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Aezeal

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Posts posted by Aezeal

  1. 18 hours ago, Rors said:

    In my opinion (I'm frequently wrong, not trying to come off as an expert in this game), most armies have those extra save access, although my main army is StD which has saves for days and might bias me. Anyway anyway, I suspect saves are going to be used to stack more often than spread. You need +2 to keep +1 to your save against rend 1, +3 save against rend two and so forth. Due to how dice statistics work a the benefit of staying at a 2+ save is way better than a 3+ and 3+ is a stat jump over 4+. I'm not sure if that made sense but what I mean is like, a 1 in 6 fail is a large stat jump over 1 in 3 and again 1 in 3 in way better than 1 in 2.

    The meta will also probably shift to favor rend because everyone has more acces to armour. Even Aoe will need to be positioned to cover key units unless the whole army is castled.

    In terms of healing, I again suspect that with chip damage being less effective and buffs also being focused rather than spread, that a lot of combat/shooting will be decisive.

    All of which makes me think that spamming units that rely on buffs will be less effective than stacking buffs on key units. I can't envision how a competitive list could throw in a tree Lord on a list that already has a spirit of Durthu for example, or a list run multiple Durthu. The multiplication of these unit rolls seems to become a liability to the functionality of the unit.

     

    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.

  2. 7 hours ago, Rors said:

    I think the other issue is everyone talks about the ability to get +1 save and heal and all of that, which is true, but there's only 1 command a phase.

    Multiple monsters means only one can be at top bracket, only one hero can heal themselves, and only one unit is all out attacking/defending and so forth.

    In previous editions, you find the best units and spam them. This edition, the return on investment drops off really quickly with multiplication.

    I think as the meta refined itself the strongest lists will have msu units that offer utility and don't require support, and a few strong units that are the focus buffs onto.

    A hero monster is great, a second hero monster is significantly less great.

    The best lists will have optimized command usage where I think a lot of early lists at the moment have an overly optimistic vision where every unit is evaluated with buffs considered.

    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.

  3. 8 hours ago, plavski said:

    Oh for sure, we're a good monster army. But I'm talking about regular treelords in particular. Non-hero monsters are a liability so you have to play them quite carefully. 2 monsters (especially hero ones) is fine, but that third might just overextend you a bit and the treelord can do work at 190, but can it do enough to justify a potential VP loss? I don't know for sure, but that's the only one I have a question mark over. In the right list, I'm sure it's good, but I don't think I've seen that list just yet.

    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.

  4. 2 hours ago, Walkirriox said:

    @Havelocke Where is this command ability?? Can’t find it anywhere…

    It's part of the battlepack, under realm rules (GHB 2021 page 12)

    Feral Roar. 

    42 minutes ago, Havelocke said:

    @Walkirriox - It's in the GHB. I'll provide the page number and the name of the ability when I get home later.

    Here's hoping I've remembered the ability correctly, and it's not limited to non-heroes or something.

    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 Warlord
    Spirit 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: Levitate
    Branchwraith (95) in Warlord
    5 x Tree-Revenants (80) in Warlord
    10 x Dryads (95)
    5 x Spite-Revenants (70) *

    Total: 1990 / 2000
    Reinforced Units: 0 / 4
    Allies: 0 / 400
    Wounds: 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 :D

    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)

  5. Quote

    And they are, because they cannot both be true. However, it's not how the rules are worded. The next two statements are NOT contradictory:

    • The wyldwood must be set up more than one inch away from other terrain
    • The wyldwood must be set up more than three inches away from other terrain

    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

    Quote

    1.6 ABILITIES AND EFFECTS Every warscroll includes abilities, each of which has an effect. When an ability is used, its effect is applied. In addition, most effects have restrictions. Abilities can also be found in sets of allegiance abilities (see 27.0) and in the rules for battalions (see 26.0).

    Quote

    If the effect of an ability contradicts a core rule, then the effect takes precedence.

    (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?

     

    • Like 1
  6. 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.

  7. 13 hours ago, Pennydude said:

    1/2/3 single trees more than 3" from each other, more than 3" from other terrain, more than 3" from all objectives, and more than 1" from other models.

    OR

    One ring of 3 trees that follow the same restrictions (other than 3" from each other).

    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.

  8. 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.

  9. 15 minutes ago, Emissary said:

    I never had to spend a command point for armor saves

    How do you mean? Using the TLA command ability spends a command point right? Or have I completely misread something?

     

    20 minutes ago, Emissary said:

    It was huge in our game because the manticore could not roar and turn off the hunter's getting the +1 from the ancient's command ability. 

    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.)

  10. 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.

    • Like 1
  11. 1 minute ago, Pennydude said:

    Look at the last sentence on that column. Setting them up more than 3” from each other means they are three separate faction terrain features. Under the GHB Faction Terrain rules, if its impossible to set up a faction terrain feature, it is not placed. Since they are separate, one failing should not cause the others to fail, IMO.

    This does seem a reasonable interpretation of the rules. 

  12. 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?

  13. Just now, Pennydude said:

    Currently as worded, yes we cannot teleport out of combat anymore with any of our units.

    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.

     

    1 hour ago, Mokoshkana said:

    No, a priest can only cast one prayer they know. Invocations are just prayers a priest knows. 

    Ah reread and indeed don't see how I came to my previous conclusion.. finally some justice.

  14. 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)?

  15. On 4/27/2021 at 8:15 PM, Popisdead said:

    Well,.. We have a good number of units there is just a missed issue with things that should be built in are generally additions via items or abilities.  Granted I am still expecting bow-revenants cause of the Shadespire warband.

    Broken Realms could see some warscroll re-writes too.  Maybe a fixed Ancient.  

    Also we are getting new units since Kurnothi are coming and they are Sylvaneth.  So for Broken Realms I would like to see fixes and then the second half of our army at a later date.

    Exactly.  And even the book in people's hands not Rob from the Honest Wargamer crying into an echo chamber something sucks when a fraction of the book is out.  

    We don't know what changes AoS 3.0 has for casting or a reset regarding casting in general.  I don't want everything to go 3+ Priest casting cause then you cannot dispel it.  GW has shown they aren't good with things like Activation Wars.  Instead lets get back to having spells be 4-7 as a cast and not impossible/immediate to cast/dispel but back to dice rolling with a possible single cast.

    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.

     

    5 hours ago, Craze said:

    So, what do we hope for for the new Alarielle Warscroll? :D

    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.

    • Like 1
  16. 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.

  17. 22 hours ago, SirSalabean said:

    How many boxes would you recommend, I have two right now, not including equivalent from looncurse and another set of Revenants. 
     

    is it worth getting more start collecting then for the dryads? Then I can make more tree lords and kitbash the branch wych into wraiths maybe

    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.

    • Like 1
  18. On 11/10/2020 at 6:16 PM, Hobbit said:

    With the release of Har Kuron its got me looking at running a unified dark elf army again but i'd like to included squatted units. Ignoring that these units couldn't normally be included in a Cities army, anyone know where I could find points for these?

    I can see the points in the compendium and the legends pdf states they won't be updated but doesn't say if they exist or not. I'd mostly like to included the manflayers I got when they were made to order.

     

    Thanks.

    Personally I'd use the models but proxy them as something that has CoS rules and points.

  19. 11 hours ago, Lanoss said:

    Make Wyldwoods offer a 5++ DPR or heal 1,d3 or d6 wounds at the start/end of the turn or during a phase 

    Ow I'll take that DPR anytime :D

    Just a bonus +1 cover save when fully in woods just for sylvaneth would be huge too. 

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