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King Dust

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Posts posted by King Dust

  1. 22 hours ago, Lavieth said:

    Is that just so once per game 2 units can strike and fade? Is that more valuable with spites than more consistent spell casting?

    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!

    • Like 1
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  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. 29 minutes ago, Arzalyn said:

    Looks to be a strong mortal wound source, balanced by their short range. The move + retreat after unlesh hell will surely make them really mobile!

    Well I got the points wrong but otherwise feel like my Wyld predictions were pretty accurate 😅

  4. 1 hour ago, Aezeal said:

    I'm wondering about how our shooters will compare to each other. I'm guess there will be a clear winner and knowing GW it'll be the new kids on the block :D

    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!

    • Like 2
  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?

    • Confused 1
  8. 2 hours ago, KingGatorboy said:

    I'm unsure if a 6+ ward is necessarily too overpowered. Many factions have faction-wide wards, whereas this is only on the wizards. But if I had to choose one or the other, the 6+ ward would be fine I guess. The idea is that they will probably get rid of throne of vines or nerf it at some point, so a +1 to all wizards near a wyldwood would be nice for the wizards that are encouraged not to stay in one place while the ward is for the two noble spirits (treelords and tree-revenants) who are not wizards.

    Free spirits, probably the +1 to hit if I had to pick one since it follows the pattern of what we currently have available with all the rerolls.

    The idea is if the +1 to save near wyldwoods were to happen, GW would probably just remove the ability from their warscroll to avoid stacking tbh. I just didn't really want to meddle too much with warscrolls. I would even consider a point nerf on dryads if I were looking into the warscrolls.

    The most important thing in my opinion is for everything in the faction to at least do something near wyldwoods.

    Thank you for the response by the way :) I will certainly start devising an errata with any feedback you and others have. The main purpose with this is that I'm tired of us not having any new 3.0 rules at all.

    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!

    • Like 1
  9. 18 hours ago, KingGatorboy said:

    Since we will be waiting on new rules for likely quite some time due to GW failing to realize that Warsong has all lore of the deepwood, thinking they just gave it to Alarielle despite her already having it since June 2021, and not realizing that the Broken Realms Kragnos book errata still has the clause to remove Navigate Realmroots (which is likely the reason it still isn't in the app), I figured I would brainstorm some ideas for a 3.0 battletome that we could test in open play to keep our lives interesting.

     

    Let me know how I did, did I fix our faction?

    If there is anything you feel should just remain the same as it did in 2.0, let me know as well.

    Sylvaneth Unofficial 3.0 Battletome.docx 20.02 kB · 9 downloads

    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. 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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