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Walkirriox

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Everything posted by Walkirriox

  1. Last weekend I played the Gnarlroot list 1000p I posted here before and it was amazing. I played against 2 players 500p Dok + 500p Seraphon (not the most competitive combo to play against, but still). I'm not gonna explain the whole game, but I would like to mention the most important things. -TLA: He is much better now, you have a free Acorn, much more reliable setting up woods. Also the stomp is nuts, it made me not only resist a dok charge, but to destroy them before they could even attack. That makes me think that it's no joke to take treelords instead of kurnoth just for the stomp... -Branchwraith: I had bad luck, and couldn't set up throne of vines neither turn 1 or 2. At turn 3 I could summon a unit of dryads and that was all his contribution for the whole game. -Drycha: As someone mentioned before, she is indeed a beast. She was the MVP of the game, destroyed dok's unit of witch aelves shooting them with 20 attacks, then waiting for their charge+TLA stomp, and attacking them with 20 squirmlings. She also decimated a unit of 40 skinks. -Spites: I had them in front of drycha to hold the charge from witch aelves, but it was not necessary thanks to the stomp. They did 4 wounds to the witch aelves and they were destroyed next turn. That 5+ to save makes them paper, but still not bad for those 60p. If you have stomp support they are fantastic. -Teleport: is safer now, I used it for drycha to tp and use flitterfuries without any risk. Also to contest enemy objectives turn 4-5. -Wyldwoods: Much worse than before, the enemy can charge freely. -Gladewyrm: Better than expected. For 30p it is really worth it, healing TLA and dealing 1d3mw. -Overall conclusion on new tome: Galdes help a lot on 1000p games, as you couldn't get any wargrove with the old tome. Now you can have advantages of wargroves without expending any point on them and have different playstyles. Gnarlroot seems solid for a defensive playstyle, waiting for them to come, mitigate damage with CA+stomp and spam mw with spells+endless. I think now we have more tools than before and more reliable, without the new tome I don't think I would have won the game, as all the important facts that made me win came from it.
  2. GNARLROOT Leaders TLA (300) -General -Commant trait: Nurtured by magic -Artefact: Chalice of nectar -Deepwood: Regrowth Drycha Hamadreth (320) -Deepwood: Verdurous harmony/Treesong Branchwraith (80) -Deepwood: Throne of vines Battleline 20 x Dryads (200) 5 x Spite-Revenants (60) Endless spells Gladewyrm (30) Total: 990 / 1000 The idea is to hold points while spamming mw, summoning dryads and healing as much as I can. Would you change something? Which deepwood spell lore would you choose for drycha? I don't know if treesong is worth it because you already rr1 for hits with gnarlroot...
  3. I'm really interested in spites, so getting all of them into combat is a must. Could you please explain it with more detail? Maybe a quick draw with paint would help.
  4. I see a good potential from this list, rerolling to hit for bow kurnoths could be massive dmg and a good come back for them. With ghyrstrike and CA you are almost guaranteed to hit those 5 attacks with durthu, the only problem I see is that you need to get him in combat, maybe the new swarm endless spell or cogs would be a good add.
  5. He's not! So yes, you can take multiples of him and give him trait and artefacts!
  6. Buy another start collecting, since you will want a Tree lord ancient (he seems quite a solid option with the new battletome) and you can convert your branchwych to a branchwraith, who is a must.
  7. The nighthaunt’s allegiance ability says: “You can set up one unit in the underworlds for each unit you set up on the battlefield”. Almost exactly he same wording, so no, you can’t set up both at the same time, it is just a restriction of how many units you can have in reserve.
  8. Allegiance ability nerfed? “Instead of making a normal move in your movement face, 1 friendly sylvaneth unit ... can navigate the realmroots” Does it mean that only 1 unit can do so? (No need now to roll a dice, though)
  9. But the bad effect doesn’t affect sylvaneth. And the good ones, don’t affect the enemy. I don’t know how I feel about drycha though...
  10. She shares our feelings about the need to have the new battletome RIGHT NOW!!
  11. The glaive is slightly better if you save the dice to reroll the hit or wound for this weapon.
  12. I still have mines in the box. I'll wait until the release of the new battletome, now it's difficult to choose which one will fit better with your playstyle.
  13. Use your wyldwoods to CC and pick the fights in a way that is favorable to you, for example engage your durthu/TLA/alarielle/drycha with those 30 grimghast reapers (scyte ghosts) and your big block of 30 dryads to the 9 spirit hosts. Also use shooting and tree rev to tp and kill his heroes, if you kill them the nighthaunt army falls like a house of cards. Also don't use scyte Kurnoth against this army... much better swords/bows.
  14. No drop points for bows?? Well... They are gonna stay on the shelves...
  15. Play with terrain. We still use the terrain generation table from the first AOS rules. We found that pretty balanced for sylvaneth and other armies.
  16. Cannot say. It depends on the game, terrain features, objectives, your strategy, etc. We have both options to choose.
  17. Branchwraith and other units that are close to the wyldwood too. That’s why the acorn is a good option to teleport your units to the other wyldwood (the one placed at the start of the game).
  18. 1- I understand that “any other models” refers to any other than the wyldwood, so the hero who has acorn must be 1” from the wyldwood, but no more than 5”. (Maybe I’m wrong) 2- Ofc you can.
  19. They are affected by “roused by magic” rule, so be careful. They only ignore wyldwood effect while moving, as flying just affects the movement.
  20. 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.
  21. 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.
  22. 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?
  23. 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?
  24. 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.
  25. 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?
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