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Pennydude

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Everything posted by Pennydude

  1. Okay that looks fun as hell. Yeah, the Allopex can prevent a unit from piling in if they hit with the net launcher (18" range, 3+, 3+, no rend, 3 dmg). My assumption would be that a BWych would need to accompany Durthu to get the re-roll 1s to hit. Same with sending another with a Treelord or two.
  2. Same boat here. I have two of each Treelord build and eventually want a third Durthu for super shenanigans.
  3. I think it's wise to get 3 Start Collecting kits in total so you can have one of each Treelord variant. That gives you 48 Dryads, all 3 Treelord builds, 1 Branchwych, and enough parts to bash 2 Branchwraith if you wish. The SC boxes are definitely a good deal at least from my viewpoint living in the USA. That should be plenty to start with. Hell, even 2 SC boxes is fine and just build a TLA and Durthu, build the 32 Dryads, and bash a Wraith. Personally, I own 80 Dryads (5 sets of 16) because you can summon 10 at a time with Branchwraith, and a 30 block of Dryads is hard to move when in and/or near a Wyldwood.
  4. If you can get more of the Warcry boxes, I'd recommend it. I haven't tried doing the Dryad/TreeRev kitbash but my thought is that if you build 15 Spite Revs, you still have all the bits for that amount of Tree-Revs. It'd save you A LOT of money by just getting a Dryad box, turn 15 of them into Tree-Revs, and then bash the remaining Dryad into a Branchwraith. Oh, and get at least one or two boxes of Dryads to actually build as Dryads. You'll want them to use for battleline, access to Forest Folk battalion, and Branchwraith summoning.
  5. Bow Kurnoths are fine but they are more niche. You really need to have multiple units of them to be effective. If I were in your shoes, here's how I'd build what you have. SC Treelord kit as a Treelord Ancient. Cannot go wrong with a TLA due to high durability as a caster plus the free Wyldwoods once per game. Kurnoth kits as either 6 Scythes and 3 Swords OR 3 Scythes, 3 Swords, and 3 Bows. Only reason I say this is so that you can try them out and the models look awesome. I personally own 21 Kurnoths and the most I have of any one kind is 9 Bows. Revenant kits: I'd build 15 Spite-Revenants and 5 Tree-Revenants. Having 15 Spites gives you access to the Outcast battalion which for a total of 280pts covers your 3 battleline units, reduces your drops, and grants an extra artefact and CP. It's always good to have Tree-Revs around because they force your opponent to always think about them being around when moving. Build your Dryads, Branchwych, Arch-Revenant, and Drycha as is. One thing I might recommend if you want to save money is to buy a separate box of Dryads and kit-bash them into Tree-Revenants using the leftover bits from your Spite-Rev sprues. This is something I've considered doing. If you need more Kurnoths and revenants (hint: everyone does), look at the Warcry boxset for Sylvaneth. Those have a unit of Kurnoths and a unit of Revenants at a discount.
  6. It was announced during the Sunday preview. Should be available for pre-order this Saturday.
  7. The box will be 75 USD and will save you 30 bucks over buying separately. If someone is just starting the army, getting one of these and a Start Collecting box would be the way to go, in my opinion.
  8. I’m totally getting one to use as a Treelord Ancient. I’m also gonna use the new Treeman from Bood Bowl as an Arch-Rev stand in. Akhorne the Squirrel is making the ultimate sacrifice!
  9. If I had to redesign Alarielle, I’d make the beetle hit on 3+ (keep the +1 against units with 5 or more models), give her full spell lore, healing on successful casting, and a full rebirth once per game back to max health.
  10. I don’t want Alarielle to drop in points. I want her to be the powerhouse she can be at 600 or so points. That beetle needs to hit on 3+ base for starters. She needs some sort of bonus to cast or... maybe say that if she successfully casts a spell, she can heal a unit or bring back models. Give her the full spell lore and since she’s the goddess of life, maybe say that when she casts Regrowth or Verdurous Harmony, they are autocast.
  11. I wonder if a wholly within 9" of a Wyldwood instead of 6" for various abilities would help (Dryads penalty to be hit, teleporting, etc). It would be cool to have the ability to turn terrain pieces into woods as an either/or to placing a woods. I highly doubt this would happen but I wonder if a glade that could allow Treelords or Kurnoths to be battleline would be created. With GW making bracketing changes to the Leviadon and having the MGs bracket at a relatively high number of wounds (1/3rd of total), I hope they do the same for Alarielle and the Treelord variants. My laundry list of shtuff... 1) Make Treelords and Durthu more relevant, specifically Treelord/Dryad synergy and Durthu having better degrading weapon damage. 2) Woods being more impactful in presence, abilities, and usability. 3) Treelords or Kurnoth as battleline option, would need some modifications to Treelord's warscroll teleport ability. 4) Alarielle being worth taking and being relevant for the army and with magic. 5) Change TLA's Silent Communion ability be one use per model, only can be used once per turn. 6) Drycha is awesome. Don't change her at all. Love love LOVE me some Drycha.
  12. Stormcast, Idoneth Deepkin, and Wanderers are your ally choices.
  13. My guess is that they will be on the 160mm pie plate that Archaon, Alarielle, etc. are on.
  14. Eh, Gnarlroot is actually my favorite glade out of them all since everything the glade gives is useful. TLA with the Gem near 6 Scythes is scary and I usually put the Chalice on a B-Wraith. The problem is that my list is still a 15 Kurnoth list.
  15. LoS isn’t needed for unbinding and looking back, I can see why my words could be interpreted as such. I would not rely on any magic anymore unless you use The Vesperal Gem thanks to Teclis.
  16. Yea, about all you can do is use the TLA woods to block line of sight and then try to cast Verdant Blessing and get another one down without it being unbound. Easier said than done.
  17. Whenever I'm able to get a game in next, I'm trying one squad of 10 TRs. I've learned that while 5 is enough for your opponent to recognize, they don't seem to kill anything. Now, 10 bodies that can teleport and charge can actually kill a small hero to take a backline objective.
  18. Could always do the Alarielle plus triple Durthu list
  19. It depends on what they can kill but otherwise yea, I can move them onto objectives and force my opponent to run face first into the blender. I took 9 bows to a doubles tournament and was not afraid to get them onto an objective if needed. The list has enough shooting so it can help thin a big counterplay, pick off heroes, or whittle down monsters. I typically run TLA + 6 Scythes as one group to anchor down on a key point and then have Drycha + 3 Swords run around picking off other things. It's definitely a list that wins objectives by killing your opponent off them. I have some ideas for 60+ Dryads that I'd like to try out at some point, just don't think I'll be getting any in-person games in anytime soon.
  20. I believe that you are correct in that the stomps don't really do anything. The timing of how all that interacts is something I hope gets fixed in the AoS 3.0 which is rumored to come out next summer.
  21. No problem. The issue the army runs into is that we fold to mortal wounds, don't have a ton of movement, no bonuses to cast/unbind and others I'm sure. Our shooting is expensive and the woods don't do anything against the shooting and magic from KO/Seraphon/LRL/Tzeentch. I really enjoy playing the army and will be sticking with it for a long time. I'm also building Living City and there are some dirty things that Sylvaneth can do in that army.
  22. 3x5 Spites plus Outcast is generally taken to fulfill the battleline requirements and get an extra artefact and command point for only 280pts. They can do okay in larger groups but remember that they are on 32mm bases with a 1" reach. Groups of 10 are probably the best if you want to not run them at min squads. Spite-Revs have a tendency to die when looked at wrong. My opinion only, is that if you want to really utilize the Wyldwoods, you need a TLA. It's also a decent support monster hero to protect an artefact since it has a 3+ save and 12 wounds. If you decide to go Kurnoth heavy, having a TLA with a Vesperal Gem and the Verdurous Harmony spell is awesome. You can bring back a dead Kurnoth model for free and your opponent can't counter it. I like doing that in Gnarlroot with the TLA as the general because you also get to heal something for D3 for free with the spellcast. At 260, TLA is fine. View it as utility and not offense or defense. Winterleaf is a popular one also because the artefact can swing the tide of battle. It's still good with a bunch of Kurnoths because you can get them to re-roll 1s with the Arch-Rev. Seeing a big Scythe unit with +1 Attack, re-rolling 1s, 6s exploding, and the double attack artefact being used will take down just about anything. Dreadwood has been the popular one for tournaments because you can teleport without relying on getting woods down.
  23. Welcome to the trees! My general rule of thumb with Kurnoths is to run Swords in 3s, Scythes in 6s, and Bows in at least 2x3 or even 3x3. I would build your first Kurnoths as Swords since you mentioned getting Alarielle for CoS (I'm building into CoS myself). I think it's a pretty good place to start at 1000pts and I love me some Drycha. For that, I would probably go as Winterleaf if using Sword Kurnoths. Exploding 6s on melee hit rolls is effectively +1 to hit. If you were to build this into a full army, my suggested next steps would be to get another 5 Spite-Revs for access to the Outcast battalion, a Start Collecting box for more Dryads, converting B-Wych into a B-Wraith, and either magnetizing the Treeman kit or building as a Treelord Ancient.
  24. Wyldwoods don't do anything against the Sentinels because they don't need line of sight to lob those 19 shots at you. Probably put stuff in reserve to avoid the shots. Could go gladeless and make Durthu your general with Warsinger. Maybe add Cogs to make the charges more reliable? If they have Teclis, Cogs aren't going down but if not, you can set one up with a ToV spellcaster.
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