Jump to content

Aezeal

Members
  • Posts

    1,875
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Aezeal

  1. Hadn't interpreted it that way myself... I'd see all AoE things as not needing line of sight.. but I never play flitterfuries anyway since I aim for battleshock tests on big units if I use her.
  2. Yeah the Blightkings are severely undercosted in comparison to the Hunters.. and even those arent bad
  3. I did the mousemat thing and it works great. I got 16 bases out of a 3 x 3 mat (I advice the swamp mat from deepcutstudios). I just drew the circle on there... I mean.. if you put trees on there it'll still be a ****** to transport.
  4. Usually it's hard for me to even play a 2nd forest of more than one base if there is some terrain on the table.
  5. True it's very usefull with dryads stringing back to a wyldwood. I'm currently playing sylvaneth only... and I can't even find good reasons to include wanderers as allies even when I want
  6. This is a great strategy nice way to optimize your charging etc.. but it's not a thing that EG is best suited for ofcourse.
  7. I've only played hunters in my sylvaneth army, but they aren't worse in wanderer: so I guess they'll be just as great. They are probably better at what they do than their wanderer equivalents except for bodycount in objective taking. If you REALLY play them behind EG you should go scythes. I do however thing that EG are great objective defenders and Hunters might be objective TAKERS. And then they are about equal (I myself often take swords or a mix but most seem to prefer full scythes).
  8. My experience at 1K is almost all loses. I think something with lots of dryads and hunters and a branchwraith will probably be your best bet.
  9. Yes and probably... been thinking the same.. but I don't have the model and still doubting wether to get it (I like the models of most stormcast hero's.. but not those)
  10. Wouldn't a treelord be good enough then? Those aren't bad now just not as OP as the Phoenix and targets for healing.
  11. I don't think lifeswarm is worth it in a list which already has verdant and regrowth. (In general I think it's a spell sylvaneth can ignore, I prefer some damage endless spells for some more wounds). I really think Alarielle brings a lot for our army though I admit getting more hunters for her might be a good idea (probably the only units worth trading her for). Probably a good move to drop the sisters IMHO
  12. I have noticed this in my 9 spell (TLA, wych, wraith and allariele) list with only 3 hunters too and it's a reason I'm trying dropping gnarlroot.. however when you take more hunters (which is than an option) you'd love to have that spell back... and while I don't really need a 3th item (however nice it is) I DO like to have 2 items. I personally don't one drop my army in friendly games (which is basicly all I play) and like to deploy in reaction to opponent - having said that.. I really DO like to go first to be able to place forests and get troops on at least 50% of the objectives if possible. On the upside it means you don't need to get a wych and TLA, both of whom are not as needed anymore. I'm currently looking a trying a list with Alarielle, Drycha, 2 wraiths at least 1 unit of 20 dryads.. then fill to min battleline with dryads and maybe 5 revenants and get in as much hunters as possible and maybe a few endless spells. Still looking at what batallion might be viable to get a 2nd item (I NEED ranu's - or possibly an acorn)
  13. The difference being that Tau have ranges of more than one charge range... ow I know.. MOST regular troops would need a high roll to move and charge 18-20 inch.. but PLENTY of melee armies can get into the fight from way past our average shooting range. I'd not expect too much from TLA and branchwraith... it's a bit much of an investment for a 4+ summon roll and a 7+ spell. Even in Sylvaneth games it's often hard to place the dryads ideally.. in this case I think it's gonna be near 400 points that won't have too much effect a lot of the time: Kurnoths for heavy lifting seem a better idea.
  14. It's a lot of spells an in my gnarlroot (9 spells) I often run out of (usefull) spells to cast.. I'm actually thinking about dropping gnarlroot so I can drop the TLA (and take drycha who isn't in my list). The main draw of gnarlroot if you already have a ton of spells is getting the spell to regrow hunters ( and that is mostly useful if you have a few hunter units), the one drop and the artifacts... I'm currently thinking that since most of the other benefits of gnarlroot don't seem to do that much for me I maybe shouldn't pay just for all those artefacts and the onedrop.
  15. Personally I'm often not happy with the efficiency of 10 dryads (I always run one unit of 20 and usually because of other goodies my battleline will then be another 10 dryads and 5 revenants. I'm often not happy with both those smaller units... so I can only cry when I see 3x10 dryads...
  16. My opinion is: Say no to wanderers help.. also: say no to tons of tree revenants.. Say yes to units of 20 dryads.
  17. Yes, and saying anything else makes people just look stupid.. the rules are clear and they are stated in previous answer clearly...
  18. I think that it's odd that a stormcast character is larger than a stormcast grunt. It's a thing I only associate with non order guys (Orcs, Chaos mostly). I think there is size creep but that it's fairly limited. Should Idoneth be regular sized elves? If so how do they match up.. and Kharadron/Fyreslayers to old dwarves.
  19. Sizewise I'd say reavers yes.. they should be human just starting on the bloodbound path and while being muscular they should be normal lengthwise. How do they compare to old elves or empire guys?
  20. Stormcasts are big... bigger than normal humans sure.. but relative to their size are they really that bulky.. I mean... completely armoured guys ARE bulky. Especially the less armoured stormcast don't seem that bulky to me.
  21. Well the main selling point of our army is that it's the only one with this aesthetic and if you like it then you have no alternatives... I personally like playing magic heavy so gnarlroot helps.. even without gnarlroot all our characters are casters so that's a nice thing. I don't think we have anything really special that other don't have either.. we are durable.. but so is nurgle we play around our terrain.. but more armies do that these days (nurgle amonst them). I tend to play with 2-3 behemoths more than anyone else I know.. most armies often only bring 1 behemoth and I usually bring at least 2.. but yesterday I brought 3 and summoned a 4th.. I like seeing my big stuff on the table.. but it has to be your thing... PS I think Nurgle is the stronger army
  22. If your nurgle is slow it's probably you... Everytime I play against nurgle I get turn 1 charges in my face even at 24" between us.
  23. I usually try to place a wood, as big as will fit in the centre near or overlapping with one of the objectives on one side. Usually the opponent will give you that side, rightly being afraid of MW due to magic if he positions near there. If that happens I'll put 20 dryads next to it. It's not often I get to place more than 2 woods and sometimes I'll have to do with one... teleporting is something that happens surprisingly few times in my games... you usually deploy to counter enemies and then you'll need those troops there to keep or take a certain objective. Having said that sometimes stuff goes to hell and you'll need reinforcements or once the table gets a bit empty in turn 3 a teleport in turn 4 and then a move and charge in 5 to claim an objective can give you just the points you need to win. I don't play dreadwood myself Deployment is so dependant on everything (your army, enemy army, enemy positioning during deployment, terrain) it's hard to give general advice. I myself often play with 3 units of dryads and I'll try to keep a unit near objectives since most other stuff I'll take will have less bodies so dryads will be important in claiming objectives. I usually pick first turn because running dryads will be able to claim midline objectives and I've noticed those points during turn 1 are often crucial.... and we don't hit THAT hardbut are relatively tough so if the opponent does the same it's not easy for us to remove them while if we do it's it's not easy for them to remove us. (today on border war I was able to take 5 points for 3 turns against Khorne because of dryads bodies near the midline objective.. winning me the game). Keep positioning in mind.. most importantly dryads and wyldwoods…. -1 hit is great.. it's worth sacrificing nearly anything else in positioning even sacrificing cover to take that. For the rest for me the most tricky stuff is to remember all the abilities (and we don't even have that much compared to some armies). Remember to stomp, remember the -1 to hit, remember the +1 to hit in your own combat phase. ( And.... referencing to my game today.. remember to keep Alarielle in range of the regrowth spell if you have a caster that is supposed to heal her.. and not have drycha run of somewhere else when alarielle gets a beating … she survived btw). Alarielle and a TLAwill not be worth their points if only used for support usually. They need to fight to get the most out of them... pick those fights carefully. Enemies WILL pile up on them and a double turn even if she's just fighting some battleline units could kill her (I got 12 wounds in 1 round of combat against 10 bloodwarriors today, ****** big sword thing mauled me for 8 wounds). AoS in it's basic isn't rocket science obviously... and I'm not a great player but I can't really give more general advice than this.
  24. Yes.. not taking possible rerolls in the equation which would make scythes better again and not taking scythe range into equation either.
  25. Pay points and get a TLA for his 4+ ability would both be needed. So that won't fit with a big unit of Dryads.
×
×
  • Create New...