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Craze

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Posts posted by Craze

  1. This is quite interesting. The same is with Witchfyre Coven of DoT, where you need "Tzaangor Enlightened". In that case most of the people clearly agreed, that you can use then Enlightened on Discs, so then the same should be true here, meaning you can use ANY AGK for the 2-6. :)

  2. 1 hour ago, Bozly said:

    I’m not a sylvaneth player, how do yo mu guys feel they are in the current meta. Where do you think they fall between a bone reapers/ tzeench list or a dispossesed list? What tier are they right now and whats the main lists

    I think based on facts Sylvaneth are in a rough spot right now. If you look at the December & January figures of the Honest Wargamer, Sylvaneth are one of the worst factions with an updated 2.0 Battletome.

    I have not yet played against the biggest bogeymen in the meta (OBR & Changehost), but from my gut feeling I would guess that we have quite some tools against DoT in that we have LoS blocking terrain, where we can hide our valuable pieces from Alpha Strikes, we can deploy stuff in the realmroots to protect even more stuff and our strongest choice of a unit (Kurnoth Hunters) should be able to chew nicely through Horror screens.

    So overall my feeling would be that Sylvaneth are not positioned as badly as the latest numbers would imply, but perhaps someone with more experience could give some more insights. :)

    • Like 1
  3. 3 hours ago, KibaWildFang said:

    Oh also— I was looking into the start collecting box. The GW website shows that you can only make crypt horrors out of it but other places say it also has the bits for Flayers. Which is true?

    You can make both Flayers or Horrors from it. The sprue always includes all the pieces.

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  4. It is exactly the same situation as in DoK with Hagg Narr. Instead of just changing the single rule which breaks Hagg Narr, they tinker with points, which impacts other builds too, because they lose power in the same amount as Hagg Narr, so people will still not play anything else...and I fear something similar will happen with DoT. 🙄

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  5. I can understand your arguments, perhaps I have written it a little too drastic: Of course there are uses for 3s and 4s too. :)

    My main point is:  Why nerf an armywide ability if there is only one very special thing (in this case Changehost) that is really over the top?

    But couldn't DD in the 1st BT be used for ANY roll? Like for example making Fold Reality auto-succeed?

     

  6. 4 hours ago, Freejack02 said:

    I agree that the DD + Battleshock interaction will likely be changed, but I think Changehost will see some sort of nerf as well. Whether it's a points increase or a confirmation roll on the teleports, I don't think it's likely it'll get through unscathed. 

    Am I the only one that would absolutely hate a change of the "unmodified" rule?

    If this tome has a problem, it is the interaction of Flamers/Horrors/Conflagration/Duplicitous/Changehost, not the DD mechanic.

    In my opinion for most of the armies considered "OP" it is exactly one subfaction that powers the whole army, e.g. Petrifex Elite, Hagg Narr, Gristlegore or Tyrants of Blood, to name a few. I fail to understand why in most of these cases GW decides to balance this with point increases, instead of trying to balance this one subfaction and by this weaken the whole army instead of the subfaction where it is required most (and only).

    The same I would see in a fundamental change of the DD mechanic: OFC you would nerf the Changehost army, but you would also nerf Mortal builds by making DD rolls of 3 & 4 almost useless, which would help to protect your Acolyte blobs under the unmodified rule.

    I really hope that GW will only touch the very problematic builds and not traits that affect EVERY armybuild, even ones considered fair Right now. In my opinion a change of Changehost to only teleport one unit per round would make a huge difference and would only hit the problematic builds, without harming anything else!

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  7. I have tried taking pointy Eels in some games and was really happy with their overall performance. The immense movement really helped me with applying pressure from turn 1 , as I often struggled to do something meaningful if I had to go first.

  8. 12 minutes ago, Arnied3 said:

    If i buff a unit with Arch Rev's Call to Battle and then pop the Kernel can that unit use the buff for an extra attack on both rounds of fighting? 

    Yes, it will buff both attack sequences, as it buffs them for the whole Combat Phase. :)

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  9. It should work like this, as normally it is specially mentioned if only the unmodified roll is used (e.g. double-casting lore spells in LoN).

    Alarielle for example can use Throne of Vines to buff her Metamorphosis, which has a similar wording as Arcane Bolt. :)

    • Haha 1
  10. Just one idea: 

    Arkhan will be part of Bonereapers, Olynder is already part of Nighthaunt.

    What if the "target" GW is pursuing for Death would be to have a separate faction for every Mortarch? Neferata could lead some kind of Vampire troops, while good old Manny will lead the more feral parts of the undead troops or the hordes of Skeletons and Zombies, while Nagash can be part of every single army of these. In Morghasts there are also regular troops included in the new army (same as with NH), this could also happen with future armies, where some of the existing range will get distributed.

     

    About the competitiveness of Death armies: In the stats from thehonestwargamer.com from July 19, of the armies with a meaningful Meta%, #2 (FEC) and #6 (LoN) are Death armies, so I think it is quite fair to say that Death armies had a very strong meta-Position, at least until GHB19.

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  11. 15 minutes ago, Honk said:

    Could be useful, but since you‘ll have Big Ns CA on all the time and nobody else has something useful... different thing if you bring a vampire for his +1 attack. You could think about throwing the swords out for a triumph, they can be pretty strong in this edition, but...meehh

    Perhaps I could need additional CP for resurrection. The Swords I mainly use because 4 of my 5 enemies will be Chaos armies, so I guess they will pull their weight. ;)

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  12. I am right now facing a very difficult situation:

    I will play a small 2k tournament with friends and will field the Great Necromancer and his minions (Big N, 2x Necro, 40x Skellis, 5x Wolves, 2x Harbingers, 6x Spirit Hosts, Spellportal, Quicksilver Swords), which comes straight to 2k points. Now the Question arises: Do I need additional CP? I could - for example - drop one Necromancer for an Executioner + 1CP, but is this worth it?

  13. 5 hours ago, Ruhraffe said:

    The list is published at aosshorts.

    https://aosshorts.com/facehammer-gt-2019-report/

    Thanks, I had already seen it by now, but it was not uploaded the time I was asking. :)

    I have to say, I don't like that list, to be honest. Do you guys think it is mandatory to go so extremely Hunter heavy?

    I am right now thinking about something like this:

    Allegiance: Sylvaneth
    - Glade: Winterleaf
    Mortal Realm: Ghyran
    Spirit of Durthu (340)
    - General
    - Trait: My Heart Is Ice
    - Artefact: Ghyrstrike
    Branchwraith (80)
    - Deepwood Spell: Verdurous Harmony
    Arch-Revenant (100)
    - Artefact: Frozen Kernel
    Alarielle the Everqueen (660)
    - Deepwood Spell: Throne of Vines
    20 x Spite-Revenants (200)
    5 x Spite-Revenants (60)
    5 x Spite-Revenants (60)
    5 x Tree-Revenants (80)
    3 x Kurnoth Hunters (200)
    - Greatswords
    Outcasts (100)
    Spiteswarm Hive (50)
    Umbral Spellportal (70)

    Total: 2000 / 2000

    Inspiration is (obviously) the London GT list. I chose to knock down the Hunters to 3 and max out one S-Rev unit + a 5 man squad of T-Revs for more objective control. Depending on the match-up, Alarielle can either summon 20 Dryads or 3 more Hunters.

    Thoughts?

  14. On ‎9‎/‎21‎/‎2019 at 8:57 PM, Griffin839 said:

    Personally, Id rather just set up bow hunters in a forest with re-rolls than rely on magic to snipe characters.

    Setting them up IN a forest sadly is not going to work, due to the LoS restrictions of the Woods model.

     

  15. I had a game against a freind playing BoK yesterday. 

    My choice was a Gnarlroot list, Looking like this:

    TLA (General, vesperal gem)

    Drycha

    Wraith ( Chalice)

    Wraith

    Durthu

    Spites x20

    Spites x5

    Spites x5

    Hunter x6

    Outcasts

    Vengefull Skullroot

     

    The game was quite tight, going back and forth between me slaughtering his Reavers and him slaughtering my Spite-Revenants, but in the end I lost as I just had no bodies for controlling objectives left.

    I like Drycha a lot, her output is quite good in Gnarlroot, the Vesperal Gem/Nurtured by Magic combo is sweet and I like the Overall feel of the army, but...

    ...one question came to me after this game: Can we afford to not play an Arch Revenant? I really missed the rerolling of Kurnoth hits and the possibility to increase my melee punch in crucial fights. What do you guys think? Is the Arch-Revenant an auto-include?

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  16. 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. :)

     

    • Like 1
  17. 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.

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