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Lanoss

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Everything posted by Lanoss

  1. While I think a much needed change in this years GHB was for Alarielle to come down - I think the changes that did happen made way for some fun builds I reckon this list is cool as now as it lets you take ALLLL the fun stuff and making the best of a combat army Allegiance: Sylvaneth - Glade: Winterleaf Leaders Spirit of Durthu (300) - General - Command Trait: My Heart Is Ice Spirit of Durthu (300) Branchwraith (80) - Artefact: Spiritsong Stave - Deepwood Spell: Verdurous Harmony Arch-Revenant (100) - Artefact: Frozen Kernel Drycha Hamadreth (300) - Deepwood Spell: Regrowth Battleline 5 x Spite-Revenants (60) 5 x Spite-Revenants (60) 5 x Spite-Revenants (60) Units 6 x Kurnoth Hunters (380) - Scythes 3 x Kurnoth Hunters (190) - Scythes Battalions Outcasts (100) Endless Spells / Terrain / CPs Geminids of Uhl-Gysh (60) Total: 1990 / 2000 Extra Command Points: 1 Wounds: 104
  2. @willange and Gordrakk’s brought crude iron catapults and explosive gitmob grots!
  3. Points changes? Are they what was shown last week?
  4. Wow Is there a collaborative list out of all the changes? Or just bits and pieces atm?
  5. I’d agree. While ensuring Sylvaneth get a good magic phase is surely not always possible, we have access to Vesperal Gem to auto cast. Winter leaf, Heartwood and Harvestboon are all very good magic-less Glades I like the idea of 24 bows btw haha
  6. Hi @scrubyandwells what are your thoughts on the wording next to the Verdant Blessing spell? It states something like “all Sylvaneth wizards know the Verdant blessing in addition to any other spells they know.” <full stop. It then says “in addition, they can also choose one from the Syl Lore if they’re a wizard in a Sylvaneth Army” - paraphrasing of course. My question to you is, would you assume then that Syl allies in another army can use the Verdant Blessing spell? (And therefore summon trees and dryads and teleport) That is my understanding but I have never seen anyone in any tournament scene or battle report perform such action. Anyone, feel free to chime in.
  7. Feels like it was before Covid19 that we got an AoS preview...
  8. @Grimbok I would not think they would release a new book within 24months of the current one - which is why I’d expect an errata on wyldwoods and a couple glades or evening new glades in the GHB 20
  9. @ogarrah my preference is List 2. However (if you have him) I would suggest swapping the TLA for a SoDurthu. In Winterleaf he’s a beatstick and frankly the TLA isn’t doing too much for you. I’d also suggest regrowth and perhaps verduous harmony going on your two branchwraiths cheers
  10. @Popisdead something fun might be - capping TRevs at 20 and make them 80/240
  11. @Popisdead I agree. The book is about 75% well done but there’s just something fundamentally missing. And I’ve given it some thought to perhaps fix. Points drops, I do not think are the answer. That may be an easy solution but would not make the army work any better. Although I think a new unit would be welcomed I do not think it would save the army. I agree some warscrolls need some tweaking (Tl, TLA in particular) that, I feel requires a new book release no? Some changes to wargroves would be nice. They could possibly be released in a WD like a lot of the battalions they’ve been doing. Iron bark could give +1 save or reduce damage by 1 as an ability. Oakenbrow could make Treelords battleline. BUT, the key change I think that should happen and could easily be implemented is a change to the Wyldwood warscroll. Think about it. It’s a single terrain warscroll, easily printed in a GH, and is a key part to our army (well at least that’s it’s purpose, woods are less important imo than in our previous book). So why not update that warscroll and give the Syls some added abilities beyond our - teleport into woods to start, immune to bee are battleshock around a single terrain piece - they’re pretty average imo Id like to see - Syls wholly within 3” of a wyldwood receive cover (including monsters). OR Syls units wholly within 6” of a wyldwood receive a 6++ save and heal 1 wound at the start of each hero phase. and change the charge phase mechanic to a 5+ rather than a 6+ Something like this I feel would bring the army back to where it was previously, be more fun and more competitive In my opinion anyway
  12. @VonSmall this is fun! The only problem I see is Gorefist move happens at the start of the hero phase, there you wouldn’t be able to puke then gorefist move
  13. 100pt would be waaaaaay too cheap for brutes imo 120pts and you’re in line with Hearthguard Berzerkers But id still argue is too cheap for a 15w unit that can pump out 19 quality attacks A 80pt horde discount would be nice But yes, they likely need a slight buff to their warscroll (+1 bravery and since we’re asking, +1 to wound 4+wound units) 😁
  14. IMO for a warscroll fix Brutes - bravery 7, 6s to wound are -2 Megaboss on foot - Ability: Instead of rolling for battleshock, a unit within 3”/6” suffers d3 mortals as the Megaboss knocks some sense into them Let me know if that’s too much...
  15. You are also far more likely to get all 10 hacka brutes in range for combat than 15 Ardboys So performance in-game doesn’t necessarily equal performance on-paper in this instance
  16. I completely 100% agree with yiu Needs a little faq
  17. Hmm I thought the same initially @SylvanHunter but it does specifically state “if you declare a unit will run” to me that says the unit is running and it’s just an auto 6 Thoughts?
  18. Here’s my Big Waaagh (wring thread I know) Megaboss (Brutish Cunning, Metalrippers Klaw) - Weirdnob (GBHoG, Skullcape) - 2x Warchanter (Get Em & Fix Em) Ironfist Battalion - 15x Brutes (Big Boss) - 10x Brutes - 10x Ardboys - 6x Gruntas - 3x Gruntas Im really enjoying this kind of play style and it really shakes up what my opponent expects IJs to do The Ironsunz BossFist list I’m itching to try Dakkbad (Right Hand, Metalrippers Klaw or EAmulet) - 2x Megaboss (1 has Sunblessed armour) - 2x Warchanter 10x Brutes - 10x Brutes - 5xBrutes - 5x Ardboys
  19. @Arzalyn I’ve have great success with Brutes and in fact prefer them over Ardboys (an unpopular POV I know but I love them models and intend to make them work). The sheer damage output of a unit (at any size) outweighs Ardboys imo. people can throw averages out but the performance on the board really shows their strengths. Ive been throwing around multiple units of 10+ in a Big Waaagh and I love them! im yet to try in a Boss Fist but I reckon they’ll be insane just my 2c anyway
  20. Tbh Big G doesn’t offer enough for me to take in a BW. But that’s probably my chosen play style. MBMK w/ Brutish Cunning and an artefact is so good comparatively I feel Big G is probably best in a Grunta BW or a Bonesplitters Big W. IMO His synergies don’t really have a huge affect on armies unfortunately
  21. @Ravinsild HIT & RUN TACTIKS Allegiance: Ironjawz - Warclan: Bloodtoofs Mortal Realm: Shyish Megaboss on Maw-Krusha (460) - General - Boss Gore-hacka and Choppa - Command Trait: Get Da Realmgate - Artefact: Ethereal Amulet - Mount Trait: Big 'Un Megaboss on Maw-Krusha (460) - Boss Gore-hacka and Choppa - Artefact: Quickduff Amulet - Mount Trait: Loud 'Un Megaboss on Maw-Krusha (460) - Boss Gore-hacka and Choppa - Mount Trait: Weird 'Un 3 x Orruk Gore-gruntas (160) - Jagged Gore-hackas 3 x Orruk Gore-gruntas (160) - Jagged Gore-hackas 3 x Orruk Gore-gruntas (160) - Jagged Gore-hackas Gorefist (130) Total: 1990 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 90
  22. Regarding the Bloodtoofs Command Ability BREAK THROUGH THE LINE “You can use this command ability at the end of your combat phase. If you do so, pick 1 friendly BLOODTOOF unit that fought in that combat phase and that is wholly within 24" of a friendly BLOODTOOF HERO. That unit can make a normal move, but cannot run or retreat.” Can you move that unit into another enemy unit (ie. within 3” of an enemy unit)?
  23. I’ll be giving this a red hot go I reckon Allegiance: Ironjawz - Warclan: Ironsunz Mortal Realm: Shyish Megaboss on Maw-Krusha (460) - General - Boss Gore-hacka and Choppa - Command Trait: Right Fist of Dakkbad / Mount Trait: Fast ‘Un - Artefact: Ethereal Amulet Orruk Megaboss (150) - Artefact: Sunzblessed Armour Orruk Megaboss (150) Orruk Warchanter (110) - Warbeat: Killa Beat Orruk Warchanter (110) - Warbeat: Fixin' Beat 10 x Orruk Brutes (280) - Jagged Gore-hackas - 2x Gore Choppas 10 x Orruk Brutes (280) - Pair of Brute Choppas - 2x Gore Choppas 5 x Orruk Brutes (140) - Pair of Brute Choppas Extra Command Point (50) Da Boss Fist (220) Total: 1950 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 116 Its a 3 drop. Starts with minimum 4 cp. And the Megaboss with the Sunblessed Armour can sit in cover near an objective for a 2+ save reducing rend by 1. Meanwhile those brute units are hitting with 48/41/24 attacks respectively
  24. Wait. Can’t we select a new general if the general dies? Or is that only for Open Play?
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