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lastlostboy

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Posts posted by lastlostboy

  1. 1 hour ago, Arzalyn said:

    Sadly the archrev CA is restricted to the combat phase, so this don't work either...

    Omg. 

    One one hand: okay, so I don't waste the KH Aura on the Arch-Revenant. But then: almost no buff for a new unit in the entire book. I mean, we have two shooting units, so who designs the Arch-Rev CA and thinks: "oh, wow, better make it melee only, so the mass of shooting units with all their other shooting buffs don't get too strong..." -_-

     

    1 hour ago, Arzalyn said:

    You could use an unit of 10 to have a semi-reliable foot hero killer, but it may get a little expensive. I find a little hard to include more than a single unit of them, as you probably want to use unleash hell with all of them when needed and only one can do so each turn.

    They have a place in the army, I just don't think it's a central one as the Lancers/Seekers/Kurnoths for some lists.

    At this point I thought about 2x5 archers and 2x5 Tree-Revenants as harrassing teleporting units grabbing objectives when you need them.
    But first, MSU are harder to buff with CAs, that includes the free Tree-Rev CA and second 660 points are a lot for just looking good and doing minimal disturbing stuff.

    Shame.

  2. 2 hours ago, Trickflo said:

    That's kind of what I figured seems somewhat unfortunate to have an option to run treelord army now and nerf them like that.

    Having multiple of the same unit not overwriting the core rules for their special rules isn't exactly a nerf but I know what you mean.
    I think one one hand the rule or better the triggering mechanism is pretty weak. 3+ for an effect that needs a resource - a Monstrous Rampage "charge" in this case - isn't good.
    On the other hand the special rule comes with the resource to fire itself. With that 5th Monstrous Rampage you have the option to fire five Monstrous Rampages per turn instead of four. That's pretty good.

    So yeah, it might not be perfect but it's a buff. And overall a nice buff.



    Let's talk fae archers.
    I'm a little disappointed by them. I love their models and got myself 10 already which I intend to play. But with their "high" points cost, no option to make them battleline and little buff possibilities it's not that easy. (But hey, my 1st and 2nd edition sylvaneth lists where both Tree-Revenant-heavy just because I like the models so I'm pretty practised in artificially restricting myself...)

    The easiest things I can think of is buffing their attacks with an Arch-Revenant. Solid, it buffs their dmg outbut with 50% especially it's one of the few options to buff unmodified-6-abilities. Ofc I give most likely the KH buff of the Arch-Revenant up because there won't be any KH in the harassed flanks where one would use them.
    The other buff is Treesong. Not that big but it's a way to not "waste" the buff on them because it effects all other units in range as well. So instead of buffing the archers it's more like buffing some units in choke points and coincidentally having the archers using the buff too.
    Treesong only works with melee attacks... Oh, come on! :/

    A last strategy I thought of is using them as shields at the frontline for other units you don't want to get charged. You can trigger Unleash Hell and fall back. But if they don't make it or get shot down it was a very, very costly shield...


    Okay guys, make my fae archers work, or at least not suck. Go! :D

  3. 1 hour ago, Landohammer said:

    Wow good catch. I'm not super impressed with the new Treelords profile for their points TBH, but I think oakenbrow definitely pushes them into the realm of possibility. And being able to field them as bounty hounters, combined with their pile-in denial and ASL, they can become absolute infantry shredders.

    Imagine charging a powerful melee unit like graveguard or fyreslayers, triggering ASL, denying pile in, and then swinging for damage 3 and 4 attacks on them. And then repeat. 

    On 6/19/2022 at 3:58 PM, Arzalyn said:

    Yeah the Treelords in Oakenbrow look promising! My only concern is that, while the don't suffer reduction on their damage as they take wounds, they damage isn't that high to start with (5 damage against a 3+ save and 8.6 damage against a 6+). Its better than it used to be, but they do the same damage as Lancers and less so than Sword/Scythes Kurnoths and Seekers, all which absorb buffs better. They fell more like a anvil that do some damage and that can hold a horde/infantry through correct positioning, supplementing them with some mortals spells could be a way to compensate the damage and win the long game.

    Na, I'm not speaking of a new meta-defining, game-breaking strategy. Just a solid counter to count-as-3-models Expert Conquerers. And it is.
    I think the battletome as a whole has a lot good-but-not-broken concepts to play with. Oakenbrow Trees are just one of them.

  4. Did you guys do numbers for Oakenbrow yet?
    That's insane.

    Oakenbrow halves the number of wounds for damage tables for trees. But the 3rd Edition does have way more forgiving damage tables. (Like 40k.)
    For models with 14 wounds - all trees - in means you get in the second row when you lose half of your wounds.
    The highest amount of wounds you can lose is 13 - for Oakenbrow 6.5, rounded up to 7.
    So every tree keeps the first row all the time except when being down to 1(!) wound. Then you get the second row. It will never get worse. (Except for that angel girl aura.)

    Here I should remind you every unit in 9" to an Awakened Wyldwood or overgrown terrain feature heals 1 wound at the start of your hero phase. So even if the enemy ends their turn to get a tree down to 1 wound it will heal to the first row near a wood. That doesn't make trees indestructible of course but not able finishing off trees is really bad for your enemy.

    I let you doing the math on an Oakenbrow Spirit fo Durthu with a Greenwood Gladius yourself...

    Let's look at the generic Treelords in this Matched Play season.
    In Oakenbrow they'll get battleline. Conditional battlelines lose every other battlefield role. Which means they lose behemoth and are just units.
    Now in this season we have the Bounty Hunter battalion that adds + 1 damage to all GALLETIAN VETERANS. A keyword the enemy battleline units can't choose to get or not.

    Long story short: You have Treelords with five 3+/3+ Damage 3 Attacks and two 2+/2+ Damage 4 Attacks that only gets a little worse if the enemy puts it down to 1 Wound (or kills it) and keeps it there.

    On top of that Treelords have the ability to block the enemy pile-in on a hit in melee which also synergizes with their Groundshaker.

    Finally I want to highlight that nothing of that needs other units to buff or interact. No tricky stacks of abilities or spells of x different units and thought-out positioning over the board. No, you just need the subfaction and maybe the battalion if you're playing the Machted Play season.

     

    So I guess our roots run deep indeed.

    • Like 8
  5. 23 minutes ago, Aeryenn said:

    It didn't cross my mind to use him in such an aggressive way. Seems fun and risky.

    It's not that risky. 5+ 4+++ with 7 wounds and healing ALL over the place.

    For 'Places of Power' and his cast buff you want to keep him anyway near woods. Now imagine a 'Treesong' too... ;)

  6. 6 minutes ago, Aeryenn said:

    Throne of Vines bo longer works that way. Now it is a healing ability.

    I'm aware. Healing up to 12 wounds over a battleround sounds like a good idea for something I want to push as a beatstick into action. 

    • Like 1
  7. 34 minutes ago, Aeryenn said:

    Can somebody please explain to me how to use Warsong Revenant? I've just painted my model and although it's gorgeous I'm not convinced if he is worth his points.

    received_1873216739534531.jpeg

    The same as the "old" one: 'Flaming Weapons' and into the action. 'Throne of Vines' on top when Gnarlroot. :)

  8. 6 minutes ago, Domize said:

    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’.

    Quote

    Q: If an ability allows a unit to receive a command without the command being issued and without a command point being spent, does the restriction that you cannot use the same command ability more than once in the same phase still apply?
    A: Yes.

     

    6 minutes ago, Domize said:

    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!

    I think it's better that way. The bug cavallery has rules that only has effects when a Rally command is issued, the Revenants has their free command, it would have been a little over the top when the KH rules would also interact with command abilities.

  9. 17 minutes ago, Warbossironteef said:

    Sorry if this has been resolved in here already but do the new Wyldwood or Overgrown terrain block LOS? 

    The Wyldwood does block LOS but not for SYLVANETH.

    For overgrown terrain uses the LOS rules of the terrain feature.

    Funnily enough the Awakened Wyldwood Warscroll does not say the terrain feature uses the CRB Wyldwood rules.
    I guess it will be the first question in the next FAQ. :D

  10. Yo, 'sup!

    I'm lastlostboy from Germany and my old (mainly 40k) forum has less and less AoS activity so I might migrating to you.
    I thought I already registered years ago but non of my emails or usernames worked so I've might been wrong.

    I'm playing - more like collecting - Sylvaneth and a few not yet startet or never finished AoS projects.

    First question first, as far as I know warscroll leaks are not allowed but text form is. How about posting links to image sites with warscroll leaks? Imgur and stuff. Is that allowed?
    Don't want to break the rules on my first day. :P

    So yeah. Happy to be here. :)

    cheers
    lastlostboy

    • Like 1
  11. 7 hours ago, Jaskier said:

    Warsong Revenant - unchanged

    He got another Unbind and 3 more Attacks.
    Also lost the Wyldwood Spell und the Warscroll which might get relevant for Living City Armies.

    2 hours ago, Freejack02 said:

    Alarielle's new Lifebloom self-resurrect can only be attempted once per battle, correct?

    Yes. You can wait battlerounds for improving the chances tho.


    Biggest disappointment for me is TLA being only 1 cast, 1 unbind for 360 points. More punchiness is nice but we have enough big trees for punchiness we didn't really need another one...
    Second biggest disappointment is the Arch-Revenant still buffing Kurnoth Hunters not Revenants. :(

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