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overtninja

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  1. I've seen more than a few hardcopy books roll over with the editions, first in WHFB and then in AoS. Army books, rules, and so forth are a transient product for me - I don't want to have a bunch of old paper sitting around with rules that I can't realistically use. At this point, I just buy my army books through the AoS app and reference them on my phone. Works just fine.
  2. I looked into it after the CoS book dropped, but Sylvaneth don't really need any of the support that Wanderers can bring - they've got strong melee, bunkers, chaff, decent casting, mobility and other such covered. The lack of strong ranged power is made up for by the ability to throw LoS-blocking terrain all over the place, and what shooting Sylvaneth do have is generally enough for weakening incoming melee blocks, which is what Sylvaneth need. I might consider bringing some Wild Riders as allies, as they are very mobile and on a charge have serious damage potential, especially in a group of 10 (which would help make up for rubber spear syndrome). They would pair well potentially with infiltrating or teleporting units like Tree-Revenants (or anything in a Dreadwood army). Now that they have decent rules, I think I might try it in the next game I play. At 260 points, it wouldn't be too much of a burden to acquire, and would open options that Sylvaneth otherwise lack. Another option would be some Sisters of the Watch, combined with Durthu or even Alarielle to create a 'no-go' zone for your opponent, such that anyone coming into range would expose themselves to serious shooting and then a gross counter-charge. While Sylvaneth already have Kurnoths with Bows, they are rather poor at hero sniping with their 4+ to hit (even with an Arch-Revenant making it 3+), since they have so few shots per model. If you really wanted some scary ranged power, you could go with Bow Kurnoth along with SotW and shell anything that approaches you to death. Another option I'd be interested in trying. This is a much bigger commitment, at 160/320 points for 10/20, but it might be worth trying depending on local meta. You could also try a group of WWR and a Nomad Prince, but Kurnoth do their job just as well, if not better. The SotT/Eternal Guard combo is unnecessary for a Sylvaneth army, as you could just take a huge pile of Dryads if you wanted to bunker up. As for CoS Living City list-building, the choices are much more interesting because you're only getting 2 or, at most, 3 Sylvaneth units as part of your army, so you end up having to be selective with what to supplement your overall strategy with. I run a lot of (alright, basically 100%) Wanderers in my list (because that's what I own, and Wood Elves was my WHFB army, and I like them a lot), so in a LC list I plan to bring Melee Kurnoth for outrageous punch (and with 6 Scythe Kurnoth, they'd qualify as my Nomad Prince's retinue! ohohohoho). Drycha and a pile of Spite-Revenants is another cool potential option, and at 520 for a full compliment I think it's got some real potential. Durthu tends to duff his attacks, and he really needs Wyldwoods to be effective. A vanilla Treeman might actually be worth using, chiefly as the cheapest source of Groundshaking Stomp, which would really help WWR get their hits in before getting blended. You could also go with a Treelord Ancient and a Branchwraith to try and create a Dryad engine, but against any strong dispelling that might not go so well, and summoning every turn is definitely not a sure bet. TL;DR - Wanderers don't bring too much to the table that Sylvaneth don't cover, but Wild Riders for speed and potentially brutal charges, or SotW for a zone-controlling shooting bunker list, both have some potential. For Living City, Drycha and friends infiltrating is appealing, as are melee Kurnoth and even Treelords.
  3. @jake3991 6 Kurnoth with scythes are a mainstay of the list I run, and they definitely outperform Durthu in every game I play. To me, Durthu performs really well as a hate magnet that everyone is scared of, and like any monster he is extremely swingy, and has flubbed every attack I've ever made with him in a game. That said, he's a hero and makes a decent general, and if you invest in both Kurnoth and Durthu together, you've got two massive threats on the field that your opponent has to address and commit a bunch to, and often they can't deal with both. Personally I think the threat of Durthu's potential damage and his hardiness are most of his draw.
  4. I started when WHFB 8E, when the game and GW was very, very different, as was the community around it. The store I played at was full of salty, cynical players who ran meta-competitive lists, along with some older players who were very pleasant. GW was unwilling to engage the community and, as far as I could tell, published rules to drive sales of models, with little care for updating factions to work with new rules or anything of that sort. The community being so sour about their relationship with the game they played really didn't create a good environment. I bought the models I liked - Wood Elves. For every aspect other than modeling and kitbashing, this was a mistake, as they were very weak and had almost no chance against most armies. Still, I enjoyed collecting and building, and playing against friends and others with my army helped me develop tactical skills. I hadn't played in over a year before the Old World blew up, and between the (honestly hilarious) send-off rules for old models, the simplified game rules, and the Stormcast models being extremely different in tone than WHF, the entire community drowned in salt. By that point, my life situation had changed and I was moving, so my collection ended up in storage for many years. It took me years to find a new place to play AoS near my new home. The game had interested me even from it's beginning, since it played much faster and, honestly, much more in line with the way I had originally thought Warhammer worked, in terms of hero strength, model count, movement rules and the like. With the release of the GHB allowing me to play my Wood Elves as Wanderers, and the Slvaneth book giving me a new model range to collect, combined with finally having disposable income to speak of, it was an easy choice for me to start playing again. The local community here is welcoming and positive, and tend to make strong but not overly meta lists, and tends to focus on cool giant models, monsters, and well-painted armies, which really helped me re-invest in the game. Also, the level of communication, openness and effort by GW to create a positive game community, update all of the rules for their model ranges, and generally treat their players and collectors well is worlds different than the attitudes of the company when I first started the hobby 15 or so years ago. It's given me a lot more faith in the longevity of the game and GW's dedication to the community it's helped to foster. I'm very happy with the way things have shaken out, and I'm glad I kept my old Wood Elves - they've gotten a new lease on life with the new CoS book, and Sylvaneth are a great fun to play for me as a former WE player. It's a good time to be playing this game, I think. edit- Thank you for reading my Livejournal.
  5. I'd personally really like it if it were more Wanderers or Kurnothi or something - I noticed today that the CoS battleline requirements say 'requires a Wanderer general' for many Wanderer units, which strikes me as future-proofing for potential releases moving forward. It would be great if some of the factions that had many of their heroes culled (like Wanderers) got a new hero or something - personally I'd love a mounted option!
  6. The only thing I'm really worried about from the Bonereapers is their catapult, which seems custom-built to cheaply murder every support hero (and, later on, major hero) in the game. My foot heroes are basically guaranteed to die to a single shot from them, even with LoS (hitting on 3s in that case), and even if they are my general in CoS. A pair of them will down most monsters in a turn, which is rather nuts, considering they only cost 200 each. I suspect we'll be seeing a bunch of them on the table in the future.
  7. It could easily be something for 40k Exodites, since they love those runes like that, and have a part in the new Psychic Awakening thing.
  8. On most tables, set up using the rules in the GHB2k19, you're not going to fit that many trees on the table with any certainty. I've run with 2 bases, and with 3 you'd be just fine I think. Lots of our units want to be in cover, and with the amount of terrain on the table now you'll have it most of the time - especially the new terrain that units can actually stand on. I think 4 is probably the max you'll need - it's unlikely you'll set up more than one base at a time, and filling the whole board with forests aren't really a thing any more.
  9. It's definitely considered, but often people complain about unbalance when one player brings a list the other person's army simply can't deal with. No one has a good time in a one-sided contest - especially if both sides are not on the same page about the competitiveness of the game taking place. Most of the complaints I've seen have been because of Slaanesh and FEC making melee lists just not a thing in the competitive scene, when they have been for a while - which is a fair point, but such lists are shredded by ranged-focused lists - which are in turn shredded by infiltrating lists that can lock things in combat - which are in turn shredded by hordes, which are countered by elite armies, etc. To play at a high level you have to decide how you want to win and bend your whole list around that win condition, working towards that win condition and minimizing the chances of that win condition failing. This necessarily means that while you engineer a very competitive list you are also conceding, and indeed engineering, the circumstances that flatly beat you. Some lists in such an environment will simply destroy you, because you are leaning so far towards a certain strategy. Basically, a competitive environment encourages specialization and intense focus, which creates a lot of counter-comps and ultimately one-sided matchups. This is the nature of competitive play and it's certainly not a new situation in the hobby. With all of that said, for almost every person playing, these things are not, nor should they be, a consideration. Most people aren't playing at the ruthless bleeding edge of competitive play - they are collecting the models they like, fielding the armies they think are cool, and playing against friends and others in a more relaxed setting. For this level of play, AoS is pretty great, and will let you field anything reasonable and stand a decent chance. That's pretty good balance, for that level of play. At a competitive tournament level though? You get filth lists that will either hose their opponent or be hosed. Very few games will be down to the wire unless the two armies at the table match up well in terms of both win conditions and strategies.
  10. Kurnoth with bows are only decent next to an Arch-Revenant, who can give them the +1 to hit bubble. I use 3 in my larger games to target heavier infantry and monsters, and wound them before they reach my lines. Sylvaneth ranged attacks aren't that great for sniping foot heroes, but I feel pretty confident bringing 3 along at 2k to punch up monsters and elite infantry.
  11. @HollowHills If you are going with Sword Kurnoth, run them 2x3, since their range won't let them swing over each other the way Scythes will. Also, what spell are you planning to run with your Branchwraith? I'm assuming the healing spell, but I'm guessing she also wants to throw trees up. Otherwise, it's a pretty punchy list! Best of luck.
  12. @Rahatlin I've been a fan of Wild Riders since I started back at the beginning of WHFB 8E, I love playing with fragile hard-hitting missile units. I'm definitely going to figure out a way to fit all 10 of mine into my list and run rampant all over whatever shows itself. Good advice on the timing of your appearance, it's definitely something i'll try to remember. I think it matters on the potential double turn more for WWR and maybe less on the double turn for Wild Riders, since they are only really savage on the charge - but maybe they are worth using in a charge-retreat-charge kind of way. I'll have to test it and find out! Really excited for the possibilities the new warscrolls provide; it's nice to have ambitions for my wood elves again!
  13. I've managed to cook up some decent lists with CoS so far for my Wanderers, there's some good internal synergy with the force, and the various cities allow for very different play-styles. I've modeled my army on a Ghur theme, but since Wanderers... wander, I'm sure that will be just fine regardless of the city I field them in. Currently I'm trying to figure out which units would be best to burglarize my opponent on turn 2, when he's scooted forward foolishly with the bulk of their forces to, you know, fight me. By then, they should have moved their main force out of my way, making deep striking easier and let me more easily access their most important dudes. I considered going with big blocks of WWR, who could show up on turn 2 and pulverize a backline, especially led by a Nomad Prince kitted out. Wild Riders would also be really appealing for the second-turn surprise assault, and infiltrating SotW would be fearsome to deal with if my opponent hasn't reserved enough to defend. Going with Living city affords me additional options, including using Drycha with a Spite-Revenant entourage for backfield mayhem, or Sword Kurnoth, which I have used as allies in my Wanderers army previously to great effect. These units don't need Wyldwood synergy to be effective, which makes them good choices to include in the force. Also, going with CoS, I can finally live my dream of building Giant Wolf Cavalry, which has been a goal for years. Now, I just need a mounted Nomad Prince option that's Match-Play legal, and I'll be good to go.
  14. If you go with a blue/green ghost color for the ghostly parts of the spites they'll look fantastic imo. You could do something delightful with Spite-Revenants as well, depending on how aggressively you pursue the theme - jack-o-lanterns and the headless horseman come to mind. 😛
  15. I haven't had the opportunity to play in a month, but I suspect that with the new terrain rules and availability of interesting ruins and other things, my regular opponents will be more open to multi-level terrain and generally having more things to move over and climb over on the game table. It really does make for a more enjoyable game if your table looks like a cool place to have a battle in, rather than being a bunch of templates.
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