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Aezeal

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Posts posted by Aezeal

  1. 2 hours ago, Yoshiya said:

    I don't think you need to drop the wych necessarily but if you do I think Revenants would a good pick to add another small mobile objective grabber. It's pretty important to have ways to take objectives in smaller games where you have less units.

    Scythes and swords are both good options and depend partly on personal use. Scythes have an edge against higher saves and if you take large units you get more in range to attack (I personally run 6 in a unit so I go for scythes), swords are more consistent and better aga++ inst mid to low saves.

    My personal thoughts behind Kurnoths is that they are my anti-elite and large monster so I want them in fights against high saves more often than not. As such, I'd personally take the scythes. However, if you know that the big threats in your area are massesd mid-range infantry or there is a lot of Nighthaunt players then I'd go with the swords.

    At the end of the day both are viable options and the difference between them isn't huge so you can also just go on an aesthetic judgement too (which I again like Sycthes) or even get both when you expand the army and mix and match depending on the army list you're making :)

    Against 3+ it's equal... lots of monsters don't even have that.

  2. 1 hour ago, Kimbo said:

    Hi everyone! Would love some feedback on this 1k list. It is not supposed to be optimal...but atleast ok to start of with! Would you change anything?  

     

    also, what spells and Artefact would you use (and on who?) 

    Leaders
    Branchwraith 
    Drycha Hamadreth 
    Branchwych 

    Battleline
    30 x Dryads 
    5 x Tree-Revenants 
    3 x Kurnoth Hunters 
    - Greatswords

    Total: 990 / 2000
    Allies: 0 / 400
    Wounds: 70

     

    Thank you! 
     

    I think this could be very good for 1K actually. I'd probably loose the wych though  if you have someother stuff you'd like unitwise. 

    I think Drycha, hunters, units of 20+ dryads and a single wraith are good choices from our army list. Maybe going 20 x dryads would be a good idea.. but not sure it's that much better really.

  3. 11 hours ago, Lhw said:

    @romhi the core rules say:

    "MISSILE WEAPONS
    In order to attack with a missile
    weapon, the model using the weapon
    must be in range of the target unit
    (i.e. within the maximum distance,
    in inches, of the Range listed for the
    weapon making the attack), and the
    target unit must be visible to the
    model with the weapon"

    It's listed as a missile weapon on Drycha's profile. It may have been played previously as not needing LoS, but I guess it came up less then? Now, with Wyldwoods rules, probs more likely to happen. I really think it clearly needs LoS. 

    No. The ability just says all units for flitterfuries there is no disclaimer that it's otherwise.. it's an AoS ability.

    Even for squirmlings I don't think line of sight is needed myself it says pick a unit and that is all that is relevant.

     

    10 hours ago, Isotop said:

    What would be your reaction to my Thundertusk argument? (no offense)

    My reaction to that argument would that you are right. 

  4. 10 hours ago, AaronWIlson said:

    Blightkings aren’t that good at killing Hunters, they have no rend so you’re getting a 4+ with a re-roll. My 3 Scythe Hunters killed 5 the other day without losing one model, I killed 2 before they hit me.

    I had to charge him. Then I did 4 wounds and they rolled a few 6s and killed one of mine. Next turn he hit me first and I lost another one after which I killed one of his....That left me 1 vs 4..... And I fled (strategically to claim the starfall behind him).

  5. My Gnarlroot struggled (I lost) against a hordy nurgle army 2 days ago.. and my rolls where pretty terrible.. but those chaos marauders (40) and blightkings are nasty for their points. I've been against blightkings a few times now and everytime I put a few hunters against them and the hunters straight up loose to that cheaper unit (blightkings having more wounds and doing more damage).

  6. 1 hour ago, Aelfric said:

    I agree that it is a good defensive plan for wanderers, augmented by the Shawl to help get those spells off.  Downside is it really only covers one objective and so many of the scenarios have far more than that.  If an opponent just ignores that objective, those units are not going to see much action.  A good strategy, though, if there are only 2 or 3 objectives.  If they are part of the Battalion, you really only need to put the EG down separately, which still leaves you on two drops to get first turn.

    And often games aren't even won if you defend all your objectives.. you need to be able to clear on objective of the opponent.. preferably early in the game.

    • Like 1
  7. 5 hours ago, BionicRope64 said:

    Hi all

    Returning Sylvaneth player. Gonna hope to get an army up and running. 

    I picked up a box of Kurnoth Hunters, My second box. I made my first with Greatbows. I'm not sure what to give the second unit. Swords or Sycthes?

    I was thinking Swords as they have more attacks and reliable damage. Whilst the Sycthes could do more damage they aren't as reliable and fewer attacks. But that 2" range seems useful. 

    I main aim for the second user is to use them as a summon for Alarielle, when I get her. If not then use them as a second big damage unit on the table.

    What do people think?

    I think it's a good idea

  8. 2 hours ago, tiktaq said:

    Hello, im new to the game and made a gnarlroot list but have a question on the ruling.

    In the Wargrove it says "A Gnarlroot Treelord Ancient, Branchwych, or a Branchwraith is allowed to attempt  to cast one extra spell in each of there hero phases".

    From what iv'e read it seems that each  wizard in the mention gnarlroot list can attempt to cast one additional spell a turn. But the wording seems to come off as only one can cast an additional spell a turn, so just want some clarity on the subject.

    All of them in the wargrove can cast 2 spells. It's even in a faq or designer commentary I think.

    • Thanks 1
  9. 10 hours ago, lifelonghalo said:

    I've been designing some tables that I want to build and since I can't find this sort of thing anywhere else on the internet, this thread seems like the best place to bring it up. I want to make fixed-terrain sort of diorama/display style tables(to play on of course). The spoiler below will show examples of what I mean. Mainly because terrain with bases is fugly with a capital fug, and partly because narrative campaign environments, custom battleplans, etc.. I really don't care about modularity, space, or materials so don't worry about that.

     

    So the first thing you guys are probably thinking is that you would hate playing Sylvaneth here since there isn't even space for a single Wood base. I don't play Sylvaneth nor do the people I play with, but that could possibly change in the future and that's why I want to do my best to be inclusive. This is clearly not intended for competitive play and thusly I don't plan on having any large flat areas that aren't scattered with tufts and gently undulating meadows or boulders. The best thing I've come up with so far is to have additional custom fitting terrain pieces that fit into areas and simulate citadel woods. Since competitive matched play isn't really an issue I think this might work but the problem is it kinda severely limits the player's choices as far as placement/orientation, not to mention the size/shape of the area will likely differ and some people will be uptight about that. Also people who are proud of their models will likely want to use their own. Do any Sylvaneth players have actual experience playing on these types of boards? Are there any ideas about how to work with this or is it just wishful thinking on my part?

      Hide contents

    The-Ruins-of-DrasShiel-4.jpg

    top_tables3.jpg

    top_tables9.jpg

     

     

    Wow... if you have costum places for forests I'd accept that just to play on these...

  10. 4 hours ago, AaronWIlson said:

    So my third test of Gnarlroot is going down this evening, I decided to change my original template as I was finding Drycha underwhelming and Hunters awesome., Having more Hunters offers me a little more Synergy also allowing me to have more units to return Hunters to. Here's my Gnarlroot MK2 list, going up against Nighthaunt this evening. 

    Treelord Ancient 
    Artefact - Ignax's Scales 
    Trait - Gnarled Warrior 
    Deepwood Lore - Regrowth 

    Branchwraith 
    Artefact - Ranu's Lamentiri 
    Deepwood Lore - Verdant Blessing 

    Brancwych 
    Artefact - Acorn of the Ages
    Deepwood Lore - Throne of Vines 

    30 Dryads
    2 x 5 Tree Revenants 

    2 x 3 Scythe Hunters
    2 x 3 Bow Hunters

    Gnarlroot
    Household 

    I'll let you guys know how it goes :D

    If you use Drycha it should really be about dealing damage with her shooting attack and being a back up caster.. combatwise she's certainly not equal to hunters.. so Drycha is obviously more dependant on what your enemy brings (units of 20-40 1 wound models would be awesome) and movement and positioning.. hunters are more allround and more point and click. For all comers Hunters might be the better choice I guess.. however we have nothing else that can clear objectives as quickly as drycha if a unit of 40 goblins is on there, she's a tool we otherwise don't have (well no one really has that tool). Last year I've used her a lot and just getting a few shooting attacks on somewhat bigger (10 + models) elite models makes her usefull though. I'm not currently using her since I'm putting Alarielle in Gnarlroot and that seems to be working wonders: I doubt anything in our army can beat her point for point, she's useful in every phase and has awesome mobility.

  11. 37 minutes ago, romhi said:

    Understandable, sure. I know this was discussed to death but I still like to include swords next to my scythes. In the past year I did not have a single game where I could not find a sweet, low save target to decimate with swords. 

    Low being an extremely broad term in this case since at 3+ they are still equal.. plenty of armies who hardly even have 3+... against the majority of wounds in ANY game (4+ or worse) swords will be better.. so yes.. swords are great. 

    • Thanks 1
  12. 46 minutes ago, Cblackaus said:

    That being said, I am an experienced gamer and have won several 100+ player tournaments in other tabletop systems, so I’m not a numpty.  

    Well then I'd just start with Dreadwood and gnarlroot  and try what suits you better I guess.. I myself have not played dreadwood (Thematically I strongly prefer sylvaneth with lots of magic)so can't say much more about it but I'm not 100% convinced it's strongere than gnarlroot so I'd not discount gnarlroot too quickly unless you really think you like the dreadwood playstyle better. 

    Gnarlroot doesn't stand a chance against gore pilgrims in my oppinion but most other matchups aren't that bad. I think dreadwood probably has some tough match-ups too.. I can imagine that armies that have lots of chaff and are well deployed (which seems a given when playing strong opponents) might make your alpha strike nearly useless and then you have less to fall back on in comparison to gnarlroot.

  13. 9 hours ago, AaronWIlson said:

    Yeah I actually get the impession Dreadwood can be quite hard to execute correctly. It would be very easy to alpha in games where it's not correct to do so, etc etc.

    I mean the whole idea of that post (not yours) is ridiculous: I heard some player did great in a big tournament (so.. a pro player with a pro army) so please tell me how to copy this in 1-2 posts on a forum.... I do hope he means he only has 2 sylvaneth games behind his belt and not 2 AoS games total :D

  14. 2 hours ago, Cblackaus said:

    I’m looking at playing the TM Dreadwood alpha strike list - as a brand new play (2 games) - I just need something simple to play and even quicker to paint - and it was suggested this is a good list.

    Can someone point me to advice for how it plays - I understand it was at the 6 nations.  

    Allariele

    Drycha

    Bramchwraith

    Celestand Prime

    4 * 5 spite revenants

    3 * great bow kurneth

    I severly doubt this is a list that is simple to play and master. If your alpha fail or you leave key troops vulnerably after the strike it might be very hard. 

    I'd say a list without wargroves with 1-2 units of 20 dryads, Alarielle, a wraith and a few units of hunters is probably easier to start with (and builds into a gnarlroot easy enough if you want to).

  15. Are you set on the acorn? Wouldn't a Ranu's Lamenteri on the Verdant blessing wraith have almost the same reliability for a forest on the first turn but a lot more added use in later turns?

    Why the Durthu and 3 more hunters and not an Alarielle who summons a TL? I really think that in flexibility Alarielle is way stronger due to added magic (3 cast and a damn strong spell), dispel, flying, healing .. well you know it all (I think she'll get a sharp points increase next year if rules are the same).

  16. 7 hours ago, Mirage8112 said:

    Mostly I spend the battalion points for the option of single drop, or as near it as I can get. I very much prefer to have my choice of turns in the first round. I'll take first if i want to alpha-strike or hard bunker on an objective, or second if I'm facing a gunline or something similar. The fact that battalions are tied to command points and artifacts is really more of a bonus in my mind, one which I'll try to take advantage of as long as it doesn't mean handicapping my lists effectiveness.  

    4% of my army's total points for practically guaranteeing first turn + command point + an artifact is money well spent in my book. 

    A wargrove is quite a bit more than 4% of your army though... mine are mostly 10% (excluding taxes).. and it also means you can't react very well to your opponents deployment. I think wargroves are priced well at their current point.. you really need to include their bonus, artifacts and the lower drop in your strategy to make them worth it... otherwise another unit of Kurnoths is a more straightforward problem solver for the points.

  17. 5 hours ago, Girgutz StormStompa said:

    May I ask about why specifically about the TL? I think they're fantastic output and resilience for their price and who doesn't love a potential -1 to hit in close combat?

    No it's about the list as a whole. I think in general hunters are probably better than TL, so IF you want to go with treelords I'd certainly take alarielle to make sure they keep high wounds (TL as a monster has a rather sharp drop of in damage output in comparison to newer monsters I think). Also Alarielle can summon one of them ofc which makes it thematic.  The TLA's command ability has been severely nerved and mystic shield does the same now so it's not as much as a reason to take him as last year. Also: AFTER you deduct the points from a TL from Alarielle (chances she's dead first turn, when you should use this ASAP) she's not THAT much more expensive than a TLA.. but if you compare them the difference is pretty big (3 spells for her with a very very good warscroll spell), 3 dispels, higher combat damage, more wounds AND the already mentioned healing everywhere.

    Also: I'm not convinced about bow hunters and I'm not sure what 3 of them are going to accomplish.

    Quote

     

     

    A:

    • Branchwraith - Ranu's Lamentiri + Verdant Blessing
    • Branchwych - Acorn of the Ages + Throne of Vines 

     

    I like the idea of

    • Branchwraith - Ranu's Lamentiri + Verdant Blessing
    • Branchwych - Circlet / Reaping

    But I have to try it against some less annoying opponents than my latest matches. In between some dryads in the centre of the table the wych should be able to do some damage with her spells... And considering the often limited areas for forest bases I think acorn and verdant blessing might be a bit overkill. The thing about option B is that you'd often need to have both casters together to place the dryads in a summoned wood (or keep the wych near your nr 1 forest but if it's placed in the middle it's often filled with a unit of dryads all ready and enemies might arrive there so you can't fit 10 of them in the forest but outside 9" of enemy)

    I agree 100% with point 3 and 4 btw. Personally I'd even go 1x3 scythes and 2x3 swords.

  18. 37 minutes ago, Popisdead said:

    I am genuinely interested to see if you find 3 Treelords effective.    I wish the Lords of the Clan gave them better bonuses.  I miss the classic Treelord as a threat on the table.  Keep us/me posted :)

    I must say I'm not convinced about that list at all.. I think I'd try to remove the TLA and a TL for Alarielle (probably need to cut another 10 dryads too).. to keep that big creature vibe and several hunters (I'd make them melee though) and have them healed by alarielle. 

     

    5 hours ago, Girgutz StormStompa said:

    Also a quick question - regarding Sylvaneth wyldwoods, it says 1-3 on the warscroll but what size do players tend to run both casual and competitive? I want to make some cool ones but I also don't want my opponents to feel suffocated and annoyed at how much of the table I take up.

    TreesaremarchingtoWAR.pdf

     

    In my experience my opponents suffocate my trees... I can usually place a 2 base forest near the middle somewhere... but after that I'm lucky if I can place another 2 single base forests during the game. Have no mercy when placing forests I'd say. If you CANNOT place a 2 base forest at the start of the game I'd just demand terrain gets moved (hasn't been needed yet I'll admit). The problem is that the TLA ability needs 3" room around it which makes that ability while easiest available very unreliable for placing forests. Often when I roll a 4+ I just can't place even a single forest base.


     

  19. 6 hours ago, AaronWIlson said:

    I appreciate those comments, you certainly probably know more then me about the army. Do you think Gnarlroot can work, if so do you think it's woth me dropping the hunters with bows for some endless spells?

    I would not say I know more about the army than anyone. Personally I must say I think the appeal of your list above my own Gnarlroot list (with Alarielle) are your tons of hunters. I'd personally sooner cut 10 dryads for some endless spells than those hunters.. they are beasts. I would consider going all melee hunters: what is it you want your bow hunters to do and do you think 3 of them will be able to do it?

  20. 5 hours ago, GM_Monkey said:

    Here's the number I posted on the last topic as they are still relevant here. Taking 30 Glade Guard, 30 Sister of the Watch and 3 Waywatchers all at 360 points you get against both Order and Chaos targets with a 4+ save

    image.png.a1d864acd730821c282844a79773fe93.png 

    At their best Sisters of the Watch are the better unit to take now with the points reduction. The Glade Guard are best only once per game if you're not playing Chaos. The Waywatcher are always average even if they move, and Sister of the Watch are worst against non-chaos and moving.

    This does not take into account range, save or wounds or any other bonus.

    Oh and yes the Glade Guard Alpha strike can and has taken down 10 or less wound models so it can take out that big scary monster in the back but after that you're doing around half the damage.

    Personally I take 1 unit of 30 Glade Guard and 20 sisters and 2 Waywatchers.

    20 sisters right?

    • Thanks 1
  21. I don't think Alarielle is needed, she certainly has vulnerabilities (in a double turn getting 6x d6 MW from 3 slaughter priests)… but she's strong: her spell is an awesome character or high armor sniper. Her healing is good, the summon is good. Her damage output usually isn't all that but it's certainly not bad.#

    I personally DON'T think dwellers is a really good spell and while the reaping should be good I've had trouble actually doing much damage with it on a wych , I think I might try a circlet/reaping TLA general with gnarled warrior myself one of these days (next to alarielle though so I can have some extra healing there) after I try it a few last times against less magic resistant armies (last opponents being Tzeentsch and gorepilgrims).

    I think endless spells are very good options for damage dealing especially in gnarlroot. I've been happy with my pendulum and geminids damage dealing (just target a few clustered units, preferably characters behind troops and say the geminids move a small circle just going over a few bases). 

    • Like 1
  22. 14 minutes ago, Craze said:

    What I ask myself is, if scythes are still the best way to go...Even in 1.0 Scythes were not STRICTLY better, but only better in the majority of situations.

    Now that we have Nighthaunt and Ethereal Amulets, I do not know if Scythes are still the best way to go, if you do not know who you are facing upfront.

    I didn't think that scythes where better in 1.0. They weren't even better in the majority of situations (only against very very rare high saves) but that is what people took them for anyway. It is KNOWN when swords and scythes are better against which saves and then scythes have a range advantage. For myself: I play a lot against lower save armies and in my 2K gnarlroot build I have other sources of damage against high saves (magic, alarielle, TLA, TL) so I'm going swords for now.

     

    • Thanks 2
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