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Landohammer

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Everything posted by Landohammer

  1. It does look like a skitarii galvanic rifle, but lever action rifles are generally considered very primitive. So it makes me think more along the lines of Freeguild or Duardan. Probably a warband of some kind for them. (it would be weird to get a new AOS only model right after they got a new codex) However I can't tell if the additional attachment is a scope or some kind of scabbard. Scope is definitely more of a 40k thing but a scabbard would point me towards AOS. Yea agreed with both of ya'll. AOS is a game of movement and board control. They can have a 1+ save for all I care. If they are movement 4 then they will have a bad time in competitive play. My biggest concern is if GW gives them access to deepstrike/teleports. They have a tendency to hand them out randomly. Even a run+charge ability would effectively give them movement 7. The early previews of the wizard shows that they do have access to strong wizards.
  2. I wouldn't either as 1K is usually for casual learning games, but if I was going to be competitive it would be be Alarielle, 3 Kurnoth, 5 Tree Revs, and 5 Spites. That gives you 6 hunters on the board and Alarielle (and tree revs sniping objectives). Apply glade to taste. Not alot of armies could deal with that!
  3. I run her with Drycha and then a cheap vanilla character to hold artefacts/traits. Branchwraith or Arch Revenant are my go-to choices depending on which glade I use. However if your glade doesn't have strong artefacts/traits then you can always just skip additional characters altogether and declare Alarielle as your general. Thats actually a sneaky way to squeeze her into 1000pts. As someone said before Alarielle's ridiculous cost can be a bit misleading. She is really only 460pts if she summons Kurnoth Hunters. (which she always should!)
  4. Wow thats fun. Its interesting seeing the Kurnoth Heathwood gunlines starting to take off. The only changes I would make would be to swap out the Regrowth spell for Verdurous Harmony. Your hunters are going to be getting alot of attention and healing a hunter won't make it shoot better. But raising a dead one will! I usually prefer spite revenants, but in the case of your list the Balewind Vortex will probably be more use. It will help keep the Branchwraith alive while also giving you the chance to potentially raise a dead kurnoth and summon 10 dryads in the same turn. Dryad summoning is really impactful in 1000pt games. If you really wanted to play hardcore gunline you could always split the 10 dryads into 2 units of 10 and use the remaining points for a Celestar Ballista
  5. Yea I would strongly recommend Ogre fans split a box and get ahold of the Tyrant if possible. The Arch Revenant came out in Looncurse in May and immediately sold out. So that's over five months of waiting for a model to be repackaged with no end in sight. Prices on ebay are outrageous. Its hard to swallow 6+ months of waiting for model repackages, especially considering codex release cycles are usually ~2 years.
  6. Sounds good! In the Wych vs Wraith comparison, the Wych looks bad, but in actuality many armies would absolutely kill for an 80pt caster with access to good spells. Also some objectives can only be held by wizards, so they are quite a good way to spend extra points. You know its funny how everyone ends up with odd amounts of dryads. I somehow ended up with like 37 or so lol. One trick I use to do when short on Dryads models, was just to bring what I have and fill the vacancies with casualties. Sometimes you won't have a full 10 to summon, but in those cases you can just cast something else or (with opponents permission) summon what you have. Setting up 6-8 dryads might not be ideal but its still a great use of a cast. I have also seen some people use extra dryad bits to squeeze out a few extra models for "emergency use only" lol.
  7. Now thats a sharp list! Glad its working! So Harvestboon is essentially the Durthu battalion. If you want Durthu to be the centerpiece of your list, then stick with it. Personally I would prefer Winterleaf since it generally buffs your entire army all the time rather than just chargers amd durthu. Note that the frozen kernel on durthu may actually eliminate the need for the extra attacks and retreat. (Since the enemy will probably be dead lol). That would be 6 main attacks +2 impales (all with exploding 6's) before the enemy even gets to swing. Arch Rev needs to be near the scythe hunters at all times. This can be tricky since the hunters will frequently charge out of range. Dont be afraid to charge Archie into the same combat to guarantee he is in range to buff. Call to battle is invaluable for spites, dryads, hunters, ( and even Durthu with kernel). I think the Hive is really only strong in lists which focus on teleporting shenanigans such as Dreadwood glades. Its awesome but with only two casts the 50pts becomes a bit steep. Dropping it to bump your dryads to 30 wouldnt be a bad idea. (30 dryads is only 270) If you keep it, do note that the Gladewyrm is only 30pts and is a decent pell. Its a great way score a second heal on Durthu. Also it's large base size and decent range make it great for blocking your opponent's movement. (The D3 mortals is just a nice little bonus)
  8. You might catch some flak for that in matched play since Warhawk riders still have a warscroll and points.
  9. I generally point people to the start collecting boxes on amazon. Most are still priced at the "pre-hike" prices so you can get a big chunk of your army for ~$70 shipped. If you have some patience, Ebay is your friend. People will frequently sell badly painted or incomplete units for pretty cheap. Just an old tooth brush, glue and some Simple Green and you will have brand new(-ish) models for 1/3rd of the price. Finally, check FB for local wargaming groups. If you post what you are looking for and your budget, you might be surprised at what you get. Most wargamers would love some of their unused/old stuff to go into the hands of a newer player. I would avoid proxies, at least on a large scale. You don't want to have to stress about whether you can even attend certain events. Also chasing down proper bases can actually end up making the cheaper models cost more than you think. Hilariously, many people including myself, eventually end up purchasing the model they were originally trying to proxy, thus completely eliminating the point lol.
  10. Haha yea we do disagree more that we agree for sure! To clarify, I actually think the TLA and Treelord are both bad lol. But the Treelord is at least cheap. What really bugs me about the TLA is how his melee profile is lower than the treelord despite being 100pts more Each time I find myself thinking about fielding a TLA, I just end up with a Branchwraith, Treelord and 20pts in my pocket.
  11. Model count is important to some extent, but there is a bit more to it. A larger unit is more likely to survive shooting and counter-attacks while on that objective. Multiple small units will frequently evaporate to leadership tests after just a few wounds. Many units can wipe out 10 spites in combat before they even swing! If you want your units to accomplish anything beyond being a speedbump, then you need to be able to absorb some casualties. (though speedbumps can be useful) The Arch Revenant is fantastic, but she really only shines when you have multiple Kurnoth units (or one large unit) to buff. So if you plan on adding the hunters, then swapping out the Wych for the Arch is a great idea. Kurnoth Hunters are awesome because they hit hard, and are survivable. They are your can-openers. Alarielle shares those traits. So if you have ~600pts leftover and need something to hit like a truck, then either Alarielle or Kurnoth Hunters are solid choices.
  12. Durthu is hands down better than Treelord Ancient. Personally I would rather have a vanilla Treelord over a TLA. The absolute minimum is 2. I personally carry 3 with me though note that the old citadel woods are cheaper and still available. ( and easier to carry, just leave the trees at home). Note that our true allegiance strength comes from the glade rules. The forests are nice to have, but not critical. People often imagine the board covered in forests, but you will frequently run into problems finding room to summon them, especially if you are using recommended amounts of normal terrain. In my experience, the ideal places to summon them (objectives) are usually too crowded with models by turns 2-3.
  13. Welcome to Sylvaneth! Here are some quick tips on this list. -Battleline - Unlike 40k, there is no real advantage to taking more than 3 battleline units. Remember that there is no objective secured, and chargers don't always get to attack first, so a single large unit is almost always better than several small ones (it also gives you less drops and point discounts) . So I would STRONGLY recommend you trim your battleline units to 20 Dryads, 20 spites, and 5 Tree Revenants. This will give you much more use and also refund you 340pts. This would necessitate you dropping Outcast as well. If you really want Outcast, consider keeping 3x10 Spites and dropping the Tree Revs and Dryads. -Characters - Durthu and Drycha are great, but when you add in the Treelord ancient, wych/wraiths, and spell you end up at a whopping 1170pts in characters. I would encourage you to trim these guys down. I personally would drop the Treelord Ancient and Branchwych. The Treelord is just not worth his price right now, even with the free forest. If you MUST have the forest, then just use your extra battalion item on the Branchwraith to get the Acorn -Other - With those changes, we can address your real issue: Combat punch. Your only heavy hitters are Durthu and Drycha, and they can't carry the entire army. I would take the 700+ points you have from the above changes and invest in some Kurnoth Hunters. They are the core strength of our army. Alternatively, you could invest in Alarielle, as she fills a simliar role and gives you a "free" unit of Kurnoth Hunters, Hope this helps!
  14. I also think Hunters with Bows are pretty soft, but then a guy just won a tourney fielding 9 of them so who knows lol. I think they may look soft on paper, but internally they add a shooting option to a book that has extremely limited shooting capability. Sadly they also are stuck paying premium points for stat-lines and abilities that don't benefit them at all in their role. (Glades, WS 3+, rerollable saves, stomp, envoys, etc). IMHO if you want a splash of shooting then allies are MUCH more efficient. Waystalkers, Celester Ballistas or maybe even Sisters are just better at their job.
  15. Spites are kind of a slippery slope. Units of 5 are overshadowed by Tree Revs, and units of 15 are obsolete because of the 20 man discount. IMHO, the only way to field Spites is either 10 or 20. Anything else is inefficient.
  16. Branchwych's are fine if you just want a cheap caster or if you bring along a balewind vortex. But if you have the extra dryad models the wraith is clearly better. The wych might do some damage late in the game but the wraith has the potential to put 100pts of models on the table every turn.
  17. Ah good point. I usually play with Alarielle so I get first turn choice more often than not. But in more traditional lists I can I see how important that would be. Whats strange is that lately I actually prefer taking second turn. Getting double turned is always bad but it seems particularly brutal at the start of the game.
  18. That list is fantastic. Loving the big unit of Eels. They should kill just about anything on the charge. You may want to consider taking Dreadwood instead of Winterleaf. Losing the exploding 6's sucks, but your Spites will appreciate the rerolls. Being able to teleport 6 hunters or 20 spites anywhere will be terrifying. My only recommendation would be to swap out durthu for Drycha. She is much more reliable and also buffs your spites.
  19. @Tiberius501 Thats a solid list. Winterleaf is probably your best glade, especially if you are new to Sylvaneth. Like everyone else said, the Arch Revenant is the ideal character to give the Kernel. I don't think you need an Outcast battalion, unless you already plan on taking 3 full units of Spites at battleline. Spites need to be taken in larger units to be effective. A unit of 5 is just a speed bump or an objective camper, and Tree Revenants are MUCH better at that job for a negligible price increase. On a side note/rant: I have always found the battalion taxes to be rather excessive. You are already severely altering your list, and you need at least two unnamed characters to take advantage of the additional item. So you are really paying like 3 separate taxes. The point costs should be cut in half for all but the most powerful battalions gamewide IMHO.
  20. There is a really good Warhammer TV episode on painting Dryads. You can use the same method on the rest of the army. However if you are first-timer when it comes to painting, I would strongly recommend you consider the "wash-method". Its a fantastic way to get a tabletop quality army done very quickly without the need for advanced techniques. Its particularly effective on Sylvaneth models. -Prime with a matt white spray paint -Use Agrax Earthshade on Wood areas -Use Hexwraith Flame on leaves -Use Nihilakh Oxide on ghostly parts like Spites/Tree Revenant bodies (weapons too!) If you make a mistake, just paint over the mistake with white paint, let dry, then rewash! Done! Also note that if you ever want to repaint your models using traditional paint later, you can paint over washes without losing much detail. Goodluck!
  21. Here is a secret: Non-sylvaneth players don't know the difference between the treelords lol. Even in a strict WYSIWYG environment, you will only need to make sure you have the right equipment (ie Claws, Sword, or Staff.) The head/stance/loincloth/etc are just personal preferences.
  22. I personally prefer Cogs. Mainly because it has alternative uses outside of movement buffing. There will be many opponents that rush you and potentially make buffing movement moot. Actually many players take Cogs specifically for its additional spell. The movement buffs are just icing on the cake! I think the bridge and boat are fine, if a bit steep in the cost department. (both points and cash!)
  23. I think this is a fun list but I would not recommend it for a grand tournament. Over 1500 points of your list has minimal to no combat ability. I echo General Zero in that you are not going to be able to take and hold objectives. The 9 Tzaangor Enlightened will hit like a truck but they can only be in one place at a time. If they get held up (or wiped out) then you will be relying exclusively on frail wizards and summoning to remain a threat in combat. Blue/Brimstone horrors are great for grabbing unprotected objectives, but they cannot retake objectives or defend them. Same with your Acolytes. There are also some EXTREMELY hard counters to this army. Nagash, Khorne or any of the alpha strike armies come to mind. I would drop either Kairos or LoC and some of your Acolytes for some units of Tzaangors. I would also split your enlightened into a unit of 6 and a unit of 3. If you are dead set on using magic and summoning then you need Pink Horrors.
  24. I don't think there is a lot of incentive to bring SC or SE as your general. The battleline unlocks of something like a Wanderer general are much more beneficial than just a command trait buff. If you want to build a list around a teleporting Durthu then a Sylvaneth army can do that a lot better. I feel like 3 units of 20 Wildwood rangers as batteline in deepstrike is absolutely terrifying. A single unit can kill monster characters like Nagash in one round of combat.
  25. If you guys are looking for a scary character do deepstrike, I recommend Drycha over Durthu. She is much more reliable since she relies on a high volume of attacks rather than 3 super strong attacks. Durthu hits hard, but a lot of his capability comes from his synergy with Wyldwoods and glades. When you take those away, it diminishes his value a bit. Durthu has more wounds, but but his bracketting is brutal. If your opponent can get 3 wounds on him his average damage output drops by half. Drychas bracketing is much less forgiving and she can heal herself with spells.
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