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Arzalyn

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Everything posted by Arzalyn

  1. I asked one of the Mods about it last weekend, we would get it but could take some days.
  2. Walk rulling say it happen at the end of your movement phase and don't substitute your normal movement in that phase (if it did it would say "instead of making a normal move/retreat"). So, as long as you didn't run/retreat, you should be able to shoot with them after it. In the situation you described looks like you didn't move them at all, so you should be able to shoot with them after the teleport.
  3. I really like your list! The only thing I would say is for you to pay attention in your pratice games to see how much bounty hunters actually is relevant for them. I still have to use Kruleboyz with the new GHB, but in the other games I got with my Sylvaneth so far the bounty hunter damage didn't matter that much. I either ended doing much more damage than needed (the unit would be wiped even without this extra damage) or my opponent avoided having GV units to not give free Victory points/tactics. If you end having the same impression, changing the bounty hunters for a expert conquerors could be a good choice.
  4. You can always teleport the Lady (as she is always ww 6" of herself) and the Kurnoths as long as they are contesting a objective (which ean they are within 6" of a objective per core rules 18.1.2). By what I see, everybody agrees on this. What people disagree about is if you can teleport to them, and consequently if you can teleport the Lady to any where and the Kurnoths to objectives directly. Its a matter if their abilities are considered always on or just after you set them up. Those are the cases I would advice you don't use until we get the official FAQ.
  5. There was a long discussion on the Sylvaneth whatsapp group last week abou this. The consensus was that we need a FAQ to clarify this. Until them I advice you to use the worst interpretation (you can teleport from them but not to them) so if this is the intent rule you don't fell it has a nerf.
  6. Anyone got to play in smaller points range with the new tome? Next month my LGS will do a 750 points tournament (core rules battlepack) and I was considering going with my Nighthaunt. Using what I have so far I build this list: Basic idea would be having the Torment+Chainghasts supporting the Chainrasps and the Dreadblade with the Bladegheists, so I can have discorporate on both units if needed. Other than the units in the list I have a Executioner, Kurdoss, GoS, Spirit Hosts and Banshees which I could try to include. Maybe changing the Dreadblade for a Executioner with Hatred of the Living (as far as I know no one else will go with a Death faction)?
  7. I still need to test both but here what I got so far that uses lots of revenants: - Dreadwood spites spam. The arch-rev is there to buff the spites with her command ability, could change the general to her if you prefer a more mobile warsinger rather than a bigger base bubble. - Dreadwood a little more mortal-wounds focused. The battlemage spell is basically the spitehave charge bonus but much easier to cast. - Harvestboon alpha-strike lite. Basically use the pre-game move to set up a turn one charge and combine it with the warsong bomb. The Ancient tree allow easy strike and fade and treesong. Gave him the gem to try making him a anvil unit, which the list lacks a little. In both lists that use a battlemage I imagine it would be easy to use spare revenant torsos and heads to make a revenant battlemage to go with the theme.
  8. Do you want a revenant exclusive list (no treelords/Kurnoths/dryads) or are you ok in including some of those units as long as the focus are the revenant models? I have some Dreadwood and Harvestboon that are most revenant models, but neither use them exclusively.
  9. The weekend was super productive, finished a test for my Gossamids and a general color scheme for my Nighthaunts. Now just need to replicate both many times...
  10. Not exactly subpar, I think they are a good support unit but that don't work well when spammed. They are a tech unit, you take them for the stomp + stopping pile ins, but those effects loose effectiveness in multiples due to the constrains they have. I would consider taking at least one in Oakenbrow as a battleline and I can see two working if you are really good at positioning, but 3 is too much. Yeah I think Durthu is the one that truly benefits from Oakenbrow effect, but I'm not sure taking 3 of them the correct way to go either. It sure looks like a funny list and I expect it to be more effective them the one with 3 TLs and the Ancient. Personally I would first try 2 Durthus + a TL and add a Kurnoth unit in place of the 3rd Durthu. It should give a better board coverage and Kurnoths gives a extra teleportation point while on Objectives. You need enough pieces so you have 3" or more part of the terrain between your model and your opponent model. If i remember correctly just 1 tree is not enough for this, but 2 trees is.
  11. I'm skeptical on a all treelord Oakenbrow list, but the Kurnoth spam Heartwood as some legs in this GHB. Only proving ground and 2 of the 8 battletactics ask you to have a GV unit (and one of those 2 tactics simple give you a extra point rather than require a GV unit). To be honest by the couple of games I played so far, you loose very little by not having GVs. Generally you have more incentives to bring very little GVs units than things that ask you to have a many of them. I think even in those spam lists, having at least 1 tree-rev unit is beneficial, as they are a good objective pressure tool and are pretty easy to defend to avoid giving easy battle tactics to your opponent. I agree with you that trying to leverage the multiple teleports would be the natural way to build around the TLs, but I not sure building around them is the correct path to take even with Oakenbrow. The glade give us 2 main benefits: lets you practically ignore the Treelords damage table and make the generic TL battleline. Ignoring the damage table is REALLY good on Durthu, mostly because he actually do damage with his attacks and that is his primary function. It is much less interesting for the generic Treelord and the Ancient, because they do very little damage even on the top of the table. They do a mean of 5 damage to a 3+ save and around 9 damage to a 6+ save. Sure the damage is consistent thanks to the effect, but its impact is very low on both of them. Lets look at using the treelords as battleline them. This is a little harder to measure as it is more of a flexibility tool, freeing you around 100~300 points you would be required to take (considering dryads here as they are our cheapest battleline). Lets ignore the obvious reason you would like this (loving treelords and wanting to run as much of them as you can) and look at what you actually gain by including treelords. Wounds, move and save wise they are pretty much equal to a MSU hunters unit, the unique difference here is the TL always counting as 5 models in objectives. I already said their damage is pretty low, so lets look at their abilities: - Groundshaker is good, but mind that it is a monstrous action, which mean you can only use it with one of your treelords per turn. It is a good ability but it has diminishing value the more units with it you have, as some will not be able to use it. - Spirit paths is pretty valuable as well, a free teleport make them pretty mobile and adds to our great field control. - Lash and Tangle can be really good against big units if you position yourself correctly, but I has a downside of only working if you actually hit a unit with a melee weapon. This combos really well with Groundshaker, stomping enemies even in their turn (as without the strike last they could choose to activated the pinned unit first and pile in as normal as the treelord didn't do damage to it yet). With good positioning you could slowly destroy a unit while taking very little damage back. To me all those abilities point to using them as a support unit, they give two valuable debuffs (strike last and no pile in), but by themselves they will not kill a unit (low damage). They also have a problem of having diminishing returns, as you can't use multiple stomps and Lash and Tangle can be hard to use when you need to hit with all of them before your opponent activate a unit. So Treelords have some merits, now how about the Ancient? He has the same damage profile (statistically), loose the Lash ad Tangle ability and gains the free tree + becoming a hero and a wizard. I will not discuss the merit of becoming a hero and wizard as this is already to long. I will just say that while this isn't nothing, he is not much better than our other hero wizards when it come to casting/spells. Its is a nice perk and can be a nice upgrade for on of the treelords, but the main selling point of him is the free wood. It not having a range is REALLY strong, as it gives us even more board control where we need it. To make the most of it you need to have a plan tough, as the ancient is pretty expensive. The TLDR is that 1 or 2 treelord is good on a list, 3 is a little too much. To me Oakenbrow most relevant effect is keeping Durthu a threat, which let you build around him with traits like Gnarled Warrior. Adding 1 or 2 treelords to fill the battleline, as they have good abilities has its uses but don't expect they from benefiting from the glade effect all that much. The Ancient main selling point is his free tree, so avoid him unless you have a good plan that need the rangeless tree.
  12. Not sure how competitive this would be, but would be the first list I would try to make Alarielle work. Basically you have the wych bomb + board control with the wych and the arch rev + 6 Kurnoths as another threat. Gnarlroot and Dwindling make Alarielle a much more reliable caster. You can fill the battalions with what you prefer (hunters + conquerors + extra enchantment or battle regiment for the one drop). - Army Faction: Sylvaneth - Subfaction: Gnarlroot - Season of War: the Dwindling - Grand Strategy: Take What’s Theirs - Triumph: Inspired LEADERS Branchwych (130) - General - Command Traits: Spellsinger - Artefacts of Power: Arcane Tome - Spells: Verdant Blessing, Verdurous Harmony Alarielle the Everqueen (840) - Spells: Verdant Blessing Arch-Revenant (120) BATTLELINE Tree-Revenants (110) Tree-Revenants (110) Tree-Revenants (110) OTHER Kurnoth Hunters with Kurnoth Scythes (500) ENDLESS SPELLS & INVOCATIONS 1 x Spiteswarm Hive (40) 1 x Chronomantic Cogs (40) TOTAL POINTS: 2000/2000
  13. I don't think it is treated as a unit, but I doesn't matter as the Skullroot check if the enemy unit is near a wood do increase its damage, not itself.
  14. Just got my Gossamids today! Will try to get all of then done for july.
  15. Yeah you said pretty much what I think about Winterleaf! If you are still used to play with our old tome I don't think the 6" bubble is that much of a problem to be honest, as it was pretty much the normal back them. With two units of kurnoths I think its pretty workable to keep the everdusk buff on most of the times. While I agree that his ability is REALLY strong, I don't see it being super desirable outside of Spellsingers builds. The problem is the same we had on the old book, a good opponent will easily denial your wood placement and limit your ability to place it in his deployment zone. As soon as that happen you will have to place the wood in the middle of the board and in this situation you could have done near the same with the acorn. As @Trickflo said, there is a lot of heroes that are at the same point range and offer away more utility. The free range wood is strong, but not enough to justify his actual pricing for most of our lists. He needed to have something else going on, like a extra cast, or a actual good spell, even doing more damage than a treelord would be a start, I guess.
  16. @readercolin summed everything pretty well, you hardly gonna need them unless you are interested in the lady of vines. Still, one of the older start collecting is not bad, specially if you can find the last 4 dryads online to get to a 20 model unit. 20 should be more than enough if you ever want to include a unit of them as screen/objective holders. Yeah, I find hard to justify even the first TLA, imagine the second! The battalion don't even give a good benefit for all the hustle he asks, sadly. Winterleaf may end being our strongest subfaction actually, the problem it is super meta dependent as it is basically a counter-effect. If things like Nighthaunt or KO become common, I imagine winterleaf + everdusk can be a rally hard counter to those strategies. Harvestboon and Dreadwood are mostly if you are interesting in spamming the spites or the lancers/seekers, they have their value just are a little more niche in the lists you can fit them in. 1 - From my understanding of the core rules, doing a pile in is part of what you for a unit to fight, so I assume you have to do it to attack even if you don't actually move any models from that unit. 2 - Sadly no, if you use their ability you can't use it again as the rule you pointed say. 3 - I think it is a buff, was pretty hard to get any mortals with swords before, now it give them a clear role as the "mortals kurnoth". It sucks they become a nombo with everdusk, but the scythes profile is better for extra hits anyway. 4 - I think they are playable now, but I bit niche. They damage output is pretty low still, even lower than the Lancers. They strength is they are monsters (now that this isn't a drawback anymore and there is no way to prevent roar) and the anti-pile in ability can be pretty strong with careful positioning. I wouldn't take them outside of Oakenbrow or Winterleaf, oakenbrow to make them resilient anvil that don't loose damage with wounds an winterleaf to lock the opponent in unfavorable combat position. I'm not sure I understand you question, you want to know if its possible to block the line of sight with less than 3 wood pieces? What block the line of sight is the wyldwood ability, which requires to be at least 3" between the units that passes though the woods. If I'm not mistaken, 2 pieces is already enough to get the 3", but just 1 piece probably isn't enough.
  17. Never look too much on the warscrolls that come with those boxes, most end having a couple of changes from the ones you see at the battletome.
  18. Well change her trait to Spellsinger then! It will help her control the board better. If you can change the artefact as well, I would recommend going with the arcane tome rather than the acorn. For some spells you may not need the dwindling reroll, so having a extra spell to use it on is clutch. Also, with the extra spell you can summon a wood as well. Don't expect much from the bow hunter, they need a good amount of buffs (+1 to hit, +1 to wound) to perform well, but you have half of them already with the arch rev. Don't put too much pressure on yourself as well, not only you are playing in a point range that is hard for us to get all the synergy we want, but Sylvaneth can be a pretty hard army to learn to play with. I always say we are a "Board control" army, in the sense we control the board it self with our terrain and teleporting units. While the new tome boosted our damage, we also got even more tools to create asymmetrical fights. If you can, avoid going head on against you opponent (unless you have some advantage/plan by doing so), let them come and pick his force piece by piece.
  19. Hmm that is a good way to look at them! Gossamids were the unit I went to if I wanted this kind of mobile damage support, but doing the math the Lancers do more damage to targets with a 4+ save or worse. There is a trade off between the ranged mortal damage output and the melee, but the lancers have much better resilience. My first question would be, can you make changes to the traits/artefacts in this list? Sylvaneth with the new book wouldn't be my first choice for games at 1k and bellow, as most of our core units are pretty expensive in points. If you are, my suggestion would be for you to swap the nurtured by magic for spellsinger. Her spell is pretty good at dealing damage when you combo Gnarlroot effect with the Dwindling reroll and the acorn would let you place another point where she can use her spell around. If you aren't, the easiest choice would be adding another kurnoth unit or some seekers to better support the ones you already have. The warsong would fit really well to, but as you already have 2 heroes, I fell adding some more units may be a better option before as, if I'm not mistaken about the path to glory rules, you will not be able to give him a artefact or add endless spells as well.
  20. We should be getting one soon, they generally create those after the book is officially released. I didn't think about giving the riders the extra move, but it really make sense. I also completely forgot that the warsong get the +1 to cast while near overgrowth terrain, so if he keep up with the kurnothsand they go in a objective he keeps the bonus. Pretty neat. I really like the seekers and I try to include a unit of them as well in most lists, but I'm not sold on the lancers yet. Their damage outside bounty hunters seen to be a little to low for a aggressive unit and the seekers seen to perform better as long term fighters thanks to their ability to return models.
  21. I like your lists, lancers really benefit from the bounty hunters, I just not sure how common GVs will be from the bonus to be relevant. In those match ups do you plan to use them to pin/weaken some targets? Wouldn't making the arch rev your general better for warsing? The Warsong bigger base gives a higher area, but I imagine you wouldn't want to be too agressive with him if you want to keep the cast bonus. The arch rev has a really good mobility, which could compensate her smaller size and I imagine you will want to keep her with the kurnoths any way.
  22. Yeah she only help with letting we fade though her, providing the season of war and turning on the buffs Dryads and Durthu have. She just check the box of "is this units wholly within 6" of a wood?" for those effects.
  23. Just a heads up, our new book is on the app already, it should make it easier to list build! With the lack of rend on their attacks I think getting a extra attack by doing 2x5 units can actually be more significant in the end. Using two units is doable, if you keep in mind you will not be able to retreat with both of them. If you use a more aggressive unit that can hold something in battle for them (Seekers could fit this role), you may not even have to worry about this too much. Now that I wrote that, I imagine they could do some work in Harvestboon as well, if you try to be really aggressive with the lancers/seekers that gossamid should be able to help weaken whenever you need before the bugs fight.
  24. Yeah this buff is huge! With this buff + Hobgrot counting as battlelines I imagine we will finally see grinning blades becoming more popular. Maybe even surpassing big yellers! Vulcha killaboss and Gobsprakk were kinda of buffed with this change. The issue two redeploys/reroll the dice becomes a lot better in grinning blades as it can take units outside of their shooting range with a good roll.
  25. Sadly the archrev CA is restricted to the combat phase, so this don't work either... The only buff we have that work on them is the heartwood +1 to hit, which you can get with AoA anyway and don't help a lot with their damage. To me they fell a little similar to the lancers in their role. They can shoot something, deal some wound to weaken the target and them "runa away" if the enemy gets close by. They trade the lancers resilience (and buffing potential) with ranged projection + build-in running rules. You could use an unit of 10 to have a semi-reliable foot hero killer, but it may get a little expensive. I find a little hard to include more than a single unit of them, as you probably want to use unleash hell with all of them when needed and only one can do so each turn. So far I been including them to support the Warsong/Wych bomb, as they can teleport to the wood you set up, finish off some important target and probably get way (just beware of shooting units) and in some Dreadwood lists focused on mortal wounds. They have a place in the army, I just don't think it's a central one as the Lancers/Seekers/Kurnoths for some lists.
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