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Predien

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Posts posted by Predien

  1. 33 minutes ago, ireland012 said:

    Agreed on this comment above.  Even our spells with CV of 5-6 will have difficulty.  However, it might be worth running your AAR with both Dermal Robe and Dark Wizardy for +2 to cast/unbind.  You will at least get off Ferocious hunger spell which can be game breaker in the right use.... It could effectively double the output of GKoTG when fishing for their 6 MW on 6's to hit and doubles the Horrors output if you roll a 5/6 on the D3 roll.

    I also agree that your horrors might be the lynchpin against tzeentch.   Since they have no rend they are only good against 5/6+ saves.  Which is the majority of tzeentch army!  Buff them and move them twice with Royal Mordants, charge and delete the flamers turn 1.  That is kind of necessary to survive.  If those flamers are allowed to shoot for a turn, I don't think you will win that battle.  They will eliminate whoever they shoot...

    What if you ran a hollowmourne faction instead of blisterskin?  You can still employ broad use of flayers.  They will also get to reroll 1's to wound fon the charge in Hollowmourne.  Throw in a royal mordants battalion, shoot double battalion if you want.  Ghouls will simply fall so might as well employ all horrors / flayers / TG or ZD.

    Keep in mind that a lot of FEC spells have a HUGE casting range so you might be able to deploy your AAR out of unbinding range. This way at least turn 1, maybe turn 2, you won't have to worry about something getting unbound. You might have to go for an alpha-strike tactic to bring down their leaders. I feel like the smashbat lists can handle Tzeentch if you're able to deploy right and get your first round of buffs off.

    • Thanks 1
  2. 42 minutes ago, Aezeal said:

    a second SC is certainly worth it, having a TLA and a Durthu is good. The 3th is not a misbuy either, if you want to complete your treemen but.. not really for playing sicne regular TL aren't played that often.. though having more dryads is something you'll need eventually.

    Totally agree. I've end up collecting quite a few SC boxes so that my army is somewhat future proof. I've got plenty of dryads, enough TLAs and Treelords and a couple of Durthus for whatever Broken Realms and the 3.0 book gives us.

  3. On 1/3/2021 at 12:31 PM, Cmidrfti said:

    Hey folks, first post in this sub. 

    Only dipped my toe into Sylvaneth thus far and finally decided to do something about that second Branchwych I had lying around. 

    Think this would pass as a Branchwraith?

     

     

    IMG_20210103_182150122.jpg

    IMG_20210103_182223703_BURST000_COVER_TOP.jpg

    IMG_20210103_182205810_BURST000_COVER_TOP.jpg

    IMG_20210103_182216475.jpg

    I would 100% allow that. Looks badass.

  4. 6 minutes ago, Karthasis said:

    Yes indeed trying to make it work.  Since in Gnarlroot, my kurnoth will probably reroll 1 with qa wizard in 12'' (aka my TLA), I thought to discard the Arch-revenant.  You think I should switch the combo "Spiritsong Staff / Throne" with the Chalice on the Branchwraith?  Maybe it's a good idea.  And put the Chalice on TLA who will be up front making him in better position to unbind at 3d6.  

    Remember that the Arch Rev brings the +1 to attacks that can be given to any of your units (prioritizing your Kurnoths of course). The Branchwych is a model that could really use a Warscroll rework and outside of the branchwych bomb I don't see it being that good. If you run into any Seraphon they are going to shut that down real quick.

    You could also consider putting the Chalice on the Branchwraith instead of Spiritsong + ToT and then the Vesperal Gem on the TLA so that you can't be unbound getting Verdous Harmony off. Rolling 3d6  for spells on your Brachwraith means you'll have a pretty damn good chance on summoning dryads or getting Spite Swarm cast whenever you want (minus going up against Tzeentch, Seraphon, LRL). Also, it'll be harder to move those 9 kurnoths off the table if you're bringing one back every hero phase. Just be careful you don't get that TLA sniped.

    Overall I think your list is good. Try and get some reps in with a friend before your tournament and try some stuff out!

  5. 54 minutes ago, Karthasis said:

    Am I the only one thinking that we need a TLA or the acorn in our list?  Too often I find myself being unable to cast a 2nd forest turn one or my spell being dispelled.  I'm going on my first tournament and I'm bringing what I think is a competitive way of playing Sylvaneth.  Comments?

     Allegiance: Sylvaneth
    - Glade: Gnarlroot
    LEADERS
    Branchwraith (80)
    - General
    - Command Trait : Nurtured by Magic
    - Artefact : Chalice of Nectar
    - Deepwood Spell : Verdurous Harmony
    Treelord Ancient (260)
    - Deepwood Spell : Regrowth
    Branchwych (80)
    - Artefact : Spiritsong Stave
    - Deepwood Spell : Throne of Vines
    UNITS
    20 x Dryads (200)
    10 x Spite-Revenants (120)
    5 x Spite-Revenants (60)
    5 x Spite-Revenants (60)
    6 x Kurnoth Hunters (380)
    - Greatswords
    9 x Kurnoth Hunters (570)
    - Scythes
    BATTALIONS
    Outcasts (100)
    ENDLESS SPELLS / TERRAIN / COMMAND POINTS
    Balewind Vortex (40)
    Spiteswarm Hive (50)
    TOTAL: 2000/2000 WOUNDS: 137
    LEADERS: 3/6 BATTLELINES: 4 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4
    ARTEFACTS: 2/2 ENDLESS SPELLS: 2/3 ALLIES: 0/400

    It looks like you're trying to do the Branchwych bomb and I would reconsider it. Drop the Branchwych and balewind and go with an Arch-Rev to support those 9 sexy Kurnoth's you have w/ rr1s and an extra attack. Put the Spiritsong Stave on the Branchwraith with Throne of Vines so you can get those dryads in or get that Spite Swarm off turn one. Make the TLA your General with the Chalice with Verdous Harmony so you can put him behind the unit of Kurnoth's not being supported by the Arch-Rev.

    If you decide to bring this list I'll be super curious on your thoughts on how it felt, pros/cons, etc.!

    • Like 1
  6. 5 minutes ago, Gwendar said:

    At least you didn't play against the "60 Blightkings" meme-lists people are starting to run with their points drops 😅

    Nice to see how it went for you overall. I never really considered the battalion so my quest is the same as Skreechs. I feel in this setup you'd be fine running Skavenbrew or Vigordust but having both isn't super worth that huge price tag on the battalion. I'll say that losing the realm artifacts is probably a net positive for us as everyone is losing their big Ethereal monsters (although, RIP Warpgnaw with Ghyrstrike). I'm mostly settled on my Acolytes\Fiends+Stormvermin\Monks+Jezzails lists, but seeing so many new options from everyone is refreshing.

    I would agree about our competitivity. I do overall think we're in a reasonable spot (sometimes it feels worse, however), but against some of the new power creep it's generally going to be incredibly hard or impossible to do well. Having that AW\Engineer get blown off the table right away instantly makes the Fiends do nothing which is why I've gravitated more towards Acolytes as the points difference takes away the sting if I lose the hero and they generally do better than Fiends without buffs.. but not by much. I usually prefer being the underdog so I'm fine with where we sit.. it's just that those bad play experience armies seem to be coming more numerous.

    Being the only local Skaven player, people know what my stuff can do and hyper focus heroes if able as the units tend to be subpar without them. I really feel a good change would be to only allow heroes to be targeted if they're the closest model like 40k, which I suggested before. Perhaps making it an army specific ability as I imagine most Skaven heroes are narratively surrounded by hordes of Clanrats anyway.

    You mind sharing the lists you've been playing recently? I'm a collector of armies but when I play competitively I usually find myself coming back to Skaven or FEC. I've got a good amount of Skryre stuff but I'm missing the weapon teams, jezzails, and acolytes. Might have to revisit Skaven in the fall and round out the collection.

    You're 100% right about the AW/Engineer getting blown off the table. That is a real concern in this meta and I know when those stormfiends aren't buffed they aren't doing anything but taking up space and they are wayyy too expensive to not be doing anything. The Vigordust + giving them rr1s to hit helps a little bit but nothing compared to what MMWP does for them. If I was playing against Seraphon there's no way I'd ever get MMWP off and even if I did my AW/Engineer is dead by turn 3 - 2 if my opponent is lucky. Acolytes are a unit that I've been wanting to mess with but haven't pulled the trigger due to the age of their actual models. If I ever want to get some I'll just convert plague monks or the Blood Bowl box.

  7.  

    19 minutes ago, Skreech Verminking said:

    So what’s your thought on the battailon.

    I did use it myself a few times, but it never did anything and it kinda seems to expensive for only a cp and an extra artefact.

     

    The only reason I brought it was for the extra artefact. I wanted to give the stormfiends a "fall back" buff with the Vigordust Injector in case MMWP didn't go off (I'm notorious for rolling terrible). I would need to try the list out a little bit more to see if it's necessary but I don't think the buff the batallion gives to the Clawlord's ability is important. It is super expensive for just a CP and an artefact but I'm not sure there's any other way around it :(

  8. Had a great game against Nurgle this past weekend. Played 2020 Focal Points and used GHB20 rules. I brought this list:

    Leaders
    Grey Seer on Screaming Bell (240)
    - General
    - Command Trait: Master of Magic  
    - Artefact: Skavenbrew  
    - Lore of Ruin: Death Frenzy

    Arch-Warlock (240) 
    - Artefact: Vigordust Injector  
    - Lore of Warpvolt Galvanism: More-more-more Warp Power!

    Clawlord (240)
    - Mighty Warlord Command Trait: Brutal Fury  


    Battleline
    20 x Clanrats (120)
    - Spears

    20 x Clanrats (120)
    - Spear

    40 x Stormvermin (400)

    Units
    6 x Stormfiends (520)

    Batallion
    Claw-horde (180


    Total: 1990 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 148

    I deployed with the idea of having 2 major threats - Grey Seer + Clawlord + 40 stormvermin and 40 Clanrats + 6 fiends + arch warlock. I brought the doomwheel for fun because the model, in the past, has done cool stuff whenever I field him. During this game, the DW brought Belakor down to 2 wounds and then he proceeded to blow himself up by doing 11 mortals to himself. I love that little ******. I really wanted to try a bunch of stormvermin fully buffed. They never got a chance to really fight because most of the damage came out of my stormfiends. Also, I was being too conservative with the stormvermin so next time I'm going to get them in there. In the right scenario, they would have 4 attacks each on 3/2/-1/1 and fighting when they die.

    Not having access to the realm artefacts really makes you think differently about your lists. I think it's going to let people try out a lot more tome specific artefacts and I really like that.

    I ended up losing by 1 point but realized later that evening that I would have been getting 1 extra point each turn from the Grey Seer holding an objective making me the winner in the end. It was a really fun list, a really fun game, and I'm looking forward to trying it out again with some tweaks. I think I would drop the doomwheel and fit in some more clanrats + an endless spell but I'm not sure yet. I could also drop the doomwheel and batallion and fit in a HPA, more clan rats, and an endless spell but I don't have an HPA yet and the less drops + extra artefact and CP are pretty important. I really feel like Skaven are in a good spot to not only be a competitive army but to be something that isn't giving bad play experiences to the other person (even though 6 stormfiends fully buffed hit like dumptrucks still).

    • Like 3
  9. 2 hours ago, Landohammer said:

    Yea no problem. I actually used the Vesperal Gem FAQ point  as well on my original argument FOR the inclusion of Verdant Blessing. Its funny how now I am defending the other side lol. 

    It definitely needs a clarification. But personally I will not be using Branchwraith allies in my armies until it does get Errata'd. The forests and extra dryads are a pain to transport and the allied Branchwraith is otherwise useless.

    In my experience this kind of stuff ends up becoming an issue at the worst possible times (like on a top table) and I would hate for there to be an asterisk by any of my wins (as rare as they are lol) 

    Totally agree with you! Clarification is needed. I sent an email and if I hear back from an official GW person I'll let everyone know. Fingers crossed we see some FAQ about it in the near future. I'd love to mess with some Living Cities lists with Durthu but only if I can somehow get some trees for him to fight near. 

    • Like 1
  10. 40 minutes ago, Landohammer said:

    So I 100% understand your logic, and I actually pled the same case a few month's ago. 

    But like many other players, I get my rules from websites online rather than buying the codexes. And when you read that sentence out of context, it absolutely implies that the spell is available to any Sylvaneth Wizard.

    However, within the book, the rule clearly resides under "allegiance abilities". So the intent is quite clear. And  even if you go the RAW route, you are going to have a hard time getting someone to ignore that heading.

    Also no other faction can draw on abilities outside of their warscroll when fielded as allies. So the precedent is also clear. 

    Is it ambiguous? Absolutely. Can you get away with it in pickup games? Probably.

    But if you bring a Branchwraith ally to a tournament and start throwing forests on the table, you really need an air-tight ruling. Because I guarantee its going to be questioned, and the typical avenues of  discrepancy resolution (RAW, RAI, and precedent) are not in your favor. 

     

    I get the argument about it being an allegiance ability since it's under the "allegiance abilities" section but look at the "Types of Abilities" paragraph from the "Allegiance Abilities" section in the AoS rules pdf.

    I'm taking this next part directly from the general rules pdf for AoS: "Most allegiance abilities include sets of battle traits, command traits, artefacts of power and spell lores. These are sometimes presented on a table - you can either roll on that table to randomly generate an ability or you can choose one. Remember that allegiance abilities cannot be used by allied units in your army." This rule about Verdant Blessing isn't an allegiance ability (otherwise GW would have put it on page 65 in the Sylvaneth book - they had the room because half of that page is empty). It's not a spell lore because it's not in the table and the Vesperal Gem FAQ. And it doesn't really fit into any of those other categories. I think there's a solid argument for including Verdant Blessing outside of Sylvaneth allegiance. 

    This 100% needs an FAQ from GW because I feel like it's a very unique situation to only Sylvaneth that could really effect Living Cities and Seraphon since those are the ones that I see potentially allying in Sylvaneth the most. All GW has to say is that Verdant Blessing is/is not an allegiance ability which would settle this.

    Thanks for the discussion on this Lando! Maybe I'll start spamming the GW rules department and see if they can get back to me on it.

    • Like 2
  11. 26 minutes ago, Landohammer said:

    This got sorted out a while ago in this thread. I will summarize:

    The paragraph granting verdant blessing to "all Sylvaneth Wizards" is actually in a subsection of the codex under "allegiance rules".

    So while it doesn't explicitly clarify that it IS an allegiance rule, the intention is pretty clear when taken in context. 

    Personally I also look to the fact that no other faction's warscrolls gets any kind of "implied" bonuses from their codex when fielded as allies.  And notice that even blatantly obvious spells such as Arcane Bolt and Mystic shield are specifically written on each  and every wizard's warscroll. So there really is no reason to think that Sylvaneth allies would be special in this regard. 

     

     

     

    Hey! I wanted to push back a little on this. I recently got into a discussion about this and had do to some deep diving into the tome because I kept getting mixed results from looking it up online. Here are my thoughts on it... The book says that "Sylvaneth wizards" know Verdant Blessing + any other spells they know. In the Sylvaneth FAQ, it states that the Vesperal Gem cannot be used on Verdant Blessing but the Vesperal Gem's rules say it can be used on the Lore of the Deepwood spells only. By this logic, Verdant Blessing isn't part of the Lore of the Deepwoods.

    "Sylvaneth Wizards know the Verdant Blessing spell in addition to any other spells they know," since they stop the sentence there and follow it up with, "In addition, you can choose or roll for one of the spells from the Lore of the Deepwood table for each Wizard in a Sylvaneth army, I would read this as you get Verdant Blessing + your warscroll spell and then if you're in a Sylvaneth army you get access to the lore. Since it doesn't explicitly say that you have to be in a Sylvaneth army to get Verdant Blessing, like it does the Lore spells, I think you could argue that Sylvaneth allies get access to this spell outside of a Sylvaneth army.

    Thoughts?

    • Like 1
  12. 4 hours ago, Agent of Chaos said:

    @Predien

    Cheers mate. You can take a sorcerer Lord as one of the 4 units in the battalion so pretty sure it's legit.

    I probably didn't gain much from the battalion other than the CP and extra artifact but I really wanted both of those. Having said that another combat hero would have been nice, especially in that battleplan.

    I took Despoilers to a doubles tournament a couple of weeks ago.  The DP and Belakor were the MVP's but I think StD is a hard army at the lower point levels.  Faced a lot of shooty lists and people that rolled REAL hot when they shot at my marauders and chaos warriors.

    I don't have the book in front of me so I don't have the exact wording but the Godsworn batallion is the one building around.  I'm running  it with the mounted chaos lord on lizard + a chaos lord on foot so that he can potentially attack 3 times.  I copied this from the batallion description from 1d4, "1 hero selected from Chaos Lord (any kind), Sorcerer Lord (either kind), Exalted Hero of Chaos, Ogroid Myrmidon, Daemon Prince, Darkoath Warqueen, and Darkoath Chieftain; 4-8 units selected from Chosen, Knights, Warriors, Marauders, and Marauder Horsemen."  When you play at 1500 you could easily get that batallion by getting another unit of marauders or warriors.

  13. 37 minutes ago, Agent of Chaos said:

    Played a league game last night; 1250 points - Places of Arcane Power against Daughters of Kaine. Learnt a few lessons from this game and hopefully can pass on some useful tips to other Slaves players (skip to the bottom if you dont care about the battle report and feel free to offer list building or tactical suggestions as I am all ears!)...

    Tough match up at the best of times yet I was right in it to start with, up 3-1 on VP at end of round 2. Had I won the roll off I would have gone to 6, possibly 7VP and have been in the box seat. Unfortunately I lost the roll off, got steamrolled and had to call it end of my turn 3.

    I took a Despoilers list with 2 x Daemon Princes, Sorcerer Lord, 10 warriors, 5 knights and 20 Marauders. All Mark of Khorne (Sorcerer Undivided). I went with Godsworn Champions of Ruin Battalion as I thought my General fighting in the hero phase would assist him with defending the objective and I wanted 2 artifacts; Ethereal Amulet for my Daemon Prince General to make him really hard to kill while he sat on the objective and Diabolic Mantle on the other Prince for the extra Command Points I would surely need. Sorcerer took Mask of Darkness spell. Command Trait was Paragon of Ruin for the pregame bonus move towards the objectives.

    My opponent ran the Cauldron Guard Battalion (+1 to run and charge) in the Hagg Nar Temple (reroll all hits from round 3 onwards plus bonus to fanatical faith saves); Cauldron of Blood (with Griff Feather Charm) 2 x Hag Queens, 2 x 20 Witch Elves and 2 x 5 Kinneral Lifetakers. Daughters are such a broken army, so many buffs without having to roll anything; reroll hits and wounds, run and charge, fanatical faith saves, immune to battleshock, mortal wounds on 6+ saves, stupid number of attacks, deepstrike and all that on top of ridiculous prayers that are only 3+ to cast. 

    Turn 1: I got first turn, failed Mask of Darkness despite arcane terrain, popped the Khorne command ability on both Daemon Princes, ran Daemon Prince General onto centre objective and 10 warriors next to him as bodyguard. Second Daemon Prince and marauders positioned on right flank, sorcerer moved towards left objective and knights up left flank. 1VP to me but a few tactical errors that would soon be exposed.

    The daughters moved forward but thanks to halving runs and charges they couldnt reach me or the objectives, just as I had planned/hoped. However I had totally forgotten about the Kinnerai in the sky who both came down and made their charges thanks to +1 from the battalion. Somehow my sorcerer survived, mostly due to only 5 out of 10 actually being able to hit him with 1" range on 40mm bases. 0VP for him.

    Turn 2: I won roll off and managed to mask of Darkness my sorcerer out of melee. Unfortunately couldnt teleport to the either free objective as that would have put him within 9" of the enemy so moved him to the middle where he could at least give reroll saves to the General. As the enemy could easily move to 3" away I didnt bother to use the Daemon Prince's command ability... I really should have and that was a massive lesson from this game.

    My knights turned around and charged the Kinnerai and on the right flank I took a huge gamble. The Cauldron had moved out in front so I hit it with the 2nd Daemon Prince (who could do so while still within 3" of the right side objective) and the marauders. All were within range of my generals buff (thanks to Despoilers 18" range) so would have plus 1 to wound. Sadly apart from a single hit of 6 with the sword the Daemon Prince whiffed, and the 20 Marauders only managed another 2 wounds for 4 total. -1 to hit from Griff feather charm really hurt them, along with generally poor rolling from me and good saves from him. In return 14 Maraduers and the Daemon Prince were killed by the cauldron and the handful of witches in range.  At least the knights killed one unit of Kinnerai. I used a CP to keep the 6 surviving marauders in melee to pin him for a turn. 2 more VP to me (would have been 3 if I didnt send my 2nd Daemon Prince in to die but I thought that I had to take the chance to remove the cauldron).

    A hag queen ran onto my right side objective while the cauldron and one unit of witches finished off the marauders. The other unit of witches charged the 10 chaos warriors (but rolled a 4 and so would have failed had I used the Command Ability) and after their 60 attacks I had 35 saves to make. 4+ rerollable but still managed to fail 10 so half the unit was gone. Used a CP to keep them around. The 2nd unit of Kinnerai retreated from my knights and in position to charge my wizard should he win the double turn. Score was 3-1 and I really needed the double turn to teleport my sorcerer onto the left objective and score another 3VP with the general so of course I rolled a 1 and got double turned.

    Turn 3: This is where I really regretted not popping the command ability. Now free to move the Cauldron and 2nd unit of witches moved into position. Both would have failed their charges with Bloodslick Ground active. My Daemon Prince whiffed with all his attacks, the Kinnerai killed the Sorcerer but the Daemon Prince survived the cauldron and witchelves thanks to his 3+ unrendable, rerollable save and 5+ aftersave. The chaos warriors were finished off and he scored another 2VP for a 3-3 all tie.

    Bottom of the 3rd and, having failed the 4+ to heal wounds and no longer having the sorcerer's reroll saves, the witches and cauldron finished off the daemon prince, effectively ending the game.

    Main takeaways were:

    1) When running a khorne daemon prince, always use Bloodslick Ground!!! Even if you think theres no point, it lasts through your opponent's double turn and you never know when your opponent will roll 5 or less for a charge roll.

    2) I should have sent my second daemon prince to my left hand objective. He could have got their first turn with no enemies in site and I would have been on 6VP after round 2 to his 1VP, and minimum 9, if not 12VP after round 3.

    3) Against an army like Daughters we just dont have the melee power to stand against them. I should ahve played more defensively rather than taking the gamble on fighting the cauldron.

    4) A Nurgle Daemon Princes's command ability on nurgle marked warriors and marauders wound have done real work in that game...

    5) Without extra attacks from an allied bloodsecrator/wrathmongers, Daemon Princes really arent that great in combat. I guess a Sword of Judgement is never a bad call however they just dont roll enough dice. Could say the same about marauders, they look good on paper but trading the whole unit for only 2 wounds on the cauldron really hurt.

    Thanks for writing this up!  I feel like bringing a batallion in a 1250pt game, especially for StD, is rough.  180pts is 20 more marauders, 5 more warriors + some endless spells, etc.  And that batallion really favors a more combat-focused mortal hero, not a sorcerer (just my 2 cents).

     

    Also, I don't think you have enough units to fulfill the batallion tax for Champions of Ruin :(  You need 4 units and I only counted 3 - your warriors, marauders and knights

    • Thanks 1
  14. 1 hour ago, Acid_Nine said:

    First ever out of LGS tournament, so I am going to bring my idoneth deepkin. It's lacking the 18 spear eels of most armies, in fact it is playing two of the Garbage tier units out of the book (turtle and shark)  in a pretty crappy battalion, but I like it, and I'm excited to see how it does in an actual tournament. I want to try and see how I could make the list work and see how my army can fit in with tactics rather than bringing a face stomping list.

    Respect and good luck!

  15. 1 hour ago, DragonRider said:

    Hello people, I was thinking of collecting Sylvaneth. I've tried to scout this thread on what should I potentially buy and still don't know!
    I'm going to build towards 500 and 1000pts first and then maybe expand when I get those painted. 
    Let's say I have 100-200 euros to spend, would a start collecting box + dryad box be a good core, or  is another big tree man necessary/needed? How many Wyldwoods do I need? Kurnoth Hunters are so expensive to get many boxes of, so could I run one unit of three alright? I don't like the look of spite revenants so I avoid them when I can(I like tree revenants though), I don't intend to be super competitive. I've tried to read the battletome but I'm still quite lost :'D 

    If you want to go real cheap to start out, I would get an SC box, a box of spite revs / tree revs, and a box of kurnoth hunters.  That will get you 2 heros, 2 battle line options, and a heavy infantry.  You would need a few boxes of the Wyldwoods but I would start with proxy templates of the Wyldwoods - they aren't cheap - to start until you're for sure committing to Sylvaneth.   From there you'll want to basically want to repeat the first sentence - SC box, box of revs, and kurnoth hunters.  Turn the 2nd branchwych you get into a Branchwraith (google conversions - some are legit!)  If you could get your hands on a Looncurse half do it!

  16. 14 hours ago, Craze said:

    I am right now trying to find out what list suits my playstyle best.

    First the list I am looking at right now for reference:

     

    Glade:  Winterleaf

    Realm: Ghyran

    Heroes:

    Spirit of Durthu (General) - My Heart is Ice - Ghyrstrike --- 340

    Arch Revenant - Frozen Kernel --- 100

    Treelord Ancient - Verdurous Harmony --- 300

    Drycha Hamadreth - Regrowth --- 320

    Branchwraith - Throne of Vines ---80

    Battleline:

    Spite Revenants x20 --- 200

    Spite Revenants x5 --- 60

    Spite Revenants x5 --- 60

    Other:

    Kurnoth Hunters x6 - Swords/Scythes --- 400

    Batallions:

    Outcasts --- 90

    Endless Spells:

    Spiteswarm Hive --- 50

     

    This is 2k Points on the spot.

    Definetly discussable is the loadout of Hunters, especially if I play 2x3 Swords or 1x6 Scythes and if the Spiteswarm Hive is worth the 5 Points, or if some other spell would be better.

     

    From my first impressions, we are still able to pack a serious punch between Durthu, melee Hunters, S-Revs and the new Drycha, especially when combined with the Winterleaf glade.

    My main concern is right now durabilty against other offensive lists.  I am torn as none of the options I see seems really satisfying:

    - Changing S-Revs for Dryads disables Outcast batallion, which is the only one that seems to fit in my list.

    - Gnarlroot seems really decent with the casting buffs, combined with Vesperal Gem to push through our important spells. But the question is, if it sacrifices to much of the raw killing power that comes from exploding 6s.

    - Not defensive in general, but a more hit & run playstyle that could be achieved by using Harvestboon, helping Durthu to dart in and out of fights, 

     

    What kind of options/ideas do you see to have a more balanced list?

     

    Thanks!

    I just put this list into Azyr and you're 10 points over 😥 The Outcast batallion is 100pts not 90pts.  Would have to drop Spiteswarm for something else - Gladewyrm maybe?  Little more sustain but you're losing the +3 to charge.

    • Like 1
  17. 9 minutes ago, Landohammer said:

    How is everyone resolving to-hit rolls of 6 with Drycha, Talon of Dwindling, Sundering Strike, and Impale when using Winterleaf Glade?

    I imagine a FAQ may be a while so just trying to determine the consensus for my games in the immediate future. 

    The Winterleaf 6 just makes you have an extra hit, not an extra 6.  So for Drycha, normally when you roll a 6 you wouldn't make a wound roll for that hit because her warscroll says "...that attack inflicts 1 mortal wound on the target and the attack sequence ends...).  In Winterleaf, if Drycha rolls a 6, it'll do the mortal wound + an extra hit.  You'll resolve that extra hit like you normally would any of of the non-6 hits.

    • Thanks 1
  18. 6 minutes ago, Warbossironteef said:

    I feel like there might be some "hidden tech" for non-glade armies in the book. Warsinger seems so powerful in a Double Durthu list. Giving +2 to charge to 2 Durthus or some combination of a Durthu and another unit is so ridiculously good, especially when your Durthu's can go wood-surfing. You could combine this with Cogs too.

    Does anyone have any tips for how to run a Double Durthu list? There are also some amazing non-glade artefacts as well and I think it could be a viable option.

    I was thinking about lists last night and realized you can get +8 to charges on a general with Warsinger, Everdew Vial, Spiteswarm Hive and the Cogs.  I'm stoked for this new book.

    • Like 2
  19. 1 hour ago, Diablo said:

    Hey guys, what do you think about the stupid Gristlegore Nerf?

     

    I'll cut it short: I do not like it , Why does GW always have to take everything good from the FEC?  first the ****** with Ghoul Patrol, now Gristlegore,  all my favorite Feature will be destroyed , In the meantime FEC are no fun anymore ......

     

    I've been having a great time with a flayer heavy Blisterskin list.

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