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Darkundo

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Posts posted by Darkundo

  1. 1 hour ago, Ragnar72 said:

    Hi.  I lost the last game against the winner of the TOS on table 1. Until that game I could win the other three games. But after the softpoints were added, I finished the tournament only at 8th position.

    This was my army and list:

     

     

     

    0C930F73-59A0-4C45-80E6-504AE568D14B.jpeg

    8E04AD5F-D0ED-4C71-A3F4-A95BE0452D91.jpeg

    Thank you a lot!  So,  what performed well and what wrong? 

    Why did you choose to not run any Wargrove? 

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  2. 1 hour ago, IndigoGirls said:

    I may look to post this elsewhere on the forums but it is a question I feel Sylvaneth easily encounter.

    With of the two battalion options we have most lists I write up contain 3 artifacts. In some variants I end up with only two of the three being used (i.e. Drycha and Alarielle in a list). How do people feel about NOT using an artifact slot? Maybe I'm overvaluing but I always want to use all I'm given.

    I really would feel uncomfortable not using all the artifact I can use. If necessary I add one more Wraith or Wych to be equipped with an Acorn or a Lamentiri. 

  3. Guys,  I have a great question about Solemn Guardian ability of Spirit of Durthu. 

    Let me verify if I have well understood it:

    If another hero (within 6") has been hitten and failed his own save roll,  I can roll a dice and (on a result of 4+) i can redirect that damage to Durthu that can make his own roll save. 

    Is this correct?  Becouse,  if it is then it meens that on a 4+ I have a double save roll.  And if Durthu is my general it is quite easy to avoid a lot of wounds...  It seems quite OP to me. 

    Can you confirm? 

    EDIT: after re-reading it a lot of time I think that I only get the Durthu save roll.  Is this correct? 

  4. 16 minutes ago, AWFall said:

    . More specifically, if you're doing something like this - where the basic plan is to have the three behemoths working together - is it worth using your artefacts to make them as tough as possible to mundane damage (Gnarled Warrior+Oaken Armour on one, Ethereal Amulet on the other for example), to try and get as much damage as possible (Ghyrstrike on the Durthu), or try to hedge against the army's obvious massive weakness by running some kind of spell/mortal wound protection (Ignax's Scales, Lens of Refraction or Spellmirror)?

     

    I am wondering about the same matter.  Seriously can' t figure if it better to equip Durthu with a Ghyrstrike or use the Aethereal Amulet to make my trees even more resistant.  I will play them soon and will try both the solutions 

    Edit: does some known the sizes of our wildwoods? I wanna try to make theme by myown,  but need the sizes. 

  5. 1 hour ago, Ching Wing said:

    I posted it earlier in the thread but here is a pic of it

    Gnarlroot was really powerful but having the starting unit of hunters in there wasn’t worth not having drycha. I’m gunna add in drycha and just summon in a unit of sycthes. 67BE126D-E22F-4D28-AD60-AE6B210362C1.png.823b322c2671a925a037bca53648153c.png

    Removing the loremaster and the kurnoth to add drycha will give you enough points to add also something more: would you add other 10 dryads (to get a troup of 30 pieces)  or some endless spells? 

  6. 36 minutes ago, Ching Wing said:

    I took turn one created a barrier of trees around objective. You don’t wanna fight him head on with alarielle or TLA. His slayer of kings will drop all heros in melee. Bubble wrap your heros. Draw him into the woods, cast an abundance of spells I took tree song and used TLA spell auto awaken woods. And then 10 more rolls to awaken woods. My woods did 17 wounds on Archeon by the end of the match. I was gunna have  alarielle charge in at the end and finish him off but we ran out of time. 

    The abundance of spells was definitely nice as most people don’t have 10 dispells to do on you so you definitely control the flow of magic plus the woods were lethal. Hand of glory was usually on alarielle but a couple times I casted it on TLA or my summoned treelord. But like I said I only got it off a couple times anyway, people new I had that and would wait for till I casted to dispel it. 

    I usually play with drycha in my list so this was my first tournament without her, I definitely felt like the list was lacking without her, even though I won they were close and I felt like whatever I summoned didn’t make that much of difference in my games. I think I’m gunna  drop lore master and hunter sycthes, and pick up drycha and more dryads. My 20 man unit of dryads saved my butt but also I needed just a couple more to bog down the enemy. Drycha will add that range and extra mortal wounds that I needed in my games while still giving me a spell to cast. Then I’ll just summon hunter sycthes with alarielle my turn one. This will be more balanced rather than relying on gimmicks. 

    The tournament hand picked the realm rules and objectives. We were allowed to claim that we were from one realm as well and take one spell out of there. We weren’t allowed to know all the spells of the realm but we could use their command ability and the realm rules. 

     

    Can I ask you to show your list?  Just curious,  because I am playing Gnarlroot too and I am quite confused about some choices. 

  7. 8 hours ago, Ching Wing said:

    So I played my gnarlroot army at tournament this weekend. I decided to drop second wraith and pick up loremaster instead. 

    I tabled stormcast but lost in objectives, then narrowly beat a tzeentch army with archaeon general and also narrowly beat death army with lots of ghouls on third game. 

    Not convinced about lore master, only got it off like 3 times all day, people saved their dispels just for that spell and I was still able to get lots of damage off without him, I don’t think he was worth 140, 

     

    How did you handled Archaon? 

  8. 6 minutes ago, Aezeal said:

    Move your troops out of his way, use the ability so he can't shoot you... that sort of stuff? Move units on objectives in the middle so he can't claim them 1st turn?

    Even if this means to allow the opponents to charge us on his first turn? 

  9. 1 hour ago, ppetford said:

    @Darkundo

    My advice, after playing Sylavaneth for over a year now, is once you have decided on a list to try - stick with it. There are so many rules, interactions and strategies you can use within Sylvaneth that you’ll need to play a few games to learn everything. Keep reading the book, after each game - re-read it. There will be rules you forget or play wrong (I still find this is true for me too)

    Sylvaneth is such a cool army to play. I genuinely get really excited to see it is still attracting new players.

    Welcome along!

    Thank you a lot!  Will remember this while testing my Army.  Next monday I will fight a Chaos army of tzeentch that runs Archaon and Kyros  too.  

    I will choose one of those lists, not sure which one. 

     

  10. Hi guys,  I am new here...  And I am  new to this game: I used to play WH Fantasy and nothing more. 

    I am trying to test AoS and i fell in love with Sylvaneth.  I really like the Gnarlroot Groove strategy,  but I can' figure out how to set my army. 

    Indeed,  there are 3 settings I am thinking about:

    Allegiance: Sylvaneth

    LEADERS

    Treelord Ancient (300)

    - General- Command Trait : Gnarled Warrior  

    - Artefact :  The Oaken Armour  

    - Deepwood Spell : Regrowth

    Branchwraith (80)

    - Artefact :  Ranu's Lamentiri  

    - Deepwood Spell : Regrowth Branchwych (80)

    - Artefact :  The Silverwood Circlet  

    - Deepwood Spell : Throne of Vines

    Alarielle the Everqueen (600)

    - Deepwood Spell : Regrowth

    UNITS

    3 x Kurnoth Hunters (200)-Greatbows

    3 x Kurnoth Hunters (200)-Greatbows

    10 x Dryads (100) 10 x Dryads (100)

    5 x Tree-Revenants (80)

    BATTALIONS

    Gnarlroot Wargrove (130)

    Household (100)

    2000/2000

    **********

    Allegiance: Sylvaneth

    LEADERS

    Spirit of Durthu (380)

    - General

    - Command Trait : Gnarled Warrior  

    - Artefact :  Ghyrstrike 

    Treelord Ancient (300)

    Artefact :  The Oaken Armour

    - Deepwood Spell : Regrowth

    Branchwraith (80)

    - Artefact :  Ranu's Lamentiri  

    - Deepwood Spell : Regrowth

    Branchwych (80)

    - Deepwood Spell : Throne of Vines

    UNITS

    3 x Kurnoth Hunters (200)-Greatbows

    3 x Kurnoth Hunters (200)-Greatbows

    3 x Kurnoth Hunters (200)-Greatbows

    10 x Dryads (100)

    10 x Dryads (100)

    5 x Tree-Revenants (80)

    BATTALIONS

    Gnarlroot Wargrove (130)

    Household (100)

    ENDLESS SPELLS Geminids of Uhl-Gysh (40)

    TOTAL: 1990/2000

    **********

    Allegiance: Sylvaneth

    LEADERS

    Treelord Ancient (300)

    - General

    - Command Trait : Gnarled Warrior  

    - Artefact :  The Oaken Armour  

    - Deepwood Spell : Regrowth

    Spirit of Durthu (380)

    - Artefact : Ghyrstrike

    Drycha Hamadreth (280)

    - Deepwood Spell : Regrowth

    Branchwych (80)

    - Deepwood Spell : Throne of Vines

    Branchwraith (80)

    - Artefact :  Ranu's Lamentiri  

    - Deepwood Spell : Regrowth

    UNITS

    6 x Kurnoth Hunters (400)-Scythes

    5 x Tree-Revenants (80)

    5 x Tree-Revenants (80)

    5 x Tree-Revenants (80)

    BATTALIONS

    Gnarlroot Wargrove (130)

    Household (100)

    1990/2000

    **********

    The first setting allows me to play Alrielle and 2x3 Kurnoth  (+one more I will summone with Alarielle) Here I could also run 1x6 of Kurnoth and equip them for melee. 

    The second setting runs Durthu and 9 Kurnoth (may be 1x6 melee setted + 1x3range).  Alarielle no more means 3 spells (and unbind)  less eaxh turn,  less heal, but I should get more melee power. 

    Third setting runs both Durthu and Drycha as well 6x Kurnoth melee setted. I like this setting but I totly dislike 3x5 revenants. 

     

    So this is where I am.  Can anybody help me setting my army? 

     

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