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Aezeal

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Posts posted by Aezeal

  1. On 5/20/2023 at 11:48 PM, Dogmantra said:

    Making a pile in move is an optional part of fighting:

    If the player sees no reason to make the pile in then they don't have to - and it would probably be silly to do so in such a situation.

    And if no actual move is made... the ability doesn't fire? That makes it sort of useless so it seems unlogical.

  2. The Sylvaneth command trait ' Lord of Spites ' gives enemy units that finish a pile-in move within 3' of that general -1 on A for melee weapons. 

    I've assumed it was an auto effect. In my last game my opponent said 'but I'm not moving my model' - it was a unit of bloodletters (the effect effectively halves their damage so was very welcome) which had a charge move which was much more than the minimum needed so every model was already correctly positioned.

    He didn't make a point of it (he was winning) and we gave them -1 attack. 

    Soon I'll be playing in a tournament and considering the wording of the rule I could see a compative crowd making a point about it. What is the general verdict?

  3. On 7/12/2022 at 2:56 PM, Lavieth said:

    I had my next game of Path to Glory at 750 points against the second Skaven player. We played the mission where the table is split into quarters and you gain VP's for each quarter of the board you collect. 

    Here are the armies

    SKAVEN - Clan Verminous

    Clawlord with rustcursed armour

    Grey Seer with skitterleap and a -1 to be hit + D3 mortal wounds spell

    20 Clanrats 

    10 stormvervin

    Hellpit

    SYLVANETH - Gnarlroot 6+ward season

    Branchwych - spellsinger, acorn of ages

    Arch-revenant 

    10 Dryads

    5 Tree-revenants

    3 Kurnoth Hunters with swords

    My 3 overgrown features were placed in thr other 3 quarters opposite my deployment one. He was the invader and set up most of his force on the right side of the board. I used the acorn to place a 2 tree forest within 9 of 3 units to cast her warscroll spell. When I told him what it did he asked if he could redeploy because of he knew that he would have done it differently. I said sure and he moved everyone just outside the range so I placed my forest closer the center of the right table quarters. I teleported the dryads though on my turn and moved them to th4 new forest and waypiped the tree revs to the same quarter to ensure 2 quarters. On his turn he debuffed the dryads and moved clanrats into position to charge the dryads and moved the HPA, Stormvermin and Clawlord towards the left quarter. The -1/-1 from the dryads was amazing and I only lost 3 plus I passed the battleshock. 

    Turn 2 I win priority and teleport the Kurnoths to within 9 of both the HPA and the Stormvermin. The Arch-rev moved up to stay within 12 to buff the hunters. I failed the charge with the hunters twice and killed 4 clanrats and no casualties in return. In the battleshock phase 3 clanrats came back from their rule. This would prove to be a massive frustration. D3 returning each turn, plus a rally just means they never go away! Om his turn he charged the stormvermin into my kurnoth hunters and rolled stupidly hot on the HPA (11 move 12 charge) to get into the Arch-rev. Now this where I learned that I don't need to declare intention in AoS like in 40K. I put AOA on the Hunters and not AoD because I assumed he was going to attack with the HPA first. He used the stormverin who were buffed by the clawlord for +1a and also AoA for +1 to hit. After the dust settled I failed 9 wounds and at 2D each that was the Kurnoths wiped out. Apparently stormvermin are no joke. My Arch-Rev whiffed on her attacks, but held off until the very last wound. Dryads held firm again. The debuff really kept them alive. He had 3 quarters to my 1.

    Turn 3 he won priority defuffed my dryads again and cast skitterleap on the greyseer. To get behind the dryads. Stormvervin charged my tree-revs and did the same thing to them. Greyseer charged the dryads to help the clanrats and once again they held! Tgdy even managed to wound the Greyseer twice! On my turn I finally the opportunity to cast my spell and manged to roll it on an 11. The greyseer found himself just in the bubble and was destroyed as were 5 more clanrats. However it didn't matter because 3 would eventually come back. These bloody clanrats would not break! 

    The remainder of the game was me teleporting my branchwych to keep her alive. Once again I lost, but I. Starting to feel a bit better about how to use the army. I wish I could have changed my artifact to the arcane tome, but I was only allowed to change the trait. Things I learned (4th game of AoS3) is that I need to be more patient and reactionary with the CP's. It can be th4 difference between life or death of a unit. When I come across skaven again I know now the power of both skyre and verminous. Stormvervin will need to be a priority target because 3 attacks on 2'3/3's -1 2d is rough. Especially since they are on the smaller base size. I feel like is the hunt master could have lived I may have been able to kill 5 or 6 of them. Next game is going to be against my spouse also using a sylvaneth army because I need an extra game in and won't get to play anyone in the campaign. But we are now at the 1000 point level and I have added in a unit of 3 hunters with bows.

    Until the next game. 

    Edit: I also learned I was doing the ward saves wrong? I was playing them as I can either use the armour save or ward save and not one then the other. It would seem I have some old rules stuck on my brain from a dozen years of 40K. I'll be going back to read over the rule book again. That could have kept my jurnoth alive!

    Well if you are not really knowledgeable of your whole army next time don't let him redeploy ;) It would've made the match more even for sure.

    • Haha 1
  4. 59 minutes ago, Arzalyn said:

    I'm skeptical on a all treelord Oakenbrow list, but the Kurnoth spam Heartwood as some legs in this GHB. Only proving ground and 2 of the 8 battletactics ask you to have a GV unit (and one of those 2 tactics simple give you a extra point rather than require a GV unit). To be honest by the couple of games I played so far, you loose very little by not having GVs. Generally you have more incentives to bring very little GVs units than things that ask you to have a many of them. I think even in those spam lists, having at least 1 tree-rev unit is beneficial, as they are a good objective pressure tool and are pretty easy to defend to avoid giving easy battle tactics to your opponent.

    I agree with you that trying to leverage the multiple teleports would be the natural way to build around the TLs, but I not sure building around them is the correct path to take even with Oakenbrow. The glade give us 2 main benefits: lets you practically ignore the Treelords damage table and make the generic TL battleline.

    Ignoring the damage table is REALLY good on Durthu, mostly because he actually do damage with his attacks and that is his primary function. It is much less interesting for the generic Treelord and the Ancient, because they do very little damage even on the top of the table. They do a mean of 5 damage to a 3+ save and around 9 damage to a 6+ save. Sure the damage is consistent thanks to the effect, but its impact is very low on both of them.

    Lets look at using the treelords as battleline them. This is a little harder to measure as it is more of a flexibility tool, freeing you around 100~300 points you would be required to take (considering dryads here as they are our cheapest battleline). Lets ignore the obvious reason you would like this (loving treelords and wanting to run as much of them as you can) and look at what you actually gain by including treelords. Wounds, move and save wise they are pretty much equal to a MSU hunters unit, the unique difference here is the TL always counting as 5 models in objectives. I already said their damage is pretty low, so lets look at their abilities:

    - Groundshaker is good, but mind that it is a monstrous action, which mean you can only use it with one of your treelords per turn. It is a good ability but it has diminishing value the more units with it you have, as some will not be able to use it.

    - Spirit paths is pretty valuable as well, a free teleport make them pretty mobile and adds to our great field control.

    - Lash and Tangle can be really good against big units if you position yourself correctly, but I has a downside of only working if you actually hit a unit with a melee weapon. This combos really well with Groundshaker, stomping enemies even in their turn (as without the strike last they could choose to activated the pinned unit first and pile in as normal as the treelord didn't do damage to it yet). With good positioning you could slowly destroy a unit while taking very little damage back.

    To me all those abilities point to using them as a support unit, they give two valuable debuffs (strike last and no pile in), but by themselves they will not kill a unit (low damage). They also have a problem of having diminishing returns, as you can't use multiple stomps and Lash and Tangle can be hard to use when you need to hit with all of them before your opponent activate a unit.

    So Treelords have some merits, now how about the Ancient? He has the same damage profile (statistically), loose the Lash ad Tangle ability and gains the free tree + becoming a hero and a wizard. I will not discuss the merit of becoming a hero and wizard as this is already to long. I will just say that while this isn't nothing, he is not much better than our other hero wizards when it come to casting/spells. Its is a nice perk and can be a nice upgrade for on of the treelords, but the main selling point of him is the free wood. It not having a range is REALLY strong, as it gives us even more board control where we need it. To make the most of it you need to have a plan tough, as the ancient is pretty expensive.

    The TLDR is that 1 or 2 treelord is good on a list, 3 is a little too much. To me Oakenbrow most relevant effect is keeping Durthu a threat, which let you build around him with traits like Gnarled Warrior. Adding 1 or 2 treelords to fill the battleline, as they have good abilities has its uses but don't expect they from benefiting from the glade effect all that much. The Ancient main selling point is his free tree, so avoid him unless you have a good plan that need the rangeless tree.

    So while you say TL aren't bad I still have the impression you consider them subpar which leads me to think you you might be of the opinion the best Oakenbrow list should max out on Durthu's for hitting power? And ignore the regular TL's because while not really bad they just aren't good enough?

    No TL but just minimal dryads or revenants? (I'd go Tree rev's unless you really need those last points).If you take 2 Durthu's, the Hive and 3x 5 T-revs you are on 1110 that means you can pick 2 out of 3 from 3th Durthu/TLA/Lady of vines but not all three. 

    The magic department is a tough choice. TLA seems a natural fit for Oakenbrow. But a Lady of vines to secure the + 1 attack and get the ward?  A hard choice since the TLA with the oakenbrow bonus isn't bad and while starting with 3 places of power and 1 forest is nice the option to place one in enemy territory could be major. Alternatively you could go 2x<10 wound hero's to get the warlord battalion for an extra artifact. Warsong + wych, wych + wych? Or even the archrevenant...his command ability is a match with Durthu's than with TL/TLA and he is the cheapest option.

    Or minimal magic for an extra Durthu but no extra artifact: 4 x Durthu, 3x5 Trev and wych + hive

    Or ****** magic and say: 4 Durthu, 3x5 T rev and an archrevenant?

    While 4 Durthu's is nice I think just a wych and the hive a are a bit to weak as support.

    Allegiance: Sylvaneth
    - Grand Strategy:
    - Triumphs:

    Leaders
    Spirit of Durthu (370)
    Spirit of Durthu (370)
    Spirit of Durthu (370)
    The Lady of Vines (325)
    Branchwych (130)

    Battleline
    5 x Tree-Revenants (110)
    5 x Tree-Revenants (110)
    5 x Tree-Revenants (110)

    Endless Spells & Invocations
    Spiteswarm Hive (40)

    Total: 1935 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 87
    Drops: 8
     

    You could also take the gladewyrm then.

     

    • Like 1
  5. 6 hours ago, Joseph Mackay said:

    So with the new GHB, how viable is an all Treelord Oakenbrow or Battleline Kurnoth Hunters Heartwood army?

    my favourite models in the range and I can finally build lists around them, but it seems like the new GHB is going to cause a lot of problems for those armies 

    Not having played a game yet its hard to tell  (but wasn't going to try all treelord anyway) but in my mind the idea of the treelords wan't viable. They'd nataurally have problems with table control and objectives and while the warscrolls have improved the points have gone up, quite significantly for the standard TL imho (who lost a movement point I now see). Lash and Tangle and Oakenbrow might be stronger than I give it credit for though. Will be really interesting to hear about it from someone who tried.

    But no reason not to look at it a bit more:

    1. I'd say that you'd have to leverage teleporting with Walk the hidden Paths and Spirit Paths in combination with Spite swarm hive. (and Strike and fade)

    2. There doesn't seem much need for Alarielle, warsong revenant or arch revenant since they don't really combo with TL.

    3. Lady of Vines and the being in 6'' of a wildwood thing is nice and also she's a dual caster with a great warscroll spell that actually works well with single models that can easily be kept within 12''. Drycha just is a nice unit to have too being a jack of all trades and doing MW. Both are somewhat big tree models so they fit in the army theme too.

    4. I think Oakenbrow could really really use the 'magnificent'  batallion ability for an extra artifact (ancient tome, Gladius, Crown of Fell bowers, vesperal gem all seem nice).. but sadly if you go battleline trees it's not possible to get it. Actually you can only get line breaker and lord of the clans.

     

    So to list building:

    I consider a Durthu warsinger as general a given personally.

    A TLA seems needed too with the Spitswarm hive, and then 3 battleline TL. Which means 1550 point are gone. Leaves 450 points.

    450 points in only 1 more model. Due to the lack of casters I'd say a the Lady of vines might be the best choice now. Also, unline a Durthu or a TLA it leaves just enough room to sneak in a unit of Tree revenants who might be nice to screen or take a lost objective.

    So that would be something like this:

    Allegiance: Sylvaneth
    - Glade: Oakenbrow
    - Mortal Realm: Ghyran
    - Grand Strategy:
    - Triumphs: Inspired

    Leaders
    The Lady of Vines (325)
    - Lore of the Deepwood: Treesong
    Spirit of Durthu (370)*
    - General
    - Command Trait: Warsinger
    - Artefact: Greenwood Gladius
    Treelord Ancient (360)
    - Lore of the Deepwood: Regrowth

    Battleline
    5 x Tree-Revenants (110)
    Treelord (260)*
    Treelord (260)*
    Treelord (260)*

    Endless Spells & Invocations
    Spiteswarm Hive (40)

    Core Battalions
    *Linebreaker

    Total: 1985 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 90
    Drops: 7

    I'd say that Reaping, Dwindling and Everdusk would all be good seasons for this army.. I think I'd 

    You could drop the gladius and go vesperal gem and maybe take throne of vines for some uber regeneration on the TLA and then do regrowth (which you need I think) on the Lady. Also ToV would be a possibility with Dwindling.. but even with a reroll 9+ is not that great.

    the BL TL aren't counted toward behemoth limit here.. is that correct? Only batteline not batteline, behemoth?

     

    And about the Heartwood Hunters: I think with a few support characters they'd certainly be decent. 

     

     

    • Like 1
  6. Anyway going for a 1250 points game Tuesday.

     

    Allegiance: Sylvaneth
    - Glade: Gnarlroot
    - Mortal Realm: Ghyran
    - Grand Strategy:
    - Triumphs:

    Leaders
    Warsong Revenant (305)*
    - General
    - Command Trait: Spellsinger
    - Artefact: The Vesperal Gem
    - Lore of the Deepwood: Verdurous Harmony
    Branchwych (130)*
    - Lore of the Deepwood: Treesong
    Arch-Revenant (120)*

    Battleline
    5 x Tree-Revenants (110)*
    10 x Dryads (100)

    Units
    3 x Kurnoth Hunters with Kurnoth Greatswords (250)
    3 x Revenant Seekers (235)

    Core Battalions
    *Warlord

    Total: 1250 / 1500
    Reinforced Units: 0 / 3
    Allies: 0 / 300
    Wounds: 68
    Drops: 7
     

    Was planning on The Dwindling.

    Haven't picked a stratagy yet and haven't picked a 2nd batallion (which will probably be headhunters) since I'm not sure yet whether my opponent has the new GHB already. Also: the new strategies (both GHB and sylvaneth) seem damn hard to complete.

    Looking at the magic stuff Vesperal gem + dwindling + gnarlroot (+ spell singer but thats different) seems overkill for this list but might even be much for 2K points. Since the Dwindling effect has a condition and isn't really stronger than the other 2 I'm even considering going Everdusk which doesn't seem better for a magic list in a vacuum but considering the stuff I already have to improve casting it might just give me more bang for my buck  (the Hunters would become Scythes then - just noticed the rend -3 NICE).

    Also not sure about the enhancement. I'm thinking either spell enhancement, arcane tome (on wych or archrev) or crown of fell bowers on the Archrev. 

  7. 1 hour ago, The World Tree said:

    Read the rules on her warscroll!

    God that was stupid. I actually looked at the warscroll before I posted but thought I knew what lifebloom was about when I saw the 2D6 healing. 

    Also I probably didn't read well enough because I was thinking he was talking about the Seed of Rebirth (which can't be on Alarielle). Mea culpa for that too.

  8. On 6/29/2022 at 8:29 PM, Tizianolol said:

    The only sad thing is im not able to to a good allarielle list. I think the warscroll is stronger then before ( the fact we can bring her back is huge). The problem is its really hard put with her for exemple a warsong ravenant, because he is 305 now and our battleline ( in gnarloot) cost 100/120 pts and u need 3 of them. Im really looking for a competitive allarielle list !!:)

    Missed this before but: how can we bring her back?

  9. Hadn't picked up the book yet but I'm happy with it at first glance. So far I've not looked to much at the new units since I only got a box of the bugriders but the improvement in battletraits is significnant

    I like my trees magic so looking at magic heavy lists is what I do first. In that line of thinking I'm happy to see that getting all good magic stuff (not all units but items etc) in a single list is now relatively easy even so though the change in Throne of Vines is a minus I think we are getting a big buff to magic trees.

    I think that using either Alarielle, warsong or a the lady means using a lot of 7+ spells, which in turns means you'll default to at least 2 out of 3 of  Vesperal gem item, the dwindling season and gnarlroot glade. And especially with warsong spell that means you might was well take spellsinger as well right?

    The 5+ for the Branchwych spell is a rather big thing IMHO too since to get a 2nd artifact you'll often need it and getting double damage output on an AoE damage spell could certainly help... just having more relevant AoE damage spells is always good. The increase inpoints won't help when list building I fear.

    Less magic focussed:

    - Lots more options to be in range of forests (and now ofc overgrown terrain). With 

    - defensive stance for archrevenant seems so much better than offensive that unless you really need to kill the target it's nearly autopicked.

    - The ironbark, winterleaf glades don't seem much use anymore and while not useless dreadwood and harvestboon seems also subpar compared to Oakenbrow, Gnarlroot and heartwood. Harvestboons seems really only usefull for a specific list (obviously) but if that list isn't strong itself it's just not worth it. Oakenbrow and Gnarlroot are obviously also list specific (though gnarlroot seems to have some options about how to go about magic) but the bonus seems  strong. Heartwood has a list independant and not weak bonus and seems the default when not going magic or big trees (battleline hunters :drool:) Obviously if magic is as viable as it seems I'll be playing Gnarlroot till next book at least. All in all most bonusses are weaker than they where but having free choice of traits and artifacts makes it ok. For combat lists you loose a bit here I guess.

    On traits:

    Nurtered by magic seems relatively weak.

    Crown of fell bowers seems to much work to get most out of it, unless on a Durthu but then the gladius just seems better anyway. 

    Luneths lamp seems relatively weak too.

    The Trevs and spites: double wounds for 50% or less increase in points: I'll take it thank you very much.

    Dryads losing the save bonus is nasty but -1 to both hit and wound means they won't die right away...still.. with the new wounds on revenant types they don't have more wounds per package and their damage output is lower without the +1 to hit on your own turn. Really hard to justify taking them atm. 

    Skeaths wild hunt not getting 2 wounds each is a missed chance.

    Yltharis and her guardians on the other hand actually have the double wounds. 180 points for 11 wounds now + casting and dispelling doesn't seem to bad... but her spell is worse than a regular wych.. and while the unit damage per model might be a bit better than a regular not having teleport is kind of a big thing. just having a T rev and wych is 240 points and gives a bit more of everything. I guess I'll pass, though it might be worth remembering if you need to cut a few points for something important.

    Questions:

    1. Does Lord of spites work if there was no actual move in pile in phase?

    2. Trevs marital memories: Seems there will be a lot of AoA and AoD around, stronger ability than it was even though it doesn't work on the charge roll now. But: can you use AoA on a different unit if you use it on the Trevs in the same phase. It's not issued etc but last line of core rule 6.1 seems to imply you still can't use it twice right?

    3. Is the sundering strike change a nerf or not?

    4. what is the verdict on the Treelords? : the number of wounds and the wound table is obviously a massive improvement.. but the melee weapons  of the TL and TLA seem weaker even with the stronger Talon and the points have increased significantly. The comparison to the hunters and Durthu in efficiency seems to go way down. The TLA having same combat efficiencly as the TL still doesn't seem to justify the cost with only a single spell.

     

  10. 1 hour ago, maitremage said:

    Concerning Alarielle, I think the only nerf is that she will not knowthe whole lore : in the new Morathi’s warscroll, thé fact that she knows all spells is mentionned.

    Or it is a GW’s mistake but I don’t think so. But the rest of the warscroll is, I think, better so it’s not a big deal ;)

    I'm not sure she has 3 casts tbh but could be and still no + to cast right?

    Not having all spells is odd since she's the goddess herself. It would be even more strange if warsong still has that ability.. so I fear for her too.

     

    Do we know a points value already.. because saying if she;'s nerved is not really possible without that.

  11. So would her summon allow her to summon within 6" of herself? 

    Anyway a lot of power in that warscroll... still somewhat squishy for 340 points especially against ranged mortal wounds but the fact she gets LoS and cover save helps against normal ranged damage.  In melee the -1 hit ability will help too ofc.

    Doesn't know all spells and no bonus to cast but 2 casts is nice. Her spell is ofcourse awesome so might even be worth investing in some +x to cast option since 7+ is a nasty near coinflip.

    The summon ofcourse makes her effectively somewhat cheaper though 10 dryads with no rend often don't really help very much (but this may just be my frustration after a few games in a row against stormcasts with nearly only 2+/3+ saves .)

    Damage output is slightly lower than 2 models of kurnoth hunters so that covers a part of the points too and ofc has no dropoff in damage output after 5 wounds.

    Seems like an auto include, I fear Drycha might be nerved to stimulate purchase of this model.

  12. 7 hours ago, velocitydog said:

    The 3+ save is great, but with a base 4+ to hit and -1 rend I'm uncertain of how useful they will be.  A unit of three sniping from a backfield objective isn't a bad option but if forces you to burn a CP for a decent chance to hit.  Maybe if arch-revenants ability is expanded to give +1 to shooting or melee.  A unit of 3 with 9 shots re-rolling 1's wouldn't be bad.

    A big unit next to an arch revenant and spending a point for all out attack can do some damage sure... but thing is.. that was already the case and wasn't really good enough and now it's just more expensive.

    • Like 1
  13. 24 minutes ago, Arzalyn said:

    Well they lost reroll saves for almost a year now, when the 3rd first FAQs dropped. I agree the melee versions will make better use of the 3+, specially if you can use a hero to issue all out defense to them and choose themselves for the envoy target. It would be a cool way to make them have a 2+ save while reducing rend.

    Don't expect the ancient to keep it's ability (which by the way became +1 save aura rather than reroll since the 3rd faq). Most of the 3rd edition tomes have lost the majority of the hero warscroll abilities. It's much more common to see abilities like the envoys, that modify how you can use the generic ones with some kind of bonus/twist or for free.

    Lol I've not been playing a lot last months and now you mention it I actually remember all this being changed before that.. but now I started playing again I just looked at the pink entries in the errata and didnt' remember this and my opponents didn't know either apparently. (Not sure if I had an unfair advantage or disadvantage in my last 2 games... I'm leaning toward disadvantage).

    Changes the math in my post a bit though especially for melee hunters, still not sure I like trading more points for higher toughness ... I want higher damage output/point .

  14. 9 hours ago, The World Tree said:

    Good spot. the 3+ save is huge. Especially with both wyldwoods and the built in save boost (they will almost never want to pile in 3).

    With such resilience it means we could well get 4-5 turns of shooting out of them. 

    Not to mention our best current list uses them.

     

    Nevermind. Still don't think the 3+ is worth a point increase for archers though. Piling in 3 doesn't matter anymore on the new warscroll it seems.

  15. 10 hours ago, Arzalyn said:

    So build-in +1 save, better damage characteristic (less random), but their main problem (attack profile) is the same. They have a niche as a resilient long reach artillery, but unless there is something in our allegiances to further buff them I imagine we gonna see the Gossamid more than them.

    I wouldn't say Envoys is a nerf, probably more of a side grade. The general 3rd edition patter is taking out most of the command abilities factions had, so I doubt we gonna have more than one warscroll command on the new book, if any. Of the 6 general commands, we get to duplicate the two that most used ones. The 4+ makes it a little unreliable, but if I'm not mistaken the final wording means you can stack the +1 to save from all out defense if you pick the same unit. Staking +1 to hit is more niche, but spreading it to multiple units is interesting.

    What is interesting is that the Swords and Scythes warscrolls shouldn't be too different from this one. As long as they don't make them cost a million points, the changes we see here are much more interesting for them.

    9 hours ago, The World Tree said:

    Good spot. the 3+ save is huge. Especially with both wyldwoods and the built in save boost (they will almost never want to pile in 3).

    With such resilience it means we could well get 4-5 turns of shooting out of them. 

    Not to mention our best current list uses them.

     

    EDIT

    The build in +1 save explains the price hike but is much less relevant for the archers.

    The envoys change is a nerve IMHO unless the TLA losses his CA which would be another rather major nerve for the army (ceteris paribus obviously). 

    All in all I'm pretty sure the bow hunters are nerved  since you loose usefull things for shooters (points increase, no effect of the champ on shooting and backline CA spreading and don't get much in return they can really use), their damage output was already too low at the lower point value unless you had a complete build around. 

    I'm not even sure the melee hunters are much better off, if they get a similar increase in points (though +1 attack for the champ will mean a small increase in damage output especially with all out attack). While they where the best we had they wheren't even overpowered to some hard hitters in other armies, I think that if they are more expensive in points I'd rather have had more damage output than even more toughness.

    Damage output comparison isn't that easy between the archers due to range difference and toughness.  The extra attack of the champ, the MW output and the volume of the attacks are in their favor and outweigh the -1 rend of the hunters. Of their output will drop significantly if something just looks at them... not having a CP in the enemy turn just isn't an option due to it ofc but they are prime magic and shooting targets themselves. Still: damage output is something I prefer. How many gossamids you could resurrect with the spell will matter too.. getting D3 of these back would be nice and would be worth casting (usually casting it on the 1 wound models doesn't seem worth it)

    I wonder if shooting strats will really be viable for our army in the new book. Unless there are other parameters (changes in wargroves, CA or magic or some ward save options) I'm not convinced atm.

    PS Less about the rules but more about the lore: Am I the only one who thinks giving the teleporting 'race' flying bug backpacks hardly makes sense? Putting 2 of those bugs on a Kurnoth to make it fly seems a smarter move (especially since allariele could basicly just create anything so a single bigger flying bugbackpack for them should even be an option).

  16. I do hope Drycha doesn't loose her MW shooting. 

    I'm wondering about how our shooters will compare to each other. I'm guess there will be a clear winner and knowing GW it'll be the new kids on the block :D

    Still hoping branchwraiths (incl the lady) will be priests.

    • Like 1
  17. Yeah much more than expected. I do hope the archers are not 3 in a box for 100 points and 60 euro though. They don't look much larger than the old revenant types so a significant increase in strength does not seem that likely... also they'll need a bit different niche than the hunters. Same for the cavalry basicly.

    Personally I'm not that excited about the model of the lady of vines but the rest looks nice.

    • Like 1
  18. On 4/26/2022 at 11:14 PM, Popisdead said:

    I've long wished for the Treelord to be what it was in 6th edition.  Impossible to break as a stalwart defensive point.  Such as -1 dmg or a -1 to Wound.  Just some mechanic that it becomes harder to take down a treelord.

    One of the biggest things is it changes the entry-level for the game.  Since prices are going up, reducing the cost of having to buy into an army is helpful.  From GWs view if someone with enough casual hobby money to spend sees Sylvaneth as a buy-in with a Getting-Started or two gets a realistic buy-in, they will sell more armies.  If with the cost increase you still have to buy a lot of stuff,... people won't jump at that.

     

    I still stand by that Sylvaneth are getting the long awaited Elf release akin to how Slaanesh got a significant Mortal release for their book.  Kurnous as a large kit (akin to Glutos), then a cavalry kit (those centaur spear guys), and a bow/CC infantry kit.  Possibly a Huntsmaster in some form (thinking of the Lion in the Shadespire release).  Maybe a caster and infantry hero as well.  

    If i had to bet Montgomery Burns for a coke, I would wager what I've said as the release.  

    I think the Aelves are a good possibility... but I just don't like the look of that warband so not to hyped about it

  19. On 4/25/2022 at 10:54 PM, Lord Krungharr said:

    The Spite-revenants should definitely be 2 wounds at least.  Considering you only get 5 per box for $50, they need to be on par with Hearthguard Berzerkers.

    I'd say the T-revs should be the 2 wound guys and spite revs should be more glass cannon skulkers.

  20. 7 hours ago, Landohammer said:

     I disagree. The meta is mostly dominated by strong monsters. And the Sylvaneth lists that do manage wins aren't the ones taking the big tree heroes. 

    As it stands our monsters are only taken for 2 reasons competitively. (and I say "competitively" knowing full well we aren't competitive in any real sense). Either as a means to make our 1 good unit better (TLA supporting Hunters) or as a mobile source of mortal wound shooting to get by AOD (Drycha).

    I am 100% on board with Treelords becoming  300-400pts monstrosities that people fear. We don't need discount 180pt monsters (Hunters are always going to be better) and we have way too many ~300pt heroes. We need roster diversity.

    At this point, ANYTHING can be battleline. We have dragon, leviadon, stegadon, terrorgeists, felwater trolls, eels, blood Knights, Ironguts, etc, etc, etc as battleline.

    So I fully expect some version of them to become battleline. I just assume there will be some kind of cost. For example, locking them to a specific subfaction that is particularly weak. Or requiring a certain expensive hero to be General. 

    The real test of the sylvaneth book (other than our core allegiance rules becoming more substantial) is if they do anything to make Spites and Dryads more appealing. But like I said in my other post, based on the Fyreslayer and Deepkin books, they don't appear to be modifying core troops much.

    However, plaguebearers are the exception. Those guys received an entirely new warscroll. So who knows at this point! Man I wish this book would hurry up! 

     

     

     

    But if TL is 400 points then TLA and Durthu will be 400-500 points which will mean less 300 point heroes.  And building a list with our best choices being 300-500 point heroes seems annoying and probably vulnerable against MW armies (them exploding SC where annoying as hell last game). 

    Anyway I'm mostly rooting for my Trev/spite proposal. It's fitting the sneaky trees get teleport and the Trevs should be elitish infantry and they aren't atm.

    • Like 1
  21. On 4/21/2022 at 8:07 PM, Landohammer said:

    So if we want to take some guidance from the recent book updates, most notably Deepkin and Fyreslayers:

    Its not likely our core infantry models will change all that much. Simplification seems to be the common theme and our units are pretty simple. Most of the big changes to recent books revolve around allegiance/sub allegiance updates, monsters and heroes.

    Monsters - Monsters seem to be getting significantly scarier, with significantly higher point costs. Look to the Leviadon and Magmadroths. Both are pretty terrifying now and the Leviadon is now 500pts. (up ~100pts). 

    How this will impact us: I'm betting Treelords become more expensive, but a lot tougher. 

    Heroes - Similar to monsters, heroes got better but with marginal cost increases. And auto-takes were adjusted. For example the Akhelian King (formerly just an ok hero tax) became an insane beatstick. The cheaper heroes were mildly retooled and made more appealing. 

    How this will impact us:  The branchwych, arch revenant, and branchwraith will probably get reworked into different roles. Our monster heroes will likely come at a premium but become significant battlefield presences. 

    Allegiance abilities - This is where the true power of the book will likely come. The deepkin tides were expanded and buffed (and they were arguably a decent book already). And the sub factions no longer lock your traits/artefacts. Battleline unlocks were altered/added.

    How this will impact us-  battleline unlocks of Treelords, and potentially even Kurnoth. Expansion of our allegiance rules to a significant degree. 

     

     

    I've not paid attention to the other books and what happend there so I'll just take everything you say as truth. But if monsters get stronger and more expensive then list building might be harder since we often use an above average number of monsters (well I think we do at least). Mainly because TLA and Drycha are very good choices atm ofc.

     

    On 4/21/2022 at 6:26 PM, readercolin said:

    My wishlisting:

     

    I'd prefer the TLA command ability stays since it's the only good one we have :D

  22. Everything in our army needs a buff.

    I hope the hunter different options get a bit more diverse in points. Considering the set already exists it wouldn't really be visible on the models though. But maybe the scythes just getting a small buff in attack for about equal points or stay the same for a slight points reduction while the swords get a point in armor or HP and an attack buff and cost 50 points more (would fit with the range of scythes fit better with larger groups). Or just give the bows significantly more fire power (3 attacks, 3+ to hit) for more points? Also I'd like to drop the envoy ability on them (coming back elsewhere) and trade it for point reduction, armor or hitting power.

    I'd like the dryads to stay as they are, our chaff unit

    I like spites to stay about the same but get the teleport option tree revs now have (I know: that would be a retcon that isn't going to happen). But I want it because they look less ' elite'  than the tree revenants which I want to get another treatment. and they look like they could be sneaky and stealthy which sort of fits this ability.

    I'd like the Tree revanants to be more elite (starting with a more elite name). They should get the ' envoy ' ability and all around more elite. They'd loose their teleport. 4+ save at least.  3 attacks 3 wounds or 4 attacks 2 wounds or maybe 3 attacks, 2 wounds, 5+ ward. Some nice ability to go either defensive or offensive for re-rolls on wounds OR save maybe. (PS this unit could also be a new unit).

    I know everyone wants some bug cavalry and I think the more elite version above of the Tree revs would fit on there better than hunters. 

    Ow and I want the dryad summonspell on the wych and the wraith should become a priest.

    And ofcourse: a slightly less terrible wound chart on the treelords.

    It's to bad we recently had the new woods.. because a faction terrain just consisting of a giant tree with some options for positioning models in the tree would be nice. I'd not mind just getting this anyway and having to choose between a regular forest and this :D. TAKE MY MONEY.

    Also I want my forest dragon back. The long sinewy look our WE dragon had, but then AoS sized plastic ofc. TAKE MY MONEY 2x

  23. Just now, CarkFish said:

    Yup, you still come over like tool ... Perhaps it's just you 

    Yeah could be or you are overly sensitively woke, and think that protecting people against minimal justified criticism makes the world better (Hint: it doesn't it just makes them get hurt harder in the end when they do real stupid things because they haven't learned to deal with criticism). I guess we'll never know :D .

    But please continue this completely off topic rant, I feel that after ignoring 2 comments a few days ago I'm entitled to a reaction now so I certainly won't. I'm sure it will help you feel more mature not to accept different opinions and freedom of speech (and leave it at that as I suggested).

  24. On 11/3/2021 at 5:16 PM, Popisdead said:

    GW is treading waters of creating confusion between a myriad of places and sources during a pandemic.

    The poster could also be ESL or 11 years old.  Why assume they didn't do any solving on their own?

    I see no reason to warrant a reply like this.

    On 11/6/2021 at 10:29 AM, CarkFish said:

    Dude! ... Do yourself a favour and read your posts back to yourself... You sound like complete tool here

    Yeah did it, don't agree though. An 11- year old that can find this forum should be able to find the official FAQ's of the official GW site and it's literally the first thing mentioned in there and not in a way that can be misinterpreted.  So I feel some small criticism was vaIid. I didn't use swear words (unlike some who call others a tool - which is probably more against the rules of this forum) and basicly only called him a bit lazy so lets keep it at freedom of speech and not get excessively woke just because of some criticism. Criticism isn't bad, it's part of life and to be expected unless you are perfect.

    PS in my comment I actually pointed him towards the FAQ/Errata.

    Give a man a fish, and you feed him for a day. Teach a man to fish, and you feed him for a lifetime

     

     

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