Jump to content

Vition

Members
  • Posts

    5
  • Joined

  • Last visited

Vition's Achievements

Liberator

Liberator (1/10)

0

Reputation

  1. It is based on the fluff of an ideal "Wargrove," if you look at the current battletome, pg 113, it lists what's in a wargrove. The Lords of the Clan include a Head of the Clan (Treelord Ancient), 1-3 Guardians (Treelords), and 1-3 Lore Masters (Treelord Ancients). This gets you 2 Treelord Ancients and a Treelord. It may not make sense as a stand alone battalion, but within the context of what the fluff states is a wargrove it does. Now, GW controls the fluff so they could change things up, but they seem loathe to do so with the Sylvaneth - pretty much every new battalion has identical requirements to the first battletome with only the bonus abilities being changed.
  2. Am I missing something, or is it possible to surround existing terrain features with Awakened Wyldwoods as long as the bases don't come within an inch of the existing terrain feature? That might make them significantly easier to place (while also encouraging people to buy LOTS of them - I can see 18 or 24 regularly being used if my assumption is correct).
  3. First, the left hand is always a claw. So that makes it even easier as you just need to magnetize the wrist of the sword/vines/staff hand. When you get the kit, the directions will have a separate build for each of the three options, Treelord Ancient, Treelord, and Spirit of Durthu. The leg and arm options are all interchangeable (though you'll have to be careful with the Spirit of Durthu arm build, as the Treelord's strangleroots can run into the ground if angled too low). As for the heads, well in my opinion, they are completely interchangeable, so I wouldn't worry too much about them. But if you have an issue with it, you can magnetize the heads as well (though this is probably a mite more difficult than the weapons).
  4. 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?
  5. In addition to what appears to be an increase in attacks by the Greatbow, Envoys of the Everqueen and Tanglethorn Thicket also seem to have some minor changes, but I can't quite make out all the writing - what I can seems to be mostly an update to current standards, "fully within" etc...
×
×
  • Create New...