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Domize

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Posts posted by Domize

  1. 2 minutes ago, KarrWolves said:

    You know you can complete Harness the Spirit Paths with a move + charge and then use Strike and Fade? That's one of the easiest BT to complete.

    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! :D

  2. 13 minutes ago, KarrWolves said:

    You don't need that many GCs in your list: with only 1 GC you could complete easily:

    • Gaining Momentum
    • An Eye for an Eye
    • Desecrate their Lands
    • Cunning Manoeuvre
    • Eradicate Trespassers
    • Harness the Spirit Paths

    That's plenty enough as long as you manage them correctly.

    Otherwise new GHB is nice, the new battleplans are great for us and Battleline Drawn is now really good for Sylvaneth. 

    Point drops are nice but the point increase on the Scythes hurts a bit (they are out of my list now). That's probably better for the internal balance of the book though. 

     

    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. 19 hours ago, Bayul said:

    Nighthaunt player here with a question:

    I just finished a game against DoT army, which wiped the floor with me. If I recall correctly it looked like this:

        
    Hosts Duplicitous
    Kairos
    Lord of Change
    2x Exalted Flamers
    2x 10 Tzaangors
    2x 10 Pink Horrors
    Burning Sigil of Tzeentch

    Battleplan was Power in Numbers.

    The whole army was placed in the center of the deployment zone as a bubble. I was told beforehand that Tzaangors will use Ornate Totems with 4 dice each in the hero phase*, because there were four wizards nearby. So I stayed out of 18" range in the first round, but tried to flank the army via Vanishing Phantasms / deepstrike. That worked out, but afterwards 2x 20 nearby Bladegheist Revenants were deleted by mortal wounds. When my Grimghast Reapers arrived in the third turn without general (who was easily killed by Kairos) the two big chickens just picked apart my remaining models. Just my Chainrasp blob stayed intact in my deployment zone. 

    I don't know how to engage this army next time with all my melee units. Kairos and the Lord of Change are out of reach and the Tzaangors in the flanks get revived and dish out mortal wounds to everybody. I can't retreat either, which shuts down charges for Wave of Terror.

    *edit: He did it to every enemy unit within 18" though.

    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.

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  5. 1 hour ago, Duke of Mousillon said:

    This. I always liked his utility. The same for Kairos old spell. The same for the OG Thaumaturge Fireball spell making Brimstones. RIP. But Magister was never "good". He did not change since the last tome. Him being suddenly so good? I think he is overhyped by some for example in that Warhammer Weekly podcast about the new tome. The only thing that changed is you can suicide himself to make the Incarnate go wild and my personal opinion is that the Incarnate should be removed from play or reworked. I do not like those things.

    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.

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  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 Dwindling
    Warsong Revenant – General, Spellsinger, Vespereal Gem, Verdous Harmony - 305
    Treelord Ancient - Regrowth - 360
    6x Kurnoth Hunters with Scythes – 500 – Bounty Hunters
    3x Lancers -210 – Bounty Hunters
    3x Lancers 210 – Bounty Hunters
    3x Seekers – 235
    5x Tree Revs – 110 – Expert Conquerors 
    Spiteswarm Hive – 40
    1970/2000

    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. 7 minutes ago, Landohammer said:

    I was never a Warsong Revenant user prior to this tome. I never even bothered painting mine despite loving the model. The meta was just magic heavy and we are too limited on points. But his new melee profile absolutely slaps. He gets 5 damage 3 attacks and then a few rend 1 sword attacks. He will hit about as hard as a treelord in combat, has a ward and never brackets. Similar to Lady of Vines and Drycha, he is a powerful support tool and can fullfill multiple roles.

    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.

  10. 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!

  11. 1 hour ago, Landohammer said:

    Nighthaunt had their deepstrike reworked significantly but its still there. I don't see us losing ours, but i have always seen ours as a bit of a liability due to opponents being able to potentially deny the deepstrike with proper movement. I would be REALLY hesitant to put Alarielle in reserve, especially if the 3" rule also applies to deepstrike. I never see it used in competitive play. No real loss if it goes IMHO. 

    My understanding is that active player determines the order of things that happen simultaneously. But under the current rules, the teleport is "instead of moving" and our summoned units usually say "can't move again that phase".  Not sure how it will work in new book but I think we have all the pieces to figure that out now.  

     

    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.

  12. 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?

  13. 27 minutes ago, Fellman said:

    From Nezzhil in rumor thread

    Sylvaneth Battletome

    The Wyldwoods will act like spell portals

    GHB / Battlescroll
    Dragon hero phase move goes away
    Thunder lizards scaly skin also goes awayLivll
    Living City Strike then Melt Away must finish the movement outside 9" of any enemy

    Lumineth Battletome
    Sentinels 24" reach, need LOS and lambent is changed though I dont know how
    Wind Spirits no longer move in opponents phase
    Stonemage can let the Stoneguard do MWs on 5s and 6s

    If true, this would go a long way towards deterring our opponent from shutting down our teleportation by staying within 3" of our Wyldwoods.

  14. 8 minutes ago, dikakos said:

    thanks for the answer. you think i should buy a start collecting sylvaneth? alarielle? a kurnoth hunters box? 

    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.

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  15. 30 minutes ago, Craze said:

    So, Wyldwoods an overgrown terrain will allow us to:

    • Heal each Sylvaneth unit wholly within 9" by 1 wound
    • Teleport 1 unit wholly within 9" at the end of movement phase to another WW/vergrown terrain
    • Teleport 1 unit wholly within 9" immediately after it struck in combat to another WW/overgrown terrain.

    I think the last one will be the biggest thing, as it will things the chance to hit in melee without the fear of retaliation and then teleport to e.g. grab a lone objective.

     

    I really like this.

    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!

  16. 3 minutes ago, dikakos said:

    Hello i have preorder echoes of doom sylvaneth part. I was thinking grabbing a second one for a 2k army. Worth it or waiting to buy something else? 

    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.

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  17. 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. 

  18. 31 minutes ago, Cuadrao said:

    you can, coallition arent allied units and the latest errata specifies it

    Designer’s Note: Coalition units are not allied units, so the limitations that apply to allied units do not apply to them. This means that coalition units can be given one of your army’s enhancements, as long as they have the correct keywords or are of the correct unit type needed to receive it.’

    Ah cool - so the app needs some updating then, glad to hear it! Thanks :)

  19. 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.

  20. 10 minutes ago, Kiekeboe said:

    The ball was absolutely dropped with this FAQ. Jeez. 

    - No more allegiance Wyldwood teleport.
    - Faction Terrain rules now stack on top of the rules from where they're summoned -  so 3" away from terrain, objectives, and now models as well. And you're now required to put them in your own deployment zone.
    - Back to a single wood consisting of 1,2, or 3 pieces instead of 3x1 (I'm okay with this, spamming the board wasn't fun).
    - The new winterleaf command ability is just garbage. We don't have units that benefit from this (doesn't work on drycha because when multiple things happen on a 6, you choose one of them).
     

    Outside of the Sylvaneth part of the FAQ we now have save-after-save back. So if save stacking wasn't keeping things alive, you can now stack your after-saves again.

     

    Honestly I believe some of these are genuine mistakes. Unfortunately we won't know until they fix them, so for now we'll have to live with this.

    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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