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Walkirriox

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About Walkirriox

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  1. Walkirriox

    AoS 2 - Nighthaunt Discussion

    Well, in 2 turns the tree is actually dead. And you have that sweet 17% chance of a charge-attack... if you are lucky enough, that tree is dead in one turn.
  2. Walkirriox

    AoS 2 - Sylvaneth Discussion

    I like your list! Very similar to the list I played before but without alarielle and more kurnoth. What do you think about pendulum, geminids and balewind? Which one was useful and which one would you change? I’m thinking about taking cogs to use the +2 charge, would be great teleporting and charging at 7.
  3. Walkirriox

    AoS 2 - Sylvaneth Discussion

    That’s really good news!! Which list did you play? What’s about new tzeentch summoning? Did you find it op or is it balanced?
  4. Walkirriox

    AoS 2 - Nighthaunt Discussion

    But SoD cannot use the Oaken Armour if he had the Gyran realm artifact that gives you +1 to hit and wound, unless he had a battalion. Even In that case, can a hero have more than one artefact?
  5. Walkirriox

    AoS 2 - Nighthaunt Discussion

    I play Sylvaneth as my main army, and nighthaunt as my second. The only thing I am scared of from nighthaunts are spirit hosts and their mortal wounds (you can also buff them with spirit torment rerolling ones). With a unit of 6 statistically you kill one big tree in 2 turns and they won’t get killed by him. Other than that you can try banshees buffed, but at 1k I don’t think they are worth it. Guardian of souls is a must. You will charge through woods (if he is smart placing them), that means you will be loosing 1/6 of your guys, but you can return them with gos spell.
  6. Walkirriox

    AoS 2 - Nighthaunt Discussion

    Heu guys! I have a question about spirit torment’s “captured soul energy”. It tells that if you slain 3 sce, you can heal 3 wounds. But what’s about returning slain models when you kill 3 sce? Can I return 3, or have I to roll 1d3?
  7. Walkirriox

    AoS 2 - Sylvaneth Discussion

    @Mirage8112 Which stratagems do you choose if you get 1 or 2 in the dice roll, and why?
  8. Walkirriox

    AoS 2 - Sylvaneth Discussion

    1- They are in a good position since point drop and summoning of AOS 2.0, but we still have to see how well they do on tournaments. 2-They play around wyldwoods, using them for mobility shenanigans. 3-Strengths are high mobility and table control, also high saves. Weaknesses are mortal wounds and high rend.
  9. Walkirriox

    AoS 2 - Nighthaunt Discussion

    Hmmmm didn’t thoutgh about that one and I like the idea... But how can I do it? Where do I get those chains? Cutting them off from chainrasps?
  10. Walkirriox

    AoS 2 - Nighthaunt Discussion

    Heu guys! I have bought the starter set but the unit sizes are odd. What do you recommend guys? Is it a general consensus of how to fix this in a easy way??
  11. Walkirriox

    AoS 2 - Sylvaneth Discussion

    They have corrected Durthu’s verdant blast in the app, it’s still 4+/3+.
  12. Walkirriox

    AoS 2 - Sylvaneth Discussion

    What about Thorn of vines? For a guaranteed summoning since you need a 7. I don’t think you will move her so much, so you can make her a dryad spamming turret.
  13. Walkirriox

    AoS 2 - Sylvaneth Discussion

    Lol, I didn’t realise... I hope it’s a mistake, otherwise he will be shooting heroes at 5+/5+.
  14. Walkirriox

    Let's Chat Sylvaneth

    I would go for the 2nd list, I think is more solid than the first one. As you said all your damage come from one model, and thats too risky. Treelord ancient also has his amazing command ability, that makes your army very resistant. You can use kurnoth to increase its range and cover the whole army. If you finally decide to go with the first one, I would add a gryph hound, I think it’s 40p.
  15. Walkirriox

    Let's Chat Sylvaneth

    Hi @cranc ! In my opinion 250p for a batalion is too much at this point range, at 2k that list could work well. At 1.5k, this list have worked well for me: TLA, drycha, bw, 20 dryads, 10 dryads, 5 tree rev, 2x3 kurnoth. Talking about your list and your doubts: 1) As you have 1 drop, I would give the 1st turn to them, so if you fail the cast, you can compensate that with a 50% chance double turn. 2) It's perfect like this, 2x5 tree rev are better than 1x10, as you will have 2 scion and 2 reroll dice. Dryads better in a unit of 20 for the +1 save. 3) I have the same problem, my SCE friend always plays heraldors. You can try to snipe it with durthu, kurnoth or TLA, but he can protect him and it's hard to snipe if buffed. Instead, I always try to outplay him: if you can, give him the first wyldwood or set it up in the center, so he will have units there too. Set up the next wyldwoods out of range from him but next to you, so you can use them to teleport your units and not have them in risk. Spread your units wisely, don't put all of them in the same wyldwood. Drycha is also a good option, flitterfuries+arcane bolt double turn (statistically: 1,5+1,5+2=5 mortal wounds), it worked for me last game I faced him. I'm not either an experienced or competitive player, but my friends are hard to beat and I have to build good lists and strategies. I hope my advice can help you!
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