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Nielspeterdejong

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  1. Okay, thanks! I’m running 2000 points, and I’m thinking about using this list based on some advice from a Redditor. Thoughts? Gnarlroot Wargrove 130 Household 100 Treelord Ancient 300 (General, Gnarled Warrior, Artifact: The Oaken Armor. Deepwood spell: Regrowth) BranchWraith 80 (Artifact: Acorn of the Ages, Deepwood spell: Throne of Vines) Branchwych 80 (Artifact: The Silverwood Circlet, Deepwood spell: The Reaping) Tree Revenants 80 Tree Revenants 80 30 Dryads 270 3 Hunters (Scythes) 200 Arielle 600 (Deepwood spell: Throne of Vines) Cogs 60 (for Rerolling charges) Quicksilver Swords 20 2000
  2. I’ve looked around, and everyone keeps saying how I need the Gnarlroot grove, is it that good? and can’t I simply play without battalion, and use the points for better units? How viable is that? I’m thinking about this: Alarielle 600 Tree man Ancient 300 Spirit of Durthu 380 (+1 hit/wound sword) Branchwraith 80 Tree Revenants 80 Tree Revenants 80 20 Dryads 200 Kurnoth hunters (3 models) 200 Cogs 60 1980
  3. Good evening, I’m just starting with Sylvaneth, as a Lizardmen Seraphon player, and I was looking for some tips: I have Alarielle, A tree man she can summon, Durthu, Drycha, tree man ancient, 40 Dryads, 6 Hunters, 5 revenants, 6 wood models, as well as the Kong’s and Balewind endless spells. can anyone help me make a good army with this? I’m thinking about using as much models as possible, and not take battalions.
  4. Yes, I am aware. But this is just an indication of how powerful the newer factions are.
  5. So while I appreciate all the changes you guys are making, I fear that they will need quite a bit to be competitive with the newest factions XD Here is an battle between Bretonnia and the Beastclaw Raiders: https://www.youtube.com/watch?v=F4SQdraa0nQ
  6. I’m not sure what you mean? I love this project, and I just really want it to succeed
  7. Well to be honest, playing is only fun if you have a somewhat equal chance of winning.
  8. Well next time let us know, because I thought you still had the old version there. And I like most of these changes, especially to the Noble Champion Massed Accuracy seems to be the same though, or is just the title the same? I think the Mounted Yeoman are missing an edge now, so I'd suggest changing their melee attacks to 4+ hit and 4+ wounds for both the spear and hooves. And perhaps the cost of Sons of Breton could be lowered to 180? And I'd lower the cost of the Peasant militia to 60. Also the Sage's Order seems to be missing something for 120 points, perhaps you could give it one additional minor effect? The rest seems great though
  9. Well to be honest, I don't see any changes into it ^^; Are you certain you've uploaded the right file?
  10. I strongly disagree. They lack the variety of the free guilds, and if they want to compete then they definately need those boons. I’d argue the stakes should also give -2 charge against enemy units with move 7 or higher (like Saurus Knights). this makes sense as the longbow men had stakes which could hinder cavalry.
  11. Also, how do you feel about using the model for the Free Guild Generals as a potential model for a Arch Duke on Griffon?
  12. Good evening, thank you you for the update, I love seeing Bretonnia come to life like this I looked it over, and there are some small things which I think would be more fair: 1) For Protection from the Spirits: I think we could make it simpler: “Nobility units may ignore wounds and mortal wounds on a 6+ dice roll. Peasantry units may gain this effect as well, provided they are within 6” of a Nobility Hero. With all the nerfs this would really help them out, especially since they get most of their boons only in the turn they charged. And if they are charged instead they gain no boons at all. This would help them be a bit more durable in sustained combat. 2) Nature’s wrath: It feels like it is missing something. Right now it is too situational. Perhaps we could add 2 versions to the spell: you can choose to either: A) Target a Terrain and all units within 6” suffer D3 mortal wounds (this seems more fair for range, as 7+ is a high casting cost). or B ) we could give the spell the option to be cast on a single enemy target dealing D6 damage, but if the enemy is not within 6” of any terrain then you must roll a dice and succeed at a 3+, or the damage becomes D3 instead. This would also give the Bretonnians their direct damage spell. 3) I miss the +1 protection from the spirits boon for the Blessed Lake. Right now it is not worth the cost. For 100 points you can get a game changing Balewind Vortex. Why would I want to spend points on it now? It is definately not worth it for the summoning, unless you make it so that summoning the Sons of Breton would not cost any points, which might make it overpowered. Might I recommend returning this feature? As the General can no longer gain this effect as one of his command traits. In addition, I would add that summoning the Sons of Breton does not cost any points, but each turn afterwards the Damsel must recast the spell at a +1 difficulty per turn after casting to maintain them. If she fails then the Sons of Breton will be removed from play and cannot be summoned in this manner again. Afterwards the Blessed Lake will lose the “Protection from the Spirits” boon for the rest of the battle. Sons of Breton which were summoned with points don’t cause these penalties, and they may move in the movement turn when summoned. 4) For it’s cost the Field Trebuchet should have 3 attacks instead of 2, like the hellfire rocket launcher. 5) with a 7+, perhaps the Lady wills it could be in every situation and not just in charges? That way it would also benefit the Questing Knights for example. Or better yet: make it so that it triggers on a natural 6 Wound roll on non-mount attack’s after a charge. This way the lances for example for the Demigryph knights are no longer a must, as each Nobility unit has a equal chance of getting the mortal wounds during a charge. But the lances let you deal more damage with it. 6) Perhaps the Green Knight his Foliate Shield could instead cancel mortal wounds on a 4+? Similar to the Bastiladon. Also he only has 1 hoof attack, and 4 instead of 5 blade attacks. (This is provided the Protection from the Spirits works in the combat phase as well). 7) The rangers are too expensive for what they do now, 60 points would be fine. Especially when compared to Chameleon Skinks, who can appear everywhere. 8) Demigryph: I would once again give the Demigryph the option to get lances. Both will gain the same chance to deal the mortal wounds (provided you go with my idea), but the lances would deal more damage. 8) Men at arms: I feel that the 5+ original safe was fair, as they only gain the +1 save if they didn’t charge. I would return this, as that defensive stat is all they have going for them. 9) bowmen: I’m fine with these changes, provided Stakes gives some protection against large targets. Perhaps this as additional text: “Enemy units with a move of 7 or higher (like Saurus Knights) suffer a -2 on charge rolls against this unit, provided it did not move in the movement phase and there are no enemy models within 3” of this unit.” I love how you made this simpler though, nice work! 10) Battle Pilgrims: I like the changes! However, I would give them 2 attacks instead of 1. As that seems more fair for their cost. 11) The exemplar Order: I love it! Great idea I would remove the limit though, orcs Warboss don’t get an limit either. 12) Where is the defenders of the realm? —— These are my suggestions after taking a quick look through it. I think that changing “the Lady wills it!” to that it triggers on natural dice rolls of 6 (ignoring modifiers) after a charge would feel more natural. And the other changes would help them in small areas where they could receive some love.
  13. In which case they should do better in sustained combat. Though I quite like the charges, due to the fact that you still have to roll for them.
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