I agree with Landohammer, and I would add one more thing: Split your Greatsword Hunters into 2 squads of 3. The swords only have 1" range so they cannot swing in 2 ranks, and on a turn you haven't charged you'll be using Tanglethorn Thicket so your pile-in will only be 1" as well, making your threat range only 2" on a model just under 2" wide, making it difficult to get all 6 in combat unless you're swarmed which won't last long due to their incredible effectiveness against hordes. You'll also get an extra Huntmaster that hits on 2's which is always nice! The Scythes are your big squad, they make a good defensive unit, your swords are your min squad you throw into stuff. Also with a hunter heavy list you'll want to bring the Gladewyrm for heals, and the Spiteswarm Hive to get them across the table or reroll 1's to saves on a turn they're about to charge. Personally I would drop the Branchwraith, Forest Folk Battalion, Cogs, and command point, drop the 30 dryads to 20, swap one of the dryad min squads for 5x Tree-Revenants (Rend, and Waypipes are awesome), and instead grab the Gladewyrm, Emerald Lifeswarm, Spiteswarm Hive, and Durthu, and split those swords into 2 squads of 3. I like to put Durthu in a Hunter heavy list, but I'm a Heartwood player so that's what I like to run. Winterleaf is obviously strong, and the 6's extra hit counts on Durthu's 6 damage sword so put him by a wildwood and smash face.