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SpiritofHokuto

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Everything posted by SpiritofHokuto

  1. The important part is that it can be used at the start of your movement phase. The Swift Vengeance move happens in the hero phase and they move as though it were the movement phase. There is no start of the movement phase window with Swift Vengeance from which you could trigger Navigate the Realmroots. There hasn't been an official ruling as to this which does seem like an oversight on GW's part. Maybe they think that it's self explanatory and doesn't need further clarification?
  2. Unfortunately Navigating the Realmroots with Swift Vengeance isn't possible as it explicitly states that you can only teleport into woods at the beginning on your movement phase. Moving as though it were the movement phase isn't the same as it actually being the movement phase.
  3. While having a reliable Regrowth caster is very nice, having a reliable Verdant Blessing caster is better most of the time. When you get past purely casual games, proper Wyldwood generation and management are what separates good Sylvaneth players from great ones. The synergy of a Branchwraith with Ranu's Lamentiri and Verdant Blessing cannot be understated. Getting a Wyldwood on a 4+ and 10 Dryads on a 6+ is just crazily efficient, especially considering that those same Dryads could very well hop into that Wyldwood you just created. This obviously goes hand in hand with the "launchpad" Wyldwood from Acorn of the Ages. The only time I'd prioritise Regrowth over Verdant Blessing is if you have a Spirit of Durthu, as keeping him topped off on wounds is essential to retaining his damage potential. Even then it'd be a tough call for me personally.
  4. With Wyldwoods now having the Overgrown Wilderness rule from Citadel Woods, depending on the scenario Sylvaneth can be an absolute nightmare of a matchup for a Freeguild gunline.
  5. A boy can dream of a new centrepiece model kit. A resculpted Shaggoth/Kholek dual kit.
  6. The Sons of Breton are going to be reworked into an allegiance exclusive endless spell. Therefore that ability will be removed from the Blessed Lake. The Lake's improvement of Protection of the Spirits does key off models not units. Although with the changes to auras we may just extend the range a bit and specify units wholly within.
  7. There's going to be many other big & small changes/tweaks. It'll just take us a bit of time to work through all of the revisions.
  8. You could get it to a 0+ save vs non flyers with the Paradoxical Shield.
  9. Well there are a few battalions that let you include units from outside your allegiance. I suppose it's just a poorly worded way of preventing them from being a "two way street".
  10. I really hope that this is the case as I was really looking forward to playing and painting up my FSWB.
  11. Yeah GW seem to be falling back into the bad habit of flip-flopping and invalidating armies wholesale. Guess my Tzeentch WoC army gets shelved until StD/Everchosen gets rules worth a damn.
  12. Yeah I suppose. I'm not one to talk as I love the Tzeentchian StoD look so I'm not all that well versed with daemonic/arcanite side of things. I don't know whether there's a happy medium?
  13. That is a terrifying amount of spell power to be sure. Aren't you a bit concerned that your units are pretty flimsy and will only offer up token resistance?
  14. Yeah. Assuming FSWB allows the additional casts of Arcane Bolt, you'll be able to rack up the Fate points reasonably quickly. Also the Curseling will be an absolute beast in AoS 2. Why bother paying for your own Endless spells when you can just steal your opponents? This is what I'm currently toying with, both being powerful but only using models I like aesthetically. Allegiance: TzeentchChaos Lord On Daemonic Mount (140)- General- Trait: Illusionist - Artefact: Paradoxical Shield - Mark of Chaos: TzeentchChaos Sorcerer Lord (160)- Runestaff- Mark of Chaos: Tzeentch- Lore of Fate: Glimpse the FutureCurseling, Eye of Tzeentch (160)- Artefact: Souldraught - Lore of Fate: Shield of FateFatemaster (120)Sayl The Faithless (120)- Allies27 x Chaos Warriors (480)- Halberd & Shield- Mark of Chaos: Tzeentch10 x Kairic Acolytes (80)10 x Kairic Acolytes (80)5 x Chaos Knights (160)- Ensorcelled Weapons- Mark of Chaos: Tzeentch5 x Chaos Knights (160)- Ensorcelled Weapons- Mark of Chaos: Tzeentch1 x Chaos Warshrine (160)- Mark of Chaos: TzeentchFatesworn Warband (160)Total: 1980 / 2000
  15. In terms of a Peasant Levy probably not. We're already a bit on the high side for number of units and also they don't really fit in with the new fluff that we're developing. They could still be used as particularly hard done by Men-at-Arms or ascetic Battle Pilgrims.
  16. The names are changing due to fluff, if you look back in the thread for @henin posts it should give a decent idea of where we're going with that. All new units have equivalents that have existed in the Bretonnian army at some point. We're just consolidating them into one document. And yes the number of units is higher than some AOS armies. But it's not my place to question GW's sometimes weirdly limited design space. As for models no Bretonnian units actually have any officially sold models any more. So it's either paying way over the odds for second hand GW stuff or going third party. Of which there's a smorgasbord of analogous models for all the units. Demi-gryph are something that's still not concrete yet and we are looking at the possibility of a Hippogryph unit similar to how Pusgoyles were implemented.
  17. In no way is this project intended to be for high level competitive play. If small local tournaments allow it that's great but essentially we're aiming for a consolidated house rule document with attendant fluff and artwork. As for name changes and additional units. We need to change with the times and adapt the Brettonian army to be more a comprehensive range.
  18. Yes initially the old version was linked but that's been rectified. These are the changes that were made. The Lady Wills It! - Change to working on an unmodified 6 Armour of Brilliance - Change to CV5 Nature's Wrath - change range to 6" Revivfy - change to CV7 Blessed Lake - Add Mystic Shimmer back in, Hymn to the Courtiers change to CV6 Morrigna - Blessing of the Lady - Change to CV6 Marshal on Demigryph - change Marshal's Shield to be like others, remove charge benefit to halberd make it 3+ to wound Noble Champion with Peasantry buffs, remove mounted version Host Knights - Massed Cavalry from 10 to 8 Bowmen - replace Massed accuracy with Steady Aim Mounted Yeoman - remove Wooden Shields Exemplar Order - remove limit on Unrefutable Challenge
  19. So are there any more ideas/criticisms before we start on the next round of revisions for this?
  20. Agreed it is a powerful ability but there are other favour token uses that are vying for the small pool which you'll have. Fluff wise see it as them having unparalleled sweeping coordination, also having to make and complete a charge move that turn could conceivably be a detriment. I could type up the ability with much the same wording as retreat but call it something different, however we feel that using existing terminology is the better call.
  21. That 5+ save changed with the GHB2017, it can only be a 6+ and has to be within 6" of a hero (12" with a command trait). The regeneration is also keyed off of heroes as well.
  22. While I agree that perhaps the Green Knight was bumped up a little too much and needs reining (sic) in a bit. Comparing it to the horribly mismanaged rules of the Mourngul is a pretty poor baseline for comparison.
  23. Thank you for your feedback, this is exactly the kind of thing we need to take this project forwards. This will definitely give us some food for thought.
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