Jump to content

IRifter

Members
  • Posts

    82
  • Joined

  • Last visited

Posts posted by IRifter

  1. 1 minute ago, Neffelo said:

    I still don't get T. revs being priced at 80 points for five, I was sure they were going to get a point drop or major rules change. 

    I was thinking the same thing. Especially since the spite revs got a point decrase and a better attack profile beiing 3+ 3+ isntead of 4+ 4+. Seems like spites are just straight up better efficiency wise

    • Like 1
  2. 4 minutes ago, Knight Scáthach of Fimm said:

    So does this mean Branchwraiths auto-summoning 10 Dryads every turn? Because that's turning 80 points into 500 points

    The spell that summons 10 dryads is not aprt of the deepwood lore spells. You cant use the vesperal gem t auto summon 10 dryads every turn

  3. I just read the rules for the new woods again. The last part says that at the end of the charge phase roll a dice for each unit that does not ahve the sylvaneth key word. on a 6+ that unit suffers d3 mortal wounds. Nothing says the unit you roll for had to charge for the ability to trigger. So basically any charge phase on a 6+ d3 mortals for any enemy uniit inside a wood?

    • Like 2
  4. 9 minutes ago, Freejack02 said:

    I've obviously seen the article, but it contains no new information on Dreadwood or Harvestboon.

    You're right i got that confused with the things happening in my whatsapp group. I'll post the artefacts, command traits and some other stuff.

     

     

     

     

     

     

     

     

     

     

     

  5. 3 minutes ago, Aezeal said:

    Alarielle: quite a bit nerf IMHO. Only positive is the charge ability but the rest is worse and 60 points is a lot.

    Drycha: you now get both bugs... but the thing I used her for (anti horde) is severly nerved. Combined with a pretty steep points increase I'd say that for damage you can better get some hunters. Now you can declare her aspect but loosing the possibility of double melee attacks hurts quite a bit I'd say. The spell is a bit better but still not that good (btw bravery characteric.. is that unmodified warscroll number or can it be modified?)

    Durthu: How is the  sword worse or the range different? It's exactly as it was right? Stomp change seems like an improvement really. Talon worse. So with the point drop this seems like a buff to me.

    As I said above.. I'm not sure she's that much better as a simple damage dealer than hunters and it's a lot of points in 10 wounds (which is always bad), especially since MW are a plague that increases (in our book too.. but doesn't make her less vulnerable).

     

    About our magic game.. theoretically it would be improved with the spell options and new endless spells. However.. with the casting value's and no blanket +1 spell gnarlroot bonus we are not going to be that strong in magic (unless ancients get 2 spell - I'm still hoping but since I've not seen that scroll nor anyone mentioned it I'm guessing I'm SOL. Especially in comparison to the priest game (I only know khorne thb) we are just loosing out.. I've seen them throwing 3 prayer things each a turn... each of them a VERY good ability (D6 damage is just annoying) and the reroll from the altar makes that great. 2 priest and 2 payed for endless prayers means you have 6 good abilities each turn. We need to pay tons of points to get 6 spells now. And unless GHB changes unbind range it'll probably still be hard to get may spells of anyway (lately getting 1 out of 3 each turn is average between casting and unbinds)

    Can anyone tell me why the battalions are so expensive btw? The abilities are pretty... not so good? I actually like the cheapest one (lords) best since it does damage and is cheap ( requirements not standard fare but with the drop on TL points a possible option I'd say).

     

    Characteristic always means whats written on the warscroll. It cant be modified

  6. 1 minute ago, Sigwarus said:

    Alarielle was underpriced so thats no chock. Durthu will be stronger when combined with the new artifacts and command traits. Its easier to alphastrike and u get more attacks.

    Im pretty new to sylvaneth. Could you explain this about durthu  a little more?

  7. Thank you again for the tips regarding the treelord that comes within the start collecting box. I'll build a proper spirit of durthu an buy a second box later on.

     

    I'm planning to build the tree revenants from the looncurse box today and I'm struggling how exactly to set them up.

    -Should I build tree or spite revenants?

    -Which weapons should the tree revenants get? 1Banner, 1 Waypipe? And should the Scion get a Blade or a glaive?

  8. 1 minute ago, ElectricPaladin said:

    FWIW, it's pretty easy to magnetize a tree lord. You just need to magnetize the right hand to hold either the staff or the sword.  Presumably you could also magnetize in an empty hand. The left hand is a bit harder because you either put in the vines or you don't and they're slender and difficult to magnetize, but it's probably doable. Or you could just magnetize the right hand with all three options, do the left hand without the vines, and say that you've modeled your treelord not currently shooting vines at people.

    That's even better. Thank you very much. I can't wait!

  9. Just now, ElectricPaladin said:

    Yes it has all the bits to make either.

    Perfect. 

    I'll probably buy 2 boxes since i need alot of dryads and the branchwych is also very good. What should i do with the treelords? One Durthu and one Ancient?

  10. My Looncurse Sylvaneth half arrived today, having a blast with building the models so far! 

    Im planning on buying 1-2 start collecting boxes next month. is there a way to build a spirit of durthu out of the tree lord in the start collecting box? 

    • Like 1
    • LOVE IT! 1
  11. 2 minutes ago, a74xhx said:

    After a few attempts with arms that fall off too easily, I find it better to go with something that's a little fiddly to change, but holds together firmly for general usage.

    You want to magnetise at the shoulder. Arms should be glued at the hands, so that you have a single piece of arms in a U shape. You'll need to bend the shoulders out a little to get them on/off the torso.

    Biggest, thinnest magnets you can fit onto the arm/shoulder connection. 3mm diameter, I think? The hole you drill for the magnets, centre it on the noggle bit of plastic that sticks out and lines up the two parts.  They'll never fit exactly, but should be good enough to not spot.

    There are not enough shoulder pads to magnetise all three weapon options. If you're just doing swords and scythes then you'll find they share one shoulder pad per model - so you need to use pads from the bows. Alternatively, if you already have some glued Kurnoths then use the spares from them.

    Here you can see one of the magnet of the scythes and one on the main body:

    IMG_20190520_182952.jpg.d812b1156fb049c920fd32d76a42a0f8.jpg

    Thank you very much! This will help alot when i build my kurnoth hunters!

  12. 12 hours ago, Aezeal said:

    Another looncurse if at all possible if not (or after) 2x start collecting. Then  (in no particular order) box of hunters, box of hunters, Drycha, Alarielle. And at some time in between.. more dryads, more dryads.

    I think that with 3-4 boxes of dryads, 3 boxes of hunters, a few revenants, an arch rev (or 2),  2 treelords (build Durthu and TLA) and Drycha and alarielle you've got a good base (nearly finished even). But.. might want to wait to see what the book does. But as a first investement a start collecting can hardly be a wrong way to spend your money.

    Thank you for the insight. Sounds like a good upgrade path to me. 

    Does anyone here have experience with magnetizing the weapons of the kurnoth hunters? I´d like to test all of the weapon options but I hate playing a weapon thats not on the model

    I read in a post earlier that the dryads can get to a 2+ hit. How do you do that? Which units/heroes do you need for that?

  13. My "main" army is stormcast eternals. However i decided to buy a sylvaneth half of looncurse and start with sylvaneth as a secondary army to get a little more variety (especially considering painting. stormcast is really boring to paint IMO). Whats the best way to set up the units?

    Which weapons should the  kurnoth hunters get?
    What about the tree revenants?

    After the looncurse box, waht would be a good path to upgrade my army to a solid 2k list?

  14. 1 hour ago, Requizen said:

    Fulminators are the only Dracothian Guard unit worth taking imo. Desolators and Concussors might be better with a point drop, and Tempestors are... fine but nothing special. 

    Dracoline Evocators are strong and fast, but super expensive. A unit of 6 or maybe 9 is about the most you want to bring if you don't want to get tabled by high-damage enemies. They do really want support, however - they're fairly squishy on their own if they get caught out.

    Palladors are a cool screening/distraction unit but really lack enough hitting power to be worth bringing competitively. You can use them, but it's not really that great.

     

    Basically my feeling is that if you want to run a big ball of punchy that burns across the table and kills whatever it touches, go for Dracolines. If you want smaller, independently operating  units that focus more on flanking and troubleshooting, ~2 units of Fulminators should do the trick.

    Thank you for your thoughts. Any chance you got a list with fulminators and/or Dracolines for me?

  15. 2 minutes ago, HammerOfSigmar said:

    I think fulminator is still good, especially if you take a heradlor in your list.

    But the dracolines have practically the same ability that also has good synergy with heraldor. The Dracoth are more tanky, but how do the 2 compare damage wise? Fulminators also have the 12" range attack

  16. Can someone ggive me their opinion on mounted units? 

    I really liked the fulminators alot before soulwars came out, but i feel that 300 points for the new dracolines is a bit too much. Are Fulminators still viable? Can you build a good list around dracoth units or should you use dracolines isntead?

  17. Hey Guys,

    how exactly should i build kairic acolytes? i got 2x10 models.

    I can have three 2handers, a bird and a scroll, weapon options are shield+ 1hand or 2x 1hands. Do the models carrying the scroll/bird (or any unit with extras like banners or horns) keep their weapon or ist it replaced?

  18. Hey I got a question guys. Can you cast the same lore of change/fate spells multiple times per turn?

     

     

    Because one of the spells specifically stated that you can't do it again. The rule also says all wizards can know the same spell.

  19. A friend of mine currently has the following minis:

    -kairos Fateweaver

    -20 acolytes

    -30 tzangoors

    -2 shamans

    -1 curseling

    -1 herald

    -1 gaunt summoner

    -1 chariot

    -10 pink horrors

    -3 flamer

    - 3 screamer

    -3 skyfires on disk

    -3 enlightened on disk

     

    He got most of that from the big box with all the tzaangors which he got as a present for christmas.

    He can either build 3 more skyfires or 3 mor enlightened with or without disk. Which would you guys choose? Since i barely have any experience with tzeentch I thought it would be best to ask here to give him proper advice.

  20. So tomorrow is the store birthday in my local GW and I plan to drop a decent amount of money for the freebies. TBH I'm struggling to decide what to actually get.

    I'll definitely get some wound markers, a painting handle and a couple of new paints but I'm not sure about the rest. There is a PDF attached with all of my current figures. Maybe someone could give me some input about a good upgrade to my army.


    Things I've thought about:

    -Getting a Celestant prime because I like the figure and although he doesnt seem very viable I do enjoy the power fantasy behind it.
    -Getting 2 more ballista and Ordinator

    -another box of evocators and/or sequitors (I´ve bought the soul wars box and another 8 from ebay so I'm missing a couple of greathammers)
    -gavriel/vexillor for gavbomb lists

     

    Any thoughts?

     

    FullArmy.pdf

  21. 10 minutes ago, Requizen said:

    Dropping Ordinator + 3 Ballista has been working really well for me. They're swingy, sure, but it's one of the most efficient 440 points of pure shooting in the game. Not to mention, fairly durable for the points (especially if you can drop into cover). 

    ----

    ION, I went 4-1 this weekend with Anvilstrike. Really pleased with the results, the list feels very strong against a large variety of opponents.

    Anvils of the Heldenhammer

    Castellant (Deathly Aura)
    Heraldor
    Azyros (Soulthief)
    Relictor (Translocation)

    Libs
    Libs
    Libs

    Raptors with Longstrikes x9
    Evocators x10 (Grandstaves, Speed of Lightning)
    Evocators x5 (Grandstaves, Speed of Lightning)
    Skinks
    Aetherwings

    1950/2000

    Game 1, played against Nurgle Daemons (GUO, Festus, Spoilpox, Lord of Afflictions, 5 Blightkings, 2x30 Plaguebearers, 6 Drones) on Total Conquest. He gave me first (which was a theme for a lot of the event, given I'm 12 drops), and with that I popped Festus and then whiffed into the Lord of Afflictions. I snagged my objective and the two neutral ones with Skinks and Scions. He moved up and charged my screening Libs and the big Evo unit with powered up Drones, dropping a couple Evos and a Lib, but not nearly as much as he needed to. I put the Lord of Afflictions to half by MWs alone, while my small Evo unit fought the Blightkings to a standstill. I won the roll off, used Heroes of Another Age on the big Evo unit and the Longstrikes to drop the Lord and Spoilpox respectively, and then used the Heraldor to retreat my Evos and charge them into a Plaguebearer unit, nuking it to half with a good roll. Also I was able to drop 5 Libs onto his home Objective, stealing it from the one GUO who was holding it. At this point, I had only lost some Libs and he lost half his troops and all but one Hero, but he played for a lucky objective snag, while I focused on denying him any points. Major win.

    Game 2, played against a mixed Chaos list on Focal Points. Lots of heroes with a few units to hold down the fort (Belakor, Valkia, Daemon Prince of Khorne, Khorne Juggerlord, Verminlord Deceiver, Wrathmongers, mix of troops).  Unfortunately for him, my army is designed to snipe Heroes. He takes first, moves onto the middle objective and charges my 5 man Evo unit with Valkia. She kills one and a half, and then they smash her back because that's what Evos do. My turn, Longstrikes drop the Daemon Prince to 2 Wounds remaining in the Hero Phase, and then the Heraldor toots him to death while the Longstrikes shoot off the Juggerlord. Evos blast down some Marauders, while Skinks screen Be'lakor off of my objective. He wins priority, and jumps his Verminlord into my backfield. I stop that charge with Aetherwings. My turn, I shoot that guy to death (his -2 to be shot happens in the Shooting Phase, and Heroes of Another Age happens in the Hero Phase), and then drop Be'lakor with some Shooting and with Evo charges. He holds the objectives for a bit longer with his bodies doing retreat shenanigans, and the Wrathmongers fail to kill the Evos, but by turn 4 he's all but tabled. Major Win. 

    Game 3, another Nurgle army, this time on Gift From The Heavens (GUO, Harbinger of Decay, Lord of Blights, Sorcerer, 2x10 Blight Kings, 2x5 Blight Kings, Blight Cyst). This is actually an army that I don't really like playing, since I can't really bop a unit of 10 Blight Kings that quickly if they have the Harbinger CA going for the 5+++. However, he gives me first turn, which was imo not the best play. I had set up my Longstrikes defensively (knowing how fast he can run + charge with the tree), but then Translocated them into range of his Harbinger and shot them with Heroes of Another Age. He dropped, and then I screened off my Longstrikes with Scions units and the small Evo block. Down his main defensive tool, he charged into my big blob of dudes in the middle of the table, killing a lot of Libs and most of the small Evo unit. He failed to get the double, which hurt, since I shot a chunk out of his Kings, and then charged and instagibbed the GUO with the big Evo unit (2 damage weapons with lots of rerolls + the MW spam is hard to live through). The meteor also dropped right behind the bulk of my force, meaning he had to go through ~12 Evos and 9 Longstrikes to get to it. After shutting down his Blight King charge with my Aetherwings and countercharging with the Evos while taking his meteor with my last Scion unit, he conceded. Major Win.

    Game 4 against Death (Nagash, Necromancer, Lord Executioner, 40 Skellies, 30 Grimghast Reapers, 2x10 Chainrasps, some Endless Spells) on Relocation Orb. I can't remember the other Realmscapes because they didn't matter, but this one did since it was Ulgu with the 18" range limitation, which really messed up my gameplan. He gave me first, which also was a real kick in the teeth because of the way Relocation Orb scores. Still, I managed to Translocate into range and pop his Necromancer on turn 1, shutting down a good amount of damage, while also getting a good number of models onto the Orb, including some Evos for the 20 count. I positioned my Aetherwings to stop the Reaper charge (those things are terrifying, btw), but he killed them with Spells and the Gaze of Nagash, so I ate 30 Reapers to the face. Needless to say, it did not go well. Still, he did not double me, and with my Evo counter charge I was able to take them down to 9 remaining... which when you're playing against a good Death player might as well not have been any damage at all. He regenned something like 12 of them and then scythed through (no pun intended) the rest of my army. Even though I denied him from getting it on T2, because he got 3 to my 2 and killed the lion's share of my army with Nagash unmolested, we just called it. Major Loss.

    Game 5 went against Dreadwood (Drycha, Treelord Ancient, Branchwitch, 6x Scythe Kurnoth Hunters, 4x5 Spite Revenants, 6 Morrsar Guard (allies) on Scorched Earth. He got all 3 of his Stratagems, which hurt, and I misdeployed, which also hurt. He managed to charge my 10 man Evo unit with the Hunters T1 thanks to taking first and using the 6" redeploy. I should have screened them better or at least had the Aetherwings better set up to shut down the charge, but it was my mistake and he wiped the unit to a man. He took one of my objectives for 4 total. My turn, I shot down the Hunters to about half, and dropped some Scions units to contest his objectives. I managed to outnumber on one of them, getting me 3. He got priority, and swung the Eels back to clear up his objective, but I was able to stop his second Hunter charge by tagging them with the Aetherwings, and he whiffed against them, only killing 1. He elected not to burn my Objective, knowing it would take me 2 turns to get over to it. On my turn, I cleared out the Hunters and Drycha (who had been threatening my Skink unit since early on), and hurt his Branchwychwith the Heraldor horn, using his own Woods against him. Then, as a stroke of luck, I got the double turn, allowing me to get my own objective back, finish of the Branchwych, and outnumber him on two of his objectives, burning them for 2 and 3 points. Then the game came down to some dodgy blocking of my own objectives and some lucky (or unlucky) run rolls, only letting him get one of my objectives. I eeked out the Major Win.

    Really fun games, and a list that I really enjoy playing. Great event overall!

    Thank you for the nice roundup :)

     

    Unfortunately you can't change your units. Rapid Raptors would´ve been really good with the 18" range. Do you take the raptors purely because of the range or do you think they are better than rapidfires?

     

×
×
  • Create New...