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Walkirriox

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Posts posted by Walkirriox

  1. 2 minutes ago, Landohammer said:

    That is a good question. The summoned dryads are a friendly unit, and if they are setup within 6" of her, they would immediately be treated as if they are wholly within 6" of a wildwood. 

    Not sure if that is the intent, but RAW it looks like she can summon around herself. 

    I don’t think so, as it is written: “units wholly within 6” of this unit are treated as being wholly within 6” of a ww”. So I think you can take advantage of the buffs from ww (durthu, dryads, flautist, and maybe new ones), tp from there, but I don’t think you can summon on her as she is not a ww, the units are not there yet to be considered in a ww. I don’t think you can tp to her either.

    I don’t know the intention of the designers, the tome is not even out and I think we will need some FAQs already.

    • Like 1
  2. Hey guys! I have tested the new archers in a 1000p match against DOK few hours ago, and they were awesome. I played them out of the game with tree revenants, both do a good tp combo. You summon a wyldwood where you need them, make them tp at 12” from the target, then put a layer of Tree revs in front to protect them. Their shooting + Drycha shooting is devastating (lots of mw), then you can charge with tree revs to finish your target off or let them protect your precious archers and release hell to safety. With this como I destroyed a hag queen chariot.

    I think they are a fantastic addition to our army. If you try them too, please share your insights!

    • Like 2
  3. Point changes:

    TLA 290 —>280

    TL 190 —> 180

    Drycha 330 —> 315

    Durthu 340 —> 325

    Alarielle has access to all spells from the Lore of the Deepwood.

    It’s not that much, but all point reductions are welcome.

    • Like 1
  4. 12 hours ago, Erosharcos said:

    For a visual, I uploaded a photo of some possible interpretations of Wyldwood Placement rules. I want to be as honest and fair as possible during gameplay. By my interpretation of the rules, set up methods per the photo 1 through 3 would be RAW, either being 3 trees, 2 trees or 1 tree. 4-6 COULD be arguable based on the rules wording.... but don't seem to be the rules as intended. Thoughts?

    1-2-3 are legal, 4-5-6 are not.

    • Like 1
    • Thanks 1
  5. On 8/2/2021 at 5:02 AM, Mirage8112 said:

    Mancunian carnage: 

    70 man tourney, 1 Sylvaneth player who finished 5th. 6 bows, alarielle and warsong with 3 tree rev units bwraith and some espells

    This is impressive! Do you have the complete list with glade, artefacts, etc? Any battlereport?

  6. 11 hours ago, Popisdead said:

    warsong rev in command, nurtured by magic, chalice of nectar, flaming weapon, 

    ancient, spirit song stave, regrowth, 
    drycha
    branchwych 
    3x 5 trevs
    3x 3 Sword hunters
    6 scythes
    spitswarm hive
    glade wyrm

     

    9 hours ago, Mirage8112 said:

    The list went 4-1, took 5th place and Best Order General. The 1st place list was a TLA, Durthu and Yndrasta in a Living Cities list.

    details here: Goonhammer

    Are any battlereports from this list somewhere?

    It surprises me that he didn't even try to summon dryads, so he didn't have any screens (as per the comment in the link, he used Tree revenants as objective stealers, not for screening purposes). Why would you play Branchwych over wraith if you still have available points? I would understand it if you were tight at 2k points, but that's not the case.

    It seems that Gnarlroot+Warsong+TLA is the way to go, and Kurnoth Hunters are the still better option than Treelords. Also, Gladewyrm is included, It can bring the army lots of heal and MW output. Spell portal doesn't seem an optimal pick for torunaments I guess.

    What do you think about the list?

    • Like 1
  7. I have a couple of questions:

    - If you are playing Warsong with chalice and branchwraith with +1 spell artefact, which one is the best for using throne of vines? 
    - In case warsong was the answer, then bw with the artefact is pointless, right? so it would be better to give the artefact to Durthu and make him wizard, in example?

    • Like 1
  8. I think that we only have in mind Matched play. GW wrote different set ups for all faction terrains, and they are acceptable for narrative, open and path to glory. But to standardize all those rules for matched play, GW added the restrictions of 3” in addition to the current restrictions all faction terrain. Also, when you summon an awakened wyldwood it is actually a faction terrain, it is written on the warscroll, in the title. I know that you can set it up from different sources and the restrictions are not the same, but ot is a faction terrain and on top of these restrictions you have to add the one for matched play (if you are playing this game mode).

  9. I played against DoK commanded by my gf, first 3.0 game. I have lost against her playing Sylvaneth like 90% of games during 2.0, so I didn’t expect a great success with the new changes, but OH MY GOD! I don’t know if it was luck but I tabled her and we called the game by turn 3. We played 1k list and no battle tactics to learn step by step all the new stuff. Here is the list:

    Sylvaneth:
    - Glade: Gnarlroot
    - Grand Strategy: Beast Master
    LEADERS
    Treelord Ancient (295) in Linebreaker
    - General
    - Command Trait: Nurtured by Magic - Artefact: Chalice of Nectar
    - Deepwood Spell: Regrowth
    Branchwraith (95) in Linebreaker
    - Deepwood Spell: Throne of Vines
    Drycha Hamadreth (330) in Linebreaker
    - Deepwood Spell: Treesong
    UNITS
    5 x Tree-Revenants (80)

    10 x Dryads (95)
    ENDLESS SPELLS & INVOCATIONS Spiteswarm Hive (40)
       Gladewyrm (60)

    DoK: Ironscale, Bloodwrack shrine, 5 stalkers, 5 bloodsisters, 10 bloodsisters and 5 heartrenders. Hold the line grand strategy.

    Battleplan: Tectonic interference: the one with 3 objectives between territories, left middle and right, one of them gives x2 points but changes every round.

    Turn 1 VIP objective on left flank

    She goes first and captures all the objectives. Left: 5 stalkers, ironscale. Center: 5 blood and shrine. Right 10 blood. She anihilates 10 dryads screening bw and TLA between mid-left flank. Heartrenders tried to snipe bw but without luck. 
    I plant 3 trees with TLA, one close to each objective to have full control of the board (the first free one from allegiance was deployed between the mid-left flank). I summoned 10 dryads to replace the lost, spite swarm next to Drycha and tp her to the left flank to destroy the stalkers and take the VIP objective. Dryads charged heartrenders with an amazing 11 and killed them. TLA charged the mid objective and I put him on a strategic choke point so the bloodwrack shrine only could charge him next turn, he fails all his attacks and only killed 1 bloodsister thanks to stomp…
     

    Turn 2 VIP objective left again

    Dok goes first and shoot with ironscale, charges TLA with the shrine and attacks with 4 bloodsisters (crazy buffs from many sources involved), but he soaks lots of damage with his CA+All out def (both are from different phases so I think they can be used on the same char). Only 2 wounds remaining, but still alive surprisingly. 
    On my turn I heal him at 100% HP with hero ability+regrowth+gnarlroot heal… All the effort put to kill him, completely gone. 10 more dryads from summoning. Drycha and TLA side by side clean the middle. 
     

    Turn 3 VIP objective left again

    Double turn for me. Ironscale dead by shooting, then both big guys charge to the 10 bloodsisters on right flank and stomped them. 
    No more DoK units on the table, and I have my whole army +10 extra dryads summoned. 

    I know we didn’t play optimal lists, the game was casual and kind of a 3.0 tutorial, but one thing is for sure: I haven’t feel like I was playing a solid army since a lot of time. We are an army “jack of all trades” style and now we have a lot of new tools to beef up what we need. Drycha is nuts with Finest hour and all out attack, these are the exact buffs she needed to completely destroy things consistently. TLA finally is the tank he is supposed to be, his CA+all out def makes him unkillable, also you can heal him each hero phase, that’s frustrating for your opponent. His ability to summon 3 small trees is amazing, I didn’t even need to summon any tree with Verdant bless, so I could use those spells for other stuff.

    Wyldwood changes are the best buff we could have, 3 small trees from one spell/ability is invaluable. They are just the same as before, but more and smaller, and this gives you a LOT of board control. I found that with the new board size + 8 terrain features it would have been impossible to place one “3 pieces wyldwood”, but you could fit lots of small trees.

    I don’t know how tournaments will look like, but we are solid now, we have new toys and tools to play and make what we are best at. Maybe we are not S tier, but we are in a good spot for sure, much much better than before.

    I hope you enjoyed my report and thoughts! I was envious reading all your reports and wanted to play and share mine too!

    • LOVE IT! 1
  10. 6 minutes ago, Pennydude said:


    I also have another idea noodling around in my brainspace that uses Spite-Revs, Warsong, Drycha, Vengeful Skullroot, and the Horrorghast for bravery shenanigans.  If we can't melee them off the board, maybe we can battleshock them.

    Add here the Roar ability that denies CA use on a unit, and boom!

  11. 16 minutes ago, a74xhx said:

    Maybe Alarielle + Warsong is the best Alarielle option after all .....?

    I don't think so, as you pointed before, they have the same roIe. For me, the best option is:

    18 minutes ago, a74xhx said:

    I can replace Warsong with Drycha. No longer need extra artefacts as the wargrove one can only go on the Wraith, so instead we're looking at the one drop battalion. That leaves 150 from the above core. So, that means bumping the battleline and/or a spell.

    Alarielle / Wraith / 6 Scythes / 2x TreeRevs / Dryads / Drycha / 150 points remaining / Two drops

    Two options to add:

    - Solid build: Reinforce Dryads to 20 + spiteswarm (Summon 20 more dryads for board control or 3 Kurnoth swords if you need some punch)

    - MW output via endless spells: either spiteswarm+vengeful+burning head or vengeful+gladewyrm

    • Like 1
  12. Well, I have seen some leaks and all the armies are going up on points, so nothing to be scared.

    Tla, Durthu and Drycha have a fair point increase acording to the overall up in points, so we will still see them, maybe TLA the worst of them though.

    I think that treelords might be a good option instead of hunters, because they are cheaper and have the new rules for monsters. 
    Dryads -5 is just great, but I don’t get why spites have a +10… they were “good” because of the cheap points. Maybe we see more tree rev now, for just 10 more points you have a tp screen.

    Endless spells are interesting, I think spite swarm is a must, for these points is a candy. And the other two will do x2 damage or heal, so x2 cost seems fair.

    What do you think about it? I’m excited to see some lists, we have all the tools now!

  13. 38 minutes ago, Hoseman said:

    Yesterday I was searching the app and I saw the underworlds centaur warband and the cursed city elf as part of a sylvaneth army. For sure this has been said but will we have some new units? elf units? that cursed city is for sure a wanderer, but why is with sylvaneth? 

    We got the Warsong Revenant a couple of weeks ago, so I don't think we will see any faction update early. We might see new stuff such as Kurnothi with the future Sylvaneth Battletome in 3.0, but I think it will take 1-2 years, as per how GW releases new stuff. BTW, forget about Wanderers, they won't come back unless the lore changes the situation between oth factions.

     

    42 minutes ago, Hoseman said:

    And other thing I dislike about sylvaneth was the forest, and I feel surely a lot of armys will go now with the monster to break it. So, are Sylvaneth in a good point now? what is like to come with 3.0?? how is playing sylvaneth now?? 

    I don't think the rampage will hurt us that much because it deletes the warscroll rules which include the LOS blocking and MW output, but the terrain remains as Wyldwood so we can still take advantage of it for teleport as it is written in our allegiance ability. 

    We don't know if Sylvaneth will be in a good spot in 3.0, it's too early to tell. First we need the points to figure out the lists we can make, and then a lot of playtest and tournaments. But one thing is for sure, it is a general consensus that we are in a better spot than we were in 2.0, since most of the new rules don't hurt us that much compared with other armies and some of them even benefit us.

  14. 39 minutes ago, Quooch said:

    Hi guys,

    does anyone noticed yet that monsters can "destroy" our woods?

    The "Monstrous Rampages"-table consists the ability "Smash to Rubble". That rule says: "Pick 1 faction terrain feature or defensible terrain feature within 3" of this model and roll a dice. On 3+, the terrain feature is demolished if it was defensible, and the scenery rules on its warscrolll cannot be used for the rest of battle if it was a faction terrain feature."

    How do you think about it? I guess it can be the next huge impact for our gameplay since we lost the ability to jump threw the woods with as many units as we like to do 😕 ...

    We discussed it some pages before. The warscroll cannot be used so we don’t have the MW output and LOS denial but we can still teleport as it is on our allegiance ability and the terrain remains being a Wyldwood (doesn’t lose the keyword).

    • Like 2
  15. 2 hours ago, Mirage8112 said:

    Anybody notice the changes to cover? Now you get cover if your unit is “fully behind” a piece of scenery.
     

    This makes think the wording on WW is meant to be used with this particular rule: i.e. if you’re behind even a single tree you get the benefits of cover without having to be fully in an enclosed wood. This makes me think even single Wyldwood trees block line of sight as well, since by the current cover rules you would have to measure 3” “through a Wyldwood” even if that entire 3” wasn’t part of the WW. 

    But that will only applies to shooting right? 
     

    So in combat does it remains the same or you no longer receive cover from being wholly within that terrain?

  16. 3 hours ago, Havelocke said:

    When you compare that to the rest of the field, I think some other factions got hurt a lot more. Our relative lack of 'elite' multi-model, non-battleline units means that our lists will have to adjust to the rules a lot less than many other armies. 

    I was thinking the same. It hurts just a bit to us, or even nothing at all, but most armies are suffering a lot. Also all the new rules make our big trees even better, I hope treelords finally see a good solid spot in our lists being competitive. I like Kurnoths, don’t get me wrong, but wouldn’t you love to see the table full of big trees stomping around?

    Alarielle’s summoning has much more value now. If you summon dryads/treerev/spites you get a free reinforced point (that’s more than just +180/200points on the field). So now you can have, let’s say a solid 30 dryads block, a couple of 6 kurnoth scytes and 20 more dryads to sit on a cleared objective, which is an advantage other armies won’t have. 

    I started pessimistic with the changes, but the more I see and the more I analyze, it makes me have a better feeling for Sylvaneth’s future.

    • Like 2
  17. 1 hour ago, Mirage8112 said:

    Niether of which neatly describe Sylvaneth as an army. While we obviously can do combat and casting, trying to out-combat Skarbrand is a fools errand. Alrielle just doesn’t measure up to elite combat-focused hero’s because that’s not really what her kit is for. Her point value reflects her army support abilities more than her combat/casting stats. If those two things are all you care about and ignore her support abilities then yeah: she’s going to look over-costed because your only playing with half her kit.

    I want to understand your point of view about her not being overcosted, I really want you to buy me on this because I would love to play this model every match I have and your insights are really helpful. 
    So, if we remove her summoning she is 540p. Then we forget about her combat/casting stats which are not amazing. Then, what are those support abilities that justify her points? I can only see on her warscroll d3 healing area and a command ability which is OK. 
    To me, she is kind of a “jack of all trades” character that can do a lot of things “meh” but can’t do anything better than noone (apart from autoheal, and that’s selfish for a Goddess of life xD)

  18. 1 hour ago, Arzalyn said:

    So we got some info on the Monsters and Heroic actions (pictures bellow).

    Heroic actions seens to happen at each hero phase, so we can get some healing on the opponent turn for our treelords/drycha/Alarielle. The heroic leadership seen nice for our heroes, the ancient, arch revenant and Alarielle have good command abilities.

    The monster rampage Smash to Rumble in particular looks like bad news for us... Luckily the wood teleport ability isn't art of their warscroll!

    37HhIk2h8Ce6utWF.jpg

    AdSous1c8pN5GPxd.jpg

    CvOTrKMoTZTh6U5h.jpg

    I have feelings going both ways. Our big guys will benefit from all this changes, but our woods will lose LOS and the MW damage if they are destroyed. A positive thing is that our woods could be kind of a "Rubble bait" for monsters as our enemies will prioritize Smash to Rubble over the other rampage actions (I guess).

    I think all monsters and heroes will go up in points, so maybe the point cost for Alarielle and Warsong Revenant is justified.

  19. 1 hour ago, Landohammer said:

    @Mirage8112

     

    So another caveat of being "worth her points" is the liability of tying up 740pts in only 16 wounds. Most dedicated combat units (and many shooting armies) can dish out enough attacks to reliably kill her in a single phase. 

    Make no mistake. Alarielle is bad. Like really bad. My suggestions about tactics for fielding Alarielle are "devils advocate" arguments, and are me trying to find a way to field her. She will never be competitive or good in the game as it currently exists. 

    Yup, what Mirage shares is the optimal way to play her, and theoretically it would work. But in practice she will remain sitting on our shelves/boxes unless you play casual/narrative games, I think there are much better lists without her for tournament games. The thing is that is difficult to justify her on a list, and you have to make a list for her.
    Although, must say, that we don’t know how the rules will change and the above mentioned is only true as the current state of the game. I hope that future rules promote the use of big center pieces such as Alarielle.

    • Like 1
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