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Abstract_duck

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Everything posted by Abstract_duck

  1. Besides the current situation, the idea of only placing trees In your own territory opens up interesting design ideas, I think. For instance if you could teleport to trees from everywhere on the map with less restrictions like setting up 9 inches from enemy models, it would open up an interesting hit & run style in combination with a defensive ability to protect your own territory. I think this would fit more with the flavour of defending your own ancient forests.
  2. In regards to the trees, I do feel like the following would be technically legal: This faction terrain feature consists of 1-3 scenery pieces. If an Awakened Wyldwood has more than 1 scenery piece, each piece must be set up touching all of the other pieces to form a circle with an area of open ground inside the circle. The area of open ground inside the circle is considered... I'd say that you are technically still forming a circle if you, say, do this: As I said, I wouldn't do it in a friendly game.. But if you are playing someone who is unreasonably strict in regards to the navigate realmroot etc.. perhaps something to consider.
  3. And, to add to that.. There seems to be no reference to the placement rules in the General's handbook. So I'd argue that these don't apply to woods set-up during the game.
  4. Ouch.. Didn't catch that. Not sure if I agree though, since it states: Abilities that allow you to add Awakened Wyldwood terrain features to the battlefield will tell you how to set them up. In addition, they must be set up more than 3" from all models, objectives, other terrain features, endless spells and invocations. I'd argue those are the only rules, then, for trees set up during the game.
  5. You're talking about the wyldwoods missing navigate realmroots? Quote obviously an oversight, though.. since they explicitly state in the FAQ that the ability is replaced by an ability on the warscroll, you can reasonably presume that it still exists.
  6. I don't think people would disallow using it. Since the FAQ states that is ought to be replaced by the same skill on the warscroll. Quite obviously the point here is that, for instance, living cities, could also use the teleport instead of just sylvaneth. -- New winterleaf command seems nice with drycha. Double mortals with ranged, right? What was the ruling with flaming weapon & unique's, again?
  7. What FAQ states that? It seems quite relevant to a discussion in the sylvaneth forum a while back, in regards to the new wyldwoods and treelords
  8. My guess is that they'll stay 3. Apart from the reveal, I can imagine that units of 5 will make them stray too close to the paladin units. In units of 3 they fullfill a niche, as far as that's possible in stormcasts.
  9. Again it seems to come down to the definition of 'instead'. I'd agree on not doing it , though. Although, what would seem to be new is a rule ambiguity in favor of sylvaneth. You made me reread the new Awakenend Warscroll and navigate realmrootd, and seems like you can explicitly move/retreat into range and teleport once into range of the tree in the same turn. Before you had to explicitly either move or teleport. All in all.. Perfect for those moments where you are not quite close enough to the woods to tele, or piled in just a bit too much. I think this is quite big in using the teleport when you want
  10. Ive never heard that one before, running after the set up. Can more people confirm this?
  11. This topic was argued a few pages back. Basically it depends on your definition of 'instead of'. Considering it is a set up, and not a move, i would argue that you can still charge. It is not an alternative move/retreat action, but an alternative action to the move/retreat action
  12. One more possible reason why wood placement during the game is not faction terrain (although I believe Mirage's earlier argument settles it), and therefore the 3" doesnt apply: The warscroll says: 'only Sylvaneth can take this faction terrain feature'. Since other armies can take, for instance, a TLA, that would imy 1 of 2 things: (1) they (e.g. cities or other allies) cannot use his tree placement skill if the trees are a faction terrain, or (2) placement of Awakened woods during the game implies that it is not faction terrain, therefore meaning faction terrain placement rules do not apply. Considering all other point, and because it would be strange otherwise, I would argue (2) is the case. Here, warscroll conditions apply instead. These conditions are quite nice. All in all, these placement skills are a massive, massive buff to sylvaneth.
  13. Yeah, agreed. I'd definitely pass playing with someone who's very adamant about these things. It would probably not bode well for a friendly game if someone cares that much about the shape of your plastic. I feel GW's stance makes economical sense for a company because they want to make money.. but I feel like there is no other reasonable defense of the stance. That said, if i use empty bases and the like, I would be more lenient in regards to re-do's, if my opponent claims they've had a mix up about what unit it represents. If i feel like they are abusing it, I can always choose to play with someone who doesn't.
  14. I'd want to see the coalitions possibilities before being too happy about the concept in regards to sylvaneth (I like the transfer of allegiance keyword in general). Generally, you pay quite a steep price for the sylvaneth teleport ability in the effectivety of sylvaneth warscrolls point wise. I can imagine GW limiting our allies because they might simply be too effective with our allegiance ability.
  15. You should try Beasts of Chaos or Sylvaneth for some of that sweet glory - There will indeed be sufficient salt to be worthy of.
  16. I'd think the security of 2 warsongs for his signature spell & throne+verdant blessing is well worth the points, especially now that MSU is going to be a thing.
  17. Yep, I was ust very unlucky. Rolling lot's of 2's and 1's - not even getting spells off with the +1 warsong bonus all the while using Chalice (rolling 1,1,2 and the like) so I didn't lose out on the spells because of dispells. Was good for the game though, since the time I got it off was a bit too much
  18. Had a game with the new rules. Loved being able to place down a forest with less trees. It enabled the possibility of putting down a forest near my objectives, and somewhat in the way of the opponent. Stacking drayds and forest+places of power on the objective was easy like this. Also tried the Warsong+spellportal+chalice+balewind. I had some trouble getting it off, but managed to do so in the 3rd turn, without any prioor buff's. I don't think I'll be using it again like that. It hit about 5 units, dealing at least 20 mortal wounds without any risk associated to it. It didn't really matter for the game. But, not too fun for a casual game, I think. I was quite unlucky with my first casts, getting lot's of 1's and 2', even with the chalice, but normally I'd say the combo is a bit too reliable and safe & rewarding massive turtling.
  19. Thanks! That seems a bit more decent then I thought, especially if you can ping off a few wounds with your ranged!
  20. Fair, though I feel like their output is still too little to kill off an unwounded hero if they are unbuffed, though. at that point you might be using 160 points to kill off a 80 point unit over a few rounds since you're looking at about 6 per turn if you get all of them in range against a unit with a 5+ save - granted, the banner helps. But yeah, it depends on your goals. I'd love to hear if they are actually quite decent hunters, though.
  21. Let's not forget that we haven't seen terrain rules yet. These might influence the shooting quite a bit, same with vision rules. What if, for instance, you can only deal wounds equal to the amount of units that are visible to the shooting unit, instead of being able to damage all of them if the shooting unit can shoot all of them if just one is visible & in regards to the coherency rules: Perhaps unit sizes for Cav changes, or the idea is to buff heroes and monsters by debuffing units with multiple models. Perhaps the goal is to create, even for Cav, multiple lines of units. This would actually make sense if games are to be a bit longer. Right now, many games seem to be decided turn 3, but if the damage of a large part of your army is lessened, games might actually be longer. Now, problem here wouldn't be the coherency rules, I think, the main problem would be people abusing the rules to create weird formations, which I fear would be done in a competitive scene. But in a friendly game you can just decide not to play with someone who does that.
  22. Looks good! I'd change one little thing though: a max unit of spite rev's is 200 points, so I'd change the 10x tree rev's to 5x tree rev's. You probably want to use the tree rev's to capture free objectives and perhaps kill off a wounded hero or screen an objective you own. having 10 instead of 5 tree rev's in one unit isn't really going to help that much. Do keep in mind that spite rev's are mostly glass cannons. Most people recommend dryads instead, especially since you have the damage covered with kurnoth's. I like a big stack of spite-rev's though
  23. Sounds like a good reason to share some lists amongst each other.. I would be interested though! To start, my gameplan for next time will be: Gnarlroot 1x Alarielle 1x Warsong revenant (Planning to try the Warsong Bomb by hiding him in a central spot on the map, stacking a cast bonus with Chalice (anybody know the average increase in casting rolls?), +1 Balewind (and+6'' range), +2 Throne, +1 standard bonus for what I believe should be quite a decent cast for damage across the board, staying quite reliable because of the casting bonusses and only getting higher with the Throne stacks). Quite sure to get it off if you: Cast Throne for the +2 (with a Chalice +1 bonus in the forest), Balewind with the Chalice +3 from forest and throne, signature spell for the +4 with chalice. My guess would be that you are netting 4-5 mortal wounds in a 15'' range on turn 1, forcing the opponent to commit units to a unit protected by a forest - (and if you add some tree revs or kurnoths (by deploying them off-board until it's your turn)) that's regenerating. 1x Branchwraith (for the summons, ofcourse) 30x Dryad 5x Tree Rev 5x Tree Rev 6x Kurnoth Scythes - Balewind Vortex Spiteswarm Hive 1995 points - which might net a triumph if lucky without sacrificing too much points By The way.. Anyone else feeling like Dead for innumerable ages should've been Alarielle's regenerative ability?
  24. I've bought it. I can confirm that it's the same set
  25. Jep, I think you have too. You should be able to hide the warsong revenant behind both wood pieces though since the scroll doesn't seem to state that units have to be in the forest. Correct me if I'm wrong though, but that should easily be 3'' of forest in from of him. He won't be protected from all sides, but you can probably hide him from the biggest ranged damage. A
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