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Pennydude

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Posts posted by Pennydude

  1. 9 minutes ago, Domize said:

    Something I've noticed in the wording of normal moves and retreats (8.1/2). You can't make a normal move with a unit if it is within 3" of an enemy - our Tree Revenants teleport works instead of a normal move. Retreating no longer makes a 'normal move'. Does this mean our Tree Revs are stuck in combat (besides a normal retreat)? Obviously FAQ might clarify this, but even so, I'm hoping it doesn't mean our teleport eventually turns into a retreat and we can't charge after teleporting...

    Currently as worded, yes we cannot teleport out of combat anymore with any of our units.

  2. 5 hours ago, Ratatatata said:

    I played a few games with 2x6 scythe hunters and yeah, they are as good as ever. Using the Rally command ability on a unit of hunters felt bonkers. 

    I may or may not be building my second unit of 6 Scythes now. :) it does seem like a 2x6 of those would be excellent now with the smaller board. Not only do we have Rally, but the Warsong Revenant can easily bring another back with its spellcasting.

  3. 3 hours ago, Ravenrei said:

    I like the idea of Arcane Tome on Durthu in Gnarlroot very much, it is a nice touch. Arcane Tome is a Artifact right (and not a command trait)?

    Yep! It’s one of the core artefacts but if you in Gnarlroot, you need to take a battalion that gives you an enhancement.

  4. 55 minutes ago, overtninja said:

    Since we're discussing command abilities and the like with kurnoth - would a unit of kurnoth 'broadcast' the TLA's command ability to everyone around them, in addition to the TLA themselves? the 'Envoys of the Everqueen' ability seems to work that way.

    Yes.

  5. 6 minutes ago, Havelocke said:

    Also, as an aside. I've notice you mention answers from the playtesters a couple times. Could you point me towards their Q&A, or panel, or whatever? I'd be curious to check it out.

    Look at the June 13th WarCom article from a play tester sayin  how it works.

    • Thanks 1
  6. 15 hours ago, Havelocke said:

    Treelord Ancient - 295 (+35)
    The Biggest Loser. The Treelord Ancient saw an increase in points, while also being outclassed by new competition for its primary role in the army. The ancient benefits from the new rampages and heroic actions, and the improvements to wyldwoods indirectly benefited its warscroll spell, but there's a better alternative for just about everything the Ancient does. I suspect the Ancient will occasionally appear in lists to take advantage of its free wyldwood, but iI think it will be replaced by a Warsong, Treelord, or Durthu in most cases.

    Okay I will agree that the TLA lost out but I don't agree that it's as big of a loser as you think.

    TLA still bring immense utility to the army for being a hero, monster, and wizard.  The free woods is still great now with the flexibility of the new Awakened Wyldwood warscroll.  The stomp is still a huge gamechanger in combat and while he's not super great in combat, it can be a distraction.  I think the key here is his CA.  Being able to pop that in the Hero Phase and grant re-rolls of 1 to saves in a 12" bubble around itself AND anything wholly within 12" of any Kurnoth Hunter units is going to be huge in this edition.  Getting any sort of re-rolls on rolls, especially on saves, is going to be a premium thing to have.  I think that if you can include Cogs, TLA's stonks go up more.

    • Like 2
  7. Maybe I'm a tad bit off my rocker, but I don't think Alarielle and Warsong Revenant have the same role at all.  IMO, Alarielle is more of threat and skirmisher piece while Warsong is a dedicated support caster/hero.  Warsong has a different role than the TLA since the latter is quite durable and the stomp is awesome.  

    I also have another idea noodling around in my brainspace that uses Spite-Revs, Warsong, Drycha, Vengeful Skullroot, and the Horrorghast for bravery shenanigans.  If we can't melee them off the board, maybe we can battleshock them.

    • Like 1
  8. So, I'm looking at this from a pure points aspect.  Here's some ideas floating around in my brain.  Happy to take feedback on anything and everything!

    List 1
    Alarielle the Everqueen
    Branchwraith
    6 Scythes
    3 Swords
    2 Allopex w/Nets
    10 Dryads
    5 Tree-Rev
    5 Tree-Rev
    1995pts

    List 2
    Spirit of Durthu
    Spirit of Durthu
    Warsong Revenant
    Arch-Revenant
    Branchwraith
    6 Scythes
    20 Dryads
    5 Tree-Rev
    5 Tree-Rev
    Soulsnare Shackles (2000pts) OR Emerald Lifeswarm (1995pts)
    (Note: this can be a 5 drop with Warlord and Battle Regiment battalions)

    List 3
    Treelord Ancient
    Warsong Revenant
    Arch-Revenant
    Spirit of Durthu
    6 Scythes
    3 Swords
    5 Tree-Rev
    5 Tree-Rev
    5 Tree-Rev
    Emerald Lifeswarm
    1970pts

    List 4
    Alarielle the Everqueen
    Warsong Revenant
    Branchwraith
    Treelord
    3 Swords
    10 Dryads
    5 Tree-Rev
    5 Tree-Rev
    Umbral Spellportal
    Chronomantic Cogs
    Emerald Lifeswarm
    1955pts

    List 5
    Spirit of Durthu
    Spirit of Durthu
    Drycha Hamadreth
    Warsong Revenant
    3 Swords
    3 Swords
    5 Spite-Rev
    5 Spite-Rev
    5 Spite-Rev
    Emerald Lifeswarm
    1995pts

    List 6
    Alarielle the Everqueen
    Warsong Revenant
    Treelord
    3 Swords
    3 Swords
    10 Dryads
    5 Tree-Rev
    5 Tree-Rev
    Umbral Spellportal
    1980pts
    (Note: This can be a 1-drop with Battle Regiment)
     

    • Like 1
  9. 1 hour ago, Tizianolol said:

    Guys with new rules , one model of our wildwood with a unit of 3 KH with bows within 1" can block line of sight?

    As long as you have 3" of AWW between the shooter and you, the AWW blocks line of sight.  If the base of a single AWW is perpendicular to the shooting line (like a cross), it won't block line of sight because the AWW base isn't that deep.  You don't extend to under the branches; it's only the thin base of the AWW.  Now, if you have 2 or 3 models down in an AWW, the space inbetween also counts so THEN you would be able to block line of sight more often.
     

    31 minutes ago, Tizianolol said:

    Mmm maybe they faq that? I honestly think new changes to our ww was amazing for us. Now with monsters that can destroy our forest and methamorphosis spell from today riveal from GW that make an hero a monster its very bad for our playstlyle. I hope they buff again wildwood or clarify  some rules! 

    What would they FAQ?  The only thing monsters can do to our AWW with the new rampages is remove the warscroll abilities of blocking line of sight and charge phase damage.  The rest of our abilities that rely on AWW are keyword based and thus still work.  The only things in the game that can fully shut down our AWW 100% is the Gatebreaker Mega-Gargant's Smash Down ability and the Breaker Tribe's Breaking Down The Houses subfaction ability.

    • Like 1
  10. A single tree can’t block line of sight unless you line said tree up right down the shooting line.  It also won’t really give you cover unless it’s a single model right up against the tree trunk itself. 

    Placement of a single tree just provides us the flexibility to maneuver around, spread buffs, and get more charge damage in. If we can get a 2 or 3 tree woods down, then we are looking at LoS blocking.

  11. 41 minutes ago, Ravenrei said:

    I think the key with these AoE command abilities is that it is the TLA / Alarielle that is "receiving" the ability. The ability then creates an Aura around them (and all Kurnoths). Especially with the TLA ability it is quite clear - "pick 1 friendly model with this command ability" ... So technically speaking Kurnoths can benefit for both of them and All-Out Attack at once ...

    Yep that’s what I meant.

    49 minutes ago, acr0ssth3p0nd said:

    God, I hope so. The Core Rules specify that Unique models can't take Enhancements, but the entry for Spell Enhancements specify that every wizard knows the selected spell.

    Unique wizards should still get lore spells because the restriction is the word “given”.

    Artefacts and command traits are “given” while lore spells are not.  Lore spells are just known and is an army-wide enhancement, not an individual enhancement.

    • Like 2
  12. About the command abilities, we need to know about how those AoE effects are handled. We only have 2 AoE effects with them happening in separate phases (Hero and Combat). 

    I do believe that our Kurnoths and those nearby can get the benefits of both CAs because they are activated in different phases AND those AoE effects are not received by any units. It’s just a static effect. The “receiving” seems to be for single-unit CAs like All-Out Attack. 

    • Thanks 1
  13. 1 hour ago, Arzalyn said:

    So now that the rules are available, its possible to get 2 core battalions (they don't cost points and the ones that give a extra enchantment gives an extra artifact). The problem is to get 2 enchantments we need 2 leaders + 4 leaders with less than 10 wounds. Arch-revenant, warsong, branchwraith and branchwych are all good heroes, but unless we use duplicates of them, 6 leaders seems a little too much...

    I think duplicate Warsong Revenants can be good.  Lots of magic prowess, durability, and bravery shenanigans.

    • Like 1
  14. I’ll start posting again.

    I think the idea is that a unit can only receive one command per phase so stacking abilities activated in different phases should be fine.

    Otherwise, using the TLA’s command ability would mean Kurnoths couldn’t be affected by another CA.

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