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Violino

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  1. Sorry for double post, I'm not to be able to edit the previous one for some reason. The Balewind is 40 not 60 points ( I honestly don't know why I thought it was 60) which leaves a bit more points to change 5 Spites into Tree-revs if it turns out to be a better deal. And the Branchwych's spell is called Unleashed Spites, not Fury.
  2. Hi, I'm relatively new to Sylvaneth and AoS gaming - haven't played a single game yet, I was enjoying some alone hobby time for now. I thought it would be a good idea to start small, so 1k armies for now. In the long term I want to have a complete Sylvaneth collection - I just enjoy painting and basing them - but I'd also want to get some tabletop time with all of my models at some point. And since the consensus seems to be that Branchwych is, at best, suboptimal in 2k lists, I thought I might try building a list centered on her. I came up with a few variants, but this one seemed best. NO GROVE BOMB No Grove (80) Branchwych - general, +6" casting range, extra cast - throne (80) Branchwraith - gem, regrowth/throne/harmony (100) Arch-rev (80) 5x Tree-rev (120) 10x Spite-rev (200) Sword Hunters (180) Treelord (100) Household (60) Balewind vortex 1000/1000, 6/8 DROPS, 1 CP Branchwych's spell on the vortex has 21" range and repeated Throne casts give more and more dice rolls to fish for 6s. On 48x48 board the range allows to cover almost entire relevant territory. The casting sequence is quite simple: 1st turn Throne followed by Vortex if not moving then Fury/Blessing. In later turns Throne, Fury, Blessing. Swords and Archie seems to be extremely efficient powerpair even if Archie isn't the general, Treelord, while worse then Hunters, has some unique utility, range attacks and an extra teleport, and enables Household for gem (note that this list is a starting point for me, I plan on revisiting and polishing it, so an artifact can be changed or even dropped). A possible alternative I've been thinking about is dropping household and Treelord for another Sword Hunters (or upgrading 3xSwords to 6xScythes) and doubling Tree-revs or CP and Gladewyrm. I decided to go No Glade as the effective area of the Fury scales with the square of the radius ( or in other words it's easy to dodge 9" range, it's possible to to protect key pieces from 15" range, it's virtually impossible to make use of key support pieces from outside 21"), but this will have to be reconsidered after a few games. Picking a Glade forces me to keep a batalion for Spirit stave, and greatly diminishes Fury usefulness by denying General trait. I'm open to the fact that I might misinterpreted a few rules, so if you would clarify something for me I would be greatfull. 1. Models placed on Balewind vortex can't make ANY moves or just NORMAL moves? I couldn't find any clarification on this topic. It would make sens if they couldn't charge or pile in either but than again RAW it seems that they can do it. I was wondering if I can move Wych between forests without dispelling vortex. 2. Does the Fury spell use casting bonuses when determining the number of dice rolled for units affected? Eg I have +2 to cast and roll a 7 on the 2D6 casting roll, do I roll 7 or 9 dice for each unit in range? Thanks in advance
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