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Craze

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32 Lord Celestant

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  1. And I am also coming again with another list I want to try: Allegiance: Sylvaneth - Glade: Harvestboon Mortal Realm: Ulgu Leaders Spirit of Durthu (340) - General - Trait: Seek New Fruit - Artefact: The Silent Sickle Treelord Ancient (300) - Artefact: Spiritsong Stave - Deepwood Spell: Verdurous Harmony Branchwraith (80) - Deepwood Spell: Regrowth Branchwraith (80) - Deepwood Spell: Regrowth Arch-Revenant (100) Battleline 20 x Spite-Revenants (200) 5 x Spite-Revenants (60) 5 x Spite-Revenants (60) Units 6 x Kurnoth Hunters (400) - Scythes Behemoths Treelord (200) Battalions Outcasts (100) Endless Spells / Terrain Gladewyrm (30) Spiteswarm Hive (50) Total: 2000 / 2000 Extra Command Points: 1 Allies: 0 / 400 Wounds: 111 The idea is to have to massive melee threats in Durthu and the blob of Hunters, while also having some shooting in between the three Treelords. If everything works as planned, S-Revs + summoned Dryads will hold objectives, backed up by the vanilla Treelord, while Durthu + Hunters grind through the enemy lines, buffed by Harvestboon and/or Arch-Revs CA. TLA will support where he is needed, summoning endless spells to get Durthu and the Hunters into melee asap, or resurrect Hunters. Additionally I have three stomps to try to influence/disrupt the combats as much as possible in my favour, to ensure Durthu and Hunters stay healthy. One topic is spell and artifact choice, especially on the TLA. Do you think the Spiritsong Stave is worth it, or should I go for the Vesperal Gem to guarantee the resurrects (or healing, if i choose Regrowth on him)? Additional feedback is of course also more than welcome.
  2. I think the strength of our new tome is the massive flexibility we have. In my opinion the thing coming closest to a must have (but isn't one, strictly speaking) would be 3x Spite-Revenants and the Outcast Batallion, as it is the cheapest way to fill battlelines and enables you to take an additional artifact, as our artifact choices are really great. Additionally a Branchwraith is almost mandatory, as she can try to summon a unit of 10 Dryads every turn, which (in most games) leads to her not costing any real points by the end of the game. By then you really have a lot of options: Kurnoth Hunters are really great, whatever loadout you choose. Arch-Revenant is a really good support hero (though difficult to buy one, as it was only released in the Looncurse box so far) Durthu is a very good choice for a General, as his Damage output tends to be insane with the correct artifacts + buffs Drycha is a very solid option, especially in Glades like Winterleaf or Gnarlroot Treelord Ancient is a good choice, as he is like a swiss army knife type of monster: You can boost his casting with artifacts, his stomp is really good, he has a decent melee profile and is quite tanky. Dryads are a good battleline choice, which is more resilient than Spite Revenants and also has chances of good output due to their 2" range, which enables them to attack in multiple ranks. This is not even a complete list, as almost all units in our tome have their uses. I think it is important to decide what kind of an army you want to play (magic heavy, melee focused, etc.) and then go from there. A Start Collecting box is a very good way to start, as it includes a Treelord kit, which you can build into any variant + some Dryads. From there you can then expand with Kurnoth Hunters, Spite Revenants, more Dryads/Trees etc, however your playstyle and preference is.
  3. Hi I agree with the other answers: In my opinion you lack bodies and punch, for that I would cut one TLA, the batallion and Cogs as it is kind of redundant with the Hive. This would free up 440 points which you could use to get more Hunters+ an additional Branchwraith + S-Rev bodies. Or you could add Durthu as another trheat, together with a Branchwraith. In both cases you wouldn't even lose a cast/turn, but gain more board control/punch.
  4. Good luck for the tournament! I am kind of in a tough spot right now. I have the feeling that our new BT gives us so many options that all seem to be at least ok, if not super strong, which makes it really tough for me to decide what I want to play as a "main" loadout. Of course Winterleaf seems to be the "punchiest" Glade with potentially insane output from Durthu/Hunters. But apart from the output superiority of Winterleaf I think there are at least 3 Glades that look - at least on paper - really good. Gnarlroot gives nice bonuses, especially the Chalice really helps with Dryad summoning and the rerolls are really strong on verious Units (e.g. Drycha) Harvestboon also has a nice punch and I guess "Seek new fruit" is the thing I like best in the whole book (not power wise, but for "style" reasons) Dreadwood as a mobility Glade + S-Rev heavy list, could also be really good. I am really torn right now. What Glade do you guys like best and what do you see as strengths/weaknesses of the particular Glades?
  5. First: Thanks for your feedback, sounds good! What would you pick as a defensive artifact for the mounted Ghoul King?
  6. Hi there, I am Right now preparing to build a FEC army finally. I would like to share my list with you and give a little insight into my thought processes behind the army composition and would be more than happy about criticism/feedback: Allegiance: Flesh-Eater Courts Grand Court: Hollowmourne Heroes: Abhorrant Ghoul King on Terrorgheist - General - Grave Robber - Corpsefane Gauntlet - Spectral Host -- 420 Abhorrant Archeregent - The Dermal Robe - Deranged Transformation -- 240 Abhorrant Ghoul King - Miasmal Shroud -- 160 Crypt Haunter Courtier -- 120 Troops: Crypt Ghouls x 30 -- 300 Crypt Horrors x6 -- 300 Crypt Horrors x6 -- 300 Batallion: Attendants at Court -- 110 Endless Spell: Chalice of Ushoran -- 50 Sum: 2000 I really like the Horror models, so I would like to include as many as possible in my army. To supplement this, I play the Courtier and plan on summoning a Varghulf for more healz/mustering. The Ghoul King on foot will summon a troop of Ghouls to camp on a backwater objective (if there is one) and will help overload unbinding capabilities of enemy casters. I am not yet sure if Hollowmourne is viable, or if I should go Feast Day with the Courtier as General to still enable Horror BL. If I do this, Attendants at Court doesn't make any sense and as all other viable Battalions are more expensive, I would need to save Points somewhere else, for which I would cut the Ghoul King on foot, add 10 Ghouls plus a Ghast Courtier. Which of both do you think better and do you have additional ideas for this list? Thanks in Advance!
  7. Very strange, in my Azyr it shows with 90 points, even after updating...but you are right of course, it is 100 now. For the Greenwood Gladius vs. Ghyrstrike I think I will make a spreadsheet to see what gives the best average output.
  8. I am right now trying to find out what list suits my playstyle best. First the list I am looking at right now for reference: Glade: Winterleaf Realm: Ghyran Heroes: Spirit of Durthu (General) - My Heart is Ice - Ghyrstrike --- 340 Arch Revenant - Frozen Kernel --- 100 Treelord Ancient - Verdurous Harmony --- 300 Drycha Hamadreth - Regrowth --- 320 Branchwraith - Throne of Vines ---80 Battleline: Spite Revenants x20 --- 200 Spite Revenants x5 --- 60 Spite Revenants x5 --- 60 Other: Kurnoth Hunters x6 - Swords/Scythes --- 400 Batallions: Outcasts --- 90 Endless Spells: Spiteswarm Hive --- 50 This is 2k Points on the spot. Definetly discussable is the loadout of Hunters, especially if I play 2x3 Swords or 1x6 Scythes and if the Spiteswarm Hive is worth the 5 Points, or if some other spell would be better. From my first impressions, we are still able to pack a serious punch between Durthu, melee Hunters, S-Revs and the new Drycha, especially when combined with the Winterleaf glade. My main concern is right now durabilty against other offensive lists. I am torn as none of the options I see seems really satisfying: - Changing S-Revs for Dryads disables Outcast batallion, which is the only one that seems to fit in my list. - Gnarlroot seems really decent with the casting buffs, combined with Vesperal Gem to push through our important spells. But the question is, if it sacrifices to much of the raw killing power that comes from exploding 6s. - Not defensive in general, but a more hit & run playstyle that could be achieved by using Harvestboon, helping Durthu to dart in and out of fights, What kind of options/ideas do you see to have a more balanced list? Thanks!
  9. One question concerning "Metamorphosis" overall: If you use Throne of Vines first and then cast Metamorphosis, is the bonus to casting used to determine the number of dice you roll, or is it the result shown on the dice only?
  10. Ok, I guess I should read this stuff more carefully. 🙄
  11. Somehow I fail to see this. The two changes were: You can use it every turn now. It is not armywide anymore, but got a range. As (imho) the first is a huge buff and the second can be mitigated quite nicely with the changed "Envoys of the Eeverqueen" ability from our Kurnoth Hunters - of which most armies play a significant number - I really do not see a big nerf. What do I miss here?
  12. I'm absolutely with you on this one! I just think that - if you play a Glade - you want to also play a batallion, because the list of artifacts we can choose from is just amazing, especially for something like Gnarlroot.
  13. It is narrative only. For matched play you can only use the ones already listed.
  14. It is especially good against CP hungry armies as they will need at least one CP per round for negating nasty battlsehock phases.
  15. Where do you see this? The only page references I see are for the Wargroves (starting p.72) and for one (presumably 2nd) page of artifacts (p.68). But I do not see where exactly the allegiance abilities start, as I do not see a page number on this. Could you please elaborate? Perhaps to clarify: I also think we will have the standard distribution of artifacts, but was just curious why we have so many artifact tables.
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