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Aezeal

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Posts posted by Aezeal

  1. On 4/22/2019 at 3:48 AM, Frowny said:

    I think if this is where revenants go all together it would be interesting. Fornme They kinda jump to a point all sneaky, usually end up in combat, kill 1 or 2 models and then die. This has the benefit of both making them less risky since you don't have to spend your first activation on them while also boosting their survivability by killing their target

    I also think units of the revenant archers would be very strong. Imagine jumping them around from wood to wood. Gives them cover and forces enemies to charge into the woods while also allowing easy escape via woodstrike if they get charged so they can keep shooting. I had thought about trying that with hunters but it seemed a bit to expensive to use as a mainline tactic.

     

    Relatedly i got destroyed by a mostly eel deepkin list the other day and even on my head replaying it I can't figure out how to kill them. Their lightning discharge easily brackets durthu or allarielle before I can attack and on the charge they can do 20 wounds to a 30 dryad block, which is the sturdiest thing for cost that sylvaneth can muster. fly and incredible mobility make screens hard and almost guarantees they get the charge if they want it....

    I currently run harvestboon, allarielle, durthu, 50 dryads, 2 wraiths, and geminids. His list was 2x9 eels, assorted stuff that didnt matter because I died to the eels before it saw combat.

     

    Maybe more magic? Ranged attacks seem promising since they aren't that sturdy...

    Screen the big units of dryads with small units of dryads. Get first strike with a ghyrstrik Durthy or Alarielle? MW through Drycha or Alarielle's spell? Or blunt their damage: this would be  a bit harder: stack -1 to hit with dryads near forests, possibly treelord stomp and the geminids?

    And I guess 3 eels would be on par point wise with 3 hunters? Catching the attack on 30 dryads and loosing 20 and then counter charge with 9 swordhunters buffed by Alarielle's command ability would seriously put a dent in them... especially if Alarielle charges along with them.  

    I know.. not all that easy to pull off but still.. during all that  you can still play the objective game.. 2 units of 9 of those means he can't have THAT much spread around the table. Also.. running or charging ending in a forest might hurt these guys.

  2. I think  I'd have gone for consistency and made them triplets with the same head/headgear, maybe using the horns from this wild rider helmet added behind the horn-like-thing-tiara the others have. maybe I'd even put that in the middle of the helmet on the pricess model you have now for consistency. Also. I THINK I'd try to add some lenght to that scythe (towards the ground).

  3. 3 hours ago, Future said:

    Why does it not apply to regular tree revs? It should the ability says any unit with martial memories. 

     

    Martial Memories: Tree-Revenants are suffused with the echoes of their predecessors’ lives, and can draw on centuries of experience when they go to war.
    At the start of the combat phase, roll a dice for each friendly unit with this ability that is within 3" of any enemy units. On a 3+ that unit fights at the start of the

     

    the ability is called martial memories, that’s the key word as I see it. 

    I think warscroll only count for the models associated with them. The fact it's the same name might imply a lot.. but I think untill there are new treerev warscroll they'll use the ability on their own warscroll even if it's the same name. It hardly makes sense otherwise:

    - would tree rev's keep their own ability in addition to this one?

    - would tree rev's only get this ability when these guys are on the table? or always even if these are not on the table or not even in the army?

  4. 32 minutes ago, Kaylethia said:

    I'm not so sure about that, are have there been any faction spell lore spells that are unique spells on warscrolls as well?

    No I'm not convinced either.

    BTW.. I think they aren't good enough to be playable. Basicly they are more expensive than a wych and 5 revenants and have about the same damage output but less wounds (faster drop in damage). The wizard is slightly better than a wych.. but not much so basicly she's worth 80 points... then it's 100 points for the other 3.. while they are not really better than 5 revenants. I don't see the teleport ability on the warscroll at all which is usually what people mention as the only real point in favor of revenants... so a real point against these guys. So now you have 100 points for 3 wounds which are even more glass cannons than the regular revenants but without teleport. Ow .. and not battleline.. the only reason I ever use tree rev's myself.

    The shooting is ofcourse a nice addition certainly worth something... but 2 shots isn't really enough to keep the whole band out of combat..

    Am I missing something? I doubt I'd play them for 160 points. Even at 140 I probably wouldn't use them since they aren't battleline.

    Nice models though and an auto-buy anyway if only to have an alternative branchwych model (I know she's a thornwych). If I can get her cheap later I might even get another of the witch because I think combining her with a dryad would give me a great dryad champion (my biggest problem using them is identifying my branchnymphs)

  5. I was wondering whether our revenants (elite infantry) would get the fyreslayer treatment and get an additional would. This warscroll has only 1 wound for the grunts so I guess that is out. These guys do have more attacks per grunt than our regular guys have, the same as a champion... I guess it's too much to ask for all revenants to get that.. but it would really be what I think revenants need, I just don't like them as they are.

     

    If that is our new The reaping it's a huge nerf btw. The reroll ws the hitting early is probably a small bonus but it's on 3+... which is kinda meh.

  6. Most of my matches have about the same or slightly more in volume (generally not more... but bulkier). Hard to place woods.

    BTW the list I posted before with the wych, balewind and portals... I'm dropping it. Way to hard to pull it off. The castings aren't that bad.. but the unbinds @ 30 inch are killing me. And if not that the squishyness of the wych. 

    Against the stormcast shooting list the wych was dead when he noticed the problem

    Today against Khorne I get unbound and endless spells get removed left and right. I'm not going to pour that many points in such a vulnerable idea next time. I also ran forestfolk, mostly for the item.. but also because teleporting sounds nice.. but I park my dryads on objectives.. in the game I generally just don't want to remove all of those  and loose the objectives (and if I'm correct you have to remove the whole batallion so leaving the one unit that is defending the objective against 30 bloodletters isn't an option.

  7. 3 minutes ago, Aezeal said:

    You get a 2nd cast when you are on the balewind so gnarlroot isn't needed. Also: umbral spellportal only works once per phase so you can't use it for both AoE spells anyway (which is why i've put it into the non gnarlroot list. 

     

    I actually ended up playing non of those lists since I DID want a 2nd item so I added a forest folk batallion and dropped the loremaster. Not sure forest folk OR Wych+ umbral + balewind are worth it btw. I was playing shooty stormcast and 2nd turn when half his army dropped he killed the wych. Most armies seem to be able to kill a 5 wound mage rather easily if they want.. and after one casting of The Reaping.. they'll want him dead (did 10 MW :D).

     

  8. 22 hours ago, Frowny said:

    The other nuanace is that you can position the vortex in front of yourself and then the spell is measured from that base, which is much larger.  This gets you maybe 6 more inches forward and let's you sometimes hit their front line on turn 1 plus makes it quite annoying for them to advance into you. Works especially well with the 2 casts in gnarlroot either for throne of vines for some nasty dispels or with the reaping as shown posted

    You get a 2nd cast when you are on the balewind so gnarlroot isn't needed. Also: umbral spellportal only works once per phase so you can't use it for both AoE spells anyway (which is why i've put it into the non gnarlroot list. 

     

    I actually ended up playing non of those lists since I DID want a 2nd item so I added a forest folk batallion and dropped the loremaster. Not sure that is worth it btw.

  9. 6 hours ago, Zadolix said:

    I'm not sure I wholly agree that it would take away from who we are, warhammer dwarfs are incredibly intelligent and inventive and actually don't mind mobility if you look at things like the Gyrocopter. I think it would be good to have some sort land based invention that would bring speed, maybe some sort of drill machine? 

    Mechanical pigs.

  10. 6 hours ago, Gwendar said:

    @Frozenbeast What I'm trying to say is unless the model you want to throw FmK on can pile in 6" (thus not have to charge) then it would most assuredly be within 3" or else it wouldn't be able to pile in in the first place.

    Unless of course it charged the tail-end of a screen in front of the Nomad to be outside 3" and then piled in towards the Nomad during it's activation.. or if the Nomad was standing too close to said screen and got pulled into combat. Either way, I think there are better options for relics and I tend to opt out of using this one for various reasons.

    Yes.. and no. The NP will most likely be in a unit of something. They could potentially charge to 0.5 of some other model but outside 3" of NP and then pile in and have the NP within their attack range. However this would not be the case often I think since piling into the nearest model would prevent to much movement there. THe mentioned oval base which can be turned might facilitate that somewhat though.

  11. On 3/30/2019 at 4:13 AM, Cambot1231 said:

    There is a little potential for a Wanderers  VS the Gits instead of Sylvaneth box in that trailer.  The loss of Glade Guard a few weeks ago might represent them taking sprues off the market to repackage into the VS box.  Grasping at straws here but what the hey... gives them an excuse to drop our battletome.

    I think it's pretty much confirmed sylvanetg

  12. 1 hour ago, GM_Monkey said:

    Forget-me-knot question.

    So from what I understand the forget-me-knot is used at the start of the fight phase, against a character within 3" of the character holding it, but I've had situations where they're have charges outside of 3" into my eternal guard screen. Then left me in a position where I can't get to within 3", because you can't end your move with 3" of an enemy unit, and unable to complete a charge because I couldn't get within 1/2" of the enemy (due to the eternal guard screen).

    How do you guys deal with this, is it just a case of hope the opponent has forgotten about the forget-me-knot, or not screen off the hero with it? Have any of you had success with this, and if so how did you do it?

    I think the only option is to think way ahead in the turn you got charged and make room for the character during pile in.

    • Thanks 1
  13. 1 hour ago, a74xhx said:

    What do people think will be in the "damp wood" (Sylvaneth Vs Gitz)  box? 

    I'm going with: 3 kurnoth + Drycha + 5 Revenants + small wizard.

    The small wizard is either a plastic Branchwraith with or a brand new model.

    Really not sure what else they could do without repeating stuff in the start collecting box. Little hesitant because I'm not sure if GW would put a named character in a boxset.

    Maybe a Wanderers unit if they decide to merge them in.

     

    Hmm I'm not even sure I'd buy that. A box with 10 revenants would be nice.

  14. Allegiance: Sylvaneth
    Mortal Realm: Ghyran
    Alarielle the Everqueen (600)
    - Deepwood Spell: Regrowth
    Drycha Hamadreth (280)
    - Deepwood Spell: Verdant Blessing
    Branchwraith (80)
    - Deepwood Spell: Verdant Blessing
    Branchwych (80)
    - General
    - Artefact: The Silverwood Circlet 
    - Deepwood Spell: The Reaping
    Loremaster (140)
    20 x Dryads (200)
    20 x Dryads (200)
    5 x Tree-Revenants (80)
    3 x Kurnoth Hunters (200)
    - Scythes
    Balewind Vortex (40)
    Umbral Spellportal (60)

    Total: 1960 / 2000
    Extra Command Points: 0
    Allies: 0 / 400
    Wounds: 101
     

    Or 

     

    Allegiance: Sylvaneth
    Mortal Realm: Ghyran
    Alarielle the Everqueen (600)
    - Deepwood Spell: Regrowth
    Treelord Ancient (300)
    - General
    - Trait: Gnarled Warrior 
    - Artefact: Briarsheath 
    - Deepwood Spell: Regrowth
    Branchwraith (80)
    - Artefact: Ranu's Lamentiri 
    - Deepwood Spell: Verdant Blessing
    Branchwych (80)
    - Artefact: The Silverwood Circlet 
    - Deepwood Spell: The Reaping
    30 x Dryads (270)
    10 x Dryads (100)
    5 x Tree-Revenants (80)
    3 x Kurnoth Hunters (200)
    - Greatswords
    Household (100)
    Gnarlroot Wargrove (130)
    Umbral Spellportal (60)

    Total: 2000 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 98
     

    Or

     

    Allegiance: Order
    Alarielle the Everqueen (600)
    - Deepwood Spell: Regrowth
    Treelord Ancient (300)
    - General
    - Trait: Gnarled Warrior 
    - Artefact: Briarsheath 
    - Deepwood Spell: Regrowth
    Branchwraith (80)
    - Artefact: Ranu's Lamentiri 
    - Deepwood Spell: Verdant Blessing
    Branchwych (80)
    - Artefact: The Silverwood Circlet 
    - Deepwood Spell: The Reaping
    Loremaster (140)
    20 x Dryads (200)
    20 x Dryads (200)
    5 x Tree-Revenants (80)
    Household (100)
    Gnarlroot Wargrove (130)
    Umbral Spellportal (60)

    Total: 1970 / 2000
    Extra Command Points: 2
    Allies: 0 / 400
    Wounds: 88
     

    For an all comers small tournament?

  15. 1 hour ago, Twh30 said:

    I actually think they may merge wanderers into sylvaneth similar to grots and skaven. Also think they will probably just be tidying up the book ie trying to stop konga lines of dryads as seems like the way they r going

    Yeah hope they don't do that to hardly.. stopping conga is one thing.. but making the dryad bonus "wholly within the wyldwood" would break us. (I'm hoping for wholly withing 6".. but 3"probably more likely)

  16. On 3/22/2019 at 11:14 AM, Zekefreed said:

    Hey guys,

    Does anyone have experience with lots of tree revenants? I’m talking in the 60s potentially. I feel like tree revenants are actually incredible offensive units I just never take enough of.  Having big blocks of them being able to way pipe and potentially turn 1 charge a lot of stuff could be devestating? 

     

    Anyone try it? 

    How do you figure they are incredibel offensive units. I mean mobility.. sure.. but damage output is rather easily compared .. do the math vs anyother troop in our army.

  17. On 3/8/2019 at 7:28 PM, Orsino said:

    I'd like that too, but it seems unlikely that they would have pulled the dragons/wardancers/eagles only to put them back in.

    I'm not inclined to read much into GG being unavailable, it's probably a production problem. If there is a significance to it I doubt it's a good one. GW could surprise us but there's no indication they have any plans for Wanderers and the direction has consistently been making them less attractive/playable. I would be surprised if they scrap the faction altogether but seems marginally more likely than some sort of surprise release. Happy to be wrong though.

    It's not been consistently worse really there have been some good things, mainly the first time we got army abilities etc.. just never as good as needed to compete with "armybook" armies.

    • Like 2
  18. On 3/4/2019 at 12:24 PM, Saxon said:

    But could it be better with a little more effort? It's hard to keep some people invested in a game if their faction is forgotten about in the fluff and rules. As per my above story on the steam tank, i capped my investment at circa 3k points because my free peoples weren't supported. I was going to be one of those 5k point + players because i wanted everything but i can't justify the spend on an army that may or may not be supported and may or may not get an update. 

    If all they did was sell toy soldiers there is no way they'd be as successful as they are. People buy into the game and the storyline. Anecdotal evidence counts for nothing I know but in my original gaming group of 8 we've already lost a draw player and a dark elf player because of a lack of support and nothing on the horizon. They stopped at about 1k points. 

    I also note GW stores in Australia have massively downsized from reasonable stores to shoe boxes. Maybe all is not so rosy in the land down under. 

    You don't understand.

    People starting new armies is the big money maker for GW. GW tries to make it acceptable to unsupport armies the best way they can. Supporting armies or older models for armies that will stay (chaos) isn't in their own interest. And they are right: playing with 20 year old models and keep getting new rules etc etc isn't good for GW. 

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