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Pigey

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Posts posted by Pigey

  1. I really agree with the above. Gnarlroot is a well-rounded sub-allegiance and I do not find it lacking anything in itself.

    The "issue" with the current book for me is that it does not feel up to speed with the others. I think it is balanced internally: you can build different viable list and not be stuck in just one. But it is far from being a power house. That being said, I agree with other people who said that what they loved about Sylvaneth is that they always feel like they stand a chance. It is very true :) Love this faction. Won't stop playing them as my main army.

     

    About the Branchwych: GW, if you are reading this, REWRITE the warscroll, please 😛 @Sleepa is right: nobody uses her. Ever.

    If you could also drop the Vanilla Treelord another 10 or 20 points, that would be great.

    Oh, and also, while you are at it:

    - make the Treelord Ancient a 2 cast wizard

    - rewrite the Lords of the Clan, Household and Free Spirit Batallion

    - drop Bow Hunters to 180-190

     

    Thaaaaanks :D Just a wish-list - no ranting :)

    • Like 3
    • Thanks 1
  2. I participated to Belgium's largest event last weekend.

    I placed 21st (100 players there). Really happy with the result!
    But it was most importantly a great experience thanks to the players I had a game with and the TO's from the Hammer and Bolter Tournament. Big shout out to all of them (players and TO's)! You made my weekend :D

     

    I also wanted to post a debrief here. Warning, lengthy post!

    List

    Spoiler

    Allegiance: Sylvaneth
    - Glade: Gnarlroot


    LEADERS
    Drycha Hamadreth (320)
    - Deepwood Spell : Regrowth
    Arch-Revenant (100)
    Branchwraith (80)
    - General
    - Command Trait : Nurtured by Magic
    - Artefact : Chalice of Nectar
    - Deepwood Spell : Verdurous Harmony
    Branchwraith (80)
    - Deepwood Spell : Throne of Vines


    UNITS
    30 x Dryads (270)
    5 x Tree-Revenants (80)
    5 x Tree-Revenants (80)
    5 x Tree-Revenants (80)
    6 x Kurnoth Hunters (400)
    - Scythes
    6 x Kurnoth Hunters (400)
    - Greatswords


    ENDLESS SPELLS / TERRAIN / COMMAND POINTS
    Suffocating Gravetide (20)
    Spiteswarm Hive (50)
    Vengeful Skullroot (40)

    Game 1

    Spoiler

    Game One: Gift from the Heavens versus a FEC (Blisterskin)

    I make my fortress in a corner praying my objective lands in it. I just put a Tree-Revenant unit in the opposite corner at the beginning of my deployment to make it look like I was going to spread my forces. He takes the bait and he deploys in the middle of the table. I deploy the rest of my units in my fortress corner.
    He takes the first turn and kills my five Tree-Revenants with a summoned unit. He positions himself to pick come to my corner turn 2.
    He leaves me beautiful openings, including enough room to kill a Terrorgheist. I manage to charge it with 6 Hunters and deal more than 30 damages and he tanks them with a 5+ feel no pain and another 6+ feel no pain. THAT WAS CRAZY 😛 He kills the Hunters when he fights back.
    I take the second turn and my objective lands... in the middle of my fortress 😛
    I finish the Terrorgheist who previosuly resisted me and kill a couple more little units. The others are too far away. I'm getting ready for my turn 3. At his turn 2 his objective lands in the corner opposite to where I am. He sends everything he has on my fortress and leaves only his Archregent on his objective. I don't remember who takes turn 3, but basically I hold my defense until turn 5 and I try to take his objective with my tree-revenues: I make my two charges, his Arch-Regent kills 4 guys in one unit of Tree-Revs and 3 in the other unit. So I still have 3 left to take the objective. But I fail my battleshock on the unit of 2 (rerollable 😕 ). I only have one model on the objective and him too. He eventually kills it. So, we stay tied until the end of the game, but he gets more Kill points. It's a minor victory for him.
    I still tried a last move: he was too confident and left his objective unguarded once he got rid of the Tree-Revenants. From T4 to T5, I tried to send a Branchwraith there jumping from forest to forest. She was halfway there, and in order to succeed, I had to:
    - get the initiative on T5
    - summon a forest
    - have him not dispell my spell
    Hard but doable.

    ...

    I didn't get the initiative 😂

    Excellent game, and I don't think I made a technical error. Just my dice rolls, and his (the terror that survives 30 damage: incredible)
    Very happy with this game.

    I'll write about the other ones later, when I have time :)

    Game 2

    Spoiler

    Game two: Places of Arcane Power against Shootcast.
    I could choose sides before deployment, and that is pretty much when I win the game... There was a lot of scenery blocking lines of sigth, and my woods completed that.
    I take turn one and add one more forest. I take 2 objectives, and wait. He can't shoot me and he doesn't have enough man power to take me out. Major win.

    Game 3

    Spoiler

    Game 3: Knife to the Heart against a Fyreslayer.
    First time against them. Boy are they tough!
    I'm deploying defensively and preparing for his assault.

    To cut a long story short, I take the first wave and take out a pack of 20 hearthguards.
    I still have about 15 more of them to go. I think I can manage them with 6 Kurnoths and I decide to put pressure on his objective with my 15 tree-revenants and 6 other kurnoths. Unfortunately, he gets me a double turn from Turn 2 to turn 3 and pushes enough to take my objective. I lose the game there.
    I made a mistake: I should have focused on the minor victory and cleaned everything he had sent to take my objective. I sould have totally ignored his pack of 20 Hearthguard + magmadroth on his objective.
    The guy had approximate moves, was super slow, explained his army badly... and I was exhausted. It was also my first time against a Fyreslayer.
    But I learned and I can see clearly how I could have won. So that is good! :)

    Game 4

    Spoiler

    Game 4: Shifting Objectivees against BoC
    Easy match up. I get the first turn, and I take all the objectives. Then I just hold on. Not so much luck with the random objective, but I'm making up for it. I'm leading the game until turn 5, but he's putting a lot of pressure on me. I had to focus all the way to the end 🙂
    No mistakes on my part, just a little bad luck on the shifting objective.

    Great game! :)

    Game 5

    Spoiler

    Game five: Scorched Earth versus Idoneth Deepkin
    I'm freaking out 😛 At first.
    He leaves me the first turn. I settle down. He thought I'd come and go for it - that I would play offensively. I just wait for him. I make a little mistake that almost cost
    me the game: I don't get close enough to cover one of my objectives, and then, at his turn one, he teleports and takes that objective. He scores 5 points on turn one and I am on my backfoot. If he takes the double turn, I'm dead. But he doesn't get it and it costs him the game. I take his first two objectives and burn them and score 5 points on top of the 4 in my deployment zone. From there, I lead the game. At the beginning of T4, the game is over: no more objectives on the table, and I am too far ahead.

    Overall feeling

    excellent, and I think technically I only made 2 big mistakes:
    - against the Fyreslayer : I should have played for the minor victory (so obvious, it makes me feel stupid)
    - against Idoneth, my bad placement that almost cost me the game...


    Great tournament, can't wait for the second edition!

    • Like 2
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  3. On 12/8/2019 at 4:18 AM, Pennydude said:

    I recently won a small doubles tournament running 9 Bows (3x3x3) and partnered with Beastclaw Raiders.  Heartwood Glade so my Branchwraith had the artefact granting re-rolls.  The bows shot a Bloodthirster and 1 Bloodcrusher off the board on turn 1.  We won that game handily.  I dropped a Celestial Hurricanum down to 2 wounds (only 7/9 shot, bad deployment on my part, still fairly new) but it stopped all his magic shenanigans early one and won that game handily because of it.

    Bows seem to be the least liked of the three variants but honestly, they are my favorites.  They can take down big threats (or knock them down a few pegs), snipe small heroes, and can still hold objectives.  I charged a unit of 3 Bows into melee combat and ended up controlling an objective because of that.  Five wounds each with a 4+ save (possibly re-rolling) is still huge even if they aren't killing a ton.  

    Bows have an effective 35" threat range on turn 1 if you don't put them into reserves.  If you do put them into reserves,  you can have a much larger range.  Don't count the bows out just yet.  I ran two units of 3 in my 2000pt list and between those two units and Drycha, I took out a Keeper and Shalaxi pretty easily and Drycha didn't die.  

    Hey @Pennydude, just wondering, at 2k, do you still play Heartwood? :)

    Idea looks good!

  4. 1 hour ago, Trevelyan said:

    Alternatively, the TLA is a solid support caster with a range of useful abilities that work best right behind the front line, and enough durability to stand there and make use of them. A TLA isn’t a heavy hitter (although it hits heavily enough for a second line caster), but it is very far from just being a 300 point Wyldwood dispenser. 

    I just find it very hard to use him and justify its 300pts. I have tried him, but it has been difficult to use him at his full potential. I tend not to use him and use the points for more hitting power.

  5. 6 hours ago, Inquisitorsz said:

    Hi Everyone.

    After some advice on this list

    Allegiance: Order
    Alarielle the Everqueen (660)
    Branchwraith (80)
    Drycha Hamadreth (320)
    6 x Kurnoth Hunters (400)
    - Scythes
    3 x Kurnoth Hunters (200)
    - Greatswords
    5 x Spite-Revenants (60)
    5 x Spite-Revenants (60)
    5 x Spite-Revenants (60)
    Outcasts (100)
    Spiteswarm Hive (50)

    Total: 1990 / 2000
    Extra Command Points: 1
    Allies: 0 / 400
    Wounds: 91

    The two behemoths are maybe too much. I think you are going to miss some bodies for your objectives.. I would either drop Alarielle or Drycha and put bodies in the list (and more Hunters, but that, you do not want 😛 )

  6. 9 hours ago, HollowHills said:

    1) do you think this is a good strat? The risk of a squig charge and a double turn is fairly high, but I feel like it's worth it to get ahead on objectives. 

    2) If I attempt to summon the wood with the branchwych I have a 70% chance of success (assuming I position to avoid unbinds turn 1). If I cast throne with the wraith and then wood the chance is closer to 95%. Although I forgoe the chance of dryads. 

    3) option would be to drop durthu and take a TLA. This gives insurance if the spell fails, but is one less threat on the board. 

    Thoughts? 

     

    2ktrees.pdf 5.73 MB · 14 downloads

    1) If you for that strategy, drop Durthu and take a block of 30 Dryads

    2) Situational: you might have to choose depending on the deployment. Both options are good to me, though I tend to make woods ASAP.

    3) TLA is indeed 300 points for one automatic wood, buuuuuut.... that is pretty much it.

    On an other note, I would regroup your 2 units of 3 Hunters ;)

    • Thanks 1
  7. 5 hours ago, Neffelo said:

    I've seen mention several times of the top winning lists, but I can't seem to find a link to any of them.

    Can someone provide that? 

    If I remember correctly one of them goes

    DREADWOOD

    Arch Revenant with Dreadwood trait and artifact 100

    Branchwraith with Spiritsong Stave, Throne of Vines 80

    Branchwraith 80

    10 Spites 120

    5 Spites 60

    5 Spites 60

    30 Dryads 270

    9 Kurnoth Hunters with Scythes 600

    6 Kurnoth Hunters with Greatswords 400

    Outcast Battalion 100

    Spiteswarm Hive 50

    Extra command point 50

    1970pts

     

    You can watch a game here (extremely well played):

     

    • Like 1
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  8. 1 hour ago, Azamar said:

    @Pigey what about replacing durthu with a tree lord ancient? If you are banking on getting out that second wood at the first opportunity, then an automatic wood seems like a solid idea.

    I tought about it, but then I feel like the list lacks punch.

  9. On 10/25/2019 at 7:24 AM, Pigey said:

    A while ago I posted a couple of lists and to be honest I did not have much success with them.

    So I am trying something new. The idea behind the following list is to give up the idea of getting the priority first turn, and to play more defensively than I used to (no battalion and 10 drops).

    Could you tell me what you think of it? My question being, do you think a battalion is mandatory for competitive playing?
     

      Reveal hidden contents

     

    Allegiance: Sylvaneth
    - Glade: Gnarlroot
     

    LEADERS
    Drycha Hamadreth (320)
    - Deepwood Spell : Regrowth
    Spirit of Durthu (340)
    Arch-Revenant (100)
    Branchwraith (80)
    - General
    - Command Trait : Nurtured by Magic
    - Artefact : Chalice of Nectar
    - Deepwood Spell : Verdurous Harmony
    Branchwraith (80)
    - Deepwood Spell : Verdurous Harmony
     

    UNITS
    30 x Dryads (270)
    5 x Tree-Revenants (80)
    5 x Tree-Revenants (80)
    6 x Kurnoth Hunters (400)
    - Scythes
    3 x Kurnoth Hunters (200)
    - Greatswords
     

    ENDLESS SPELLS / TERRAIN / COMMAND POINTS
    Spiteswarm Hive (50)

    TOTAL: 2000/2000

     

    Cheers!

    As promised I come with a debrief about the games I had with the list.

    In the end I faced the Mawtribes at 1k (posted something else about it earlier this week), Shootcast at 2k and Gloomspite Gitz at 2k.

    Shootcast game:

    Scenario: Escalation

    That was a very tough scenario for me. Stormcast had way higher mobility than I did, and of course a lot more shooting. I put all the Kurnoth and Durthu in the Realmroots to protect them. The rest of my army was deployed so that he could not teleport too close: chaff up front, casters and Drycha in te back.

    He took the first turn, shot off my left flank (5 TR & 30 Dryads) and scored all of the objectives. My plan for the turn one was the following: summon a forest to counter charge on the left flank and take the center objective (harder without the models deepstriking since I could not give them the bonus from the Spiteswarm Hive). If not charging, making sure when deepstriking that most of  my units are not within line of sight of the 9 Raptors. Only 5 liberators were holding the top right objective, and Drycha would take care of that (but she was very far away). I cast Verdant Blessing aaaaaaand... it gets dispelled. From there, I was completely lost and did not know what to do. 

    I deepstriked everything in the woods I had set up initially and prayed for a double turn. Which I got and played very poorly. I managed to execute my turn one plan but did not focus on the right things and got smashed back (Evocators, Dracoths + shooting phase). BTW , Durthu did a whooping 6 damages and died.

    Stormcast then double turned me and it was over.

    What I got out of this game: the scenario made it extremely tricky for me to deploy, especially knowing that I would not get the first turn and that my opponent had a shooting army. I think my deployment could have been better (putting my wizards far away enough not get dispelled... per example). Having one big unit of Kurnoths to teleport instead of two might have helped as well. Other than that, I do not really know what I could have improved. I was lacking mobility, like, terribly... I did not learn much from that game unfortunately, but I still learned something

     

     

     

    Gloomspite game:

    Scenario: Duality of Death

    Where Escalation is really hard (I think), Duality of Death is the kind of scenario I like!  He had 11 drops and I 10 so I was able to take the first turn. I deployed in such a way I could make my two units of Tree-Revenants grab both objectives with a run roll. I had also put my 30 Dryads in the Realmroots. My Woods were near one of the objectives. I made those woods my Place of Power. I basically deployed everything else on the flank where the woods were, preparing for an alpha strike with Durthu and the unit of 6 Hunters.

    Turn one went really smoothly: summoned a forest, summoned the Hive, got +3" move and charge for Durthu the Scythes Hunters and a unit of Tree-Revenants (did not get Dryads, though). I ran both my Tree-Revenant units and got the objectives. I teleported Durthu and the Hunters on the left flank. I moved everything else forward. Finally, I deepstriked the Dryads so that they could bubblewrap the Tree Revenants on my left flank. The plan was to score early and heavily defend the left flank. Durthu and the Kurnoth charged in and wiped the Stabba screen ready to take a charge in.  The Gloomspite turn was quick and easy: good magic, counter charges on Durthu, the Hunters and my Dryads. He was not able to get a charge in on the right flank. He killed Durthu (did not get my Stomp off) and a bunch of Dryads. It was not enough to chew threw my lines and he would need a double turn to really do more damage.

    However, I got the initiative and I was able to counterstrike and also score 4 more points. I was not able to wipe everything I needed to kill, but did quite a bit of damage. His turn two allowed him to finally get the right flank and do a lot more damage on my left flank. I lost the objective on my left flank as well but he did not score it. I had to get ready for 80 more Stabbas coming 😛 

    Gladly, I got the initiative (very lucky: he actually won the roll off, but endless spell shenanigans and other considerations made him choose to go second). I basically finished to clean up what was left of his left flank and prepared for the oncoming horde of Gitz rushing from the right flank. Drycha took controle of the objective and I screened her as much as I could.

    During the Gloompsite player's turn, my defense held and the score was still in my favor (7 - 3).

    Turn 4: he finally double turned me but did not enough punch to get the objective back. We stopped there.

    Sylvaneth victory :)

    What I got out of this game: Drycha is a BEAST. I love her. She can do anything and is active in any phase. And in Gnarlroot, she has a lot of utility. Durthu was a letdown... again: he did a little damage and died. Sure he is a magnet, but 340 for a magnet is really steep. The stomp can make a real difference, but it is a 4+ roll. Not that great. My two units of Hunters could have been one big unit. I think I played my list right and did what I needed to do. But, to be honest, I really think that the fact I went first made a huge difference in this specific game. If the Gloompsite had gone first, it would have been very hard for me to get those objectives. That being said, I think that is the one issue with this list: you will most of the time not get to choose who goes first. And even with battalions (6 - 7 drops), it is not reliable for a Sylvaneth player (to think they can go first). I think we just need to learn how to play second the best we can.

    I still would change a couple of things in my list: dropping Durthu and taking 3 more Hunters. I am thinking of doing 2 units of 6. That leaves me 140pts that I could spend on:

    • 10 Spite Revenants
    • OR a Branchwych + the Geminids
    • OR 20 more Dryads (providing I drop 10 from the other unit of 30 that is already in the roster)

    Hope it was not too lengthy, but @jake3991, I think that is a concrete example of what Durthu does 😛 I'm gonna try more Kurnoth Hunters!

     

     

    • Like 4
  10. Had a go against the Mawtribes. We turned out to have a 1000pts game. My friend was just discovering the book, so we figured lower points would make it more manageable for us :)

    I took the following:

    Glade: Gnarlroot

    Drycha

    Branchwraith (general + trait & artefact)

    10 Dryads

    5 Tree Revenants

    3 Kurnoth Hunters with Swords

    3 Kurnoth Hunters with Scythes (would have played swords normally, put did not take them today)

     

    The more I play Drycha, the better I thinks she is. Tree-Revenants are great.

    As for the Mawtribes, they hit hard but it is hard for them to sustain a long engagement. My friend was not lucky with his Ironguts (poor rolling) and I think that cost him the game.

    The Butcher is surprisingly tough and hits quite hard. The Tyrant is a beast! The impact hits rule is great and very fluffy too. I'm looking forward to playing against Ogors again :D 

     

  11. 2 hours ago, Trevelyan said:

    It may already have come up, but why have you gone Gnarlroot rather than Winterleaf? Is it just for the Chalice?

    Chalice is nice (almost securing  a spell per turn), command trait is nice, the general ability is nice :) The command ability is OK. I also tend to play rather defensively.

    Drycha goes from good to very good also :) Winterleaf is not bad, but I would not play the same list: I would go for a big pack of 9 Hunters instead of the 6 and 3 and fish for an extra artefact (battalion) to make the Spirit of Durthu more survivable. That would mean less points for units though.

  12. On 10/25/2019 at 7:24 AM, Pigey said:

    A while ago I posted a couple of lists and to be honest I did not have much success with them.

    So I am trying something new. The idea behind the following list is to give up the idea of getting the priority first turn, and to play more defensively than I used to (no battalion and 10 drops).

    Could you tell me what you think of it? My question being, do you think a battalion is mandatory for competitive playing?
     

      Hide contents

     

    Allegiance: Sylvaneth
    - Glade: Gnarlroot
     

    LEADERS
    Drycha Hamadreth (320)
    - Deepwood Spell : Regrowth
    Spirit of Durthu (340)
    Arch-Revenant (100)
    Branchwraith (80)
    - General
    - Command Trait : Nurtured by Magic
    - Artefact : Chalice of Nectar
    - Deepwood Spell : Verdurous Harmony
    Branchwraith (80)
    - Deepwood Spell : Verdurous Harmony
     

    UNITS
    30 x Dryads (270)
    5 x Tree-Revenants (80)
    5 x Tree-Revenants (80)
    6 x Kurnoth Hunters (400)
    - Scythes
    3 x Kurnoth Hunters (200)
    - Greatswords
     

    ENDLESS SPELLS / TERRAIN / COMMAND POINTS
    Spiteswarm Hive (50)

    TOTAL: 2000/2000

     

    Cheers!

    Gonna givee this list a go 3 times this week against:

    - the new Ogors

    - Khorne

    - Gloomspite Gitz

    Will share how it went ;)

     

    • Like 1
  13. 1 hour ago, Aezeal said:

    Could you explain why you prefer gnarlroot and what you do with the gnarlroot specific stuff?

    Sure! It makes my casting way more reliable (for my Spiteswarm Hive and to make Dryads) and makes Drycha particularly interesting. I am not convinced it is the best Glade, but, I think it has a little something that works quite well if you play defensively (which I intend to do).

    The other glades I was considering are Winterleaf and Harvestboon. But the castings are really not that reliable in those glades.

  14. Thank you for your advice :) More Dryads never hurts 😜 

    I was actually considering dropping the Spirit of Durthu for 3 more Hunters and maybe another unit of Dryads (I could drop one of the Tree-Revenant units but I love how people get very unsure of how to place their unit because of them :) ). But the SoD has (even without an artifact) a great impact on the game. I think I would have to play test it.

  15. A while ago I posted a couple of lists and to be honest I did not have much success with them.

    So I am trying something new. The idea behind the following list is to give up the idea of getting the priority first turn, and to play more defensively than I used to (no battalion and 10 drops).

    Could you tell me what you think of it? My question being, do you think a battalion is mandatory for competitive playing?
     

    Spoiler

     

    Allegiance: Sylvaneth
    - Glade: Gnarlroot
     

    LEADERS
    Drycha Hamadreth (320)
    - Deepwood Spell : Regrowth
    Spirit of Durthu (340)
    Arch-Revenant (100)
    Branchwraith (80)
    - General
    - Command Trait : Nurtured by Magic
    - Artefact : Chalice of Nectar
    - Deepwood Spell : Verdurous Harmony
    Branchwraith (80)
    - Deepwood Spell : Verdurous Harmony
     

    UNITS
    30 x Dryads (270)
    5 x Tree-Revenants (80)
    5 x Tree-Revenants (80)
    6 x Kurnoth Hunters (400)
    - Scythes
    3 x Kurnoth Hunters (200)
    - Greatswords
     

    ENDLESS SPELLS / TERRAIN / COMMAND POINTS
    Spiteswarm Hive (50)

    TOTAL: 2000/2000

     

    Cheers!

  16. 49 minutes ago, Pennydude said:

    First game was 4 sets as the table terrain was good (3-piece, 4-piece, 5-piece, old template).

    Second game was only 2 because terrain Sucked (4-piece in an oval and a small 3-piece)

    Third game was 2 because my opponent allowed me to remove an obnoxiously dumb piece from the board.  If it wasn’t for that, it may have been impossible. I think I had a 5-piece and 3-piece.

    Thanks for the input! I did not buy any of the new ones yet and I was wondering how many were enough.

    50 minutes ago, Pennydude said:

    I learned the hard way that Deepkin have an ability to ignore cover rules. Kiiiiinda dumb. Also learned that you can only shoot the closest unit. Kiiiiinda dumb

    Yes, I really dislike playing Idoneth: always the same lists :/

  17. 11 hours ago, Pennydude said:

    I ended up going 1-2 with my Gnarlroot Sylvaneth list two weeks ago.  This was my first tournament ever and I beat Stormcast Eternals, lost to Shootcast Eternals, and lost to Deepkin.  My list was as follows:

      Reveal hidden contents

    Gnarlroot Glade - 1980pts

    Treelord Ancient (300)

                    - General

                    - Command Trait: Nurtured by Magic

                    - Artefact: Spiritsong Stave

                    - Deepwood Spell: Verdurous Harmony

    Branchwraith (80)

                    - Artefact: Chalice of Nectar

                    - Deepwood Spell: Regrowth

    Drycha Hamadreth (320)

                    - Deepwood Spell: Regrowth

    5x Spite-Revenants (60)

    5x Spite-Revenants (60)

    5x Spite-Revenants (60)

    6x Kurnoth Hunters w/Greatscythes (400)

    3x Kurnoth Hunters w/Greatbows (200)

    3x Kurnoth Hunters w/Greatbows (200)

    3x Kurnoth Hunters w/Swords (200)

    Outcast Battalion (100)

    Unfortunately the tables had lots of extremely chunky terrain and one was so bad that my opponent allowed me to removed a large building so I could put a woods down.  I definitely felt the lower model count hurt a bit but I thought my list was pretty solid.  About the only things I'd change up going forward would be to maybe change the other artefact and move some spells around.  May put The Vesperal Gem on the TLA so not only would you get the spellcasting to get a Kurnoth Hunter back, it would trigger the command trait to heal a friendly unit for D3 wounds.  And your opponent can't do anything about it.

    I can't say enough good things about Drycha now.  She can just delete heroes and small hordes by herself and her being bracketed doesn't really affect her output as much as, say, Durthu.  Her mobility was awesome since her move is high and can still teleport through the woods with the allegiance ability.  I foresee myself using Drycha for a long time.  

    I was a big fan of the Gnarlroot glade and being able to spread out the re-rolls 1s to hit across practically every unit in my army.  I had 3 main "packs" that I roamed around with: TLA with 6 Scythes, Branchwraith with both units of Bows, and Drycha with the 3 Swords.  Spites were used for screening mostly.  Those small units of Spites were good... if they could get into combat and survive.  Coolest moment for me was that my 6 Scythes survived (w/losses) against 18 Morrsarr Eels and effectively neutralized them.

    My next iteration of this will keep a lot of the same units.  I want to go Winterleaf (shocker) but utilize more Dryads since they can be difficult to remove still.  Wholly within 6" of a woods is pretty doable.  Changes would include removing the three units of 5 Spite-Revs, Outcast Battalion, and the two units of Greatbows for 30 Dryads, 10 Dryads, 10 Dryads, 5 Tree-Revenants for objective and hero hopping, and paying for the Forest Folk battalion.  I will miss the free re-roll 1s to hit with Drycha's ranged attack though...  

    I'm always looking for thoughts and suggestions.  I've only been playing for a few months and I know I have a lot to learn.  I do own 4 sets of new woods plus 2 old bases.

     

    That's good feedback, thanks for sharing your experience :) Drycha is indeed a beast!

    Question about the woods: how many did you set on the tables during your games? (new and old)

  18. 3 hours ago, Trevelyan said:

    One unit of 6 hunters with scythes backed up by an arch rev hits like a freight train. That and Durthu gives you plenty of punch. You’ve also got Drycha in the list who is squishier than Durthu but still a very credible threat if you feel that you need a third serious combat unit. 

    The other option you might want to consider is swapping Drycha for a Treelord Ancient. The TLA won’t hit as hard, but can guarantee you a forest when you need one, provides an extra stomp and is still a wizard. That frees up another 20 points if you need them. If you dropped the command point then you’ve got enough for the second branchwraith even if you keep the smaller unit of hunters. 

    I would personally recommend having a unit of six hunters over two units of three (and add smaller units thereafter). Units of three on their own are still fairly easy to neutralise, whereas a unit of six can hit back hard enough even if they lose two or three models to an attack that your opponent has to think twice about engaging them. Plus a single large unit is easier to buff than two smaller units. 

    Thanks for the feedback mate :)

    Here is what I came up with (1980):

    Spoiler

    image.png.704eb2bbb6ee94a9fbdf346dc98d4d82.png

    I could also, as you said, have one unit of 6 Hunters with Scythes instead ;)  I think I'll try both and see what suits my playstyle better :)

  19. 32 minutes ago, Trevelyan said:

    Your second list only seems to come to 1880 points rather than 1980 as you suggest .That would allow another caster and another endless spell. 

    From recent personal experience, 6x Scythe hunters with the ArchRev buff are beyond brutal, so I would be inclined to go with the second list. Especially if you do have points to spare. 

    Forest folk is very expensive for what you seem to be getting here. You’re paying 440 points for a few min units of Dryads and the artefact/command point bonus. If you just want the artefact/command point then Outcasts is a lot cheaper. But if you really want to run with the Dryads then I would be inclined to drop the smaller Hunter unit and make either one 30 block of Dryads or two 20 blocks.

    If you went 30/10/10 on Dryads instead of the smaller Hunters, and if I’m right about the 1880 total points, then you have an extra 150 points to play with  that’s a second branchwraith and two more endless spells. 

    You don’t mention which Glade you are using. Do you have an idea, and how will that factor into your strategy? 

    The second list is 1980 (I doubled check). I just did not mention the cost of the extra command point.

    I agree on your point for the Forest Folks, and I would lean towards dropping the 3 Hunters to get more Dryads in (30 -10 -10). But if I do that, it feels like I'm gonna miss some punch. Then, I might just be under-estimating a Spirit of Durthu and 6 Hunters with Scythes supported by an Arch-Revenant. I also prefer having two units to multiply the threats: 2 units of 3 Hunters sounds better to me than 1 unit of 6

    I'm going for no Glade: that way I get Warsinger on Durthu + Spiteswarm Hive for +5" charges and the artefacts I want.

    Thanks for the feedback, mate!

  20. I'm hesitating with those two lists for my 2K all comers:

    First list (3 Branchwraiths), magic OK but no rerolls for the Hunters.

    Spoiler

     

    LEADERS
    Spirit of Durthu (340)
    - General
    - Command Trait : Warsinger
    - Artefact : Doppelganger Cloak
    Drycha Hamadreth (320)
    Branchwraith (80)
    - Artefact : Spiritsong Stave
    Branchwraith (80)
    Branchwraith (80)


    UNITS
    10 x Dryads (100)
    10 x Dryads (100)
    10 x Dryads (100)
    6 x Kurnoth Hunters (400)
    - Scythes
    3 x Kurnoth Hunters (200)
    - Greatswords

    BATTALIONS
    Forest Folk (140)

    ENDLESS SPELLS / TERRAIN
    Spiteswarm Hive (50)

    TOTAL: 1990/2000

     

     

    Second list (1 Branchwraith, 1 Arch Revenant, 1 CP): kinda weak magic (afraid for them woods) but rerolls and extra attacks for my Hunters.

    Spoiler

     

    LEADERS
    Spirit of Durthu (340)
    - General
    - Command Trait : Warsinger
    - Artefact : Doppelganger Cloak
    Drycha Hamadreth (320)
    Arch-Revenant (100)
    Branchwraith (80)
    - Artefact : Spiritsong Stave


    UNITS
    10 x Dryads (100)
    10 x Dryads (100)
    10 x Dryads (100)
    6 x Kurnoth Hunters (400)
    - Scythes
    3 x Kurnoth Hunters (200)
    - Greatswords


    BATTALIONS
    Forest Folk (140)


    ENDLESS SPELLS / TERRAIN
    Spiteswarm Hive (50)


    TOTAL: 1980/2000

     

     

    My opinion: I like the second list less because the Arch-Revenant is really weak and a lot revolves around her. But she makes the Hunters awesome... Thoughts?

  21. 1 hour ago, zlem said:

    Correct me if Im wrong but you can't include units which cost more than 200 points in 1k lists

    I don't think that is accurate.

    1 hour ago, acr0ssth3p0nd said:

    Nice list! I do have a couple questions:

    • How did you find your mobility? Without tree-revs or some sort of secondary teleport and only two casters for getting out more trees, it's something I'd worry about.
    • It looks like you've put a good number of eggs into one basket with your Branchwaith's summoning. How did you protect her in the game? Am I overimagining how important she is for the army to succeed?
    • Units of 10 Dryads don't strike me as super-resilient. How did they work for you?

    Thank you!

    • The couple of woods I could set on the table helped me. Dryads and Drycha are quite mobile. Kurnoth I teleported through the woods and used the charge moves to get them where I wanted. Playing on a 4' by 4' helped as well.
    • My opponents had too much to take care of to actually bother and get the Branchwraith. By turn two of almost every game I already had 40 Dryads on the table. That, the Hunters and Drycha were enough to pressure the enemy. But that's a mistake on their behalf.
    • 10 Dryads are not resilient, but they are annoying (especially near a Site of Power or near woods). I used them as meat-shields for my Hunters (counter-charging and the such). When you have 40-50 of them, they can saturate an objective.

     

  22. It's been a long time I posted here.
     
    Went to a tournament last Sunday with the new book and placed 2nd!
    I initially had planned to go there to test the new book (I only had had one game with it so far), but it turned out to be better than expected!
    Here are my impressions:
    • Drycha is really a great toolbox - loved using her 1f642.png:)
    • I had between 2 or 3 woods on the board and it did not feel that wrong, honestly;
    • Kurnoth Hunters with swords are hot 🔥;
    • Having a 2 spell casting Branchwraith with Throne of Vines is great: +6 to cast feels good but kinda wrong 🙃
    I had to face Nighthaunt (new player), Daughters of Khaine (with Morathi 😱) and Legions of Nagash (with the dreaded 30 Grimghast Reapers)
     
    image.png.36bcc52bfa3b510e1a0db02f8235c774.png
    (pic for attention ;) It's my "Drychu")
     
    List was (1K):
    LEADERS
    Drycha Hamadreth (320)
    Branchwraith (80)
    - General
    - Command Trait : Spellsinger
    - Artefact : Spiritsong Stave
    - Deepwood Spell : Throne of Vines
    UNITS
    10 x Dryads (100)
    10 x Dryads (100)
    3 x Kurnoth Hunters (200)
    - Greatswords
    3 x Kurnoth Hunters (200)
    - Greatswords
    • Like 2
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