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Pennydude

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Posts posted by Pennydude

  1. On 7/18/2022 at 12:42 PM, Arzalyn said:

    Glad to hear it work well! Did you find the Bounty hunters with the treelords useful? I not finding too much GV that it help kill in my games, so I'm starting to considered going back to the 1 drop lists. Also, would you change something in it after your games?

    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. 

    • Like 1
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  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.

    • Like 3
  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

    • Like 5
  4. 9 hours ago, Lavieth said:

    I need some help on rules clarification. I'll be having my next set of PtG games tomorrow and I want to make sure aim not cheating my opponents. 

    Does the envoys of the ever queen ability allow the kurnoths to also gain the places of power benefits or just other units? If I have a unit of 3 swords contesting an objective, will they benefit from the 1 wound healing mechanic?

    Thanks for the help TGA. I'm still learning this book and AoS3 for the most part. Lots of moving parts in this battletome. 

    The Kurnoths would heal one as long as they are wholly within 6" of the objective.  

    • Thanks 1
  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. 14 hours ago, Keggers said:

    Well, I've dove head first into the big boys. Going in with Sons on my first tournament this Saturday. Sadly, the tournament limited battalions to exclude white dwarf battalions so I had to brainstorm and come up with a list with what I had on hand.

    To me, I wouldn't even attend that event since the TO is not allowing something perfectly legal.

  7. 4 minutes ago, Lord Krungharr said:

    @PennydudeHello again!  Once on the bridge is better than none :)  Such a cool looking spell, and I think it could be useful for my Ogors too, probably my Bullgors as well.

    After playing against those Horror blobs, the Stomper Mancrusher Mob is much more appealing to me.  I mean if an army has 1 of each Mega and the Mob anyways, it almost doesn't matter which Tribe is used, and we could get a 3 drop army too, or a free 6" run.

    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.

    • Like 1
  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.

    • Like 1
  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. 7 minutes ago, Mirage8112 said:

    No. The rules are Battletome/warscroll rules override core rules. It’s literally been that way forever (and I’m fairly sure it’s printed in the new rule set as well although I don’t have a citation handy atm).

    Think about what you arguing. Are we going to argue that Alarielle can’t retreat from combat and shoot because the core rules for matched play say “you can’t retreat and shoot”? Are we not allowed to take Gotrek as an ally because the GHB rules say you can’t have more than 400pts of allies? Are we just going to ignore all the instances in the game where a warscroll says you can do something that conflicts with the core rules? 

    No. And I can cite dozens of examples of this from nearly every Battletome that’s been released so far. 

    If the core rules say one thing (3”) and warscroll/Battletome rules say another (1”) you use the warscroll rules. Yes it says “in addition to” but we already have a range restriction in the Allegiance/warscroll ability. War still/Battletome always, always, takes precedence when two rules conflict. When there’s a question of which rule/range to use, you use the Battletome RAW. Full stop. 

    I’d like to point out I’d like to have an faq on this too. Mostly so people can stop arguing that Battletome rules take precedence for every army except Sylvaneth apparently.

    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.

    • Sad 1
  11. 57 minutes ago, GunslingerOy said:

    The Warsong revenant is on the same base as Treelords and Drycha? Reads as 105mm oval but stuff I see online seems to imply 105mm oval and 105mm by 70mm are the same.

    Treelords, Drycha, Warsong, and Skullroot are all on the same 105mm x 70mm oval base.

    • Thanks 1
  12. 24 minutes ago, Popisdead said:

    Honest WArgamer Sylvaneth with mathmarshamallowmattmathetmatics or whatever his name is.  Great guy though.  Rob is always fun.

    I'm halfway through this (coffee break atm) and it's got some good little things to pickup.  I'm.... suspecting it's someone here also but I could be wrong. 

    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. 4 hours ago, Emissary said:

    I understand that, but the 3" rule in the general's handbook is with the before the start of the game setup instructions.  The first paragraph on the Awakened Wyldwood datasheet where it mentions being 3" from other terrain and objectives is also only talking about the before the start of the game setup.  That's why we've been playing it as those that 3" setup restriction doesn't affect them once the game is started.

    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.

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  14. 1 hour ago, Emissary said:

    Also note that the 3" restriction only affects the awakened wyldwoods you place before setup.  The ones you summon with spells, ancients or the acorn just follow their 1" from other model rules. (Single trees still have to be more than 3" from each other). 

    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. 

    • Like 3
  15. 1 hour ago, Tizianolol said:

    Guys definitly about wildwood with versante blessing for ex we can but 

    - 1 big aw windwood with 3 little trees

    - 1/2/3 little trees 3" together , 1 " from models and 3" from objective 

    Am I right?:)

    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).

    • Like 1
  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.

    • Like 1
  18. 56 minutes ago, Grimbok said:

    But it says sylvaneth wizards in keyword bold...still very weird they can’t cast the signature spell. 

     

    Grimbok

    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. 1 hour ago, Grimbok said:

    Can you choose to set up less than 3 pieces?  

    What if you summon a wyldwoood and you set up three individual pieces away from each other and you can’t place one of them. Can you set up the other two? How far away from other terrain, still 3”? How on earth am I supposed to set up 3 individual pieces within range of spell or ability with all 3 pieces more than 3” from all other terrain and objectives? How close to enemy models can I set up the pieces? 

    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.
     

    1 hour ago, Grimbok said:

    So you can teleport only one unit per battle round and they have to be wholly within 6” right. But treelords can teleport in addition, but they only have to be within  6”, not wholly within?

    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.

     

    1 hour ago, Grimbok said:

    If a monster destroys a wyldwood, does it mean I can’t teleport? Except for treelords, because it’s on their warscroll? 

    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.
     

    1 hour ago, Grimbok said:

    So you can move a unit wholly within 6” and then teleport? But the treelords can not move, then teleport? 

    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.

    • Thanks 1
  20. 5 minutes ago, Trevelyan said:

    That could just as easily be an omission in the errata as a deliberate choice. It makes very little sense to selectively limit spelL selection. 

    I don’t disagree but that’s the language we are working with for 4-ish weeks.

  21. 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.

  22. 3 hours ago, Emissary said:

    I agree, but what's weird is that the Warhammer Community Army Builder is allowing uniques to take the universal spells.

    Yes I know, that’s not managed by a GW employee. Uniques can only take their faction’s spell lore spells.

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