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Aezeal

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Everything posted by Aezeal

  1. Now now.. the Gnarlroot offensive buff can be usefull for hunters too.
  2. I certainly agree with you but we have some high base saves on the major stuff incl the TL so that makes it already less vulnerable than most rank n file.. and we do have the blanket +1 so that is a bonus too... ofc after that it's the same for all armies but we are a bit ahead there. In the end I do agree to much big stuff is too much since big stuff is often expensive per wound. But I think a TLA that stays out of combat shouldn't really be counted and with her healing Alarielle really does bring something extra. So I think TLA, Alarielle and Durthu isn't too much.
  3. While true in general Sylvaneth have a lot more +1 save abilities and a aoe +1 save CA which can be used in addition to the standard one. Healing is the same to a lesser degree.
  4. Yeah I agree which is why I don't have a regular TL in that list. The TLA is not in the list for combat but for a spell, a dispell, a forest and some weak (but potentional character sniping) shooting and ofc a great CA. Only to be risked in combat when things go wrong or there is some screening and the battle is relatively save. Durthu with a 3+/2+ save before rend (and options to further increase it if needed) and a 5++ has a certain toughness but since he needs to be in combat he's a bit more of a risk.. he's not invulnerable but you have healing spells and abilities in the army which can be mostly reserved for him (assuming Alarielle can mostly do her own healing). Alarielle 2 me is more like the TLA than Durthu even though she's ofc got some damage output. She needs to be save in the back at start, if she dies there is a problem but if she dies before summoning it's basicly done then and there. She's too expensive NOT to fight at all her abilities are good but not good enough to justify the points (though that spell can be NASTY) but you really need to pick your battles.. which with her movement and flying is not that much of a problem. Retreating and charging/shooting on her is a godsend. Before in turn 3-4 if she'd just joined a battle it would be devastating not to get her attacks in and you'd usually keep her there because her not fighting would mean a lost game so why no try it (and the she'd die and you'd still lose). Now you can go away, shoot, charge (+ bonus) in another battle... or in the same but from a saver angle with less people hitting her. I'm a a bit sad she didnt't get 20 wounds or a ++ save last update but I can see they went for the healing theme and that is nice too.
  5. It's part of the battlepack, under realm rules (GHB 2021 page 12) Feral Roar. Targets monsters, no other restrictions. * Dammit got ninja-ed while making the long last part of this post. * Tbh, locally we generally didn't play realm rules so I wonder if we'll adopt this it's a realm rule even though it's the only one GHB seems to have selected for 2021. That command ability might be a reason to play something like this though: Allegiance: Sylvaneth- Glade: Gnarlroot- Grand Strategy:- Triumphs:Alarielle the Everqueen (740) in WarlordSpirit of Durthu (340)- Artefact: Amulet of Destiny (Universal Artefact)Treelord Ancient (295)Warsong Revenant (275) in Warlord- General- Command Trait: Nurtured by Magic- Artefact: Chalice of Nectar- Universal Spell Lore: LevitateBranchwraith (95) in Warlord5 x Tree-Revenants (80) in Warlord10 x Dryads (95)5 x Spite-Revenants (70) *Total: 1990 / 2000Reinforced Units: 0 / 4Allies: 0 / 400Wounds: 72 *You'd probably prefer another 5 T-rev's since that would take you to a nice clean 2K points and you aren't going to go for damage or holding power with a unit like this anyway and as an objective taker or speedbump the teleporting ability would be a much better option... but I only have 5 of those myself The combination of Alarielle healing with the healing spells you have (at least for free on Alarielle and the warsong) and possibly on TLA and wraith too if you think those 2 might have other stuff to cast (say: throne + warscroll spell) and the amulet on Durthu quite reliably give you more than the meagre 72 wounds noted above. (summon healable Hunters ofc or 20 wounds of dryads if needed). You;d need to avoid combat where monsters would get deleted in a turn and try to avoid similar shooting damage output too. If all fails the command ability will give you a chance at a good last strike at least. (PS I can see the argument for making D a wizard, the reroll will help with his reliability in damage output but I think a hard edge in survivability will be more important for a combat unit since it will also help keeping his healing needs lower and the RR 1 to hit isn't lost to him anyway). The army obviously lacks much in the way of screening though so you'd have to be careful with alpha striking/shooting armies before your TLA can activate his CA (and before you can get the hunters to project it to the 2nd part of your army). PS am I the only one who sees the warlord batallion as quite OP.. if we had some better or cheaper (in case of warsong) subcommander options I'd probably just take 2 of those. Magnificent is just so much better than the rest .. the abilities you get (I assume you'd generally take a magic item but if you have a setup where something else like a spell would be more powerfull than even that it would be the same) are more powerful than most command abilities and not limited to 1 phase. PPS How would you rate 1 Durthu vs 2 regular TL? It wouldn't fit in this list unless you went 3x spite but in general it's a choice. You'd not have the option of the amulet then but you could put a casting artefact on a caster and that wouldn't be much weaker if at all. You'd have much more wounds, board presence. Damage output would be lower at full strength but after that not much lower I think (the CA mentioned above ofc would favor Durthu)
  6. While this is true it also doesn't make any sense. I they can't be within 3' there should have been an errata on that.. there have been several errata on the same warscrolls and same page and they haven't changed this.. that says something to me. After Penny's post I was kinda in doubt but Mirages argument + pic about GHB being core rules (didn't know that) seals it IMHO since the core rules state they are overwritten by warscrolls (as he says). Just so it's in here I'll quote those rules too (that second one is in the side bar) TLA warscroll is a warscroll.. so that is clear And the spell is underspell lore even though it's not the deepwood lore and the spell lore is still classified as an allegiance ability right?
  7. Also I played a game yesterday and even though we had to stop after 2 turns (AoS 3.0 new rules made us play slow) I won and I can say I'm very happy with where we are. The 3 seperate awakened wyldwood rules are nice (even though 2 where burned right away) I also see much more options for teleporting (even though due to his run, charge mechanism) he was into (and burning) the forests so I couldn't teleport anywhere even after summoning a new set. TL at this points value compared to hunters seem a valid option now. The monster abilities are very nice, and claiming objective for 5 really helps. I took 2 and a TLA, next time I'll probably play one 1 TL since healing all of them is not that easy (unless you have Alarielle I guess, which I didn't) and damage drop off is steep. A side question for DoK players: can Morathi really use the hero healing ability.. because getting her down is not really possible if she can heal d3 every turn when you can only damage 3 max.
  8. I'm not sure that goes for the summoned forest. Warscrolls overrule core rules right? * After studying I'm still not 100% sure but will still advocate playing the 1" rules * Reasoning: The new awakened wyldwood scroll 'set up' part first starts about what clearly only is about the pre game placing of a wyldwood. The next part: ' This faction terrain feature consists of 3 scenery pieces. When you set it up, you can set up the 3 scenery pieces so that they form a circle with an area of open ground inside the circle, or you can set them up more than 3" from each other. If you set them up so that they form a circle, they form 1 large Awakened Wyldwood, and the area of open ground inside the circle is considered to be part of the Awakened Wyldwood. If you set them up more than 3" from each other, they form 3 small Awakened Wyldwoods that are separate faction terrain features.' could be about every placement. However I think the spell decription and the TLA ability overrule that part. GW has obviously looked at a lot of stuff, including the TLA warscroll and the spell lore page both which have had 2 other errata. Since the spell and the ability have not been changed I think you can legitimately still use that wording as it is especially since it's not unreasonably to assume the quoted part above is just about pregame placement. Also it makes more sense to have an ability that lowers a treshold on another warscroll than to have an ability that specifically says 1 inch and then refer to another warscroll that makes it 3 inch. All in all I think there is enough reason not to see playing 1" as abuse unless there is a FAQ. I'm all for erring on the side of caution and I've played ruled unfavorably for myself in the past but this reasoning leans so far towards 1" that I'll be playing that.
  9. It kinda makes sense that uniques would be proficient in faction spell lore, they have specific items (or not) and should use their own spell lore.. so I'm ok with that rule as written.
  10. I think there is some messing with the move phase in some posts here. Now I'm not a native English speaker so I'll not try to argue about rules as written but the rules intention as it has been rewritten is very clear IMHO In the movement phase you can only pick a unit ONCE to either move, run or retreat. If you do something instead of moving, running or retreating it is your pick of doing something with that unit in that phase and it can only be picked once. So no teleporting and doing anything else movementphase related. Not moving, not running and not retreating... and certainly not doing ANOTHER 'instead' of move (which following the same faulty logic would also be allowed since you still wouldn't have moved). The charge (mentioned somewhere) is a completely separate phase and doesn't come into this and if you can charge you can also run isn't valid.
  11. How do you mean? Using the TLA command ability spends a command point right? Or have I completely misread something? I'm not quite sure you have to be afraid for this. As I read it the TLA both issues AND recieves his CA. So while they BENEFIT the hunters don't recieve the CA... so not being able to recieve a CA doesn't bother them (unless the monster in question is next to the TLA ofc.)
  12. I think the woods are fine with these rules, we'll be sprouting some trees all around the table now and I'm thinking TL-variants will be a good option now I can reliably teleport (I've had whole matches where I didn't get more than my starting wood if I didn't take a TLA) in addition to the 3.0 monster rules. TL+ hunter and TLA hunter teams for a +1 save for these teams seems solid.
  13. This does seem a reasonable interpretation of the rules.
  14. So if a branchwraith summons to a single tree awakend wyldwood you just have to ring that tree's base with the dryads? Is there still an option to use the old wyld wood? I'm not sure where the ruling we could use it instead of the new one was located and if it was changed. Would you be able to place the separate tree's as 3 seperate awakend woods (I'm guessing not since that would make deploying easier) or can you only use the base as a ' complete' awakend wyldwood of 3?
  15. How do you all rate the BIG GUYS in 3.0. Treelord variants, Drycha and Alarielle.
  16. Is that generally accepted? Because it's instead of a normal move, it's not itself a (disallowed) normal move. The normal move (which is disallowed) is not done but something else (which is not specifically mentioned as not allowed) is done instead. Ah reread and indeed don't see how I came to my previous conclusion.. finally some justice.
  17. So after going to the rules I want to have something confirmed: 3 prayer/turn priests (2 regular and 1 ' endless prayer' ) are gone (yay).. but somehow the priests - which have generally the same pointcost and often better effects in their prayers - still get 1 regular and 1 endless spell while general mages still get 1 cast (either regular OR endless)?
  18. Hey I don't mind which mechanism is used but currently I just think my casters aren't really worth their points especially against (an increasing number) of +cast and + dispell mages in varied armies. Not to mention some races getting 2 cast spellcasters for a nearly similar price. I think priest should be nerved a lot. I seem to recall (I've not played a while tbh and only play sylvaneth so haven't got it completely clear most priest doing 2 (but sometimes even 3) 'spells' which only needed a 3+ or 4+ and couldn't be dispelled some of those effect aren't as strong as some spells but usually one of them is.. and doing d6 wounds or something isn't nothing either. also: so far I'm not liking the kurhothi style that much and hope I can avoid them and still have a reasonable competative army. Well she's a god so she should be stronger than non gods. And then playable pointswise. I'd say 750 points max, powerfull caster just behind Nagash, Teclis and that toad and NOT a weaker caster than say some chaos fighter on a dragon or nagash 2nd (3th-4th) in command or Morathi. And then decent in combat but not neccesarily spectacular. Awesome healing should probably stay but healing just never is very awesome for 1 would models which is a problem (since I can see 'healing' 1 wound models which are gone being a death faction thing). Giving a unit additional wounds (a buffer before models are removed as a form of blessing increased toughness or something would be nice for 1 wound models but might be too much). I think I'd prefer no auto summoning on her since I'd just like her to be powerfull enough to fill 650-750 points on her own, a summoning spell or command ability (a reason to make her general) would be nice. PS while I'm wishing: I'd just like simpler warscrolls.. I'm just getting annoyed by the walls of text. I understand there is a limit to the number of units they can create with these stats but just give units a single keyword that is in the rule book and has a (limited) effect like we had before (flying, first strike or something) and then 1 unit defining effect which can be strong (to compensate for the loss of other effects). Maybe 2 of these effects on large characters and 3 on the boss of the army. Having a bunch of 1 wound models with 5 different added rules on them just isn't my thing. PPS and balance rend and save. max rend 2 and save 3 on anything which is not clearly awesome. Preferably not even rend 2 and save 3 on anything battleline.
  19. A good buffing char is always nice .. but it needs to be good which isn't the avarage take of GW on Sylvaneth sadly. And please not a spellcaster.. I'm already failing (or getting unbound etc) most spells so more spells to fail would just be an insult. a priest or just an automatic buff would be nice.
  20. a second SC is certainly worth it, having a TLA and a Durthu is good. The 3th is not a misbuy either, if you want to complete your treemen but.. not really for playing sicne regular TL aren't played that often.. though having more dryads is something you'll need eventually.
  21. So how about Wanderers joining Sylvaneth in the next book? Happening or not? Maybe a bit more distance from Sigmars crumbling alliance?
  22. Personally I'd use the models but proxy them as something that has CoS rules and points.
  23. Actually just less restrictive placement rules for the forest and a prayer on the wraith that gives it somewhat reliable would be a good start for the forests. Instead of more wounds a 2+ save on the treelords would be an option too.
  24. Ow I'll take that DPR anytime Just a bonus +1 cover save when fully in woods just for sylvaneth would be huge too.
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