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Pennydude

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Everything posted by Pennydude

  1. It didn't come up a ton. One opponent didn't have any GVs (Double Krusha + 9 Pigs). If I were to run the list again, it'd be a 2-drop. I know that Spiteswarm Hive is hawt, but don't underestimate the Gladewyrm to multi-heal Treelords and/or block charges.
  2. I don't have a ton of notes from my Saturday event, but I did go 3-0 with the Alarielle Oakenbrow list I posted earlier and finished 2nd! Scenarios were Idols, Mighty/Cunning, and Lurkers Below. I tabled a Double Mawkrusha IronJawz list on turn 3 in Mighty and the Cunning. I summoned a Treelord in all three games to stay on theme. I only used Strike and Fade once the entire tournament (didn't really need it). Treelords absolutely SLAP now. There are some things in the book I want to see get hit (Spellsinger, looking at you), but I'm also not a huge fan of this GHB.
  3. I'm running Her Thighness and the Ents at a 1-day tournament this weekend because I don't want to do Purple Sun shenanigans. At least all the TLs can teleport away from the Purple Sun even if they have to weather a turn or 2 of being near it. That thing does need changes though. Shorthand list is: Oakenbrow/Dwindling Alarielle Durthu (G, Gnarled Warrior, Crown) 2 Treelord in Bounty Hunters 2x5 Tree-Rev in Expert Conquerors Gladewyrm
  4. The Kurnoths would heal one as long as they are wholly within 6" of the objective.
  5. I think the wording is crystal clear that you can't teleport to The Lady of Vines. Here's a list of our teleporting situations, hopefully I'm not missing anything: Treelord, Treelord Ancient, Spirit of Durthu - Pick up: start of movement phase, wholly within 6” of AWW/OTF, replaces any move (so can teleport out of combat) - Set down: wholly within 6” of different AWW/OTF, more than 9” from enemies Tree-Revenants - Pick up: start of movement phase, replaces normal move, must have Musician in unit, (cannot teleport out of combat) - Set down: anywhere more than 9” from enemies Walk the Hidden Paths (end of your movement phase) and Strike and Fade (after friendly Sylv unit attacks in your combat phase) - Pick up: Wholly within 9” of AWW/OTF (12” if Reaping Season) - Pick up: Wholly within 6” of Lady of Vines - Pick up: Wholly within 6” of objective being contested by Kurnoth Hunter units - Set down: Must be a different AWW/OTF on the battlefield that is more than 3" from enemy units, models set up must be more than 9" from all enemies. The Lady of Vines and Kurnoth Envoys of the Everqueen abilities are special in that only the units affected by those abilities "count as" being wholly within 6" of an AWW (for Lady) or wholly within 6" of an OTF (for Kurnoth). The area around them is not an AWW or OTF so you cannot teleport to those areas. You have to pick an AWW or OTF to teleport to, so the destination needs to be a physical terrain piece.
  6. To me, I wouldn't even attend that event since the TO is not allowing something perfectly legal.
  7. Heyo!! If you go 3 megas and a Mob, the best we can get is 2 drop (Bosses - Unified) and then Mob. I was even thinking a Mob in Taker to help break stalemates in a mirror match since a Mob is 45 models on objectives and you only lose that fight once you've lost 2 Mancrushers. Yes, they can go down easy but you use a Mega to "screen" for them and then let the Mob counterpunch, get the 3D3 damage on the charge in, Roar AND Titanic Duel them, and then go to town. I really think that the Net of the Beast-reaver could come in handy now. Unfortunately, I think I almost have to go 4 Megas to get that since I want Amulet and Sandals first to go with the -1 to hit aura command trait.
  8. @Obeisance You can get Roared back and then no more AOA/AOD. Net gives you a good opportunity to change monster battles to be in your favor. @Lord Krungharr That was me! I only got Bridge off once but I was able to fling my Warstomper 34” across the table including the 3D6 rerolling charge (Footsloggas). I’m not gonna try it this weekend at a tournament, but I do wanna try Taker or Stomper again with a Mob. Use a Mega to screen your Mob and then countercharge.
  9. @Obeisance I'm taking that exact layout except I think I'm leaving one of my Megas naked. Kraken-Eater General with Extremely Intimidating and Krakenskin Sandals Gatebreaker with Amulet of Destiny Warstomper Kraken-Eater with... Net of the Beast-reaver I know the Net isn't a very popular thing but here's my thoughts. Having the Net holder go up against another monster means you have an 83% chance of debuffing the enemy with either Roar or Net which means they either can't benefit from commands OR they are -1 to hit and you are +1 to hit them. It's a 33% chance both go off and only a 16% chance that neither go off. With SoB, OMT, and other monsters becoming more prevalent, I think this could be some interesting tech. I do like Mystic Tome and Manticore Vial though. Mystic Tome can be hit or miss depending on the opponent and +1 to wound is never a bad thing at all, especially in this army.
  10. Thanks for jumping down my throat and I disagree with what you say other than also wanting to see an FAQ. GHB rules aren't core rules. Gotrek's exception is explicitly written in his points in the pitched battle profile. Alarielle's is on her warscroll which takes precedence over CORE rules (1.6 sidebar). I'm done here. I'm done posting. Thanks for ruining this for me.
  11. Treelords, Drycha, Warsong, and Skullroot are all on the same 105mm x 70mm oval base.
  12. I’m interested to try his list at a tournament this weekend but I don’t know if I have the cajones to run something that’s little melee presence.
  13. The GHB battlepack mentions rules that apply for your that battlepack and there's no mention of "before game" placement. All rules in that apply to the game. Does it suck? Yes, but dem's the rules. @Aezeal It's because the GHB applies restrictions to faction terrain placement in addition to whatever the warscroll says. Everyone, I don't mean to be a downer. I want this clarified like everyone else but it's crystal clear to me that we still have more restrictions to deal with. I'd love for our woods to be 1" from things.
  14. Disagree. Woods placed during the game are still faction terrain features and thus are still subject to GHB restrictions in addition to warscroll restrictions. Needs FAQ and I hope I’m wrong.
  15. 1/2/3 single trees more than 3" from each other, more than 3" from other terrain, more than 3" from all objectives, and more than 1" from other models. OR One ring of 3 trees that follow the same restrictions (other than 3" from each other).
  16. Faction terrain doesn't have keywords anymore but are still Awakened Wyldwoods even when smashed. Smashing terrain only removes the warscroll abilities but doesn't change the fact that a smashed Wyldwood is still a Wyldwood. I'm more upset that they took away an allegiance ability and didn't give us anything else to compensate.
  17. @vinnyt Great report and thank you for avenging the trees! Quick reminder that Roar does not shut off Inspiring Presence. Roar only prevents CAs in the following Combat Phase. The only way Sylvaneth can prevent Inspiring Presence is by running Horrorghast.
  18. Yes I understand your point. The issue is that you only get access to the allegiance abilities, of which that spell falls under, if you take a Sylvaneth army. Therefore, no Verdant Blessing when you have a Living City army. @Havelocke I’m standing by my statement. How often can you see a 3-cast wizard (Spiritsong Stave) on +7 to cast on turn 3? And then use that to pump out a metric ****** ton of mortal wounds? It’s the only non-unique caster in the game that has full spell lore access. As long as Throne of Vines doesn’t get FAQd to not stack, Warsong will be a force of nature. I think something a lot of us are focusing on more with it is being a stationary caster. I have an idea to use it as a more mobile support caster and not the Bug Bomb From Downtown.
  19. No because Verdant Blessing is a part of the Sylvaneth allegiance abilities.
  20. I believe you can due to GHB Faction Terrain rules on pg. 15. That rule states that if a faction terrain feature cannot be placed, it is not used. When you place individual woods, they become three individual faction terrain features. Therefore, the inability to place one tree should not affect the ability to place two other trees legally. Others here may disagree with me, but following the GHB rules, faction terrain should be 3" away from other terrain and all objectives since those are additional restrictions to setup. There are no additional restrictions when it comes to woods placement near models, so follow the ability that placed the woods. In our case, that's more than 1" away from other models. I did get a game in with this and you can get trees down. Rings will still be rare. If you run the Warsong, more than likely you are running Umbral Spellportal. Casting Verdant Blessing through will help immensely. This is correct. Our old allegiance ability was changed to an "end of Movement phase" action where you can pick up one unit wholly within 6" and teleport them to another woods wholly within 6" of another woods and more than 9" away from all enemies. This is different than before because now you can move to a woods and then teleport. Treelord variants get to teleport while being within 6" and happens when they move. Correct, a smashed Wyldwood is still a Wyldwood. It removes all abilities on the terrain's warscroll. Treelords can still teleport to/from them. This also means you can teleport TO a smashed wyldwood but you cannot teleport FROM one. Also, you can deepstrike units you set aside into a smashed woods. Correct unless you want your Treelord to use the Navigate Realmroots ability on the woods instead of its own Spirit Paths warscroll ability. Honestly, I think these woods are great. The fact that we can place three individual trees with a single use of Silent Communion or casting of Verdant Blessing really frees up magic space for the army. With the Warsong Revenant being an extremely powerful caster (one of the strongest in the game), that's huge.
  21. I don’t disagree but that’s the language we are working with for 4-ish weeks.
  22. It was FAQ’d that uniques can take spells from their faction’s spell lore by adding the “(including UNIQUE units)” caveat for the battletome spell lore. That language doesn’t exist for the universal spell lore.
  23. Yes I know, that’s not managed by a GW employee. Uniques can only take their faction’s spell lore spells.
  24. Yeah, uniques can’t take universal spell lore spells.
  25. I’d never play it like that where you could teleport with a Treelord and then run. That’s an extremely narrow interpretation of the rules.
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