Would love for this to be the case but doubt it.
Just to play around I had created 6 additional units and played around with (and now that most of these are pretty much definitely NOT happening I don't mind posting a quick rundown of them, for funsies )
- Tree-Revenants got better with their enchanted blades (2/3+/3+/-1), got an additional attack with claws (1/3+/4+/-), and got an additional attack with their enchanted blades when starting a charge from fully within 6" a wyldwood. The goal here was to make them a really good ambushing unit, but with poor staying power.
- Spite-Revenants got an additional attack (4/4+/4+/-), kills counted twice for battleshock (was still messing with this as on it's own seems a bit much)
- Hounds of Kurnoth: A fast chaff unit associated with the Free Spirits. The only major thing of note was charges would be at 3d6, and they could charge through wyldwoods even if it was blocking LoS, but they'd roll 3d6 and keep the lowest 2 for the charge, ideally, making it very unreliable. Taken in units of 10, maxing at 40.
- Thorn-Revenants: Archer revenant unit, revenant bows as listed in Ylthari's Guardians, also with a special ability allowing them to fire at half range using a wyldwood as the attack location with a -1 to hit penalty. If they don't move they get an extra attack with the bow. Taken in units of 5, maxing at 30.
- Grove-Revenants: The "Anvil" unit of the standard wargrove. 3 wounds, 4+ save, 6+ MW save, both with re-roll 1s. One in every 4 models could take a weapon that on a natural 6 on the attack roll, would double it's rend to -2 and the normal -1 rend would be applicable to MW saves and other saves which normally aren't modified by rend (I wanted to use design space that hasn't been used yet, at least to my knowledge). Taken in units of 4, maxing at 20.
- Daughters of Drycha: A fast-ish (7-8" move) horde-killing unit, but still fragile (2 wounds, 5+ save). Choose a unit they are in melee with, for every enemy model of that unit fully within 6" of the leader of the unit, roll a dice if the result it equal to (7 minus the number of DoD in the unit, and no lower than 3+), that unit suffers a wound then when it rolls armor saves it rolls 2 dice, taking the lower of the two. Taken in units of 4, maxing at 12. The idea for the attack is something similar to squirmlings. I was also considering making the special attack being a "weapon" allowed in one in four models, but it was getting messy so decided to stick with the relatively simple.
- Spite Swarms: Because most everyone is expecting these at some point. Basically the Life version of nurglings, endless swarm would stay, there'd be a venom-based MW option, probably on a wound roll of a natural 6. Then they have flight as well as first turn set up, similar to Hidden Infestation.
I figured that these, along with a couple more leaders would beef up the options for Sylvaneth to the point where I would consider it a truly complete army.
Has anyone else played around with new units?