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Ravenrei

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Posts posted by Ravenrei

  1. 3 hours ago, Mokoshkana said:

    Gnarlroot with "All out attack" on a unit of six bows gives you hits on 3+ (2+ for leader) with rerolling one's and wounds on 3+ which isn't too shabby. Quick napkin math makes me think the unit would force an average of 7 or 8 saves with d3 damage per failure. That's not too shabby.

    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 :(

    • Like 2
  2. I've played 2 games recently, one against KO, second against DoK.

    Against DoK I played following list:

    Spoiler

    Allegiance: Sylvaneth
    - Glade: Gnarlroot
    - Mortal Realm: Ghyran
    - Grand Strategy: Prized Sorcery
    Triumphs:
    Alarielle the Everqueen (740)*
    Spirit of Durthu (340)*
    - Artefact: Amulet of Destiny (Universal Artefact)
    Treelord Ancient (295)**
    - General
    Arch-Revenant (105)*
    Branchwraith (95)*
    - Artefact: Chalice of Nectar
    - Deepwood Spell: Verdurous Harmony
    10 x Dryads (95)*
    5 x Tree-Revenants (80)**
    5 x Tree-Revenants (80)**
    Chronomantic Cogs (45)
    Vengeful Skullroot (85)
    Spiteswarm Hive (40)
    *Warlord
    **Battle Regiment
    Artefact

    Total: 2000 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 70
    Drops: 6

    Against KO, I played Warsong and Kurnoths with bows instead of Durthu and Archie and spell portals instead of root.

     

    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:

    1. 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. 
    2. 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. 
    3. 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. 
    4. 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. 
    5. 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. 
    6. 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).
    7. Monsters are great. Counts as 5 bodies on objective is very helpful, and the roar (that shuts down command abilities) is invaluable. 
    8. 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. 8 minutes ago, Tizianolol said:

    Gnarloot list is so good! How you get 2 command trait and how u got 2 generals?:)

    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. 12 minutes ago, Kramig said:

    Aren't you afraid of possibility opponent monsters destroy our woods? 

    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. 

     

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    • Thanks 1
  5. 5 hours ago, Arzalyn said:

    Gnarlroot

      Reveal hidden contents
    Allegiance: Sylvaneth
    - Glade: Gnarlroot

    Warlord
    Warsong Revenant (275)
    - General
    - Command Trait: Nurtured by Magic
    - Artefact: Chalice of Nectar
    Branchwraith (95)
    - Deepwood Spell: Throne of Vines
    Drycha Hamadreth (330)
    - Deepwood Spell: Regrowth
    5 x Tree-Revenants (80)


    Battle Regiment
    Spirit of Durthu (340)
    - General
    - Command Trait: Arcane Tome
    - Deepwood Spell: Regrowth
    Arch-Revenant (105)
    20 x Dryads (190)
    20 x Dryads (190)
    5 x Tree-Revenants (80)
    3 x Kurnoth Hunters (225)
    - Greatswords

    Endless Spells / Terrain / CPs
    Spiteswarm Hive (40)
    Chronomantic Cogs (45)

    Total: 1995/ 2000
    Wounds: 104

    This one is more a for fun list, I call it "You are a wizard Durthu!". It's buff Durthu with the allegiance rerolls and give him more survivability with the trait + regrowth, plus he can try to cast some forest if he needs!. The warsong do the heavy lifting getting the cogs to give even more spells for the wizards. I could see myself trading one of the revenants for the Gladewyrm/Skullroot if I find myself with too much casting and too little spells.

     

    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. 28 minutes ago, Pennydude said:

    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. 

    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 ...

    • Like 1
  7. On 10/16/2020 at 4:48 PM, Reeseth said:

    Let me show the list I worked in. I'm looking for advice from more experienced players, so thank you in advance.

    Allegiance: Cities of Sigmar
    - City: Living City
    Mortal Realm: Ghyran

    Leaders
    Nomad Prince (120)
    - General
    - Command Trait: Ironoak Artisan
    Spirit of Durthu (300)
    - Artefact: Spear of the Hunt

    Battleline
    5 x Sisters of the Thorn (130)
    - Lore of Leaves: Cage of Thorns
    20 x Sisters of the Watch (320)
    20 x Sisters of the Watch (320)

    Units
    6 x Vanguard-Palladors (340)
    - Boltstorm Pistols and Shock Handaxes


    Total: 1530 / 2000
     

    This is the "core" of the army. I'm pretty sure I want the Nomad Prince being my general so I can have 3 battlelines in form of 2 unit of Sis of the Watch (to do the pew-pew) and 1 Sis of the Thorn (to support my entire army with mobility).

    I also like the combo of Spirit of Durthu + Vanguard-Palladors to be hidden in the path and alpha striking with a combination of shooting, melting away and charging with the Spear of the hunt. I was considering instead Palladors using the much more expensive Fulminators/Concussors or the cheaper Prosecutors, but I think that Palladors fit the role.

    So this leave me with 470 spare points. What I feel that my army need is some kind of anvil and/or bodies to put in the battlegorund.  I'm considering this two options.

    Option 1:

    Anointed (100)
    - City Role: General's Adjutant

    20 x Phoenix Guard (320)
    - City Role: Honoured Retinue (Must be 5-20 models)
    Extra Command Point (50)

    Total: 470+1530 / 2000

    I think phoenix guards are one of the best units in Cities, and I like the combo with an Anointed. Of course I lack the points for putting the Anointed in a top of a phoenix. No wizards in this list and still 50 spare points in a command point.

    Option 2:

    Battlemage (110)
    - Lore of Leaves: Lifesurge
    - Mortal Realm: Azyr

    Sorceress (90)
    - Lore of Leaves: Ironoak Skin
    - City Role: General's Adjutant


    20 x Black Guard (260)
    - City Role: Honoured Retinue (Must be 5-20 models)


    Total: 460+1530 / 2000

    So this option add wizards to the list, with the combo of Sorceress + Black Guard. I think that Black guard is much worse than the phoenix guard, and maybe 2 wizards is too much.

     

    I feel that any of theese lists are well-rounded. Maybe there are more options (in Cities, Sylvaneth or StormCast) that I am unare of. Maybe we can tweak the list to fit better units or better numbers. Maybe I'm over estimating some combinations of units.

    What do you think guys?

    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. 

    • Like 1
  8. 10 hours ago, Walkirriox said:

    Do we have any news from the point changes of GHB2020??

    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. 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)

    • Like 1
  10. 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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