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martinwolf

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Everything posted by martinwolf

  1. oh yes, that sounds amazing. Love to hear about your games in the new GHB and against what you played. My local club is pretty competitive but I always like looking for something a bit more out there. Like your list. Cheers!
  2. I love it. No idea how competitive it is, but I'd love to see that on the table. One thing though, you can only take one Bounty Hunter battalion. Ah, and be aware that the +1 damage is only in melee.
  3. Careful, Ionrach ability is only for Akhelian units.
  4. Was my dream, too. And I was so excited when seeing the new Knight Judicator and Vigilor models, but I basically came to the same conclusion as you. I have 10 Vigilors, 5 with hooded heads and they look so ****** good, but they are so massively overpriced. We have a pretty hard meta locally since most people play a lot of tourneys and are always practicing and trying out the newest hot stuff, not the best environment to play 10 Vigilors in.
  5. Yes. After a VANARI unit is set up, if the base of each model in the unit is touching the bases of 2 or more other models from the same unit, then that unit becomes a shining company. Transporting Vortex has a casting value of 8. If successfully cast, pick 1 friendly LUMINETH REALM-LORDS unit wholly within 12" of the caster that is visible to them. Remove that unit from the battlefield and set it up again anywhere on the battlefield more than 9" from any enemy units. It cannot move in the next movement phase. "Set up" is the key here.
  6. On the note of "not Gnarlroot", this is the list I've been playing recently and it went pretty good all things considering. Allegiance: Sylvaneth - Glade: Harvestboon - Grand Strategy: Prized Sorcery - Triumphs: LEADERS Drycha Hamadreth (330) - Deepwood Spell: Regrowth Spirit of Durthu (340) - General - Command Trait: Seek New Fruit - Artefact: The Silent Sickle Treelord Ancient (295) - Deepwood Spell: Regrowth Warsong Revenant (275)** - Universal Spell Lore: Flaming Weapon UNITS 5 x Tree-Revenants (80)** 5 x Tree-Revenants (80)** 5 x Tree-Revenants (80)** 3 x Kurnoth Hunters with Kurnoth Greatswords (225)* 3 x Kurnoth Hunters with Kurnoth Greatswords (225)* ENDLESS SPELLS & INVOCATIONS Umbral Spellportal (70) CORE BATTALIONS *Hunters of the Heartlands **Vanguard Durthu is still a bit swingy, but he did good work. I haven't played since the most recent AWW changes, tho. With the pooping trees all over the board it was really easy to get Durthu into the right position and always wholly within 8 of a AWW.
  7. I like all your thoughts. I've played Oakenbrow a couple times in 2nd ed but didn't have much success. But also didn't have quite enough of the right models. I think you are right, the subfaction has play in 3rd. I just always wished Treelords would become battleline in Oakenbrow so you can field more of them while still havin a TLA and Durthu in the list. I feel like this would definitely be the case if the battletome would come out today. Look at all those "battleline if" units in the newer tomes. Imagine an army full of big trees with just a couple drayds running around them. Would be really cool.
  8. Oh wow, these archers are sooo goooood! I'm so curious which colors you used, it looks all so well balanced. Especially interested in the brown boots recipe and the golden metallic knee pad.
  9. I don't see that in the FAQ. As far as I know/see they only changed the "Unity of Purpose" ability, not the "Strike in Unison" command ability.
  10. Yes, but this doesn’t include the Core Rules Spell Lore Enhancements as far as I can see. The update is only for the Sylvaneth Spell Lore.
  11. @Mirage8112 Can you point me to the bit where Core Rules spells are allowed for unique characters?
  12. I have run Wild Riders in 5s and also 10s in 2nd edition. While they CAN be great on the charge, 4+ to wound is just really really though. And as soon as they are stuck they lose all their power and they can not take a punch with their 5+ save. I'll still try them out in 2nd edition because they are fast and I like the models but not being able to buff their wound rolls (in Living City) is just hard.
  13. @Ratatatata That sounds really good, thank you for the positive vibes! I’d love to see some of the subfactions and lists you ran in your games. Cheers!
  14. I played a game with the Warsong Revenant in Gnarlroot, with 3d6 pick 2 dice casting, Balewind, Spell Portals and Throne of Vines. It was ridiculous how much mortal wounds I put out into my opponents whole army. To be fair, we played Focal Points and he had a foot slogging Ogor Mawtribes army with only one Stonehorn, but still, the damage was crazy. I kept casting Throne of Vines and thus increasing the damage output every turn. It felt dirty and I probably won't do it again, but it definitely has legs as they say. But still, you need to get all this stuff up and running and it's a heavy investment in points. The game was then ultimately won by the new wood placement rules. I was able to put a single tree behind his lines and teleport one unit there to grab his two back objectives. Interesting times ahead for Sylvaneth for sure. Might not be top tier, but I see them having more chances.
  15. ah, you are right, haven't played Sylvaneth for so long...
  16. So on the new Awakened Wyldwood warscroll it says the wood has to be more than 3" away from terrain and objectives in addition to whatever an ability or spell says, that means all spells/abilities got worse and harder to place woods with them because a lot of them were 1" previously. It's in general more likely to find a place for a single tree, but it got harder to get a 2 or classic 3 piece wood down. Don't get me started on the old plates. I have tried one game and the 3" rule for everything now really was a huge pain. Any thoughts?
  17. I stopped playing the Alarith Battalion and almost never use the Stonemage stance ability because not being able to pile in with the Stoneguard and only having 1" reach made it very difficult for me. It only really works well if you make a big charge. And the slow 4" move doesn't help with getting into the right position. Do you have similar problems? Me Stoneguard really lack in output because I almost never have the -2 rend. But maybe I just need more practice. To be fair I've mostly played only 5man units.
  18. RAW it's pretty clear I think, you can do a teleport setup and benefit from the ability. If they wanted that not to be the case, the sentence should have been something like "If you set up this model as described above, then ..." But I agree, it definitely needs an FAQ. Surprised it wasn't a part of the recent one.
  19. That's sad, but unfortunately probably true haha
  20. I know that feeling of losing a 20 block in one round of combat. It’s not great. I once tried out a list with MSU sisters. I don’t remember the exact list but I had like 4x 10 or something like that. It played surprisingly well. I currently only have 20, I proxied the rest. I find that having a Knight Azyros nearby to get the rerolling 1s is better than the Nomad Prince buff and it doesn’t cost a CP. I just wish the Living City strike and melt away ability would buff Sisters instead of melee units. I still use it quite a lot to move a deep struck unit onto an objective, but yeah, dunno. Also, would love a battalion around Sisters anf Nomad Prince instead of Wildwood Rangers. 😢 Anyway, congrats on the win!
  21. Yeah, sure. Base Grey Seer Shade Apothecary White Layer Corax White Highlight Vallejo White (or any other real pure white)
  22. Hello everyone, so much nice hobby in this thread. Love it! I have recently finished my first complete unit of Sentinels. Took weeks, but I'm really happy with the outcome.
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