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Sleepa

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Everything posted by Sleepa

  1. I think the multi-summons was bad for the game long-term. It made it mandatory for Sylvaneth players to own like 5 sets of woods minimum. But forgetting to put Navigate Realmroots back on the scroll and forcing the 3" from everything placement is just brutal for us.
  2. I have no issue with paid DLC or even subscriptions for products I'll appreciate and use. My issue is entirely in making me pay for a bunch of things I don't want for access to one thing I do want. If GW goes all in and sponsors some truly awesome original content and media, then sure I'll consider checking it out. But GW is big enough that I'm not about to subscribe up front for an unknown quantity of unknown quality. And while Azyr was always kind of worthwhile for the sub price while I was attending events; the second COVID hit I couldn't honestly justify paying about $1.37 per month for something I just wasn't using. The 40k app was basically nothing BUT unfulfilled promises missing features. I'd gladly pay for it if at any point they delivered the product we were advertised when they originally announced it. GW just hasn't set a past precedent of putting as much effort in their media content as the youtube fan community has been willing to (for free). So all I'm asking them to do is show me something I can rationally defend paying $10 a month for (I'm in Canada). As for the former Azyr sub cost: It's not that I can't afford it; I just chose to put that money towards a Warhammer Youtuber's patreon instead, since they showed me they were putting out regular content I consistently appreciated and consumed.
  3. Gotrek is a huge power piece for sure, but 1000 point games use the same board size as 2000 point games and Gotrek just can't be everywhere you may need him when he's almost half your army. You took about as many SC bodies as you could, but not a single damage dealing unit besides Gotrek. I have found that even Vindictors dies fast if you can't stack at least +2 save on them consistently, so Liberators are hardpressed to survive against much of the current meta. Castigators are Castigators, not bad at sitting on a backline objective and trying to do about 1 damage to something 18" away each turn. Prosecutors are fast and can go steal an uncontested objective, but will struggle to clear even the most basic battleline from a held objective, and don't survive against anything that can actually deal damage. I think the first hero a lot of people look at for 1k games is a Lord Relictor. Translocation is the best prayer/spell in our book, and if you give him the Arcane tome, he can also cast Mystic Shield, which is probably the spell we currently want the most. At 1k points, I'm not sure I'd even take a Stormhost right now. You could just run Staunch Defender and be free to choose a good artifact from the core book (Ours are all trash in comparison).
  4. The whole model of WH+ stinks of GW extorting their fans into paying for community fan content in order to sell subscriptions to their incredibly underwhelming apps.
  5. With the homogenization of the Vanguard Hunter melee weapons, do we think it's reasonable to assume GW may do the same with Liberator and Evocator melee kits as well? (Especially because the no rend on grand staves is way worse than it used to be, and only rend -1 on the swords is also pretty garbage on Evos)
  6. Man, you guys were right about Yndrasta. She's tough as nails, but just never feels like she gives 300 points worth of output. So disappointing. On the plus side, I messed around with 3 Raptors with Hurricane crossbows I snagged in a trade, and they overperformed like mad.
  7. If the tradeoff is the 3+ save, they will honestly need to offer a lot more than +1 damage. I suspect they will have some warscroll abilities to add some additional functionality. The real question is what the hell is GW doing to Judicators to make them 190 with Crossbows and 200 with bows?! Feels like they must be getting completely new profiles to justify that cost.
  8. Yeah they need another FAQ, unless we are to assume they thought of all this in our FAQ. Assuming they considered everything in our FAQ, we have the 3" restriction for initial setup, then we follow the rules on the spell lore and the TLA for the placement of each of their woods. RAW we always have to setup all three pieces when creating a new wyldwood, however we are free to either create 3 small or one huge. We can no longer setup a 2-piece wood.
  9. I'm about to start a slow grow league and I need to lock in a 1000 point list before our new book drops. Assuming I'm stuck with our current points from the GHB, can I get some feedback on: 1x Yndrasta 1x Lord Relictor 5x Vindicators 5x Vindicators 3x Praetors 3x Vanguard Raptors with hurricane crossbows Was thinking Anvils, Vindicators or Templars Think it's too scummy to run Yndrasta? I have no idea what the field will look like, but I want to take advantage of heroic actions with a hero that has some legit killing power.
  10. Yeah I love the model, but there is no way I want to signal my acceptance of that ridiculously bad warscroll by giving GW about $40 Canadian for him. Show me a good warscroll or a new (good) tome, and I'll worry about trying to find a Gardus at that point.
  11. You can use Woods with the TLA or the spell, or you can teleport with Dreadwood (Dreadwood is the most reliable, but magic works against KO so you have options) You'll want to buff their charge distance with the Spiteswarm Hive Endless spell.
  12. You need to either play Objectives with lots of bodies against KO, or Alpha them with Kurnoth Hunters. They're one of the only armies in the game that can't stop any of our magic, so we can plant trees everywhere and teleport around; but unfortunately most of their units are flying, so trees can't block LOS against them. Alarielle can only choose one spell, so she knows the tree summoning spell, her chosen spell, her warscroll spell; and the two universal spells (Plus the realm spell from GHB 2020 if you play in a realm)
  13. I mean, it's going to depend entirely on the mission and your opponent, but on a super basic level: 1. You want to deploy your Kurnoth Hunters and branchwraith near a Wyldwood on your board edge (Ideally over 30" away from your oppoenent's wizards or unbind characters) 2. You'll want to deploy your Spite Revs to push for objectives and/or screen your heros. Deploy your Tree Revs in your back line corners to screen teleports or deep strikes. 3. You'd ideally cast throne of vines on your branchwraith, then use her turn one bonus spell to cast Spiteswarm Hive 4. You'd also try to deploy your free Wyldwood from the TLA as close to your opponent's non-anvil units as possible (Ranged units, heroes or fragile hammers) plus attempt to cast your summon Wyldwood spell if possible. 5. You'll want to use your Dreadwood CP teleport to teleport one unit of Hunters to a good spot to charge one of your opponents Hammers or non-anvil units 6. You'd use your one tree teleport for your other Kurnoth unit, to get them within 9" as well for a charge attempt 7. You'd advance your spites to claim or pressure objectives or setup to counter charge opponent's frontline. 8. Move your Arch-Revenants up with your spites to try and support your Kurnoths to give them buffs asap. 9. Charge your Kurnoths in and try to cripple your opponent as much as possible.
  14. You can find the tournament lists used at events in 2019 with Google, but if I had to make up a generally 'good' Sylvaneth list right now, it would look something like this: Allegiance: Sylvaneth - Glade: Dreadwood LEADERS Treelord Ancient (260) - General - Command Trait : Paragon of Terror - Artefact : Jewel of Withering - Deepwood Spell : Verdurous Harmony Arch-Revenant (100) Branchwraith (80) - Artefact : Spiritsong Stave - Deepwood Spell : Throne of Vines Arch-Revenant (100) UNITS 20 x Spite-Revenants (200) 10 x Spite-Revenants (120) 5 x Spite-Revenants (60) 6 x Kurnoth Hunters (380) - Scythes 6 x Kurnoth Hunters (380) - Scythes 5 x Tree-Revenants (80) 5 x Tree-Revenants (80) BATTALIONS Outcasts (100) ENDLESS SPELLS / TERRAIN / COMMAND POINTS Spiteswarm Hive (50) TOTAL: 1990/2000 WOUNDS: 132 LEADERS: 4/6 BATTLELINES: 5 (3+) BEHEMOTHS: 1/4 ARTILLERY: 0/4 ARTEFACTS: 2/2 ENDLESS SPELLS: 1/3 ALLIES: 0/400
  15. There is no currently competitive list using Alarielle. If you could conceive one, I'm sure we'd all love to see what it looks like! Sylvaneth are in a generally poor place in the competitive meta. Vince over at Warhammer Weekly recently released the results of a community poll he administered regarding balance in AOS, and of the approximately 50 Sylvaneth who provided feedback, 95% of them were of the opinion that Sylvaneth have few if any good matchups with other armies. That said of course; if you are a tactical genius or dice wizard, I'm sure you could realize success with basically any list. The best tournament results Sylvaneth have been able to produce since our new battletome have been Dreadwood glade lists using 6-9 strong Kurnoth Hunter blocks as teleporting mega hammers. I've seen some people posting Heartwood Bow Hunter lists in here, but I haven't seen any formal tournament results from those. Winterleaf and Gnarlroot are the only two other glade people seem to consider viable. Generally speaking, if we rank the viability of our units in a hierarchy, it currently looks something like this: (1 being most viable, 10 being least) 1. Kurnoth Hunters (Scythe and Sword - best hammer unit in our book by a huge margin) 2. Spite Revenants (specifically in outcasts battalions to fulfill battleline) 3. Tree Revenants (strictly for high mobility and objective play) 4. Dryads (In large blocks as our only true anvil unit) 5. Arch-Revenant (Best force multiplier for Kurnoths) 6. Branchwraith (best cheap wizard) 7. Tree Lord Ancient (Edges out other leader choices because of one-time free Wyldwood, and minor utility as a super basic wizard) 8. Spirit of Durthu (The best bully unit we have, strictly inferior to melee spec Hunters, although more mobile outside of Dreadwood) 9. Drycha (Just edges out Bow Hunters due to her potential offensive output. Incredibly fragile for a Monster. Should only be used as an assassin) 10. Kurnoth Hunters (Bows - more survivable than Drycha, but 4+ to hit combined with random damage rolls and inability to shoot through our own woods makes them very difficult to use within our own mechanics. Over 3x more viable in Heartwood specifically) 11. Branchwych (Incredibly outdated warscroll with counter intuitive spell. She's designed to get close to combat but will die instantly if she does. However, she is an 80 point caster, which is why she isn't our worst unit) 12. Alarielle (Hate to see her down here, but our esteemed God of Life is just not worth 600 points. She was kind of barely good enough as a utility monster before the nerfs to all of her utility abilities. She is absurdly fragile for a 600 point model, has no innate bonuses to cast, has middling melee and a token ranged attack. She costs as much as 1.8 Kroaks, and will never push out even one Lord Kroak's worth of damage.) 13. Treelord (The worst behemoth in the game, in terms of battlefield role. TLAs and Durthu somewhat justify their points cost with utility or potential damage, but the treelord costs just 10 points less than our best units, and offers nothing comparable to their performance besides a 50% chance to stomp an enemy unit to strike last in combat. By the time one of these makes its way into melee, it will be bracketed to impotence, but even if it isn't, its averaging something like 4 wounds per combat to a unit with a 4+ save.)
  16. Blightkings are pretty efficient battleline for their reduced cost in GHB 2020. Not as good at holding objectives, but they can weather some MW and retain high combat effectiveness. Still outshined by Hearthguard though, but surprisingly more mobile with Gnarlmaws on the table.
  17. I think Sylvaneth need a few pieces of emergency errata in the upcoming FAQ if they hope to have a future in the competitive scene before we get a new Battletome (Which isn't likely for at least a year-and-a-half). My suggestions include: -Treelords now count as a Awakened Wyldwood for other Sylvaneth units in a Sylvaneth Allegiance army. (For example; TLA's wouldn't count themselves, but if they were near a regular Treelord or a Durthu and the TLA successfully cast a spell; the other treelord would roll to see if it deals 1d3 Mortals to nearby non-sylvaneth models. The treelords could also be used for Forest Spirits and/or Navigate Realmroots, they would convey the defensive bonuses to Dryads, etc...) -Sylvaneth needs a new allegiance ability that gives some kind of a "Ignore Magic" or "Ignore MW" Save to heroes within a certain range of Wyldwoods. 4+ would be ideal but even a 5+ would make a big difference. -Wyldwoods need an errata stipulating that Flying units should not be able to ignore the LOS blocking effects they convey to Sylvaneth models with less than 8 wounds, (while those unit are wholly within 1" of a Wyldwood) -TLAs need the Wizard portion of their warscroll reworked. Treelords in general need help, but TLAs legitimately NEED some magic potency. -Verdant Blessing NEEDS to be ruled as being part of the Deepwood Spell Lore. It's not even explicitly excluded. This was simply a previous FAQ ruling which could easily be reversed. Let's MAGA (Make Gnarlroot Great Again) I'm not trying to promote changes to make Sylvaneth an S-tier army (lol I don't think we're in danger of that happening), but I think some serious changes are needed so matchups with the real S-tier armies get better for us than 20-80.
  18. Best of luck with your game! I'm keen to read your battle report. I find IJ and Da Big Waaaagh to be extremely challenging matchups if I can't screen them out of melee on top of the objectives. If your opponent brings a Megaboss on Maw-Krusha, then hopefully you can Durthu-bomb it with the Hive. On the plus side, those are armies that will at least let you have a magic phase, so maybe that will help swing the game in your favour.
  19. The 3d6 cast and heal are only available in Gnarlroot, and the autocast can't cast the only spell we desperately need to resolve (Trees). I don't think it's fair to factor glade abilities into an analysis of 'average' capabilities, unless you write out a comparison for each glade specifically. I personally lover Gnarlroot, but I'd never take it to tournament now. The game has reached a critical mass of armies that have truly powerful magic and denial, and if you can expect 30% of the people you face to have the power to completely negate the benefits of your glade; then you're setting yourself up for disappointment. Hive is amazing, but is rapidly becoming invalidated by the prevalence of powerful Magic armies that may be able to deny it at their leisure (Keep in mind that the new GHB may include smaller table sizes to match the changes to 40k), which may also mean that positioning your caster 30" may also stop being an option, potentially. Wyldwoods are obviously awesome for movement, but we're able to summon what, and average of 1.5 per game besides our free wood? If we can proliferate them, they become easily counterable by opponents simply stationing troops in them. That's assuming we don't get denied when trying to cast them. Tree Revenants are laughably inefficient in melee combat. They're paper thin and hit unreliably within so few attacks. They seems so versatile with the reroll, but realistically they are only effective at zone control and objective grabbing (assuming the objective is undefended). I've tried to take an objective from a 5-wound support hero before with 10 revs, and they failed miserably. Dryads can swarm pretty effectively.... on our turn only, and assuming you have woods down. Away from woods they fold like paper, and why they only enrapture on our own turn is beyond me. Nobody has called Dryads a broken unit. Compare them to something like even the new nerfed plague monks and tell me you still think they are above average offensively. Spites have good volume of attacks, but they are also paper thin, and relatively rare, because they cost so much money. Hunters are hands down the best warscroll in the book, and we should all be thankful for it; but it's also boring to have one unit so obviously superior to all of our alternative hammers. And Hunters are only just 'above average' as a hammer. If you set the bar at Hearthguard Berserkers, buffed Wytches or Eels, then I'd say Hunters aren't even rated above Ironjawz Brutes, which themselve are less points-efficient that 'Ardboyz. Drycha has phenomenal offensive output, but you don't really want to put her into melee with anything remotely formidable. She's really a shooting unit who can occasionally assassinate an out of position caster, ranged unit or support hero; with a charge. The Arch-Rev is great with Hunters, but needs to stay near the hunters, which brings us back to our mobility problems. The Arch-Rev is even fast, but you don't want to charge anything with it. If one is using the Dreadwood/Spiteswarm/Hunter bomb, it's incredibly unlikely you'd be able to get your Arch-Rev where it needs to be, unless you staying on your side of the table. Hilariously, being a flying unit is also a huge vulnerability for the Rev, because it's faster than most of our army, but can't take advantage of that speed without becoming susceptible to enemy shooting or magic. Stomps are great, but the everything that can stomp is struggling to find a home in competitive armies, Dryads again need the wood for the -1 to be hit, and the TLA command ability is the same as the generic command ability everyone has now (I know it's a little better because of Hunters broadcasting it, but we won't often have multiple melee engagements, so it's almost negligible). All this to say, I don't think Sylvaneth are 'above average' really. I think they have a few glades and a few key units that are just good enough to give that impression, but against competitive lists, we're almost always starting every game with a sizable disadvantage. I think the recent tome was trying to let the army be 'average' at everything, but failed at that due to a few specific decisions: Woods summoning spell NOT being part of our lore, TLAs being single casters with no bonuses and not being able to stack their free Woods, leaving the Branchwych scroll unchanged instead of completely rewriting it, Leaving the Treelord scroll unchanged except for nerfing the impaling talon (Whyyyyy?), restricting the Wyldwoods teleport to once per turn (this change was fine as long as it's easy to proliferate trees, but it's not, so the this change is twice as painful), removing all 'bonus to save' rules from our command abilities/artefacts/etc..., and essecntially all the changes to Alarielle (spear nerf, healing nerf, command ability nerf; plus not knowing our whole lore - The change to the beetle's charge was welcome) I also get the sense the writer of this book was unaware how the GHB 2019 was going to affect terrain placement rules, or they may have made some different decisions as well.
  20. Yeah it'd be huge change. Kroak is insanely undercosted though. He puts Alarielle to shame, and she's 600 points. Kroak is almost... concerningly undercosted. That much power for 320 points makes me crazy skeptical about internal communication/development between the people working on different battletomes.
  21. This. We can reasonably expect Kroak to go up to 410 points at least in the points update as well, so he won't be an ally option anymore either, which will really cement Stormcast's obsolescence. Without a massive overhaul to the scrolls, we're going to comfortable hang out with Sylvaneth at the bottom of the competitive hierarchy. The release of Lumineth was really the final nail in the coffin (after Tzeentch and Seraphon) for SC retaining any viability. These three armies are just pushing any inferior magic or shooting armies even further down the competitive hierarchy. SC basically only had shootcast as a viable tournament strat, and even KO's recent update made that a much more challenging proposition. In this new meta, pretty much all of our heroes can expect to die before our second turn, and the MW output of the competitive armies will likely also invalidate the Lord on a Star Drake. Hopefully the points update companion to the General's Handbook is chock fully of updated warscrolls for all the already low-tier armies that are about to be under the heel of our new magical overlords.
  22. No kidding! The Lumineth leaks were super depressing. All of their battleline choices are great, and put Libs/Judis to shame. Their female support wizard is amazing, their monsters are legit, and Teclis is.... a God. Paying points for magic outside of Death, Tzneetch, Seraphon and Lumineth is really starting to seem pointless.
  23. So is there consensus opinion that the Chungus Lord brings more to an average (mostly)Mortal Khorne list than a StD Daemon Prince? I have a hard on for the Daemon Prince's command ability. So much so, that I want to take the crown on one, so it can use that command ability every round, to stifle the opponent's objective play. Haven't tested this idea yet, but maybe that's why I'm not seeing how the Chungus Lord brings more to the table.
  24. I don't think there's any doubt a new book is on the way, but if they pull another Soul Wars, only give us a new chamber with new models, and maybe some points updates; I'm straight up retiring my SC, and throwing them up for sale.
  25. Thanks for the advice! I'm not actually working on a list like this yet, just love theory crafting and offering my ideas. Honestly the second Incantor was just in there for Everblaze Comet redundancy, in case the opponent manages to assassinate the first Incantor. The auto-dispel never hurts either. Gravetide was just in there because there were 20 points left over, but it's a decent piece of area denial for the Slaan to throw between itself and a flanking cavalry unit.
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