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Domize

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Everything posted by Domize

  1. Oh wow. The way the BT is worded made me absolutely think it was only triggered by Walk the Hidden Paths (set up then charge). I wonder if I've heard it talked about like that in a video review too, which probably cemented my opinion on it. I feel like an idiot, thanks for pointing that out to me!
  2. I agree we still have 4 that don't rely on GCs (three from GHB and Eradicate Trespassers. I don't think Harness the Spirit Paths is good – a 9" charge is just not reliable at all for a BT imo). And even then, Eradicate Trespassers could be denied by a smart opponent, unless you manage to cast a tree next to them. I think it's more about having choices, particularly if that one GC is killed/sharpshootered - you'll run out of options pretty quick. But glad to hear about the battle plans, I'll admit I haven't read them all yet, but sounds promising! I also agree on the internal balance being better, thinking maybe Sword hunters will see the light more now.
  3. What does everyone think about the new GHB rules? Will admit, the Warsong and Arch Revs are pretty great choices for being Galletian Champions, but not sure about the Branchwych - she is extremely fragile, and I don't really want to run her onto objectives/combat like a lot of the battle tactics require. The point drops are welcome, but now that I feel forced to run an Arch-Rev, Branchwych and a Warsong Rev in nearly every list just to complete battle tactics, I wonder how much impact they will have (especially since they mostly affect heroes that can't be GCs). It also makes it even harder to justify running Alarielle...
  4. To me it just seems they were playing incorrectly. Should've been 2 dice per Tzaangor unit (1 for Kairos, 1 for LoC), and they can only shoot 1 of your units each... So a maximum of 4 MWs from that, but on average probably 2. Not sure how anyone could read the ability and think otherwise, and with such a glaring error, I'd worry a lot of other abilities were played wrong too lol. As for engaging - the Tzaangors hit hard, but are very squishy against any rend or MWs. The horrors are definitely the worst tar pit - I usually find deep striking tactics to work well, since they can only cover so much area with horrors, and once you're in melee with their scary units (Kairos/Flamers) they melt reasonably quickly. Tzeentch is also very reliant on being within 18" in their Hero phase to deal damage. If possible, I'd force them to have to move within 18" on their turn - wasting as many hero phases of theirs as possible, and letting you get the charge on your turn.
  5. He was improved significantly imo. The main thing that changed was that his ability to get a second cast is no longer reliant on a double on the dice roll. If the first cast is successul, you immediately get a second cast - and with all the casting buffs, such as re-rolls from Tome/Cogs, +1 from LoC etc. he can very easily become a 145pt 2-cast wizard. That's not even factoring in the new +1 to his save, and the fact that him turning into a spawn is no longer on a dice roll. You can also avoid turning into a spawn completely by taking the Cult Demagogue command trait if he's your general. One of the biggest glow ups imo! Edit: Also, since he's got the only Spawn spell (RIP Kairos spell) he's very good with Arcane Sacrifice to mess with any pesky ranged units from 27" away, tying them up with a spawn.
  6. Posted this question in Rules as well, but seeing as I have a game tomorrow, it would be great to hear what the Sylvaneth forum has to say too. So I was watching a Season of War livestreamed battle report of Sylvaneth vs Ironjawz. In it, the commentators were saying that the tournament ruling for Strike and Fade was that it would happen before fight on death eg. Hallowed Knights or Death Frenzy. Video of the comment here. Looking at the rules, it does say Strike and Fade happens immediately after the attack is finished, which ends when wounds are allocated (13.3.1). Then it says a model is slain once it reaches the wounds allocated, but is not removed until after all wounds are allocated (14.2) I only ask because in my playgroup we have 3 armies with abilities like this and I play Sylvaneth, and it would be good to know what the general consensus is before it comes up. Definitely feels like an FAQ is needed.
  7. So I was watching a Season of War livestreamed battle report of Sylvaneth vs Ironjawz. In it, the commentators were saying that the tournament ruling for Strike and Fade was that it would happen before fight on death eg. Hallowed Knights or Death Frenzy. Video of the comment here. Looking at the rules, it does say Strike and Fade happens immediately after the attack is finished, which ends when wounds are allocated (13.3.1). Then it says a model is slain once it reaches the wounds allocated, but is not removed until after all wounds are allocated (14.2) I only ask because in my playgroup we have 3 armies with abilities like this and I play Sylvaneth, and it would be good to know what the general consensus is before it comes up. Definitely feels like an FAQ is needed.
  8. So, this is probably not super viable, but more of a fun meme build. Harvestboon – The DwindlingWarsong Revenant – General, Spellsinger, Vespereal Gem, Verdous Harmony - 305Treelord Ancient - Regrowth - 3606x Kurnoth Hunters with Scythes – 500 – Bounty Hunters3x Lancers -210 – Bounty Hunters3x Lancers 210 – Bounty Hunters3x Seekers – 2355x Tree Revs – 110 – Expert Conquerors Spiteswarm Hive – 401970/2000 With this you could have almost your entire army in the enemy's face turn 1? Seekers and lancers can move 12" pre-game, then another 12-14" in their movement. Should be close for a charge. Treelord ancient can place his wood anywhere on the battlefield, so place it near enemy. Warsong Revenant can cast Spiteswarm Hive through the wood that the Treelord Ancient placed (with re-roll from The Dwindling) Treelord Ancient can teleport to the placed wood to activate Spiteswarm Hive (Edit: ignore this...) Kurnoth Hunters teleport to the wood and now have a 6" charge to make from Spiteswarm (Edit: Nope, still 9"..) Tree revenants and Warsong Revenant can just go to any objectives left behind. Could be very risky but fun. Edit: Just remembered Spiteswarm Hive has to be activated at end of Hero phase...
  9. You can see it on Facehammer's review video
  10. He is still damage 2, unless you mean taking flaming weapon on him. But since he doesn't know the entire lore anymore, it's probably better to take something from the lore that fills his support role better. Also, an important detail I missed about the Spiteswam Hive is that it only targets one unit now. It has increased range to 9", but you can't get +3" charge on both Durthu and a unit of Kurnoths anymore.
  11. Just want to double check - the tree revenants free use of AOA/AOD command abilities still uses it up for the turn, right? It just doesn’t cost a command point. So we couldn’t pop it on them, and say a unit of Kurnoth Hunters? Only asking because it specifies ‘without the command being issued’. I got really excited about the echoes of doom kurnoth ability when I read that, but then was so surprised they had changed it in the battletome!
  12. The Tzeentch increases are just hilarious to me. Flamers weren't exactly scaring anyone anymore.
  13. Wasn't there a rumoured leak about wyldwoods acting as spell portals? I wonder if that'll be the wizard buff, rather than a + to casting.
  14. I'd normally agree, until I had my Alarielle one-shot off the table by some longstrike raptors turn 1.... However, if we start the game with 3 overgrown terrain pieces, and potentially an additional wyldwood (and potentially can summon in a second), it would be quite a task to block out every single piece of terrain. And you can usually tell if your opponent has the means to do so I guess. I think the new "Walk the Hidden Paths" allows you to move then teleport – nothing about instead of moving. So should work fine I would guess.
  15. Do we think we'll keep the Forest Spirits reserve battle trait? Since they've increased the range of the other Wyldwood abilities to wholly within 9", if they do the same to the Forest Spirits ability, it would mean we could keep Alarielle hidden off the table for any potential turn 1 shooting. Also - as a rules question. Alarielle's summoning, Forest Spirits and Walk the Spirit Paths all happen at the end of the movement phase. Do we get to pick which order they happen in? Say, could you bring in Alarielle, use her summon, then teleport them away, since they all happen at the end of movement phase?
  16. If true, this would go a long way towards deterring our opponent from shutting down our teleportation by staying within 3" of our Wyldwoods.
  17. Personally, if I were you I'd get a Start Collecting Sylvaneth box and then wait for the new book – assuming you want to paint them before playing. You'll have plenty to paint before the book comes out then. Then once the book comes out, decide what you need – although a box of Kurnoths or Alarielle probably won't hurt, it's hard to tell without knowing their final points cost.
  18. Think it's important to note that enemies have to be more than 3" away from our woods/overgrown terrain to use this now. Much easier to shut down - here's hoping there are some negative effects to enemies being near them, such as D3 MWs on a 4+ or so. Edit: Too not sound too pessimistic, I am extremely excited about these changes too!
  19. Definitely don't grab a second one, as you can only run one copy of the Lady of Vines. You'll be much better off getting a Start Collecting box to get the dryads that Lady of Vines summons, or the Drycha's Spitegrove box for some Tree Revenant battleline. You might want to grab another box of some Kurnoth Hunters too. However all of this is potentially gonna change once the Battletome drops – so could be worth just painting what you've got for now, then buying more once we have more information.
  20. Saw @Grimrock's post and decided to open photoshop myself (hope you don't mind). Very excited for these daemon princes - absolutely in love with the customisation. Edit: Added the 40K head too.
  21. If Be'Lakor is taken in a Tzeentch army, he can't cast any spells beyond his warscroll spell, mystic shield/arcane bolt and any neutral endless spells, right? I'm assuming not, but Warscroll builder lets you pick from the Lore of Change - but I'm guessing this is a mistake, since he'd not get the Tzeentch keyword.
  22. Ah cool - so the app needs some updating then, glad to hear it! Thanks
  23. This might be a dumb question - but if a Chaos Sorcerer Lord (on foot or manticore) was added to a Tzeentch army as a coallition ally, are they unable to learn spells from the Lore of Fate? They have the Mortal, Wizard and Tzeentch keywords, no? The app doesn't allow it, so I'm guessing not. Or does the Mark of Chaos Tzeentch not count? Was this different before the coallition rules were added? I still think the manticore with Flaming Weapon is a solid choice, but wouldn't mind some of the mortal spell lore instead.
  24. Sorry, might be misunderstanding you here - but do you mean you can't summon in trees during that game in your enemies zone? Or are you just referring to the setup of your initial set of trees having to be in your own deployment zone? I certainly hope so lol.
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