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Ravenrei

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Everything posted by Ravenrei

  1. The leader has 3+ to hit as well. Bonus on the roll to hit can be maximum +1, and his leader ability already gives him +1 to hit roll … sadly
  2. I've played 2 games recently, one against KO, second against DoK. Against DoK I played following list: 1st game against KO was a close one. He took first turn and shot down my Warsong so I did not manage to try him out. Nevertheless, he is really resilient, with all out defence he tanked almost all the shooting, so he wasted all one hero. I decided to pretty much ignore his loaded Ironclad as it was too dangerous. I focused on his three battle lines units holding the objectives and played my battle tactics. Alarielle managed to snipe his general with her spear and warscroll spell and denied his battle tactics. Both Alarielle and TLA managed to successfully tank most of the shooting. 2+ save ignoring -1 rend was a bit frustrating for him. We were pretty even on points until last turn, when I managed to deny his battle tactics while scoring mine and i achieved my grand strategy as well. It was a close victory for the trees. List was resilient but it seem to lack dmg output. 2nd game against DoK was different and very one sided, although I feel his list was not really good. I got the first turn despite my high number of trops (6). I took it and shot off his snake ladies with bows and Durthu with TLA managed turn 1 charge (with the help of Hive) into his big blob of melee snake ladies. Durthu made a short work off them. I blocked the counter charge from the other big blob of witch elves by sacrificing my tree reveants to block their charge. however, he still got a double turn and managed to charge the witch elves to Durthu and TLA (as they were positioned together it was not really possible for him to charge only one of them). They got a spear from Alarielle (unleash hell) and were stomped by Durthu and had to fight last. They did not get a chance to swing back. By end of 3rd turn, only Morathi was left with 1 wound remaining, while I lost only unit of Tree Revenants and Dryads. My take aways: TLA is really great now. His command ability is just insane value. Just stay close to him or Kurnoths and enjoy almost army wide +1 save until your next hero phase! The free trees is great as ever, especially now when we can setup three single trees at once. Alarielle is quite decent. Yes her spells gets shut down quite easily, but the healing helps. She is mobile, brings Kurnoths to extend the range of TLA ability and the spear attach is sooo valuable. You have to pick the fights with her, but she rarely disappoints. Durthu is a beast. All out defence, and reroll 1s to hit and wound (gnarlroot + alarielle) make him quite reliable. With TLA by his side and the 5+ ward from artifact, he is also very resilient. Stacking saves is actually very valid strategy. We have so many ways to stack the +1 save that it is quite easy to have your treelords or Alarielle on 2+ save ignoring -1 rend. And that will drive some opponents crazy. Yes MWs are still our weakness, but the amount of healing is actually very relevant. If they do not kill our monsters in one turn, they can easily get healed back to full again. The new AWW rules seem a bit broken. Fact that our spells and abilities place 3 small trees at once means that you can reliably flood the board with trees for teleporting and bonuses. 9 trees on the board turn 1 or 2 is common. I have just 9, but I can imagine some people having 15 trees on the board by turn three, which feels just ... wrong for the game. Yeah it is great for us, but this might create such a negative experience for your opponent that it just feels wrong. I think this should get FAQed and we should be able to drop only wyldwood (consisting of 1 or 3 trees) during the game, not three separate ones. Dryads are quite decent. Good bodies for objectives, -1 to hit in forest is actually still quite relevant (and if they waste all out attack on dryads and not on our monsters, also good). Monsters are great. Counts as 5 bodies on objective is very helpful, and the roar (that shuts down command abilities) is invaluable. Kurnots on the other hand, are not what they used to be. I still like to summon or take 3 with bows, to do some ranged dmg here and there and extend the command auras of TLA and Alarielle. The melee versions though (Swords or Scythes) seem to be a bit overpriced.
  3. It is a typo in the list, Arcane Tome is one of the new universal artifacts of power (and you can get an additional artifact enhancement with the warlord core battalion). Sadly it is not possible to have multiple command traits, as they are limited to 1 per army in the core rules (rule 27.3.2).
  4. I believe that the consensus is, that once our woods are destroyed, only the rules on the warscroll are lost (this means the line of sight blocking and mortal wounds in the change phase). However our faction abilities will still work (teleporting, bonuses to units that are near the woods) as the destroyed terrain has still the keyword Awakened Wyldwood. So it is not that bad for us.
  5. 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)?
  6. 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 ...
  7. One small point - the pistols on Palladors have range 9, so you will not be able to shoot with them if they deep strike (they have to be set up more than 9 inches away when they use the hidden in the path ability). You have to give them the javelins to be able to shoot with them after deep strike and then use the command ability.
  8. Not many changes, Drycha went down to same lvl as Druthu and Kurnonth Hunters (all variants) went down by the bare minimum amount. No changes to other units, batallions or spells.
  9. I also expect couple of FAQs right of the bat - for example in the Lore of Hysh spell lore it is written that also Light of Eltharion can choose spells from it, but he is not a wizard?
  10. So flipping through the book and it really seems that this is half of an army. It is written that the 4 great nations in the rules are part of the Teclises hemisphere of aelven lands. There are mentions of another 4 great nations that belong to Tyrions hemisphere. It is also said that Tyrion aelves are more militaristic ... so i guess an expansion is foreseen sometime in the future (but like 1-2 years away i would say)
  11. Anointed on Frostheart Phoenix seem quite sick in Living City with the +1 save / +1 to wound warlord trait, (effectively at +2 save with the buff from casting, otherwise base +3). Add +4 fnp against wounds and mortal wounds, flat 1w heal each round, access to D6 heal spell, -1 to wound aura ... not to mention that you can do this also with Stardrake (but Phoenix is tankier) Add 6 Kurnoth hunters with Scythes and Arch Revenant to buff them with his command ability and the Living City artifact (total +2 attacks) for some dmg output, sturdy battleline options in Phoenix guard and Ethernal Guard with +2 save in the open with the spell from Sisters of the Thorn ... Some nice synergies are there for sure
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