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Aenur

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Posts posted by Aenur

  1. 45 minutes ago, NkfPanda said:

    Hey gents, I had a question regarding the twin stones: if you are using the endless spell ability of the twin stones on your own LRL units, does Celennar's ability deal d3 mortal wounds on a 4+ to any enemy unit within 18? That just seems so broken to me and not what was intended but I wanted to get your expertise as I am just a filthy casual. Thanks!

    I think that both should come from a enemy wizard

    • Like 2
  2. Hi guys, how are you doing?
    I got my second lumineth 2k game against  Ogor mawtribes yesterday.

    (Before explaining I want to apologise for my bad English) 


    My Syar list, was:
    Teclis+umbralspell
    Cathalar
    Eltharion
    2x20 wardens
    2x10 sentinels
    1x5 dawnriders

    Scenario was: total conquest 2020

    He brought:
    2froslords on stonehorn
    And Jorlbad battalion
    He takes the 2 turn 

    My first hero phase was:
    Teclis making his light blast on the middle of his army with umbralspell, then protection and making inmune to battleshock the right flank warden unit. 
    Cathalar protect the left flank with a mystic shield on the warden unit that in movement phase will take the left point, then she uses one of her aether to cast total eclipse. 

    All other unit xcept dawnriders cast light of Hysh, expecting a charge in opponents phase. 

    I take the left objective an the one which was placed on my deployment zone. 
    The right one I leave it becouse It will be a present for my oponent who will take almost for sure on his turn.

    Shooting was: Eltharion, teclis and both sentinels units focus on his general
    A total of 4 wounds +1 from the spell of teclis were dealt on his general at the end of my round. 

    His first turn was, using the mawpot to restore almost to full his whole army. And the moving straight forward and then charging on my left warden unts with his general, and 2 stonehorn one of them roll a monstrous charge and was able to flank my wardens and with a strategic pile in could touch the base of my santinels (spoiler: they die) . 

    If any one of you guys has ever played with or against this guys, you will know that charging with them is absolutely glorious, becouse you roll a dice equal to the charge rolled and on a 4+ a mw is inflicted. 

    In combat phase I use the 2 pieces of aetherquartz of my abused Wardens unit and they have mystic shield too. 
    That help a lot becouse his general was unable to attack due my generals trait
    Goading arrogance. 

    Even though  8 of my wardens  die and lost the control of the left objective. Eltharion and the wardens focus on his general which  manage to survive. 
    The right flank was charged by the other frost lord and a unit of Mournfang pack
    Just 1 survive the abominable charge, and didn't flee becouse battleshock immunity. 

    Battleshock fase: none of my battleshock shenanigans work becouse 4 out of 5 of his units are singlemodels. 
    But Cathalar was able to make the warden unit inmune. 

    Initiative roll was on my favor so it wouldn't be a double turn. 

    2nd turn
    Heroe phase
    Teclis: light blast, spreading some mw and protecting the whole army + turning into ethereal the left wardens unit 
    Cathalar with his own spell trying to obstruct one of his behemoth. 
    In shooting I was able to kill his general and a couple of mortal wounds on the Mournfang unit that was stuck in combat with the lone warden. 
    5hen I charged with my dawnriders on the Mournfang causing just 3 wounds,

    And the he piled with his frostlord and destroy dawnriders and the lone Sentinel. 
     Then rightflank was absolutely open, exposing the last sentinels

    At the end of his second turn just teclis (full health) 9 wardens and Cathalar stay on battlefield. 

    It was a major victory for him. 

    I probably make a lot of mistakes, but I feel like I hadn't a chance against him 

    I would like to hear some tips from you guys 

    Have a nice day! 

    :)

  3. Hi gain treepeople, 

    Yesterday I played my first deadwood Glade game. And I have a question about it.

    My branchwraith has summoned 10 dryads. This dryads are not able to move in the same turn they come into the battlefield. But may I relocate them with the Glade command ability?

    It its considered as they move?

    Thank you beforehand :)

    • Like 1
  4. 16 hours ago, jake3991 said:

    I've been doing some thinking on building a workable competitive list with the new book. It seems like most players that have placed well in recent events have omitted the higher price characters (Allerielle, Durthu, etc.) in favor of more Kurnoth hunters.  I personally support this decision but would like to lay out some more critical analysis on it. 

    Lets compare Durthu to a unit of 6 Kurnoth hunters, 380 and 400 points respectively.  Take a look at the following expected damage bell curves for both Durthu with +2 attacks for being near a wood and all 6 hunters getting in combat vs a 4+ save unit. 

    First here is durthu, pretty solid potential, but a 39% chance you do 6 or less wounds.

    image.png.8b50932d6475b769840f679d3eb893b2.png

    Compare that with 6 hunters with Scythes. Note that the chance of doing 6 or less wounds drops to 6% while maintaining similar mean damage and top end. 

    image.png.f0464cb7cecaf6b78c0fb77aaf5821a2.png

     

    However this is not the biggest issue with Durthu, after  a mere 3 wounds his damage drops from 6 to D6. This is a pretty substantial drop off after just 3 wounds on a model with no built in method of saving mortal wounds.  However if a unit of Kurnoth hunters take 3 wounds they have no change in damage output as you won't even have lost a single model.

    image.png.35c7a53d455bf143847ebc91d698ed09.png

     

    Given all this Kurnoth hunters are clearly the reliable source of damage output for 400 points.  But how do you use them?  How do you ensure they don't get killed before they get to combat? How do you get them to combat? How do you deal with the current activation mechanics (slanesh)? I think most players who have thought about this would say use the a combination of dreadwood (this also gives you major flexibility with your other units) and spiteswarm hive.  However  if you take the artifact that adds a cast and attempt throne of vines followed by spiteswarm hive, the probability of getting spiteswarm hive out then not rolling a 1 when you pick a unit to buff with it (assuming you can get a single unit inside its bubble) is not great about (50% excluding dispel opportunists). 

    My point here is while spiteswarm hive does not provide the reliable alpha strike that you would hope when combined with a teleport move.  Additionally with most lists bottoming out at 4-5 drops you won't always dictate the tempo of the game.  Given all this I think its best to consider Kurnoth hunters with a screen of your favorite cheap unit so they don't get hit.  If you go first you can alpha if you get lucky  with the hive or turtle on the objectives whilst setting up the Kurnoths in a manner that they will be in combat should somebody charge the screen but unable to be hit and be able to hit back.  If you go second you could consider a counter charge move, if you creative enough you could even use the screen to mitigate the amount of return damage to the hunters.  This is critical because if you are playing a top tier opponent there is a good chance that your kurnoth hunters will be going last in combat. 

    Just thought I'd share this with the group as it seems like there is a lot of back and fourth on what to take, how to play it and how to deal with armies that have more powerful books.

     

     

     

    That is a masterpiece Post, I really like your analysis. I want to know if you consider the ranged attack as the massive impaling  potential from Durthu and the mortal wounds from the KH at the end of combat phase. 

    Thank you very much!

  5. Hi tree-pepole!

    I m a sylvaneth player for the last 4 months. I really like this army and I m into it very much. 

    I have a good variety of units and my last acquisition was Alarielle. 

    Last night I play a game against a friend who plays Skryre and at the end of the battle I asked myself a couple of questions. In order to understand my background I would say that our local meta is 1500 points played in a 48"x48" board.

    My list was something like:

    -Alarielle

    -2 branchwraiths 

    -branchwitch

    -outcast battalion: 10/10/5 spites

    -KH with greatsword

    In a Gnarlroot Glade for some synergy 

    Well, I took the first turn  and I realised  that the everqueen has no place to hide or to runaway. It was my most valuable figure and I thought that it make no sense to hide it in a edge of the battlefield, so I decided to move it forward and summon a unit of KH with scytes to make a little distraction. It dosen't work that good as my opponent was able to kill both units without a problem and that was approximately 50% from my list

    I know that I don't have to make premature conclusions nor was my best tactic decisions and not all the armies have the same amount of ranged fire power like skryre. But my Alarielle was fulminatied in his very first turn.

    I hope I have explained my situation with my poor English and my questions is

    -it's worth to hide Alarielle in hidden enclaves?

    -should I placed Alarielle away from warp cannons and jezzails range?

    -there is a way to protect her from this amount of damage?

    -its even Alarielle worth it without a list around her?

    The battle at the end was not that bad because other units can hide in the woods and I summoned a pair of them  but this disadvantage in the first round turn the battle into his favor.

    Any comment will be lovely 

  6. On 9/15/2019 at 12:49 PM, IndigoGirls said:

    Hey all, looking for thoughts on my list. This is the list I plan to continue modifying and I'm wondering if anyone has run this exact list? If you have, how has it faired? In my only game so far its felt very strong. I see a lot of lists similar to this one floating around but no exact matches. I'm happy to go into detail on my choices, I did a fairly extensive post on this in the Facebook group.

    Sidenote: I played a 1500 pt RTT in Bristol UK with this list (minus TLA and 20 man Dryad block) and went 3-0 (all major wins against DoK, FEC, and LoN). Cheers!

    Allegiance: Sylvaneth - Mortal Realm: Hysh
     - Glade: Dreadwood

    LEADERS
    Arch-Revenant (100)
    - General
    - Command Trait : Paragon of Terror

    Branchwraith (80)
    - Artefact : Aetherquartz Brooch
    - Deepwood Spell : Verdurous Harmony

    Treelord Ancient (300)
    - Artefact : Jewel of Withering
    - Deepwood Spell : Regrowth

    Drycha Hamadreth (320)
    - Deepwood Spell : Regrowth

    UNITS
    10 x Spite-Revenants (120)

    10 x Spite-Revenants (120)

    5 x Spite-Revenants (60)

    20 x Dryads (200)

    6 x Kurnoth Hunters (400)
    - Scythes

    3 x Kurnoth Hunters (200)
    - Greatswords

    BATTALIONS
    Outcasts (100)

    Your list looks really nice, but actually I want to know how your 1500 list looks like.

    My local store works with 1500 pts because there is no space for more.

    If you could explain the tactics too, I will be very thankful. 

     

  7. On 9/6/2019 at 9:32 PM, Mirage8112 said:

    Waypipes also mean your can teleport out of combat and still charge

    I'm not pretty sure that you can teleport out of combat, you actually replaced your normal move to do a retreat move.

    Then you can't teleport anywhere as long as you need to be able to do a normal move in order to teleport.

    Sorry for my bad English 

     

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