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acr0ssth3p0nd

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Everything posted by acr0ssth3p0nd

  1. 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.
  2. 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”.
  3. 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.
  4. How do you figure? I don't mean to be contrary, I just thought that a Citadel Wood model (that is, the smallest allowed Wyldwood) was more than 10" wide at the widest point.
  5. Just played 750 points versus my GF's Gloomspite Gitz (I chose to not do summoning for a more even match). So it turns out that Kurnoth Hunters with Swords and an Arch-Revenant buffing them are utterly terrifying. Chopped through 5 Squig Hopperz and 5 Bounderz in one turn thanks to fortunate pile-in positioning, and completely murdered their Loonboss on a Squig in the next. At the bottom of turn five, I Spirit-Pathed them next to Zarbag's Gitz on the objective, pulled off the charge with a nice re-roll from my general, and chopped up enough of their boyz to cap the objective at the end of my turn for a last-moment win! My List: Branchwych (General, Gnarlroot Chalice, Gnarlroot Command Trait) - 80 Arch-Revenant - 100 5 X Tree-Revenants - 80 5 X Tree-Revenants - 80 3 X Kurnoth Hunters with Greatswords - 200 Treelord - 200 GF's List: Loonboss on Cave Squig (General, Backstabba's Blade, Low Cunning) Zarbag Zarbag's Gitz 12 X Squig Herders 5 x Boingrot Bounderz 5 x Squig Hoppers That Squig Battalion that lets you reroll your movement
  6. I think that if it's only for the terrain that you place at the start of the battle, it's... okay. Disappointing, but far from unworkable. If it's for all terrain throughout the game, then it frikkin' sucks. Our new tome is already a bit of a mixed bag (a good bag, to be sure), and that restriction would be a huge blow, taking our army with the new tome from "trickier to put together but ultimately fine" to "already outdated in the competitive scene". I'd be fine with heavily reducing our ability to get trees out if we'd gotten some powerful extra toys not linked to the trees to make up for it, but we really kinda haven't, as far as I've seen. Any cool thing we've got has been made up for with nerfs elsewhere. And believe me, I'd love to be able to run Sylvaneth in events without a tonne of trees and have a good chance of doing well, but that's not happening with the new tome, AFAIK. That said, I'm not very experienced with the game, and I'd be happy to be proven wrong!
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