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Heksagon

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Posts posted by Heksagon

  1. Oh well. 
    We have a lot of options. 
    Lists I want to test in 2 days:

     

    List #1

    Kurnoth Sword Leader 
    Kurnoth Sword 
    Kurnoth Sword 
    Dryad 
    Dryad 
    Dryad 
    Tree-Revenant 
    Tree-Revenant 
    Tree-Revenant 
    Tree-Revenant 

    Points: 1000
    Models: 10
    Wounds: 157

    List #2

    Kurnoth Sword Leader 
    Tree-Revenant 
    Tree-Revenant 
    Tree-Revenant 
    Tree-Revenant 
    Dryad 
    Dryad 
    Dryad 
    Dryad 
    Dryad 
    Dryad 
    Dryad 
    Dryad 

    Points: 990
    Models: 13
    Wounds: 147 

    List #3

    Kurnoth Sword Leader 
    Kurnoth Sword 
    Kurnoth Sword 
    Kurnoth Sword 
    Kurnoth Sword 
    Tree-Revenant 

    Points: 1000
    Models: 5
    Wounds: 163

    List #4

    Tree-Revenant Leader 
    Kurnoth Sword 
    Kurnoth Sword 
    Kurnoth Sword 
    Kurnoth Sword 
    Dryad 
    Dryad 

    Points: 980
    Models: 7
    Wounds: 156
     

  2. 9 hours ago, Pennydude said:

    @Heksagon Verdant Blessing does not require line of sight so you can have a caster in one Wyldwood and have them place another. Just has to be wholly within 24” and more than 1” from everything.

    If you want to play hide-and-seek with that wizard, consider using Umbral Spellportals.

    Oh. Woops. Sorry, I was mistaken.

    I ws sure it does, so... This changes a lot.

  3. On 8/16/2019 at 4:26 PM, Sethiris said:

    A cool thing that I noticed about the Balewind Vortex is that you can summon it inside the Awakened Wyldwood and it won't be dispellable by your opponent (dispelling requires line of sight) So it will let me use the Chalice to cast two spells on the Branchwraith (Verdant Blessing and the summoning for instance) 

    Unfortunately you also need a line of sight for the most of our spells, including Verdant Blessing.

    • Like 1
  4. 5 minutes ago, overtninja said:

    If your opponent let the caster sit for 3 turns charging their spirit bomb, they deserve the outcome imo. However, I doubt many players would interpret the spell that way unless they were cutthroat tournament players lookin to squeeze every possible advantage and exploit every loophole, questionable wording, and degenerate strategy to secure victory.

    Also, you'd be charging it for several turns for...a random number of 1/6 chances to do a mortal wound over a wide area? If you want to waste your whole game doing that kind of thing, go for it my dude. 

    That's just a one of the uses.
    You can just use it in your double turn to get +4 to cast just for easier woods or endless spells and move. It's something.

  5. So... there is a small discussion around the internet.
    Our Throne of Vines has a new wording. And RAW it stacks (check the attachment).
    This means that we can use it on a Branchwych + Vortex for the WychBomb 2.0 - she casts the Throne every turn, so she will be +4 to cast turn 2, +6 turn 3...
    This is also a way to create new woods, dryads or just to use Alarielle in a odd, stationary way.
     

    Are you aware of any rule that would be against this combo?

    throne.jpg

  6. Our new woods will be 30£ / 40€ / 50$  for a box.
    Box will include 3 "bases" making one Awakened Wylwood.
    That's confirmed info.

    My hype is all gone. This price is ridiculous. I know, this hobby is not cheap, .but this pricing is really reaaaally hard to justify.
    You will probably need 2-3 boxes for a 1k games and twice as much for 2k.
     

    • Like 1
  7. Hi everyone.

    I played my first two Meeting Engagements games today.
    I used all new rules.

    A few interesting observations.

    Assuming that I could not put the First Forest in 3" from the edge of the table, 6" within objectives and 3" within other terrains - I was simply unable to put it on the table.

    We played on the 36"x48" board.

    In addition, I did not have any wizard in the army, so I did not have the option of summoning forests in a different way, but even if I wanted to, it would be very difficult.

    My army, however, was created to be as independent as possible from the forests - and I was able to win the game.

    However, people with "standard Sylvaneth armies" (especially with Branchwraith in the roster) probably will a ad time playing 1000pts games now.

    Other notes: Dryads are really not that great now. Not only in ME, but overall. They don't make much damage, even in Winterleaf, they die very quickly without the legendary -1 to hit - because it's nearly impossible to keep them fully within woods. I'm glad that I own only 40 dryads, because I definitely will not use them in "AoS 2.0".

    Groups of 5 Tree-Revenants were super useful. They are amazing for taking objectives now, especially if you are able to "burn down" enemy's objective.
    I would seriously consider groups of 10 for more bold actions like flanking or blocking enemys shooting (one game was against heavy shooting SCE list with a Ballista and 6 Longstikes. I managed to win thanks to Tree-Revenats and Sword Kurnoths).

    I tried two lists - Gnarlroot with Wych-bomb (it was okay, but I lost) and Winterleaf with Durthu and 2x3 Sword Kurnoths (it was awesome). I may be tempted to try Dreadwood, because teleporting probably is way more interesting than we think.

    meeting.jpg

    • Like 1
  8. So, I glued my bows using plastic glue and I found a way to transform them painlessy into ... spears, that can count for swords. Or scythes, probably.
    So far, everything sticks to bluetack, but it will look much better after gluing and polishing.

    bows.jpg

    • Like 3
  9. Yep, everything is on imgur and VK AoS.
    Alarielle + Durthu in Harvestboon and Dreadwood will be wild.

    14 minutes ago, Lenwe Seregon said:

    What wings did you use for this?


    I used Dark Eldar Scourge's wings.

  10. Alarielle's warscroll is nerfed a bit, but other abilities can buff her a lot. Teleporting anywhere once per round thanks to the Dreadwood or additional attacks thanks to the Harvestboon will make her really strong in combat.

     

  11. 3 hours ago, Zanzou said:

    #2-  Between Durthu's skull belt/ skull branches  of his victims and his iconic broken mask in contrast to the Ancient's beard, etc there are a LOT more differences than just a "different weapon" going on here.  In my opinion neglecting those differences will just make either Durthu or the Ancient look like a cheap knock-off. 

    Well, Durthu had iconic look, but Spirit of Durthu may look differently. And Ancient Treelords don't have to have a beard, really. There are plenty of proofs in our battletome.
    In my opinion limiting players to the "iconic look" is a bit silly. ;)
     

    tree2.jpg

    Tree1.jpg

    • Like 4
  12. 1 hour ago, Mirage8112 said:

    Lol. I like you. You’re tenacious and a wee bit salty. I’ve looked through your posts over last couple of months and you show a clear disdain for things you don’t like and dismiss anybody who thinks otherwise. 

    I know you’re not a native English speaker (don’t get me wrong, your English is great. But I noticed you mentioned so in a previous thread) so maybe you misunderstood my intentions. I wasn’t using conditional statements like may/might/if because I was trying to make you something out to be you aren't. I was using them because the tone of your post has a lot in way of opinions and not in the way of explanation. I’m trying to figure out why we see these units differently, because I see them having a lot of usefulness. I win a lot, and they are usually a big part of why. 

    You complain about how easily T-revs die. As I said above “If you don’t understand why that’s useful thats 75% of your problem”. So, since you asked nicely, I’ll not make assumptions and ask you a direct question: do you know why that’s a good thing? or not? 

     

    You didn’t give me a reason to draw that conclusion? 
     

    Those two quotes do nothing to mention the ability to redirect a charge, board control, misdirection, pressure at range or anything else you can do that doesn’t involve the combat phase. All you talk about are how “things die to too fast” or “don’t do enough damage”.  That to me says the only thing you pay attention to is the combat phase and units damage output. I don’t think thats an unreasonable assumption to make given I know nothing about you and all you talk about is how something performs in combat. 
     


    I get that you have an opinion on that based on your experience, but as I said above I have a different experience using them. I’m not saying that they don’t suck in your games, I’m saying they rock in mine. What’s the difference? It’s not that we’re using different profiles, so we must be using them differently or have different expectations of how they should perform.

    But you know what? I wont make assumptions that you don’t know how to use them (since that seems to bother you so much). I’ll just ask you: how are you using them? How many are you taking in a unit? How many units are you taking? Do you deploy them immediately or keep them off the board? What’s your WW placement like? How many WW’s are you taking? What’s your army list composition like? Are you taking battalions? Are you single dropping? Do you try for first turn or nor? 

    Here’s your chance not to look like a “big beefcake guy” and give a more complete picture of your playstyle and tactics. After all, that’s what this thread is for: discussion and tactics. If you just want to complain I’m fairly sure you can find a reddit thread where you can vent to your heart’s content and not have anybody bothering you by trying to help. 

     

    Changing the Hunters with bows hit to 3+ boosts their dmg output by 8%. On average that’s 5.8 damage vs 4.4. So right now they’re garbage because they do 1.4 less wound than you would like? Cmon man don't you think you’re exaggerating a bit? 

    When Kurnoth hunters came out they were 180 points and had exactly the same statline they have now. They positively dominated the game and were one of the reasons shooting armies ruled the game in the first iterations of AoS. Players absolutely hated them and they got hit hard by a points increase to 220 in the second GHB. GW toned shooting down quite a bit in the game by giving characters some protection and removed the easy access to +hit and consequently dropped hunters to 200. 

    GW is pretty clear they do not want shooting to dominate the game which is why Bow Hunters are stat’ed the way they are. Our army is very difficult to kill if played correctly and as such is very good at holding troops in place for multiple turns which shooting units pick them apart. Making hunters baseline damage too much higher is a return to old AoS and it’s pretty clear GW (and the players) don’t want that to happen, since they want melee-only armies (like blades of Khorne) to be viable on the tabletop. This is also why they adjusted armies like Discples of TZ to be slightly less dominate in the magic phase through magical shooting, since thier armies mortal wound output was nearly impossible to for most armies to handle. 

    If you’r really dedicated to improving KH damage output at range you can add +1 attack to them via an arch revenant and boost their damage significantly between a command ability and RR1’s to 7.6 damage per turn. To make use of that you’ll have to pay a 100pt premium since shooting units have a higher tactical value in the game. There you go. Problem solved  

    And T-revs to 2 damage apiece? 3 damage on a Scion for 80 points? Your kidding right? You’re talking about doubling their damage output and putting them on par with a unit of Kurnoth hunters who cost 120 points more. That’s crazy “I want my army to steamroll everything because winning is only fun if you crush your opponent under the heels of your boots” talk. We already have a unit that does Kurnoth-hunter level damage: they’re called “Kurnoth hunters”. You can take 3 for 200 points. You should try them. I hear they even have a bow variant.... 

     

    I'm a very average player, I have almost no experience in AoS 2.0 (thanks to my 6 month old son) and you have no idea how interesting and Informative your discussion is.

    Maybe it's not really pleasant for you, but for people like me? Oh yeah.

    It's really cool to watch the argue between two experienced and confident players.

     

    So, go on, go on. :D

     

    • Like 2
  13. So... New scrolls are up (they're linked above). Kurnoths with swords are just the best right now. At least, in my opinion. Extra mortal wounds on 6 plus tweaked old rules make them killing machines.

    Time to convert my Bows...

  14. Can we talk about the new version of Envoys and how useful it will be?
    In the past it was used only for the Ancient's re-rolls, but with our new hero, ArchRevenant, this ability will be super useful.

    Arch-Revenant will have 5 wounds (probably), so it will be wise to keep him in the back. With the BowKurnoths, for example - for re-rolling 1 "to hit". Thanks to the Envoys, frontline should be always in range of his command ability (+1 attack to melee weapons) if you keep your revenants/dryads/ with Sword/Scythe Kurnoth Hunters. Add some extra tactics with the Alarielle (she probably will keep her ability to summon Kurnoths).

    Call to battle (Archrevenant's command ability):

    You can use this command ability at the start of a combat phase. If you do so, pick 1 fiendly Sylvaneth unit wholly within 9" of a friendly model with this command ability, or wholly within 12" of a friendly model with this command ability that is your general. Add 1 to the Attacks characteristic (...)


    Envoys of the Everqueen (New version):

    If a friendly Sylvaneth Hero uses a command ability, friendly Sylvaneth units fully within 12" of this unit are treated as being in range of that command ability.

     

  15. I'm losing my mind right now.
    SylvanethSpells-May2-Gladewyrm6jje.jpg

    " While the necroquake has brought much death and misery to the Mortal Realms, it has also awoken ancient creatures and guardians akin to the spites to fight alongside the Sylvaneth once more. Gladewyrms, ancient protectors of the Realmroots, now fight alongside the Sylvaneth, called to battle like endless spells by those versed in the magic of life. "

    Realmroots... hm... This may be a hint for our new Scenery.

  16. Im not sure how Revenants will work, but I'm in love with the Arch-Revenant and his abilities.

    In my army he will be sitting with two units of bowkurnoths (hopefully they will have 3 attacks on the warscroll) for re-rolls. One unit of 6 swordkurnoths will be on the first line and they always be in range of Arch's Command ability anyways*.

     

    *Or not. Did you notice the change of their ability? There's something about "within 12" " on the new scroll. I wonder how it will work...

    Screenshot_20190501-195858.png

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