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IRifter

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Posts posted by IRifter

  1. 1 minute ago, Drib said:

    It's in addition.

    You must setup the Wyldwood more than 1" AND more than 6" from any objective as well as more than 3" AND more than 1" from any other terrain features.

    So after all it's 6" away from objectives, 3" away from other terrain features and 1" from enemy territory.

    Ty for the quick answer. No questions left on my side

  2. The GH2020 states the following:

    Quote

    In a Pitched Battle ,faction terrain must be set up more than 3" from any othe rterrain features and more than 1"from any objectives, in addition to any other restrictions that apply.

    If im playing for example a Sylvaneth army that uses the Awakened Wlydwood terrain and their battletome states the wyldwood must be set up as following:
     

    Quote

    you can set up the AWAKENED WYLDWOOD anywhere on the battlefield that is more than 1" from any other terrain features, more than 1" from enemy territory and more than 6" away from any objectives.

    How exactly would this boil down? 1" from enemy territory is in addition but would the GH overwrite the range restrictions since its a newer release or would the battletome take priority?

  3. Hey there fellow sylvaneth players. Due to some IRL hinderances i took a break from the hobby for about a year now. I got myself a bunch of Sylvaneth back when the new tome released and was wondering what the best thing to get next would be.

    In total i have built the following models:
    -1 Spirit of Durthu
    -1 Treelord Ancient
    -3 Drycha
    -1 Arch Revenant
    -1 Branchwych
    -1 kitbashed Branchwraith
    -3 Kurnoth Hunters
    -10 Spite revenants
    - 36 dryads

    If there are any "go to lists" i'd be interested in those and as well as what the best Artefacts/Traits and also which glades work best. In general im a bit lost on how to play a Sylvaneth army is played properly. Any help/pointers  are appreciated. 

  4. 1 minute ago, Mikeymajq said:

    yeah it's 6" from objectives 1" from other stuff. for the initial trees. Do we know about the others? 

    The other trees are 1" from everything (objectives, terrain, enemies) and can be palced inside enemy deployment zone

    • Like 1
  5. 57 minutes ago, Charlo said:

    Allies still exist!

    Also, Honest Wargamer bemoans Treelords... Are they *that* bad? What's the issue with them?

    I didn't watch the full video from honest wargamer, but judging from his opinions he really didn't pay much attention when reading all the new rules. They stated that each wyldwood has to be 6" away from enemies, objectives and terrain (i watched until they were done discussing the new woods), which is not true. Only the free wyldwood you get for choosing sylvaneth allegiance has these restrictions. Any summoned/created by ability or artefact wyldwood can be placed 1" away from enemies, objectives and terrain and ALSO inside enemy territory.

    Im not sure about the treelords. The point decrase is nice but I'd say taking a unit of 3 hunters is always a better option.

    • Like 1
  6. 6 minutes ago, Mikeymajq said:

    How are you supposed to use the old wyldwoods with the new warscroll? 😩

    Im 100% positive that will be answered in the errata. GW already said that you can still use the old wood models. My guess is that 3 new woods are equal to one old wood. So you can put down 1-2 old bases per time you are allowed to place a wyldwood

  7. 3 hours ago, Aryann said:

    Do rules regarding setting up a Wyldwood (1" away from opponent's territory) refer only to the FIRST FREE Wyldwood that we put before the battle or to all next WW as well (set up by verdant blessing, acorn,...)? 

    Yes thats correct only the free wood has to be 1" way from enemy territory. The free wood also has alot of other restrictions. The ones you get per spell, acorn or ability are much more felxible.

    • Like 1
  8. Just now, vesco said:

    I think that battalions are useless. For example why paying 100 point for Household in order to negate retreat ?
    Am i wrong if i understood that oakenbrow,gnarlroot, heartwood, ironbark,winterleaf,dreadwood,harvestboon are free by just declaring which glade will u use ?

    Also there's a typo in alarielle's warscroll she dosen't have 'Sweeping Blows' 😁

    Yes you get the glades for free. The trade-off is the given artefact and command trait. So you cannot choose freely.

     

    Battalions aren't useless. Getting another cp and artefact is huge. Look at the outcast battalion. Add a vengeful skullroot to that and you got a nasty Battleschock test for the enemy (rerolling successful battleshocks) and if a model flees you ad 2d3 on top. That's actually pretty powerful. Especially considering all the new forbidden power spells that give -1 to bravery

  9. 48 minutes ago, Aryann said:

    Thx for suggestions. I'm not fancy in buying another TLA though. Wonder if you see possibilities for Alarielle with magic heavy build since I already own her (plus, Drycha, TLA, TL, Durthu, Arch-Revenant).

    I made a lot of effort with my Alarielle. She has to be on the battlefield. Every. Single. Game. 😉

    DSC_2851.JPG

    Go ahead and base that beautiful piece of plastic!

    • Thanks 1
  10. 2 minutes ago, Craze said:

    Where do you see this?

    The only page references I see are for the Wargroves (starting p.72) and for one (presumably 2nd) page of artifacts (p.68). But I do not see where exactly the allegiance abilities start, as I do not see a page number on this. Could you please elaborate? :)

    Perhaps to clarify: I also think we will have the standard distribution of artifacts, but was just curious why we have so many artifact tables.

    Here is my thought process:

    In my group we ordered the leaked pages according to other 2.0 tomes. If you take a look at any of these tomes the contents are structured like this:

    -Lore

    -Painting

    -Allegiance abilities(including stormhosts/glades)

    -Path to Glory

    -War Scrolls(including battalions)

    -Pitched Battle profiles

     

    If you take a closer look you'll notice that each section of the time has a title written in a big font. Furthermore you can see that the pitched battle profile is on page 104 and the earliest page according to other 2.0 tomes with a visible page number is the page with verdant treasures (page 68) . Overall 31 different pages have been leaked. 68+31= 99. Following the above stated order somewheren inbetween are the path to Glory rules. These path to Glory rules are usually 3 pages long. So in total about 2 pages are missing which could very well be big artwork pages. This leaves very little room for additional rules pages.

     

    In addition I'm 99% positive that any important pages have been fully leaked. Why would the leaked not include the pages about an awesome more than one artefact rule if he downloaded the whole PDF from the Apple store?

  11. 5 minutes ago, Craze said:

    I think here comes into play that we do not have a final answer on that artifact question. If we have a standard artifact distribution (1 + 1 for each batallion) picking a batallion would be really important for Gnarlroot, to pick The Vesperal Gem for that guaranteed cast + D3 heal.

    As i mentioned before. We got every page from allegiance to pitched battle profiles. There is no mention of any sylvaneth specific bonus artefact rules in there. Everything else inside the tome is usually lore, painting tips and some faction specific battleplans. I'd say we DO have a final answer

  12. 20 minutes ago, Aryann said:

    Does anybody have a suggestion on good "similar to Gnarlwood" build with the new battletome leaks? I mean magic heavy build? 

    I doubt that some tables refer to "treelords" as they don't share same keywords. But maybe it states "table X is for TLA and SOD". 

    I dont see any restrictions except the table that only wizards get to use. I dont have very much experience with the old sylvaneth lists. Im not feeling comfortable giving out any lists/ideas yet.

  13. 9 minutes ago, Mirage8112 said:

    From the Kharadron Overlords book:

    84330F38-8768-48E8-AFAE-452A62A2194C.jpeg.8b9126aadbc4ead72aa59e0cc2c437a4.jpeg

    When the KO book was released, KO’s got 1 artifact for a hero + 1 for every battalion the army took. Additionally, they ALSO got 1 relic that they could only put on a skyvessel  + 1 additional skyvessel relic for every battalion; effectively getting 2 relics from the get-go + 2 for every battalion in the army.  

    I’m not saying thats what happened with us, it’s just.. well. Kinda weird. 
     

    Yes thats true, but don’t stormcast eternal get to make one of their mounts “exceptional” in addition to relics? And if I’m not mistaken don’t they also get +1 exceptional mounts per battalion (Just like skyvessels)?  

     

    I didn't know about the specific artefacts for skyvessels from the KO.  What you said about the mounts is completely right. Although these traits are with one or two exceptions not that great(jsut nice additions) and are by far not comparable to a true artefact.


    Going by the example you posted and looking up how exactly it works and where it is written in the SCE book it should be palced above the specific artefact tableand tell you how and why you get additional artefacts. This is not the case with the leaked sylvaneth pictures. I dont think its hidden on another page or something like that. We pretty much got all the important stuff from allegiance abilities all the way to pitched battle profiles.

  14. 3 minutes ago, Craze said:

    Yes, this I understand, but we still have 3 tables where no restricions are mentioned. Only on "Relics of Nature" it is mentioned, that only Wizards can carry these items. ;)

    Yes that's true. The most probable reason is: more options = better. I would consider it to be more artefacts in total (aka a buff) and for ease of use and clarity they are grouped in 6.

  15. 1 minute ago, Mirage8112 said:

    This is a good question.

    this is just speculation, but we haven’t seen what teh rules for giving artifacts to models are. I know KO and Stormcast are able to give artifacts to sky ships and monsters respectively.

    Woudlnt it be cool if we could give an artifact to treelords AND a Hero?

     

    Am I missing something? You get 1 artefact period. For any battalion you get one more. There won't be any rules that give sylvaneth 2 artefacts right from the get go.

    Each table caters to a different playstlye. Picking up the SCE example again: they got artefact weapons, armors and something close to a trinket. Weapons are for buffing melee, armor to buff survivability and trinkets are a mix of unique effects (luckstone: once per battle change one die to the number you want. As an example.

  16. 7 minutes ago, Craze said:

    Can anyone explain (or does have an estimatet guess), why there are 4 artifact tables?

    What exactly do you mean? It's pretty common to have different artefacts of different types. If you look at newer releases e.g. SCE you can see that they have like 5 or 6 different tables.

     

    Each table has a different "style". For example the artefacts that only wizards can use.

  17. 1 minute ago, Inquisitorsz said:

    Eh, it says it's a "single terrain feature" and makes "a ring" 
    I don't read that as allowing 2 rings even if they share an edge. But really.... a 6 tree ring is going to be pretty much the same thing as 2 x 3 tree rings next to each other. 

    You definitely can't do 2 completely separate  rings as that's not "a single terrain feature" and they won't all point to the center of that one ring. 
    We'll likely need an FAQ just to be clear coz it's worded very, very badly. 
     

    Yes you're right. Would've been awesome though. I really hope the new trees will be a lot cheaper than the old ones. 3 plates for 68€(~76$) is rough especially since u need a lot.

  18. 1 minute ago, Rollcage said:

    Well the wording indicates a single drop of up to 6 trees in size, which is 2 current plates. but you could theoretically drop 4 or 5 trees into the ring depending on how big you need it to be, making a single large size tree section. 

    Yes but I honestly don't see anything concerning RAW that does not allow you to summon one wyldwood which consists of 6 trees and make 2 rings out of them. Each tree touches another trees tip and each tree is facing inward making a circle.

  19. 2 minutes ago, Rollcage said:

    yeah it would be 2 by 6 trees. Which is the equivalent of 2 current tree plates in size, each tip has to touch another tip. 

    That does make me kinda curious though. I don't see anything against putting up 2 3tree rings. 

  20. 1 minute ago, Rollcage said:

    The new awakened woods is 3-6 citadel wood models. So technically we get 2 circles for free then each treelord ancient summons 1 awakened wood with is 3-6 more citadel wood models.  So thats 12 trees in a ring for 1 treelord ancient guaranteed. 

    I dont think you can do that. The warscrolls specifically states that each tip of each tree must touch another tip of a tree. So basically you can make one ring with 3-6 trees.

  21. 15 minutes ago, Aryann said:

    I've just quickly ran through all the changes. For a person who played Gnarlwood Wargrove it's hard to comment without swearing. I'm not sure how to name what Gnarlwood was changed into now? 

    From my perspective most of the things I cared about was changed for worse. As if this army needed any nerfs. Biggest disappointment in AoS so far I guess.

    I see how people running dreadwood are happy with the changes but my playstyle seems no longer supported. It will take some work to adapt to new battletome. Don't like it at first glance. 

    😔

    As a former SCE player i can understand where you're coming from. Not that the sce 2.0 tome was just nerfs or anything like that but pretty much everything I liked about them changed. Yes Evocators and Sequitors are bonkers but its really really boring to be limited like that. You want a nice shooting unit? Great! here are 6 different units to choose from! Except every unit does the same thing and one of them is the best option. Elite melee units? -> Evocators (paladins are a joke compared to these AND are more expensive). Battleline?-> Sequitors.


    The list goes on. Thats one of the reasons i got started with a second army. But i also learned that even if things get changed there will always be things that are extremely fun. Wait until the new battletome is out and people got a change to experiment. I'm sure there will be something that fits your playstyle. It might not be the most optimized list but you shouldn't loose hope right from the get go. If you like casting spells alot there are a ton of new artefacts and combos that you'll surely like. The new deepwood lore spells are also very nice and the endless spells are just insanely cost effective.


    E.G. Run a branchwych with a balewind vortex the artefact that gives you +1 cast per turn and throne of vines as lore spell. Thats 3 casts per turn and after casting throne of vines you got +2 on the next 2 spells. perfect for pumping out endless spells. Another nice combo (pretty much what gnarlroot did just better) is giving verdurous regrowth to a mage and give him the artefact vesperal gem. Thats a guaranteed non bindable revive of units just like gnarlroot.

    Edit: the new gnarlroot artefact is also really powerful

    • Thanks 1
  22. 1 minute ago, Inquisitorsz said:

    I think dryads are still the better choice, especially for larger units and objective holding. They are tougher, have  a larger reach and move faster.
    But they do a bit less damage.

    Tree revs seem to be good only for their teleport. They don't rely on the wildwoods anymore so that's nice but their attacks and cost still suck. 

    Spites are certainly worth taking now due to the high attacks and great hit/wound. Outcasts battalion is not a bad way to get your 3 battleline and another artifact/CP.
    I don't think I'd invest much into them though (maybe units of 10 as chaff?). Certainly great with the dreadwood and Drycha rerolls but the dreadwood list is probably a bit 1 dimentional, and you still get little value out of all the special rules against bravery 10 or battleshock immune stuff. I like Drycha but people seem to think she's a bit over costed now.  She could be with the winterleaf ability... I'm not sure how that interacts with her 6=mortal wound ability though. 

    I thought about that interaction with winterleaf and drycha too. IMO there are only 2 ways this would work :

    A: you get 1 mortal wound on a 6 and roll another wound roll for the extra attack
    B: you get 2 mortals wounds for each 6

    While B sounds much better i guess A is more likely but we cant be sure untiil its FAQ'd

  23. What's your opinion on Spite Revs vs. Tree Revs right now? I still got my looncurse revs on sprues waitng to be built.

    Tree Revs are basically the same unit with no changes (unless im missing soemthing) while spite revs got a point decrase AND a buff to their attack profile. Now that there is no need to take 3 spite revs to get dreadwood (although spite revenants are stiill buffed more than other units in that glade) it seems to me especially if you support the spiite revs well they are jsut staright up superior. You can easily get a 20 model unit (61 attacks wiiith 3+ 3+) and reroll hiits and wounds of 1. Would you guys take Tree revs or spite revs? Or do you think Dryads are superior? 
     

  24. 3 minutes ago, Inquisitorsz said:

    Well the endless spell bubble one (which gives you +3" to charge) is done in the hero phase. So you can buff as much as you can fit wholly within 8".
    THEN teleport them in various ways (allegiance ability, treelord/durthu ability, waypipes, etc), then charge them later. 
    So that alone, is pretty easy to set up. The teleports are automatic and always work. The buff spell just requires casting, and the range is decent so you can probably set up a caster outside of unbind range. 
    Having units within 8" is purely up to your own deployment. 

    So the only unknown or not fully controllable aspect is where  your wildwoods end up and where that alpha strike is going to happen. The free wood you get to place at the start is probably going to be of limited use since you can't place it near objectives, enemy territory or other terrain. But you can summon another one with the spell and place that wholly within 24" which makes that placement a bit more useful.  

    I was wondering if  the verdant blessing spell (summons a wyldwood)is a part of the deepwood lore or not? 

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