 Scythes / 2x TreeRevs / Dryads / 480 points remaining

    First, let's add a Warsong. This also gets me an artefact from Warlord battalion and have 205 points left to spend. So probably a Treelord, or more battleline / endless spells.

    Alarielle / Wraith / 6 Scythes / 2x TreeRevs / Dryads / Warsong / Treelord / 15 points remaining / Warlord Battalion or One Drop

    Now I'm thinking that Alarielle and Warsong don't belong in the same list, as they are fulfilling similar roles (unless you're going to use one as a glass cannon I guess). Gut feeling is you might have too much buffing with both of them.

    I can replace Warsong with Durthu. But I want an artefact for Durthu, and to do that, I need an additional hero for Warlord battalion. Archie is of less value now and I can't fit in enough Kurnoths to make her worthwhile. Wych is still pointless. So that's a double Wraith list then. Suddenly that's a lot of points to squeeze in and I'm left with 45 points to play with, which I guess goes on an endless spell.

    Alarielle / 2x Wraith / 6 Scythes / 2x TreeRevs / Dryads / Durthu / 45 points remaining / Warlord Battalion

    I can replace Warsong with Drycha. No longer need extra artefacts as the wargrove one can only go on the Wraith, so instead we're looking at the one drop battalion. That leaves 150 from the above core. So, that means bumping the battleline and/or a spell.

    Alarielle / Wraith / 6 Scythes / 2x TreeRevs / Dryads / Drycha / 150 points remaining / Two drops

    Finally, I could go all out on Kurnoths. 2 groups of swords leaves a not very useful 30 points. Or free up a few more by switching 6x scythes. This leaves me low on command point fun though, which feels like I'm not playing 3.0 properly.

    Alarielle / Wraith / 6 Scythes / 2x TreeRevs / Dryads / 2x 3 swordsOrBows / 30 points remaining / One drop

    Instead of Kurnths, go double Treelord. Now just enough space for a wraith if you want an extra artefact. Ideally though, you'd want some endless spells to give the Wraith some options.

    Alarielle / 2x Wraith / 6 Scythes / 2x TreeRevs / Dryads / 2x Treelords /  5 points remaining / Warlord battalion

    And of course, all the above becomes more flexible when you start messing with that core block. For example, switching 6 scythes for 3 swordsOrBows and a Treelord gets you 15 points to squeeze elsewhere.

    But none of these options seem better than the list I started with

    Maybe Alarielle + Warsong is the best Alarielle option after all .....?

    • Like 2
  9. 34 minutes ago, Tizianolol said:

    and methamorphosis spell from today riveal

    Arghh! A second thing from the core books that reuses a name from the Sylvaneth book. I thought these things were meant to be unique.

    Not too worried about wood destruction - we can still teleport through destroyed ones, which I feel is the number one function for them. The rest is a bonus.  (Ok, SOB can break that too, but they are low in models)

  10. 2 hours ago, Havelocke said:

    I think it's a bummer, but not particularly surprising. The balewind vortex was used almost exclusively to create death star units, which is something that they are clearly trying to avoid in the new edition.

    And also has been out of production for ages now, so yeah, not surprising really 😄

  11. 5 hours ago, Kaylethia said:

    I'm still going to agrue that yes, uniques can get spells. Unlike artefacts, mount traits, etc, a spell lore enhanchement isn't given to a unit or model, but instead grants a spell from an available spell lore to every wizard in your army. As per the Spell Lore sidebar in the core rules.

    I can see how it would be different if the enhancement would give A spell to A wizard.

    I first read it as every wizard getting a spell from a single spell lore, and I was pondering lists that would get a second spell lore enhancement, and how I would use the rest of the generic spell lore. Flying Durthu was sounding pretty cool.

    Agreed. I think of it like an aura.

    Heed the Spirit-song, is a command ability. The target is a TLA. Its effect is to reroll saves of 1 of all models within 12.

    Spell Lore is an enhancement. The target is your army. Its effect is to give one extra spell to all wizards in your army.

     

    Anyone mention this yet. In the universal artefacts of power:

    Quote

     

    Seed of Rebirth: This seed-shaped gem hails from Ghyran, the Realm of Life.

    You can re-roll heroic recovery rolls for the bearer.

     

    For the sake of stopping confusion, I'm hoping the Sylvaneth Seed Of Rebirth gets a rename.

  12. 4 hours ago, Pennydude said:

    I think duplicate Warsong Revenants can be good.  Lots of magic prowess, durability, and bravery shenanigans.

    That's a lot of points though.

    Maybe it's time for the return of the double branchwraith? Cheap as chips and I'd still take a second wraith over a branchwych :)

    • Like 1
  13. Anyone see a user for both Alarielle and the warsong in the same list? Add 2 wraiths, and that's a lot of spells, and not much room for decent melee.

    With Alarielle taking so many points, is it worth dropping taking a battalion? Been that long since I played the trees, I struggle to remember exactly how essential an extra artefact+CP is.

  14. 10 hours ago, Craze said:

    You sure? In that leak from the Italian BR: Kragnos version it looks more like 740 and the Honest Wargamer also tweeted that she went up in points.

    The 7 on the 275 on the next line looks very different than the first number for Alarielle. To me it looks like 5 or 6.

    640 would fit with rumours of going up too.

    Edit: 740 indeed. Well that really sucks.

  15. 7 hours ago, C0deb1ue said:

    It would have to be some pretty excellent changes. Gitz/squigs would be in even more trouble than they already are without access to some sort of battleshock immunity. 

    If that comes in a new Guys battletome, then I'm fine with that.

  16. Thoughts on using Fungoid as the general in the Mob? Hide him out of line of sight behind the loonshrine. Possible 2 CPs per turn.  Give him hand of gork. Put the artefact on a trogboss. Everything else is based on troggoths.

    Edit; Gah! Battleline, forgot about that!

  17. Just now, novakai said:

    i think14 squig has to be a printing error since the squigs and grot come in 5 on the spues so it not possible to have 4 without purposely taking out one.

    some of the 40k also have this same error like the IG and space marine one

    Was just coming back here to say that the rumour thread has a AOS facebook reply. Apparently, there are 15. Which makes much more sense.

    >some of the 40k also have this same error like the IG and space marine one

    Someone in GW really wasn't paying attention when they did the box art! 😬

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