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King Dust

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Everything posted by King Dust

  1. The double strike and fade is great, but the real benefit of Dreadwood is Spite Revs become Battleline. So you can double reinforce them for really cheap blocks of wounds. And with the strike and fade you can conga line them to get almost all 15 into combat without worrying about losing coherency (since you fade and reset yourself before the turn ends). Something like this: Allegiance: Sylvaneth - Glade: Dreadwood - Grand Strategy: Spellcasting Savant - Triumphs: LEADERS Arch-Revenant (120)** Warsong Revenant (300)** - General - Command Trait: Radiant Spirit - Artefact: Seed of Rebirth - Lore of Primal Frost: Hoarfrost - Lore of the Deepwood: The Dwellers Below Drycha Hamadreth (320)* - Lore of the Deepwood: Verdurous Harmony - Lore of the Deepwood: Regrowth Warsong Revenant (300)** - Universal Spell Lore: Flaming Weapon - Lore of Primal Frost: Merciless Blizzard UNITS 15 x Spite-Revenants (240)* 15 x Spite-Revenants (240)* 5 x Tree-Revenants (110)* 5 x Gossamid Archers (210)* 5 x Tree-Revenants (110)* ENDLESS SPELLS & INVOCATIONS Spiteswarm Hive (40) CORE BATTALIONS *Battle Regiment **Command Entourage - Magnificent ADDITIONAL ENHANCEMENTS Spell TOTAL: 1990/2000 WOUNDS: 120 REINFORCED UNITS: 4/4 DROPS: 4 With Hoarfrost, Arch Rev's +1 attack, and Drycha's +1 to wound aura, you could have 52-60 attacks at 3+/2+ rend 3. Which can delete pretty much anything, so that's fun!
  2. I bet the higher points for hunters are a sign they'll be conditional battleline. With a 3+ save, envoys, healing from the new bug cav, and whatever buffs and synergies we get to keep on arch-rev, etc. A list of 15-18 Hunters with support seems like it could be pretty nasty. And bow hunters still have a place in that list, sitting on your home objective providing long range support wherever it's needed and protecting backline casters or just reliably holding that objective from any would be ambushes.
  3. Well I got the points wrong but otherwise feel like my Wyld predictions were pretty accurate 😅
  4. I hope there are defined niches for each shooter. Hunters keep their range, gossamids get some other utility to account for their shorter range, Drycha keeps her vesatility and volume of attacks, etc.
  5. Time for more Wyld Predictions (in the form of rule speculation)! Gossamid Archers - Based on the description in the stream "magic arrows that become bugs that eat your face" I'm guessing mortal wounds but probably not a high volume of attacks and limited range (12-15"). Probably squishy but able to retreat and shoot or else have some other "stay out of combat" survivability. Probably 130-150 pts range? Maybe more if they have 2 wounds and hit at all hard. Lady of Vines - They said she'd be a wizard with summoning and buffs. I would have loved to see a hero in the 150-200pts range, but I bet she ends up closer to 250 because of the summoning. 7-10 wounds, probably hits like tissue paper but hopefully has cool flexibility otherwise. Spiterider Lancers - They were described as shock cavalry. Compared to idoneth eels. I bet that's accurate and not much else to discuss. 150-180 for 3 depending on how hard they hit. 3 wounds each? I doubt they can teleport like infantry revs, but maybe they have a start of game drop in that isn't dependent on woods? Revenant Seekers - Mounted combat medics? Yes please. I'm guessing 10" move (compared to 14 or 16 for the lancers) and then rules similar to the fyreslayers hero with improved rallies or boosts to Verduous Harmony that are dependent on models dying nearby. Hard to estimate points, but I hope they are decently resilient, especially since I don't expect them to be particularly killy. How stupid will this post make me look in hindsight? Cant' wait to find out!
  6. I'm excited for the new tome. I've seen a lot of wishlists for balance changes, and we obviously need a bit of a bump. I do want to talk about one thing that I hope doesn't change much or at all: Tree Revenants. They are really well balanced in that they are super useful (and are taken in most sylvaneth lists) but not spammable. Their teleport and charge re-rolls make them really reliable utility tools, and I think the balance is exactly right as is. Make them too killy and that glass hammer can get tossed around wherever which is part of why the living cities/fulminators combo is such an issue right now. Make them too resilient and then you can effectively spam Scinari Loreseekers and muck up your enemies shooting and/or movement as much as you want. So yeah, hats off to the Tree Revenant, one of the most interestingly balanced units in the game imo.
  7. I was theorycrafting a list with multiple Loreseekers (and a bunch of Bladelords) the other day. I'm quite aware that such a list is illegal since Loreseekers have the "unique" keyword, but it got me to wondering how necessary that is. What do you think? Would we start seeing 6 Loreseeker lists if that keyword were removed? Or would it be fine?
  8. Yeah I don't think 6+ Ward by itself is too strong, just that it is still a strong and compelling ability without the +1 to cast. And yeah I really like the idea of augmenting the buffs to "near wyldwoods" abilities, it really reinforces the "don't mess with the trees when they are in the trees" vibe of the Sylvaneth. The +1 wound being subfaction specific means that you can't fix it with a points nerf unfortunately. Because it's not like ironbark dryads would be pointed differently to dryads of another glade. Maybe something like a 6+ ignore last wound taken? (so for 1 wound models this functions as a 6+ ward, but is otherwise not as powerful) I just know if I were playing your rules I'd never not be running 80-100 dryads in Ironbark haha Thanks for posting the ideas though, cool fodder for rule fantasies!
  9. Some interesting ideas. I like the Forest Spirits ambush ability. A few things seem too overpowered to me: +1 to casting and a 6+ ward to all noble spirits (I think pick one or the other, and even then both are strong) Free Spirits - +1 to hit and +1 to wound (again only pick one) Ironbark +1 wounds - This makes Dryads disgustingly efficient as tarpits. Between all their existing save stacking and the +1 you propose in here thanks to Forest Folk, 20 wounds for 95 points is just crazy good. Like 30 Dryads would be 10 more wounds than a unit of Pink Horrors for only 35 points more with a 4+ ignore rend save instead of horrors 6+ In other cases I don't have a great sense of whether they are balanced or not, and/or I don't feel strongly.
  10. @Lanoss@Arzalyn Thanks for the feedback. I'll lose an artifact (and CP) if I lose those heroes due to battalion requirements. Any suggestions on which artifact I should drop? Or if with that in mind it's still worth it?
  11. Hi all, long time lurker here. I just signed up for my first tournament, wanted to get thoughts on the list below. Idea is to keep Drycha with the bowhunters hiding in one central wood as a ranged threat, Wraith and Warsong in another wood churning out dryads and mortal bombs (with the spellportal), while the rest of the army supports/roams wherever needed. Allegiance: Sylvaneth - Glade: Gnarlroot - Grand Strategy: Prized Sorcery - Triumphs: Inspired Leaders Arch-Revenant (105)** Branchwraith (95)* - Artefact: Chalice of Nectar - Universal Spell Lore: Ghost-mist Branchwych (90)** - Deepwood Spell: Verdurous Harmony Drycha Hamadreth (330)** - Deepwood Spell: Verdurous Harmony Treelord Ancient (295)* - Artefact: Amulet of Destiny (Universal Artefact) - Deepwood Spell: Regrowth Warsong Revenant (275)* - General - Command Trait: Nurtured by Magic - Artefact: Spiritsong Stave - Universal Spell Lore: Flaming Weapon Battleline 5 x Tree-Revenants (80)* 5 x Tree-Revenants (80)*** 5 x Tree-Revenants (80)*** Units 3 x Kurnoth Hunters with Kurnoth Greatbows (225)** 3 x Kurnoth Hunters with Kurnoth Greatswords (225)*** Endless Spells & Invocations Chronomantic Cogs (45) Umbral Spellportal (70) Core Battalions *Warlord **Warlord ***Hunters of the Heartlands Additional Enhancements Artefact Artefact Total: 1995 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 89 Drops: 11
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