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The World Tree

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Everything posted by The World Tree

  1. No. Only avoid if you really want to compete a tournaments. If you like the themem and the models, then it is great. Pretty much every unit has value and a variety of the glades too. The biggest downside is the terrain issue.
  2. Definitely NOT Gorebeasts! I like Slaanesh for the free charge/run re-rolls. Especially in a list which has an 18 inch bubble for the mark of chaos. Personally I don't think you need to overinvest to boost them up. Keep em cheap and in ruinbringers and pound them with mass mortal wounds. One of the things I liked about chariots was how much space they take up - you get surprising levels of board presence.
  3. I agree about navigate realmroots, I was referring to dreadwood
  4. It is a set up not a move and therefore should be legal. As for Sylvaneth, I think the book has some of the best internal balance. It just needs a bit more pumping up. Personally the easiest fix would be to up the wounds of all behemoths by 3-4 / give them a 5+ mortal wound save. They can't heal because they die so quickly. Also then to give wyldwoods a healing capacity of d3 wounds / models (for Revs and dryads) when within x of the woods. Also - the woods LOS blocking doesn't work for the Arch Rev which makes no sense. If you wanted a bigger rewrite, I'd make Revenants multiwound and 5+ ethereals. Much more expensive and elite. With Dryads being the horde. Make the army defensive and healing, with woods encroaching the battlefield as the game progresses. Less focus on speed outside of the woods, more on entangling and choking opponents through the game. Perhaps have spells/CAs that allow for objective(s) to be entangled by woods.
  5. 260 points is a lot though for something that isn't too hard to kill, is slow (except between pre-determined points) and its damage potential (including Awakening) is small. There is also the problem that your opponents rarely need to get into woods due to objective distances. Incidentally I don't think the army benefits hugely from woods. They aren't bad, but I don't think are as integral as they should be. The movement is the major benefit and is limited and stoppable by opponents. The damage to take from it is insignificant. Blocking LOS +cover is good. The problem is you always have to leave to win a game. Don't see why not. It is a set up IIRC. Though it is very possible I'm having a brainfart as I don't have the book to hand.
  6. I have done, but rarely for the rerolls - the hunters are usually teleported around so not in reroll range. It is more for the +1 Attack CA. But tbh, I find more utility in summoning dryads, which can then be teleported.
  7. In some ways it is a shame, in other ways it is good given how dickish the internet can be. I suspect there was a big change after the way Mat Ward was treated on the internet (for rules, not models but the principle remains).
  8. 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).
  9. 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.
  10. Yes, it is absolutely a shame and is part of the reason you don't see the gorgeous new Knight models. Similarly, just give warriors rend 1 for god sake.
  11. Nooo. It is about a bullet being ready in the chamber of a gun. It is not a hint at Stormcast
  12. I love the idea and, weirdly it isn't that far from mine. I did 6 Morrsarr (converted to be spite revenant riders) instead of the allopex. Mechanically, I think you need Alarielle as the fulcrum for it. To summon woods and to reliably get off the spiteswarm. I'd probably drop (sadly!) Drycha, 20 spites and the arch rev for her...
  13. The Gaunt isn't too cheap*, the Pink Horrors it can summon are just too much. A better fix is to keep it as is but to just make it summon blues rather than pinks. Voila, fixed. *or rather, increasing the price further disincentivises summoning anything but pink horrors.
  14. One of the best ways to think of the book is that they added in reasonable counter balances to a lot of the units including pricing buffs into units costs. This is not bad in of itself, but is when compared with other armies who do not have them priced in. The other aspect is that Warriors are just not fun. The rest of the iconic units have their moments, but Warriors just dn't play ike the fluff. They can't kill anything at all. It is just demotivating.
  15. It is cool - the shell is super tough, but once it breaks it quickly deteriorates
  16. I get it, but it is also simple. It has an unrendable 2+ save until it moves down a bracket. Easy
  17. The wording is convoluted. The ruling is not. It is just the core rules functioning as they do.
  18. Yes, FAQs shouldn't be about buffing or nerfing units, they should be about reinforcing rules logic. Erratas, different story.
  19. I agree, to an extent. However Seraphon will now be able to do a lot of ranged mortal wound shooting. A lot. They will likely do what anvilstrike does, better.
  20. Palladors are very underrated. They are rapid and pack a bit of a punch against mediocre units. They offer something unique imo. Unlike most SCE units they also can operate solo.
  21. Yes, he clearly shold be summoning 10 blue horrors rather than pinks. That would make him a good but not insane choice.
  22. It certainly does seem weird how open a lot of the god-specific books are compared to the narrowness of STD. There are so many weird design choices. I love the book but it is so odd. Why are marauders the game's best chargers? Why are they so much slower at charging when put on a horse? Why is Chaos Undivided mostly pointless with Archaon's legion? Why do Chaos Knights and warrior have the same save as Centigor in combat? Why are the varanguard circles like that? Why does all of the cultist stuff not interact with the faction abilities? Why do marauders (in big units) have rend whilst chaos warriors don't? Why does a chaos lord on foot operate as archaon's butler?
  23. Plus Seraphon already have a book and it is fine. Far from perfect, but it has been very resilient to change.
  24. Thanks - I was worried I'd just cheated my opponent. Ravagers is such a dynamic playstyle compared to HOTE. Although I did miss the Dark Prophecy.
  25. If I use Archaon in a Ravagers army he can use the marauder-summoning command ability right?
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