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Landohammer

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Posts posted by Landohammer

  1. 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. 

      

  2. 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. 

  3. 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. 

    • Like 2
  4. My first impression is that its an offshoot of Troggoth or Ogor. Most likely Ogor. I wouldn't be surprised if it turns out to be a new race/sub group present in the rumoured upcoming Ogor codex. 

    We have already seen an example of "new" races introduced in specialist games just being absorbed into existing factions.  (i.e. Skaeth)

     

    • Like 1
  5. 2 hours ago, Pennydude said:

    I thought that those abilities would radiate from TLA/Alarielle but I'm actually thinking they don't.  You have to be wholly within 14" of Alarielle to get her ability and wholly within 12" of the TLA when you make your save to get the rerolls.  Those abilities radiate around the model that has the ability.  Kurnoths don't have that specific ability.  I plan on emailing GW to get some clarification though.  

    Alarielle's ability doesn't actually mention herself as the focal point, it actually says  "Wholly within 14 inches of a friendly model with this command ability"

    It seems crystal clear to me. Units within 12" of Kurnoth hunters are considered to be within range.  You are trying to apply the conditions of the original text to an ability that is specifically breaking those conditions. 

    I mean the ability is called "Envoy of the Everqueen". Of course it affects the Everqueen lol. 

  6. 5 hours ago, NorthernNurgling said:

     

    Sorry to ramble, my actual question is: Is 3x5 Tree Revs a viable battleline selection for 2k?

    Thanks!

    Yes, provided you have plenty of Hunters in your lists to make up for the lack of battleline bodies. Dryads and Spite Revenants add a lot to a list. Dryads are great for tanking, while Spite Revenants are great at killing things quickly. Tree Revenants are terrible at both.

    They are objective grabbers only. Many people hide them for the first few turns of a game, only teleporting them to unguarded (or lightly guarded) objectives later on.

    The biggest issue you will have with 3x5 tree revs is that you may not always have an objective for each unit to grab. In that case you will have 80-240pts of your army hiding and doing nothing. 

     

     

  7. 6 hours ago, GeneralZero said:

    Is the mutalith worth a try in AoS? Competitive? (in both DoT and StD)

    I think the Mutalith is pretty much middle of the road. You get a pretty decent behemoth for 200pts and the model is awesome. However, since many of us spend quite a bit of points on our Lords of Change, we tend to shy away from any additional unnecessary behemoths. Also, competitive players don't like rolling on charts.

    Despite all that, I think he would be really fun in casual games. My biggest issue is that his ability activates in the Hero phase, so you can pretty much count on wasting it turn 1 (and maybe even turn 2).

    Compare that to the Soul Grinder which can easily be in range of its shooting weapons turn 1, and is a bit better in combat. 

     

     

     

  8. On 9/21/2019 at 6:02 AM, GM_Monkey said:

    How though? With only 400 points for allies that not a lot of Wanderer allies, like 20 sisters of the watch?

    Sisters of the Thorn are popular, as are small units of Eternal guard for objective campers. I actually prefer a unit of 20 Wyldwood Rangers for an anti monster unit or 2 Waywatcher characters for a substantial shooting phase.  All of those units can shore up some weakness of Sylvaneth (shooting, armoured monster counter, cheap infantry, etc)

    Regardless, it looks like the "Living City" faction may make my entire point moot. I imagine it will be a defacto replacement for traditional Wanderer armies. Giving up the medicore wanderer allegiance/items/traits to gain free access to Sylvaneth and Stormcast units is definitely a good trade.

     

  9. On 9/21/2019 at 4:46 AM, a74xhx said:

    Has GW ever confirmed that Ylthari being marked Oakenbow has no game impact? I can still choose, say, Winterleaf and: 1) use Ylthari,  2) get the double attacks on a six for Ylthari? and 3) can Ylthari use the Oakenbow command ability (yield to none)?

    TBH, I don't think it has ever came up, because nobody ever fields Ylthari in AOShaha.

    But as far as I can tell, nothing in the Sylvaneth codex specifies that keywords restrict your glade choices. Many of the keywords appear to be for fluff purposes only. (ie "Free Spirits", etc)

  10. 2 hours ago, The Red King said:

    So the Kurnothi are Sylvaneth and I think this may be the death knell of Wanderers and AoS for me. 

     Hopefully Cities of Sigmar helps alleviate some of the Wanderer's frustration that has popped up lately. 

    I have actually been frustrated with the capability of the Wanderer's army for a while now, so about a year ago I actually transitioned into playing Sylvaneth with a heavy contingent of Wanderer allies. This recreated the old woodelf dynamic and is fairly competitive. (especially with the new Sylvaneth codex)

    Anyway, I encourage you to maybe give that a try before throwing in the towel completely! 

     

     

     

    • Like 2
  11. 1 hour ago, Trevelyan said:

     

    I completely disagree with your second part. The real better choice is either Kurnoth Hunters or simply to play a proper Sylvaneth list. But those weren’t options we were asked to evaluate. 🙂

    Oh yea Kurnoth would absolutely be the better choice (I even said so in an earlier post). But TBH even mediocre Sylvaneth units seem competitive compared to many of the Wanderers options. I always max out my allies allotment when playing Wanderers. 

     

    18 minutes ago, overtninja said:

    Won't really matter all that much since anyone wanting to play Wanderers is going to end up playing a Living City list, where you can take everything decent about a Wanderers army and a bunch of the goodies of a Sylvaneth army without significant drawbacks. That's the way I intend to field my neato elfy boys moving forward - though I'll have to figure out what to do with my 60 Glade Guard... sad times.

    Anyway, I'm pretty happy Skaeth's and his leggy friends are Sylvaneth, they seem pretty good at 140, especially if you run lots of Kurnoth, and they've got a pretty fantastic signature spell for any application. I'm Keen to try it on the field! Also, fielding the Skaeth Squad with Sylvaneth and Wanderers together will be pretty solid, I think.

    The Skaeth spell is insanely good, and note that if they are in fact Sylvaneth then he should get access to the Lore spells as well. I can only imagine a horde of Spite Revenants or Kurnoth Hunters wounding on 2's. The spell alone is easily worth the cost of a Branchwraith/wych. So if they have even a shred of combat/shooting ability then they should be a pretty good deal. 

    My only concern is that the preview specifically mentioned "Oakenbrow" glades. So I really hope that they aren't exclusive to that glade. (fortunately I think the Y'tharI warband also had a glade allegiance with no actual in-game impact)

    • Like 1
  12. Durthu is hands down better than a Treelord regardless of allegiance. I think that is easy to agree on. The question becomes is he 140pts (70%!!) more effective than a Treelord?

    In a Sylvaneth list, I think he is. Especially with the Glade and Wyldwood buffs (and potentially artefact/traits). Most of our glades really help him capitalize on his few attacks. 

    In a Wanderers list, I think the Treelord is the better choice. The loss of guaranteed Wyldwoods severely limits the value of any Treelord model. Part of their appeal is the possibility of a second teleport. Also, wanderers already have a scary melee unit in Rangers. What they lack is a proper anvil outside of a bajillion Eternal Guard. 

  13. IMHO, I think Kurnothi will get their own codex, albeit one that borrows extensively from existing models.

    Wildriders, Arch Revenants, and Kurnothi Hunters could easily be shared with the new faction.  With those 3 kits alone you already have SIX unique warscrolls. 

    The original Sylvaneth codex was only around 11 warscrolls, and I think the Fyreslayers are currently sitting at even less than that. So by that math, GW could have a legitimate new faction with just 2-3 new kits (assuming at least one is a dual).

    This sounds a lot more credible than Sylvaneth getting a warband that doesn't fit their aesthetic or Wanderers getting a codex AFTER cities of Sigmar.

     

     

    • Like 1
  14. 21 hours ago, Trav said:

    Hi, if i was looking to choose one of the three treelord models (durthu, ancient or treelord)  to add to my wanderers which should I choose? Will also have some hunters and most likely GA order at this time. Obviously they will lose a few things but just looking to add some treemen to my army.

    thanks!

    I would take the basic Treelord. Of the three models he is by far the cheapest, and despite losing the allegiance and glade abilities, he still adds a fair bit of value to a Wanderers army as a tank. 

    I would strongly recommend you check out Kurnoth Hunters though. They might scratch the same itch, and are a LOT more competitive for the same points.

    • Like 1
  15. 1 hour ago, Heaven_lord said:

    Hi, I am looking to start a Tzentch army and I have the opportunity to buy this lot, what do you think, is it compétitive for 2k or 1k pts double games?

     

    Lord of Change

    Herald on Disc

    Herald on Foot

    30 Pink Horrors of Tzeentch

    30 Blue Horrors of Tzeentch

    30 brimstone Horrors of Tzeentch

    1 Burning Chariot of Tzeentch

    6 Screamers of Tzeentch

    Thanks !

    The horrors are absolutely competitive, as is the Lord of Change.

    Heralds are good as well, though not as mandatory as the LOC or Horrors, though they get eclipsed a bit by the Gaunt Summoner. Still I think they are a solid choice.

    Screamers are ok. They are popular choices for summoning, since they don't cost that many FP and can fly on to an objective late game. 

    Burning chariot is generally considered bottom tier competitively though.

    Overall it looks to be a solid starter army (if the price is right!)

  16. 32 minutes ago, JPjr said:

    New rumour engine pic, whilst some kind of piratical goblin airship would obviously be amazing it actually looks a little neat for a destruction model.

    Random thought, what if it's part of a kind of early modern semaphore system, like the balls & flags one the French army used in the late 1700s. It would be a great non-weird, non magical terrain piece for a Cities of Sigmar army.

    Exactly the kind of thing the Ironweld Arsenal would develop and an army that is supposed to be (or at least is a direct descendent of an army that is supposed to be) much more of a realistic rank & file army would use.

    To be honest I'd put the chance of that being right at around 0.01% but I'm going with that or a rickety windmill terrain piece that comes with a fat Ogor Knight astride a fat donko and a halfling Sancho Panza.

     

     

     

    Lookout Gnoblar maybe? I think we can all agree that it's definitely destruction related.

     

    46 minutes ago, Lucentia said:

    I don't disagree necessarily, but I'm not sure this is a one to one comparison, Sylvaneth already had an AoS 1.0 battletome and new models specifically for AoS that came with it on their initial release.  Whilst Ogors do have the BCR battletome (which was the next released battletome after Sylvaneth, if I recall) a lot of their range has never had a 'proper' AoS rules release outside of the very first sets of warscrolls, and all of their models predate AoS!

    Lower your expectations as appropriate, but I would not be surprised to see at least a little more than the basic spells and terrain 2.0 update for the large lads.

    True, though Ogors have a lot more plastic models to pull from than Sylvaneth did pre-AOS. 

    Sylvaneth were born from half of a codex (a small codex at that). I believe that's one of the reasons that super old models like Dryads and Branchwraiths are still around.  They were needed to fill out a character-heavy codex. 

    2 hours ago, CDM said:

    Sylvaneth only got one but it's a great model and a tantalising glimpse of a future expansion.

     

     

    Do you think they will be releasing models for recent codexes that soon? I doubt we will see models for ANY of the codexes released this year for quite some time (outside of specialist games shared units). 

  17. 1 hour ago, sandlemad said:

    If the ogre release does prove to be more than a plastic tyrant and a new merged battletome, I will flip out.

    Agreed. Based on the Sylvaneth release, we should all lower our expectations for the "refreshed" armies. If you rule out endless spells, terrain, and units shared with Underworlds, the Sylvaneth only got ONE new model with their new codex. 

    I would guess that Ogors  get the same treatment: Tyrant, spells, and maybe a piece of a terrain. 

    Hopefully the new Tyrant isn't included in a $160 box set that immediately sells out though lol. 

  18. 10 hours ago, simakover said:

    so that do you recommend in 1000 with tzaans? 

    Something like this

    Lord of Change 380

    Gaunt Summoner 160

    10 Acolytes 80

    10 Tzaangors 180

    3 Tzaangor Enlightened Discs 160

    Balewind Vortex 40

     

    This list is far from ideal, but will give you  a fighting chance in the combat phase  and will only require 2 additional purchases. I would also recommend you give the Lord of Change a sword. The rod is generally more useful but the sword enhances his threat in combat (at least a bit) 

     

     

  19. On 9/6/2019 at 4:05 AM, simakover said:

    like this? or too weak?

    Leaders
    Lord of Change (380)
    Gaunt Summoner (160)
    Curseling, Eye of Tzeentch (160)

    Battleline
    10 x Kairic Acolytes (80)
    10 x Kairic Acolytes (80)

    Endless Spells / Terrain
    Aethervoid Pendulum (50)
    Balewind Vortex (40)
    Purple Sun of Shyish (50)

    That do you think about this?

    This list looks fun to play casually but you currently have zero combat ability. In Matched play you will not be able to hold objectives for very long. I strongly recommend some Tzaangors and/or Enlightened to give you some punch.

    You are also really character and endless spell heavy for 1000pts so maybe drop some of those to get the points for more fighty units. I would personally drop the Curseling, Purple Sun, and Pendulum. Save those for larger games. 

    If you really want to go the magic/shooty-only path then Pink Horrors are likely a better batteline. Acolytes are great but they aren't intended to be the core fighting strength of an army.

     

  20. He is pretty bonkers, but he is going to spend turns 1-3 literally doing nothing, and thats a huge disadvantage regardless of matchup. However if I knew ahead of time that an event's scenarios were going to be low objective count (ie Knife to the Heart) then I might consider taking him. 

    He can sit on an objective while you send the entirety of your army after the second one. If your opponent has no way of dealing with him (which most armies probably can't) then the best they can hope for is a draw or minor win. 

  21. 35 minutes ago, Graywater said:

    They are both strong players, but I dont know if I'd consider tzeentch low tier. They dominated for quite a while and created some negative play experiences for opponents. Nerfs came down and between those two pieces, people stopped playing them. But I dont think it's because they were weak. More they were made fair, and people had negative experiences for long enough that tzeentch was not an enticing army to play with. But people have posted good results as of recently and I think people are willing to go back to them now.

    This must have been a while ago, since I started playing them around the 2018 GHB and they haven't really changed in the 15+month period since (outside of modest points changes) I doubt negative experiences from 2-3 years ago have much impact on today's meta. 

    This is probably an example of two excellent players piloting outside-of-the-box lists and catching opponents unprepared. Good for them!

    Definitely a good sign! 

     

  22. Amazed to see two Tzeentch lists at the top as the the codex is old and generally considered low tier. Though both are pretty extreme builds. so perhaps they caught opponents by surprise. 

    The 18 Skyfire list seems like insanity, but I can see how effective it could be. Hard to win if all of your characters get sniped! 

  23. 4 hours ago, Trevelyan said:

    That has been exactly my experience. The wyrm has limited offensive or healing value given the random roll, but it makes a nice 30 point filler and works well as a “safe” base blocker. 

    The real star of the faction spells is the hive. 

    Yea I also like that the Sylvaneth endless spells can't be used against you. Nothing is more frustrating than having something you paid points for (and used a limited cast on) turn against you.

    The wyrm's biggest perks (aside from the low points cost and large base size) is the potential to get both affects off in the same turn. This actually helped swing a crucial combat when it healed a Hunter by 2 wounds and did the final wound to a troll. Not bad!

    My biggest complaint is the "wholly within 6 inches" part of the rule. Since Alarielle is on a 6.4 inch base, she can never benefit from it. Feels like an oversight. :(

  24. Hey guys. I just  went 3-0 at a one-day tourney in South Carolina. This was the same location where I went 2-1 last month. So overall I am 5-1 with the new book and so I wanted to give a quick summary of my takeaways. Scroll to the bottom for a summary of my list.

    Spites - Absolute MVPs. They are insanely good. They are perfectly capable on their own, but they become top tier with Arch Rev, Drycha, and/or Glade buffs. I prefer to deploy them really wide so that they can envelop units they charge to maximize attacks. 

    Treelord - Consistently disappointing. His biggest contribution was his relatively reliable shooting  and the second teleport he provides.  I am strongly considering dropping him for something else.  (maybe kurnoth hunters or even a Celestar Ballista). Its a shame because I really love the model, but he just brackets too quickly. I struggle to find situations where Hunters aren't the better choice. 

    Hunters (swords) - Great as usual. No need to elaborate as we all know they are great. Note that this is my one and only choice for summoning with Alarielle. 

    Alarielle - Good but the base size can be exploited by experienced opponents. Metamorphisis and the heal aura were extremely good, but I continue to weigh those against her cost, even with her 200pt "free" summon. Her combats were wildly inconsistent. Sometimes she would deal 10-13 wounds and other times she would whiff entirely. Its extremely annoying when the Stag impact hits knock units below 5 models :S I love the "wow" factor she brings to the table, but I can't help but wonder if 6 Hunters  and a Branchwych/wraith wouldn't have done more. 

    Arch Rev - Great item/command trait caddy, objective grabber, and CP hose. Call to battle was instrumental on Kurnoth Hunters and Spites.

    Tree Revs - Always take a unit of 5! Aside from objective grabbing, they also can drop in front of scary (non-flying) units and delay them a turn.

    Drycha - Easily the second place MVP - I kept her in shooting mode 99% of the time. The AP on the Flutterflies is nice and she can reach surprisingly far with her high movement + range. 

    Gladewyrm - The jury is still out on this guy. I took him so I had something to cast on turn 1 (and because the model is dope). I usually failed the 3+ when it counted, but the large base ended up making a few critical blocks. I will likely continue to take him as 30pts is very cheap for an endless spell.

    Winterleaf

    -Alarielle (w/  3 sword Hunters)

    -Drycha

    -Arch Rev

    -20 Spites

    -20 Spites

    -5 Tree Revs

    -3 Sword Hunters

    -Treelord

    -Gladewyrm

     

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  25. I will make it easy for you. 

    Are you willing to buy, paint, and transport 2-3 Awakened Wyldwoods for $50 each? 

    If yes; Sylvaneth!

    If no: Daughters!

    Sylvaneth are my favorite army, but the purchase and transportation of multiple forests is a turn off for many. The old Citadel Wyldwoods were only $33 if you can still find them. 

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