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acr0ssth3p0nd

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21 Lord Celestant

About acr0ssth3p0nd

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  1. Hey all, I'm gonna make this brief because I'm on my too-short break at work, but I've been thinking about how Sylvaneth could regain a competitive edge in the current meta, and specifically how to do that by focusing on our strengths - board control and terrain weirdness, which can suffer heavily depending on the table. Here's some rough mechanics I've thrown together, which allow us to get more use out of our board control identity and Wyldwood mechanics. Opponents can still zone us out, but it's a lot harder to do so. Notes in red. Nature's Reclamation At the start of the battle, before units are deployed, each SYLVANETH wizard who knows Verdant Blessing may choose to know the Spiritual Reclamation or Vengeful Reclamation spell, instead. This allows us to make the call on the spells we know depending on the board and terrain setup. Terrain features that can be effected by Spiritual Reclamation and Vengeful Reclamation must be at least 6" wide, and no larger than 15" wide at any point. Helps mitigate some of the shenanigans as to what counts as a "Terrain Feature." You may only have one casting of Verdant Blessing, Spiritual Reclamation, and Vengeful Reclamation each turn. For example, if a wizard successfully cast Verdant Blessing, another wizard could not attempt to cast Spiritual Reclamation or Vengeful Reclamation that turn. Prevents the ability to bypass the "one casting per spell per turn" limitation inherent to Verdant Blessing. The intention is that these spells widen your options for Wyldwood effects, not increase your maximum rate of deployment of those effects. Spiritual Reclamation Spiritual Reclamation has a casting value of 6. If successfully cast, choose one terrain feature without a faction keyword wholly within 20" of the caster and more than 1" from any other model, terrain feature, or objective. This terrain feature gains the Sylvaneth keyword, and now counts as a friendly Awakened Wyldwood for the purposes of allegiance abilities and warscroll abilities that you to deploy or redeploy a Sylvaneth unit. Additionally, in the hero phase, if a spell is successfully cast by a Wizard wholly within 6" of this terrain feature and not unbound, roll a dice for each unit within 1" of this terrain feature which does not have the Sylvaneth keyword. On a 5+ that unit suffers D3 mortal wounds after that spell’s effects have been resolved. Vengeful Reclamation Vengeful Reclamation has a casting value of 6. If successfully cast, choose one terrain feature without a faction keyword wholly within 20" of the caster and more than 1" from any other model, terrain feature, or objective. This terrain feature gains the Sylvaneth keyword, and now counts as a friendly Awakened Wyldwood for the purposes of any Sylvaneth warscroll abilities that do not allow you to redeploy a Sylvaneth unit. Additionally, at the end of the charge phase, roll a dice for each unit within 1" of this terrain feature which does not have the Sylvaneth keyword. On a 6, that unit suffers D3 mortal wounds. These spells basically turn terrain features into half-a-Wyldwood, splitting the difference between woods that allow teleportation and woods that provide other buffs. This represents sylvaneth wizards conjuring vines and roots to tear down buildings and ruins and reclaim them for nature. Obviously, if you have the space, you want to conjure a full Wyldwood instead, but these give you a measure of functionality on terrain-dense boards.
  2. It's stuff like this that makes me enjoy the Mortal Realms as a setting. The grimdark serves a thematic purpose to contrast the places of genuine okay-ness. The Mortal Realms feel like a place with people worth fighting for and with, even if that fight is horrifying and brutal and there is no guarantee of victory.
  3. I know this is a joke thread, but I'm genuinely enjoying this little weird bit of wholesomeness.
  4. Where are you getting these bits from? All I saw in the article was the spell and the Fleet of Foot rule.
  5. Nice list! I do have a couple questions: How did you find your mobility? Without tree-revs or some sort of secondary teleport and only two casters for getting out more trees, it's something I'd worry about. It looks like you've put a good number of eggs into one basket with your Branchwaith's summoning. How did you protect her in the game? Am I overimagining how important she is for the army to succeed? Units of 10 Dryads don't strike me as super-resilient. How did they work for you?
  6. See, I don't know if I buy that. One of the warband is literally just a centaur, which are inherently un-trademarkable, and the others are... elves with goat legs and horns? I mean, not exactly the most original design basis.
  7. All I'm hoping is that the Kurnothi (A) get turned into a full army, and/or (B) get models that don't have animal legs. Everything from the waist-up on them is fantastic and I love it, but I've never been a fan of "animal legs" aesthetics on my fey elf people things.
  8. I'm sorry, but I'm going to say this again - this thread is currently hitting absolutely everything I love about elves. Thank you all so much.
  9. My God, combining the Wanderer wild elf and Harlequin aesthetics and themes is everything I want in my elves. Heck yes.
  10. Maybe it's just me, but I can still absolutely see the Wanderers working as a unique faction within AoS. They're literal Wanderers, raggedy wild elves traveling/migrating across dimensions in penance for the sins of their fathers. Their model range has some absolute-stand-out models in it. They're a good bit of emotional grit and introspection within the larger setting, and have so much potential with a few new models to be something unique. How many other fantasy model ranges have good semi-feral fey traveling Wild Elves as a major faction?
  11. Wanted to pitch the start of a 4-drop 2,000-point list with the new tome, themed around BEES: Drycha HamaBEES with Regrowth - 320 Treelord Ancient (General) with Dreadwood Command Trait, Vesperal Gem, Regrowth - 300 Treelord Ancient with Dreadwood Artefact, Verduous Harmony - 300 Branchwraith with Treesong Stave, Throne of Vines - 80 20 X Spite-Revenants - 200 15 X Spite-Revenants - 180 10 X Spite-Revenants - 120 Treelord - 200 Spiteswarm BEEHive - 50 Gladewyrm - 30 Outcasts - 100 Lords of the Clan - 60 Extra Command Point - 50 Dreadwood Glade Total: 1,990 Drops: Drycha, Outcasts, Clan Lords, Branchwraith. My thinking is that the treelords' stomps help them act as anvils for the spite-rev hammers. With two battalions and an extra CP, I'll have a couple extra command points for key Dreadwood teleports, and the Treelords' Spirit Paths mean they can teleport for free, so I hopefully won't need to worry about limitations on my mobility overall. With four casters, three of which can have artefacts and two of which can have non-glade artefacts, I won't be wanting for magic. If I take the Spiritsong Stave, I'm looking at five spells each turn, so all I need to do is cast the spell I really want to go off last each turn, forcing my opponent to either bank their dispels and allow the other spells to go off or use the dispels early and have none left to counter my caster. The Ancients will let me get guaranteed a Wood out in my first turn. Additionally, the Dreadwood command trait on one of my Ancients as the General will help their survivability.
  12. Hey, folks! I was browsing through the merc companies in my GHB 2019, and was struck by how much potential these little nuggets of weirdness have for bringing narrative elements into a decently-balanced game (without, of course, going full soup-list). I do enjoy tinkering with game rules and creating content for the games I play, and I figured if I was going to try to make my own merc companies and get feedback on them, it might make sense to start a full topic for folks to help each other hone and balance their OCs (Original Companies, do not steal) in order to provide the best experience using them in friendly games. With that, here's my first custom merc company, the Wild Hunt. My thinking here is to bring a classic and well-known bit of folklore into AoS, while also allowing for some of the lesser-used, coolest-looking, and most-thematically-appropriate Wanderer models to work a little better on tables with Sylvaneth, while maintaining utility for general match-ups . THE WILD HUNT MERCENARY COMPANY Less a hired force than unexpected and unasked-for allies, the Wild Hunt work towards their own mysterious purposes. MERCENARY COMPANY If you pick this mercenary company to be hired by your army, you must include the following units in your army as MERCENARY units: 1-2 Wild Riders FEY RIDERS The fey spirits of the Wild Hunt flicker along the spirit paths, the land about them refusing to hinder their spectral steeds. Choose a keyword from your army. If terrain that you deploy would inflict an effect upon units from this company because those units lack that keyword, roll a die. On a 3+, the unit ignores that effect until the start of the next turn. On a 1 or 2, the unit is affected and may immediately move 2”.
  13. Spooky weird Celtic wild elf creatures with an interesting and flexible playstyle and a decent gender split that does just enough to avoid being too stripperiffic with its women character design. Sylvaneth are great.
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