Age of Sigmar/Tactics/Order/Sylvaneth: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>A74xhx
(→‎Guardians of the Deepwood: Removing. No longer has points in GHB2018)
m (850 revisions imported)
 
(557 intermediate revisions by 95 users not shown)
Line 1: Line 1:
<span style="color:#387439;">''"WALKING TREES I TELL YOU! WALKING TREES!"''</span>
{{cleanup}}


If you're looking for the lore of the Sylvaneth, click -> [[Sylvaneth]]
{{Age of Sigmar Faction|Faction=Sylvaneth|Logo=Most Friendly Being In Sylvaneth.jpg|Alliance=Order|Motto=WALKING TREES I TELL YOU! WALKING TREES!}}
==Why should I play Sylvaneth?==
 
So you like trees, nature, gardening and "Catch me if you can"? Well then, welcome to the Everqueens glorious wooden host! A fleet of Foot we spring from our forests, reaping our foes lives with Mortal Wounds, before vanishing back into the woods, leaving those still alive confused and broken. When it comes to hit and run, keeping multi-wound models alive and literally shaping the battlefield to our needs, none compare.
Welcome to the Everqueen's glorious wooden host!
For we live between the Elite Armies of the Everchosen and hordes of Death and Destruction, our glades and copses are filled with singing dryads and solemn Kurnoth Hunters, ever watchful of the outsides and our enemies. For the Deepwood stirs...
 
==Why play Sylvaneth?==
* You like trees, nature and tending to a garden.
* You like playing chess when everyone else is playing the CHARGE EVERYTHING game.
* Your favorite scenes in the Lord of the Rings are the Ents' attack on Isengard, the Huorns wiping out an Orc army or both. Or Treebeard is your favorite Tolkien character (not that I blame you).
* You’re a painter who loves varieties of colors or lots of brown.
* You like armies that straddle the line between elite and horde.


====Pros====
====Pros====
*We have a lot of new and glorious models, almost completely in plastic (just one finecast, which sadly you ''will'' be needing).
*We are the kings and queens of board control.  We move around quickly, we teleport, we fly, we fight who we want to when we want to, stacking the odds in our favor.
*Easily paintable Chaff with Dryads. Which is useful as you'll be painting a lot of them.
*We can alter existing terrain to serve our purposes and make new terrain pieces.  Even Nighthaunt can't do the latter.
*We have a lot of glorious models, all plastic.
*Just look at Alarielle's model. Her utility across the board is almost as awesome as she looks.
*Can do a monster mash, and Alarielle can potentially be 2.5 monsters for the price of one (the extra 0.5 being due to her resurrection mechanic). 
*Kurnoth Hunters. Even by heavy infantry standards in AoS, absolute damage monsters. They will do a lot of heavy lifting.
*Great, often colorful paint schemes. Whether you want your trees to be in full bloom, fiery autumn or paint them as a haunted ghastly forest, you have a lot of choices.
*Almost everything we have is at least -1 Rend.
*Almost everything we have is at least -1 Rend.
*We get around quickly. One of our Battleline moves 7", the other universally good one Teleports. If you like mobility, we are one of the best choices to date.
*Healing everywhere, including a couple of restoring dead models methods (who says Death should have all the fun?)
*Just look at Alarielle model.
*Lorewise, we boast one of the leaders of an entire realm and two survivors from the World-That-Was (three if you count the Spirits of Durthu).
*We can pump out loads of Mortal Wounds with our monsters, heavy infantry and spells.
*Easily paintable chaff with Dryads. Which is useful as you'll be painting a lot of them.
*Massive Board Control with even just one Wyldwood and it only gets worse for those who oppose us.
*Kurnoth Hunters. Even by heavy infantry standard in AoS, absolute damage monsters. They will do a lot of heavy lifting.
*Great, often colourful paint schemes. Whether you want your trees to be in full bloom, fiery autumn or paint them as a haunted ghastly forest, you have a lot of choices.
*We actually have a good Battletome with great magic, Artifacts and the glory of being an angry tree.
*Good synergies, mostly revolving around the woods.
*Fair point prices, making for even and fair battles.
*Fairly competitive. High enough to be in a good chance of winning a tournament, low enough so that we (probably) won't be nerfed next GHB.


====Cons====
====Cons====
*We are very bad to transport. Seriously it's a pain with all these small bits and twigs. Even foam packaged boxes hurt us. You'll want magnets and a big metal box.
*Not exactly a starter friendly army if you want to play the game at it's fullest (this is not just about "haha charging goes brrr").
*We need first turn to spam those woods everywhere. Meaning you'll be locked into using one of the wargove battalions.  
*We are very bad to transport. Seriously it's a pain with all these small bits and twigs, plus Alarielle and the Treelords are TALL. Even foam packaged boxes hurt us. You'll want LOTS OF MAGNETS and a ''big'' metal box/boxes and magnetic sheets plus glue, as you'll be taking lots of dryads. Plus you'll need an extra box for all those woods you might be able to summon.
*Only eleven units, giving us less choices than for example [https://1d4chan.org/wiki/Age_of_Sigmar/Tactics/Edition_1.2/Seraphon Seraphon].
*We can be expensive in cash; that's lots of woods and non-Dryad and non-Treelord units aren't cheap. It also relates to being bad to transport, as we practically need those DIY carry methods, which aren't cheap.
*Our woods will quickly become death zones for us if our opponent plays [https://1d4chan.org/wiki/Age_of_Sigmar/Tactics/Edition_1.2/Stormcast_Eternals Stormcasts] and maybe (depending on the loadout) Fyreslayers and Beasts of Chaos.
*Except on the big things, saves are good, but not great. Even the Kurnoth Hunters lost their re-roll saves ability. This can be mitigated with All-out Defense, Mystic Shield and various ward saves.
*Virtually no defense against Mortal Wounds. Only a single Feel no Pain in the form of an artefact, the glamourweave. But we do have lots of healing abilities.
*Our monsters are good but will struggle against their counterparts in other armies; even Spirits of Durthu will feel the hurt fighting a Greater Daemon or a Mega-Gargant.  
*Those Citadel Woods are possibly the worst model in the whole GW catalogue. 2D trees covered in moldlines. And you'll be buying lots and lots of them - they are a big upfront cost for newcomers. Having to cart them around alongside your army is no fun either, especially if your game hoist insists you bring the trees and no just the bases.
*Placing woods bigger than one model can be tricky, which also means you loose their LOS blocking.
*Since AOS2 we've gone from a small model count elite army to a Dryad spamming army.
 
==Rulebooks==
{{AOSRulebooks|tome=Sylvaneth (2022)|points=General's Handbook 2021|additional=Broken Realms Kragnos (Alarielle and Warsong warscrolls), [https://www.warhammer-community.com/wp-content/uploads/2019/08/EewmcuXFOE3Nt8nq.pdf FAQ] (Endless spells and Wyldwood warscrolls)}}


==Allegiance Abilities==
==Allegiance Abilities==


===<span style="color:#01bbe3;">Battle Traits</span>===
===<span style="color:#01bbe3;">Battle Traits</span>===
Armies with the '''SYLVANETH''' allegiance have the following abilities:
Armies with the {{AOSKeyword|SYLVANETH}} allegiance have the following abilities:


*'''Wyldwood Groves''': Place one Sylvaneth Wyldwood anywhere on the battlefield more than 1" from any other piece of scenery after all the other scenery was placed. Soon in this article you will see why you can't really play Sylvaneth without them.
'''{{color|#01bbe3|Glades}}'''
You may pick from subfactions, which may be seen below.


*'''Forest Spirits''': You can set up a '''SYLVANETH''' unit or battalion aside instead. In any of your movement phases, you can deploy it on the battlefield. All models have to be within 3" of a Sylvaneth Wyldwood and more than 9" from any enemy models. This is their move for that movement phase. Sylvaneth deep strike. Exploit it with Spirits of Durthu, melee Kurnoth Hunters, and their shared battalion, Free Spirits. [[Rocks fall, everyone dies|Trunks fall, everyone dies]].
'''{{color|#01bbe3|Places of Power}}'''
After determination of territories, but before placement of faction terrain, you can pick 3 terrain features outside of the enemy territory and make them overgrown (they will largely follow the rules for Awakened Wyldwoods now). You can heal 1 wound to each of your units at the beginning of your hero phase, if the unit is wholly within 9" of any overgrown terrain or one of your Wyldwoods.


*'''Navigate Realmroots''': If a '''SYLVANETH''' unit is within 3" of a Sylvaneth Wyldwood at the start of your movement phase, you can remove the unit, then set it up within 3" of a different Sylvaneth Wyldwood, more than 9" from any enemy models. Then, roll a dice. On a 1, the unit arrives but can do nothing else for the rest of your turn. This does not affect Treemen of any kind (and funny enough, it does not mention any named character) and instead, it counts as if they rolled a 2-5. On 2-5, the unit arrives, but can't move any further for the rest of the movement phase. On a 6+ (see Command Traits, down), The unit arrives and can move again during this movement phase.
'''{{color|#01bbe3|From the Woodland Depths}}'''
Walk the hidden paths - redeploy one of your units from wholly within 9" of a Wyldwood or overgrown terrain to and put them into a Wyldwood or overgrown terrain. The unit must be set up 9" away from enemy units. Also, it must be set up wholly within 9" of the target terrain and the target terrain must not be within 3" of enemies.


===<span style="color:#01bbe3;">Command Traits</span>===
Strike and fade - In your combat phase, when a unit has fought, you can redeploy it with the same restrictions like the previous ability. It must be wholly within 9" to be able to and you can only do this once per turn.
A general of an army with a '''SYLVANETH''' allegiance and has chosen to take the '''SYLVANETH''' allegiance abilities can choose one of the following Command Traits:
#'''Realm Walker''': If your general uses the Navigate Realmroots ability, add 2 to the dice result. Turns a Spirit of Durthu into a crazed 1 man army, getting within 4" of an enemy on a 4+.
#'''Gnarled Warrior''': When you make save rolls for your general, ignore the enemy’s Rend unless it is -2 or better. Not bad but better options exist.
#'''Gift of Ghyran''': Your general heals 1 wound at the start of each of your hero phases, or D3 wounds if they are within 3" of a Sylvaneth Wyldwood. This one can make a treelord ancient with ''Regrowth'' almost as unkillable as Alarielle.
#'''Lord of Spites''': You can re-roll the first failed to hit roll made for your general in each phase.
#'''Warsinger''': You can add 1 to any charge rolls made for friendly SYLVANETH units that are within 10" of your general. Good choice for turning a spirit path walk into a charge on the same turn.
#'''Wisdom of the Ancients''': All friendly SYLVANETH units within 10" of your general in the battleshock phase add 1 to their Bravery. Best near revenants, your most vulnerable to battleshock.


===<span style="color:#01bbe3;">Artefacts</span>===
'''{{color|#01bbe3|Verdant Blessing}}'''
One '''HERO''' in an army with a '''SYLVANETH''' allegiance and has chosen to take the '''SYLVANETH''' allegiance abilities, plus one '''HERO''' for every battalion selected, can choose one Magical Artefact. Any of those heroes who are a '''WIZARD'' may take an Arcane Treasure instead.
All your wizards know this spell: Verdant Blessing. CV of 6, 18" range. Set up an Awakened Wyldwood visible to the caster 3" away from enemies, invocations, endless spells, objectives and other terrain features.


====<span style="color:#01bbe3;">Magical Artefacts</span>====
'''{{color|#01bbe3|Awakened Wyldwood}}'''
#'''Daith's Reaper''': One of your melee weapons gets the bonus of wound roll of 6+ having -4 Rend. This is... eh. Might be best on a Spirit of Durthu because he has the largest volume of attacks.
(This ability has since been replaced with the updated warscroll for Awakened Wyldwoods). Additionally, read the Core Rules, which surprisingly have a whole chapter on Wyldwoods. For whatever reason, the warscroll does not mention any of those.
#'''The Oaken Armour''': Add 1 to bearer's Save rolls. Excellent when paired with the Gnarled Warrior Battle Trait on a Treelord (Any variant) giving it a 2+ armor that ignores the rend of most things out there.  
#'''Briarsheath''': To Hit penalty for anyone attacking the bearer.
#'''Seed of Rebirth''': The first time you lose your last wound you gain D3 wounds. Obviously best for a Branchwych/wraith, as a monster with D3 Wounds might as well be dead again, unless we're talking about a Treelord Ancient with Regrowth. Especially useful on a Branchwych, as if she dies and comes back, she still counts as having taken wounds for the purposes of her bonus.
#'''Wraithstone''': Subtract 1 from the Bravery of enemy units within 10" in the Battleshock Phase. Combine with Spite-Revenants for best results.
#'''Glamourweave''': 6+ save-after-the-save. Great for a Spirit of Durthu tanking Wounds because he can use that to protect himself, and also the only thing in the army that ignores mortal wounds.


====<span style="color:#01bbe3;">Arcane Treasures</span>====
'''{{color|#01bbe3|Seasons of War}}'''
#'''Acorn of the Ages''': Set up a Wyldwood within 5", one-use only. Sounds incredible, doesn't it? Well. It has its uses. You can simply throw a forest-shaped wrench into enemy charge lanes, you can let an isolated Hero summon their own reinforcement spawn point, you can make some cover to make a stand. But it isn't the end all, be all. Probably best not to give this to an Ancient, as those guys can summon Wyldwoods on their own.
In addition to picking a subfaction, you also pick a season:
#'''Warsong Stave''': Add ''Treesong'' to the spells you know. The usefulness of ''Treesong'' is debatable though getting yet another spell is nothing to scoff at. Not necessarily the best Treasure, but certainly a useful one.
#'''Moonstone of the Hidden Ways''': Can teleport anywhere so long as you stay 4" away from enemies, one-use only. Either useful to rush into a fight or to run the hell away from the one you cannot win. However, since only Wizards can take this, rushing into fights might not necessarily be the best idea, especially since named characters cannot take these.
#'''Ranu's Lamentiri''': Add 1 to all casting rolls, if the spell is from the Deepwood Spell Lore, add 2 instead. Casting roll modifiers are always welcome. Might be useful to make sure your Ancient will get his Regrowth off, but might also be nice to buff the Branchwych's spell. Becomes even better in a Gnarlroot Wargrove as the owner can milk it for all it's worth.
#'''Hagbane Spite''': Once per game, the bearer can choose to forgo unbinding a spell and deal D3 Mortal Wounds to the caster after the spell has been cast. Could be a nice deterrent, or useful for finishing a Wizard off who's annoying you.
#'''The Silverwood Circlet''': +6" to spell range. Of limited use for most spells, but ''The Reaping'' will get pretty terrifying pretty quickly with this. Also wonderful for a Wizard with Throne of Vines, as the extra range means they don't have to move to bring their spells to bear.


===<span style="color:#01bbe3;">Deepwood Spell Lore</span>===
* The Burgeoning - your units within 9" of overgrown terrain or friendly Wyldwoods get a 6+ FNP if they did not charge.
Every '''WIZARD''' in an army with a '''SYLVANETH''' allegiance and has chosen to take the '''SYLVANETH''' allegiance abilities can choose one of the following Spells:
* The Reaping -  +3" on Places of Power and From the Woodland Depths
#'''Throne of Vines''': Casting value 5. +D3 to cast/unbind, but only as long as you don't move. This is probably the toughest spell to use well as a lot of your Wizards are squishy and don't want to sit still. You could buff Alarielle's or a Branchwych's unique spells up with this, but mostly there is little reason to taking this. If, however, you play the Gnarlroot Wargrove that lets you cast two spells a turn, this here turns from meh to incredible.
* The Dwindling - get once per turn reroll casting, dispell or unbind within 9" of overgrown terrain or friendly Wyldwoods.
#'''Regrowth''': Casting value 5. Heal D3 Wounds to a friend within 18", D6 for Sylvaneth. TAKE IT. I don't care about your strategy, take it. Alarielle? Take it. Treelord Ancient? Take it. Drycha? Take it unless you want a suicide bomb.
* Everdusk - -3" on Places of Power and From the Woodland Depths. Unm. hit rolls of 6 wholly within 6" of overgrown terrain or friendly Wyldwoods by melee weapons get 2 hits.
#'''Verdant Blessing''': Casting value 6. Sets up a Wyldwood within 18". As useful as the Wyldwoods are to you, this spell is pretty good.
#'''The Dwellers Below''': Casting value 7. Pick a unit within 10", roll a D6 for every model in the unit, every 6 deals a Mortal Wound. Basically Vermintide/New Treason of Tzeentch. It's good, with a potentially gigantic damage output, but unless used against units of 20+, Arcane Bolt will probably do more.
#'''The Reaping''': Casting value 6. Every enemy unit within 3" takes D3 Mortal Wounds. Nice when you're stuck in melee, but only really good in combination with the Silverwood Circlet. Also, remember that it gets better against multiple small units, but worse against horde armies.
#'''Treesong''': Casting value 7. Immediately rouses a Wyldwood, then moves it 2D6". This spell is of debatable value. On the one hand, it helps you shove a Wyldwood into a more useful position, damages enemies on it, can pull said enemies with them to where they don't want to be, can pull your units somewhere you do want them and generally acts as a fantastic deterrent to entering your Wyldwood. On the other hand, it's a pretty high casting value, moving the scenery is not always useful and depending on where it is can be flat-out impossible. There are basically endless uses for this spell if you're clever, but you need to think them through beforehand or this spell becomes dead weight. For example, if you goad your opponent into taking the table half with the Wyldwood on it, you can yank the Wyldwood toward you and drop a ton of damage onto the opponent in the process. Or you could place some Spite-Revenants and Kurnoth Hunters into a Wyldwood and then shove the Wyldwood towards the opponent, giving your slowest units slightly higher movement.


==Warscrolls==
==={{color|#01bbe3|Command Traits}}===
===<span style="color:#dda16f;">Leaders</span>===
A general of an army with a {{AOSKeyword|SYLVANETH}} allegiance can choose one Command Trait from the lists below (be advised that if you choose your army to be one of the Wargroves, you are forced to take a specific command trait instead of one of these):
====Named Leaders====


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-alarielle-everqueen-en.pdf Alarielle the Everqueen]:''' This counts as a '''Behemoth'''. As expected from the next big over-the-top God model, Alarielle is downright terrifying. Specifics? Sure.
'''{{color|#01bbe3|Aspects Of War}}'''
**The lady has a massive pool of 16 Wounds with a 3+ Save and yet she still rocks a 16" Flying Move stat.
#'''Gnarled Warrior''':  Get ethereal
**She also regenerates and can heal all Sylvaneth model around her, including herself, even more.
#'''Lord of Spites''': if enemy ends pile in within 3", they get -1 attack for this phase
** She also has a massively strong throwing spear with equally massive 30" range and the beetle hits harder than anything else in the game. It's so damn strong it damages people standing in terrain if it charges into said terrain and has five damage 5(!) attacks. And her other weapon is basically the Massive Impaling Talon, but supercharged and with 4 attacks. Like Nagash and Archaon, she is not really something you compare to normal models. She's too powerful for that. She's simply something you try to survive.
#'''Warsinger''': +3" move at the start of movement phase for all friendly units wholly within 12"
**Three casts per turn. Use them to cast Malign Sorcery endless spells and consider giving her the Throne of Vines spell.
**She gets a one shot unblockable summon of a Treelord (regular), 3x Kunroths, 20x Dryads, 10x Tree- or Spite-Revenants or, umm, a single Branchwych. This effectively dropping those 600 points by ~200 points, making her roughly the equivalent cost as Durthu. And you get to decide which unit to spend those ~200 points on during the game. Make sure to get that summon it ASAP though before you need to use the healing ability (you can't do both in a single turn).
**Prior to AOS2 and the shake up of summoning rule she had been quite pricey. Now she is extremely viable for Sylvaneth lists now. Auto-include? Perhaps. It depends on how your army is.


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-drycha-hamadreth-en.pdf Drycha Hamadreth]:''' This also counts as a '''Behemoth'''. Drycha is back and more pissed off than ever.
'''{{color|#01bbe3|Aspects Of Renewal}}'''
**The tree Dreadknight has an armada of tiny gribbles that can cause a quite massive amount of Mortal Wounds to enemy units at range, having either an aura of angry bees that deals on average 1.66 mortal wounds to every '''enemy unit''', (latest errata August 2017 has specified its '''enemy only'''), within 18" (down to a 6" if she's wounded) or a shooting attack with centipedes that targets an enemy unit within 10", rolls a D6 per model in range and on 3+ (up to a 5+ if you're wounded) deals a Mortal Wound, averaging 6.66 mortal wounds for every 10 models at full heath (3.33 if she is badly wounded). Holy cow. This is one the strongest horde killer in the game, especially when taking into account the huge modifier it will apply to the ensuing morale check. However, it does lose effectiveness against multi-wound models and is an absolute waste on single models such as heroes. Sadly you can only choose one of these profiles. Depends if you want a really strong directed attack that will decimate a horde unit or a massive bubble of area denial that you can turn into a killing zone once your opponent steps into it - it's a pretty daunting prospect to just lose a couple soldiers out of all units that step into her surroundings without being able to do much against it.
**In melee, she's not the overkill to end all overkill, but if she rolls to be enraged, she doubles her attacks and might actually kill something. She's also excessively fast with a 9" Move that is not weakened by her damage table.
**Her spell scores damage based on bravery and can end up being unable to score any damage against high bravery armies such as Death. This spell combos up with her relationship to Spite-Revenants though. The Spites lower enemy Bravery in order to power her damage-off-of-Bravery spell whereas she grants them better To Wound rolls (if she manages to not kill them with the bees).
**She also has mood swings. Beginning of each battle round she will become either angry or sad. The angry profile buffs the bees and DOUBLES the attacks made with her stronger melee profile, thus making her absolutely terrifying, whereas the sad profile treats her damage chart as one better than it actually is (meaning if she suffered 5 Wounds you look at the chart as though she'd suffered 3) and makes the centipedes better.
**Whilst she is sad she's probably best to stay out of melee, dishing out buckets of mortal wounds with her bugs of choice so that she's nice and healthy for when you roll enraged and move 9 inches then charge in with 12 + 2d6 attacks, making her a formidable foe that can go toe-to-toe with a Saurus Oldblood on Carnosaur on equal footing, until you send in reinforcements to finish the big Dino off.


====Generic Leaders====
{{AOSKeyword|Wizards}} only
#'''Nurtured by magic''':  on successful, non-unbounded cast. Heal D3 to a friendly unit wholly within 18" once per turn.
#'''Spellsinger''': you may measure and check visibility from a spell from an Awakened Wyldwood instead.
#'''Radiant Spirit''': If affected by a spell/endless spell (unit wholly within 12"), roll a dice, on a 4+ ignore the effect. Note the correct usage of affect and effect.


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-branchwraith-en.pdf Branchwraith]:''' With her summoning she has gone from mostly useless to essential.
==={{color|#01bbe3|Artefacts}}===
**As a Hero she sports a very meh stat wheel with the exception of her above average movement speed (7").
**Her melee will offer only token resistance to opponents, big surprise, she's a Wizard after all.
**That summoning though allows you to summon 10 Dryads ''every turn''. Game breaking? Well, not quite. Firstly you need to successfully cast (7+) and not get unbound; secondly said Dryads need placing in a wyldwood more than 9" from an enemy. You basically have to put a forest in your backfield and just use it to churn out dryads, then teleport them where you need them to go. You could be looking at 2-3 movement phases before they can charge anything. If you have any sense you will keep this crazy looking plant lady in a backline Wyldwood churning out dryads as it also makes the lady harder to hit in addition to raising her Save like normal cover.
**Consider giving your wraith anything that bumps the spell cast to try and guarantee a whole 100pts of Drayds every turn. Ranu's Lamentiri (+3), Harvestboon Wargrove (+1), Gnarlroot Wargrove with throne of vines (+D3 and an additional spell too).
**Consider replacing a Branchwych with a second Branchwraith. Give the second wraith a useful spell and send her off, but keep her sheltered. If the Dryad summoning wraith dies, you have a spare one. Crazy? Well, is the spell of a Branchwych really any good? Are you sure? If you really want a damage spell, then Dwellers Below can be almost as good. Depending on the loadout from atefacts and Endless Spells and Wargroves bonuses, you might never have used that Branchwych spell anyway. And if that's convinced you, then maybe you want to consider a third Branchwraith.


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-branchwych-en.pdf Branchwych]:''' Where the Branchwraith is defensive minded, the Branchwych is very aggressive-minded. She exchanges the summoning spell for an unreliable but potentially devastating damage pulse, the meh melee for actually decent melee and the defense bonus whilst in a forest for damage bonuses in a forest and after being hurt in melee.
One {{AOSKeyword|hero}} in an army with a {{AOSKeyword|sylvaneth}} allegiance and has chosen to take the {{AOSKeyword|sylvaneth}} allegiance abilities, plus one {{AOSKeyword|hero}} for every battalion selected, can choose one Artefact from the lists below.
**Have her attack last, in the hope that she took a little damage, as she doubles her Scythe attack, making it more useful and put out more damage.
**The pulse works best against the more units that are in range - If there are only 1 or 2 target units in range, then arcane bolt will usually do more damage than the pulse, but it gets better against more units, of course. On average, you'll except 1.11 mortal wound. Consider giving her the Silverwood Circlet, as it supercharges the pulse to 15" making her an effective force at the front. It's also nice to have in a Gnarlroot batallion, or just in an army with lots of wizards, where you've likely already got arcane bolt covered.
**She is a good general choice, a cheap wizard, and decent fighter, which is all you really want from her and her 80 points, which she invariably will be with three times over if you place her right and give the right spells to cast.
**In Skirmish, the pulse is extremely broken, as ''every'' model is a unit. So, get within range of the front line and suddenly every model is hit with rolling a ''minimum'' of 5 dice, giving mortal wounds on sixes. Most of those models are single wound chaff, because skirmish doesn't allow you to take any of the good stuff, and you've got a game winning massacre. Sadly that pulse is the only thing we've got going for ourselves in Skirmish.


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-treelordancient-en.pdf Treelord Ancient]:''' This also counts as a '''Behemoth'''. It seems as if GW has attempted to make the Ancient a weaker but more magical version of a garden variety Treelord. This guy has 1" less movement and 1 less attack on its Sweeping Blows. This doesn't seem like much, but the drop from 4 to 3 attacks is actually quite drastic. And what does this old fella get in return? An extra 3 to its Bravery, 18" range on its strangle roots, gains a command ability and becoming a freakin' wizard!
'''{{color|#01bbe3|Boons Of The Everqueen}}'''
**His unique spell will do damage to any enemy units on or around your woods. It's either a great deterrent to entering your Wyldwoods or a great punishment if the opponent was dumb enough to actually do it. However, you already get that by summoning anything whilst near a wood.
#'''Greenwood Gladius''': +D3 attacks on one melee weapon.
**He can also summon entirely new Wyldwoods, however the rolls required mean it's not that reliable (4+ on a D6). Don't rely on this ability to get Wyldwoods out the the front line. Verdant Blessing and Acorn of Ages will give you more milage.
#'''Crown of Fell Bowers''': +1 toWound against a unit within 6" in the combat phase for all Sylvaneth units.
**Has a Command Ability that lets all the Sylvaneth around him reroll saves of 1s.
#'''Seed of Rebirth''': When slain the first time, 2+ to ignore and heal D3. (Excess damage is negated)
**He's got a lot of stuff going on, but at 300 points he's actually fairly expensive for what you actually get out of him, and works best in 1000point lists where you've got less room other stuff.


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-spirit-of-durthu-en.pdf Spirit of Durthu]:''' Again, This is <s> SPARTAAAAA</s> *ahem* a '''Behemoth'''. Oddly NOT a named character anymore and therefore not reduced to 0-1 in Matched Play, but very expensive. The Spirit of Durthu is an absolute damage monster, with extremely powerful shooting, terrifying melee and all the standard tricks of the Treelords.  
'''{{color|#01bbe3|Relics Of Nature}}'''
**A shooting attack that is basically the vanilla Treelord's Stranglevines on steroids, with higher range, more shots and higher damage per shot, which he can also make even stronger by channeling his life-force, meaning he can add shots but takes damage if he does.
{{AOSKeyword|Wizards}} only.
**His sword is just about as terrifying as it looks, with constant damage 6 so long as he stays in good health and bonus attacks for being near a forest.
#'''Acorn of the Ages''': Set up a Wyldwood wholly within 12", one-use only. 3" away from everything. The old favourite artefact of the one drop armies. You can simply throw a forest-shaped wrench into enemy charge lanes, you can let an isolated Hero summon their own reinforcement spawn point, you can make some cover to make a stand.
**You really need those big melee attacks to actually hit. So have consider having your sylvaneth be from Ghyran, and give your Spirit of Durthu the Ghyrstrike Relic. 3 attacks (plus d3 if near a wyldwood), 2+ to hit, 2+ to wound, 6 damage. Holy good fuck.
#'''The Vesperal Gem''': Once per turn, automatically succeed a Deepwood spell roll, which cannot be unbound. Sounds great.... but, then roll a dice, on a 1 you get D3 mortals. Ouchy. Good thing you have healing out the ass. Amazing relic because while you NEED magic, you don't have a lot of multi spell casters OR casting bonuses. Very solid choice. Note, Verdant Blessing is not part of Deepwood, so no autotree spamming.
**He also adds to the Bravery of friendly Sylvaneth and can tank Wounds for Sylvaneth Heroes, so take that into account when picking his artefact.
#'''Luneth's Lamp''': +2 unbinding/dispelling rolls for endless spells. And you can banish invocations.
**If you plan on playing defensively, make sure that you make him set up shop next to a Wyldwood, as it gives him another D3 attacks on his Sword attack. With a little luck from the Dice Gods, nothing will stand against him. Keep him healed to get the very best out of him.


===<span style="color:#dda16f;">Troops</span>===
==={{color|#01bbe3|Spell Lore}}===
====Battleline====


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-dryads-en.pdf Sylvaneth Dryads]:''' Your rank and file angry trees. These ladies are thankfully quite versatile and so can be used for a variety of situations.
All {{AOSKeyword|sylvaneth}} {{AOSKeyword|wizard}}s know Verdant Blessing
**At first glance the ladies don't look like much, having only a 5+ Save and 2 attacks at 4+/4+/-/1. But they quickly become incredible as in units of 12+ they gain a better Save, they hit on 3+ in your combat phase and they also have 2" range on their attacks, letting them fight in thick, two-row hedges. They also profit massively from being in cover, Wyldwoods in particular and are also very fast at 7". Keep them in big units as the Save-bonus and the 2" range heavily reward you for doing so.
'''Verdant Blessing''' (6+): Casting value 6. Sets up an Awakened Wyldwood wholly within 24". As useful as the Wyldwoods are to you, this spell is pretty good. ''This used to be 18", part of the Deepwood list, and was more or less auto include''.
**You can abuse their buffed save rolls by adding a unit of Sisters of the Thorn to your army (in a Gnarlroot or Winterleaf battalion to keep your Sylvaneth allegiance). +1 to your save from having 12 dryads,, and +1 from being in cover means that you've got a 3+ rerolling ones save, which deals mortal wounds to your attacker on a 3+. For chaff, that's pretty damn good. However, those Sisters are going to cost you a fair bit in return.


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-tree-revenants-en.pdf Tree-Revenants]:''' The new guys on the block, the Tree-Revenants at first glance look disappointing, with basically the same stat-wheel as Dryads but lower Move. Now here's where it gets good....
'''{{color|#01bbe3|Deepwood Spell Lore}}'''
**They have Rend in melee, something the army desperately needs
**They have the coolest rerolls in the game, getting to reroll 1 dice per phase. So this seems wonky in melee, doesn't it? Well, it also allows them to reroll the dice to run, one of the charge dice, the Battleshock dice... you get the picture.
**The standards allow them to pile in 6" which lets them get more attacks in.
**Most importantly, the musician allows them to use a better Spirit Paths rule, letting you take them off the table and then place them close to either a Wyldwood or a table edge to hunt down those pesky archers and war machines and then zipping back to the home front next turn. However, you'll need to be placed 9inches away, meaning a good chance of failing the charge. Consider any bonuses which increase their charge ability.
**All in all, they're good specialists, but too fragile (and too expensive) to use for your mainline infantry. At best, you play two units of 5, which grants you twice as many chances of charging right after teleporting. Since they have an over 50% chance of making that 9" charge with their rerolls, this should allow you to take down any War Machine the opponent has.
**Also use for stealing unguarded objectives.


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-spite-revenants-en.pdf Spite-Revenants]:''' Less tricksy, more creepy Tree-Revenants.
Alarielle knows all of these (The Warsong Revenant lost its ability to do so). All other {{AOSKeyword|sylvaneth}} {{AOSKeyword|wizard}} can pick one for each spell lore enhancement taken.
**These do not have Rend but gain an additional attack over Dryads.
**They also exist to muck around with enemy Bravery. They flat reduce the Bravery of enemies around them, which combos well with Drycha's unique spell and terrain pieces around them become so creepy that enemies have to roll 2 dice for Battleshock and pick the highest.
**These will not be your mainline infantry either, but small units interspersed with your Dryads will do wonders to screw with the opponent.
**Went down 10pts in GHB18, making them the cheapest battleline Sylvaneth currently have, which is useful for filling the battleline tax.


====Others====
#'''Throne of Vines''' (9+): You can heal 1 wound per phase to the caster until your next hero phase
#'''Regrowth''' (5+): Casting value 5. Heal D6 Wounds to a friendly, visible {{AOSKeyword|sylvaneth}} unit wholly within 18". TAKE IT. I don't care about your strategy, take it. Alarielle? Take it. Treelord Ancient? Take it. Drycha? Take it unless you want a suicide bomb.
#'''The Dwellers Below''' (7+): Pick a unit within 12", roll a D6 for every model in the unit, every 5+ deals a Mortal Wound. Basically Vermintide/New Treason of Tzeentch. It's good, with a potentially gigantic damage output.
#'''Deadly Harvest''' (6+): Each enemy unit within 3" gets D3 mortals. Nice when you're stuck in melee, but only really good in combination with the Spellsinger command trait. Also, remember that it gets better against multiple small units, but worse against horde armies - essentially the opposite of Dwellers below.
#'''Verdurous Harmony''' (7+): A unit wholly within 18" regains 1 slain model (or D3 for Dryads, Tree/Spite Revs). Amazing spell, just can be a little tricky to consistently cast without  bonuses.
#'''Treesong''' (7+): Pick an Awakened Wyldwood within 16". Your units wholly within 9" get +1 rend with melee weapons


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-kurnoth-hunters-en.pdf Kurnoth Hunters]:''' Incredible. Each of these guys is basically a minor Hero at 5 Wounds and a 4+ Save. They also have a choice of weapons - two melee options and one ranged.
==={{color|#01bbe3|Endless Spells}}===
**Melee is swords or scythes. The sword tosses out 4 attacks at -1 Rend and damage 2 while the scythe tosses out 3 attacks at Rend -2 and damage D3. The scythes do more damage than the swords against 2+ saves, break even against 3+ and the swords win against everything else. Given how rare 2+ and even 3+ saves are in AoS, the swords will almost always deal more damage. However, the scythes have 3" reach - place behind a row of Dryads (preferably on the edge of a woods) to prevent being attacked back.
**For ranged there are the Greatbows. Bows with a stunning 30" range, two shots per model and D3 damage per shot, these guys are basically artillery. If you pick that option, you also get the adorable Quiverbug who does the melee fighting for them, being very non-threatening, but remember, these guys are tough as nails and you can shoot into melee. Does a lot less damage overall than melee weapons, and you can only shoot during your turn (unlike melee, effectively halving the potential damage done per game), but that range means you won't be getting attacked back. Take into account our woods block line of sight (so no camping in woods) and Look Out Sir means you should probably avoid sniping guarded heroes. Bows were the best option in original AOS, no longer so essential in AOS2.
**When melee attacking, if they don't need to move (other than 1" pile in), they can gain the ability to reroll failed saves.
**They also channel Command Abilities. When you use a Command ability, instead of measuring the range from your hero, you can instead choose to measure it from a unit of Kurnoth Hunters.
**Consider pretending you're playing 40K and magnetise the arms for different weapon loadouts. If you fix the weapons on one unit then you'll have enough shoulder pads spare to better magnetise a second unit. The Quiverbugs are trickier to magnetise. Sadly there are no official rules for using plasma cannons.
**GW has nerfed and then partially unnerfed the points for these over the years. Hopefully they'll be staying at a perfectly respectable and reasonable 200 points from now on.


===<span style="color:#dda16f;">Behemoths</span>===
Note that unlike the some of the [[Age of Sigmar/Tactics/Malign Sorcery|generic]] endless spells, the Sylvaneth spells can't be used by your opponent against you (other than moving them out of harms way).


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/aos-warscroll-treelord-en.pdf Sylvaneth Treelord]:''' With beautiful models and some equally beautiful stats your Treelords are a force to be reckoned with. These guys have a little bit of everything.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Gladewyrm_ENG.pdf Gladewyrm]''' (60pts, CV 7, range 6", move 8", fly): Ancient protectors of the <s>[[Dune|spice]]</s> realmroots.
**Their stat profiles are similar to that of a riderless dragon with a few big knocks with high damage and one special attack that has a chance of auto-killing weaker/damaged opponent.
**Does D3 mortal wounds to non-{{AOSKeyword|SYLVANETH}} units within 1" and heals D3 wounds to {{AOSKeyword|SYLVANETH}} units wholly within 6" of where it ends up. This only happens on a 3+.
**They also have a nice To Hit penalty to dish out in melee
**Pretty good for the cost. For best effect, lob it in the middle of any combat not involving your battleline.
**They can teleport between Wyldwoods without getting all tangled up.
**Aaand they can also shoot, which is decent, but nothing you should bet on. You have Kurnoth Hunters for shooty.
**While it should be remembered that these guys class as monsters and carry all the baggage that comes with that (You know declining stats, Large model, everyone wants to shoot it. that sort of thing), its still a pretty kickass unit.
**In reality these guys don't get used that often compared to the other Treelords, who all share the same abilities of the common Treelord. Durthu gives greater damage for a ''huge'' point spike, whilst for just a few more points than the Treelord, the Treelord Ancient sacrifices damage output for a wider range of tricks as well as being required in the ever popular Gnarlroot.
**The most expensive unit that Alarielle can summon as such is worth considering doing.


===<span style="color:#dda16f;">Scenery</span>===
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Vengeful_Skullroot_ENG.pdf Vengeful Skullroot]''' (60pts, CV 6, range 6", move 8", fly): Spooky tree
**Adds D3 to fleeing non-{{AOSKeyword|SYLVANETH}}  models that fail battleshock tests within 3".
**On a 2+, does D3 mortal wounds to  non-{{AOSKeyword|SYLVANETH}} units it passes across, boosted to D6 if said units are within 6" of an {{AOSKeyword|AWAKENED WYLDWOOD}}.
**If you can get that D6 off, then this is great. Given the myriad ways of avoiding battleshock, and that enemies avoid woods where possible, you might find better use out of the slightly cheaper Gladewyrm.


*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-Sylvaneth-Wyldwoods-ENG.pdf Sylvaneth Wyldwood]:''' Consists of up to 3 Citadel Woods placed equal distance from each other. Obviously the bigger you make it, the more expensive it gets and harder it is to place, but the bigger you make it, the more useful it becomes.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Spiteswarm_Hive_ENG.pdf Spiteswarm Hive]''' (40pts, CV 7, range 15"): More of Drycha's little gribbles.
**To start off, this forest will attempt to kill all models that aren't Sylvaneth, Heroes, Monsters, or flying. If they run or charge over or into it, you roll a D6 for each model. If the model rolls a 1 then it's goodnight. Watch any Ogors and Bullgors avoid these woods like the plague.
**Lets ''you'' (and only you) choose one of the following effects in ''every'' hero phase (including your opponents) each turn it's around if you have a wizard or hero within 9". Roll a dice for one {{AOSKeyword|SYLVANETH}} unit wholly within 9", on a 2+ ''either'' add 3" to normal moves and charge moves ''or'' worsen rend against that unit by 1.
**In addition, this forest is allergic to magic, and has a chance of dealing d3 damage to all units in or within 1" (again, except for Sylvaneth) if a spell is cast within 6". All of that is without the multitude of abilities that the rest of the army draw from it, ranging from buffs to spawning points and even as warp pads.
**Great spell, however be careful when using the move bonus that your models don't get out of range too quickly.
**Beware when taking allies or playing a doubles game. The trees will hurt them too.
**Best case is to place it halfway between you and an enemy, use the move bonus to get into combat, then use the save bonus during your opponents turn (assuming you survive the first round of combat).
**Since the FAQ update, they also block line of sight, which is mostly great for us and it prevents us getting shot, but also means we can't just place Kurnoth bows in the centre of a wood anymore and have them fire out of it.
**The small base size helps to stop it getting in the way of movement, assuming you point the gribbles out of the way.


==Normal Battalions==
==Glades==
Every Sylvaneth army gets to optionally belong to a glade ''for free'', which gives you an extra ability or command ability. Some glades give you additional battleline options.


===<span style="color:#4c741c;">Forest Spirit Wargrove</span>===
===<span style="color:#4c741c;">Dreadwood</span>===
'''''A Treelord Ancient, 2 Treelords, 3 units of Dryads and a Branchwraith.''''' ''(1320pts min)''


===<span style="color:#4c741c;">Alarielle's Heartwood Guard</span>===
*''Ability'': '''Malicious Tormentors''': You can use both the Strike and Fade, as well as the Walk the Hidden Paths ability twice per turn once per battle. But you must use the additional uses on Spite Revenants.
'''''A Branchwraith, 3 Treelords and/or Treelord Ancients, 3 units of Dryads.'''''
*''Battleline Options'': Spite Revenants
All have Bravery 10 and may reroll ones to hit within 15" of the branchwraith.
The branchwraith also can heal one wound to one model on the field every hero phase or d3 wound to a model in 18"


===<span style="color:#4c741c;">Outcasts</span>===
===<span style="color:#4c741c;">Gnarlroot</span>===
''Found in the Sylvaneth Battletome.''


'''''Three units of Spite-Revenants''''' ''(330pts min -> 1350pts max)''
*''Ability'''''Keepers of the Arcane''': Once per turn (wizard must be wholly within 9" of Wyldwoods or overgrown terrain) use 3D6 for casting roll and ditch the lowest.


Very simple but very effective. In your Hero Phase, any enemy unit within 8" of at least two units of Spite-Revenants takes 2D6 minus Bravery Mortal Wounds. Considering that Spite-Revenants lower Bravery of enemies around them, this quickly becomes very powerful.
===<span style="color:#4c741c;">Heartwood</span>===


===<span style="color:#4c741c;">Free Spirits</span>===
*''Ability'': '''Masters of the Hunt''': Pick 3 enemy units after deployment. You get +1 toHit against them.
''Found in the Sylvaneth Battletome.''
*''Battleline Options'': Kurnoth Hunters


'''''A Spirit of Durthu and three units of Kurnoth Hunters''''' ''(1150pts min -> 3130pts max)''
===<span style="color:#4c741c;">Harvestboon</span>===


These get a bonus move, but with a twist. In your Hero Phase, you pick one enemy unit or piece of scenery and then all units from the Battalion can move with their full Move value (but cannot run) so that they end their movement closer to the unit/scenery piece than they started. And yes, you may interpret that very liberally.
*''Ability'':  '''Vibrant Surge''': pre-game move for all Spiterider Lancers and Revenant Seekers with 12".
*''Battleline Options'': Spiterider Lancers and Revenant Seekers


===<span style="color:#4c741c;">Forest Folk</span>===
===<span style="color:#4c741c;">Ironbark</span>===
''Found in the Sylvaneth Battletome.''


'''''A Branchwraith and three units of Dryads''''' ''(490pts min -> 1000pts max)''
*''Command Ability'': '''Stand Firm''': enemy combat phase, if enemy unit charged within 3". On a 2+ D3 MW. Can be used multiple times but against different units.


This grants a potentially useful one-use ability that lets you take the entire Battalion off the table and then redeploy them close to your Wyldwoods.
===<span style="color:#4c741c;">Oakenbrow</span>===


===<span style="color:#4c741c;">Household</span>===
*''Ability'': '''Our Roots Run Deep''': For your damage tables of Durthu, Treelord and Ancient; you count as having half the wounds suffered. When you look at the warscrolls, you will see, that they will fight almost until death with their top profile.
''Found in the Sylvaneth Battletome.''


'''''A vanilla Treelord, a Branchwych and a unit of Tree-Revenants''''' ''(470pts min -> 810pts max)''
*''Battleline Options'': Treelords


Units locked in combat with the Household cannot retreat and they gain +1 Bravery. Simple and effective. Usually used for the '''Gnarlroot Wargrove''' however, which is discussed below.
===<span style="color:#4c741c;">Winterleaf</span>===


===<span style="color:#4c741c;">Lords of the Clan</span>===
*''Ability'': '''Winter's Bite''': Enemy units within 3" cannot retreat. Use with Everdusk season to shut of redeploy within 3".
''Found in the Sylvaneth Battletome.''


'''''A Treelord Ancient (the Chief), one to three other Treelord Ancients and one to three normal Treelords''''' ''(950pts min -> 2030pts max)
==Warscrolls==
==={{color|#dda16f|Named Leaders}}===


Like lots of bunch-a-Hero Battalions, this allows the leader to use a damaging pulse that only becomes reliable if you field all seven potential Treelords.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/2_BR_Kragnos_Warscroll_Alarielle_The_Everqueen_ENG_2021.pdf Alarielle the Everqueen]:''' (840pts).  The over-the-top God model for Sylvaneth. She can't hit as hard as Archaon or outcast Teclis and Nagash, but offers strong support for her army.  That support comes with a major price tag though, at 840 and lacking an in-built ward save, she's almost as overcosted as Nagash.  Almost.  What Alarielle's lost in some areas, she's gained in synergy.  Alarielle also counts as the general even if you have another general, and retains most of her strong points such as speed, durability, the free summon and her spellcasting.  Once per battle, she can make all terrain features count as overgrown until the end of that turn, which creates more bubbles of ward save (which can give her one too) and potential mortal wounds for enemies.  Plus her shooting attack is -2 Rend and a flat 6 damage (decreasing as she takes wounds, but her damage table is much more forgiving, only bracketing after 6 wounds).  She still has the Talon to potentially one-shot a dangerous model.  Despite her power, it's all about how you use her, not the raw stats.
** While no longer able to auto-heal other Sylvaneth (she can still heal them with spells), Alarielle can now resurrect herself once per battle.  When she dies, roll a dice and add the number of the current battle round to the roll.  If it's 6+, she comes back with 8 wounds allocated (which she can quickly heal).  Also note being able to resurrect gives you more opportunity to summon that free unit.   
** Several of her points went into the free unblockable summon, which effectively drops her cost by ~200 points (or at least 130 points - the cost of the cheapest unit she can summon, dropping her to at least 710 points in practice), and you get to pick the unit.  Note that the Dryad and Rev options give you a reinforced unit without using up one of your reinforcement options.  And yes, this summon can be used after she's resurrected if it wasn't beforehand.


===<span style="color:#4c741c;">Sylvaneth Heartwood Host</span>===
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Drycha_Hamadreth_ENG.pdf Drycha Hamadreth]:''' (335pts). Drycha is back and madder than ever.  Her Flitterfuries or Squirmlings now deal a mortal wound on 6 to hit instead of going through the attack sequence.  The Flitterfuries are an 18" shooting attack with 10 attacks single damage, rend -1. Meanwhile Squirmlings are 2" melee attack, also with 10 attacks single damage, but no rend. At the start of each battle round, you can choose what mood she's in, and as a result one of these attack doubles to 20! Her talons' attacks have been reduced to 4, but for good reason.  Despite having the MONSTER keyword, Drycha no longer has a damage table. You read that right, she's always at maximum effectiveness until dead!  Plus she kept all her other benefits, and only for 15 points  more than before.  This lady is a beast! 
''Found in Start Collecting! Sylvaneth.''


'''''A vanilla Treelord, a Branchwych and a unit of Dryads'''''
*'''[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-yltharis-guardians-en.pdf Ylthari]:''' (180pts, with Guardians) Shadespire Hero takes root in AOS.  Requires you to bring Ylthari's Guardians along with, and outside Shadespire she's currently as useful as Vokmortion is for the Bonereapers (that's bad).  Has a bit more melee power than a Branchwych and doesn't share their keyword (is labelled a {{AOSKeyword|thornwych}}).  She re-rolls wound rolls of one and her spell is a supercharged arcane bolt, giving you an average of 2 mortals per cast.  Even if she's cheaper than a Branchwych and 5 Tree Revenants, for these reasons and more (including being labelled Oakenbrow, which is useless for these Guardians in 3.0), don't take her unless you like the models or use her in Shadespire.


During every Hero Phase, the Treelord and Branchwych recover one wound lost earlier in battle, and the Dryads get back a slain model. Makes Dryads even harder to shift from a Wyldwood, that Branchwych more durable and the Treelord last longer, so it's quite good.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/eng_Captain_Emelda_Braskov_Qulathis_The_Exile.pdf Qulathis the Exile]''' (100pts) Kicked out from Cursed City
**Standard 5 wound hero with usual meh melee.
**Surprisingly No magic. Instead you get three 1 damage shots at +3/+3/-1, with additional mortals on 6s. Best thing here is the 24" range.
**Has her own special glade, so can't be buffed by any of our glade bonuses.
**Against missiles her save goes from 5+ to 3+. Most the time you still want to keep her in a LOS blocking wood, but this gives you more options. Then again, it's doubtful opponents will be wasting time raining fire down upon her.
**This lady is purely for use as a sniper. However, you can only take one of her, and she can't take artefacts. Sigh. If you could boost her shooting output or give her a way to boost Kurnoth Bows then maybe she'd find a use. Possible if you ''really'' want more firepower and don't have room for more Kurnoth bows.
**Missing from GHB2021 points. Still valid? Who cares.


==Wargrove Battalions==
*'''Lady of Vines''' (325pts) The missing hand of Alarielle is finally available as another mandatory general and a powerful wizard who can cast/unbind twice with a special spell that gives a 5++ ward to all friendly walking trees in a 12" bubble. She also counts as an Awakened Wyldwood for any perks provided for being near them, and the ability to deal either a -1 to hit her or +1 to hit the enemy within 3".  Her weapons are fairly decent too, with her melee attacks having a good reach and damage and her ranged attack being very powerful if hampered by its swingy d6 damage.  She also has the ability to summon a unit of 10 Dryads once per game on a 2+, effectively lowering her cost by 100 points (unless you roll a 1). Taking her with her goddess-mother is over 1000 points, which can give you ''three'' generals by adding a third character, but again that's over 1000 points!  But on her own, she's definitely a good choice. Consider her a support-y defense version of Drycha.
Wargroves are very irregular Battalions. Like lots of super-Battalions, they consist of several smaller Battalions. Unlike them, most Wargrove Battalions have very, very low minimum requirements that can become very big. They give you a themed force and powerful bonuses for adhering to them, but pretty much lock you into a specific strategy. We will not describe all the potential choices of these in detail, we will only be looking at minimum requirements and then mention particularly interesting specifics. By taking these on top of the extra abilities you'll be gaining two extra command points, two extra artefacts and a one drop army almost certainly guaranteeing you first turn. Given the large cost of the smaller Battalion and low cost of upgrading to a Wargrove, you almost always want to take a Wargrove over a smaller Battalion.


===<span style="color:#4c741c;">Dreadwood Wargrove</span>===
==={{color|#dda16f|Generic Leaders}}===
''Found in the Sylvaneth Battletome.''


'''''Needs a modified Outcasts Battalion with 4-6 units of Spite Revenants''''' ''(460pts min)''
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Branchwych_ENG.pdf Branchwych]:''' (130pts) Aggressive support wizard.
**As long as she's taken at least one wound in damage, she gets 2 extra attacks on her scythe.
**Her spell Unleash Spites (5+) is a damaging pulse effecting all enemy units within 9". It works best against the more units that are in range - If there are only 1 or 2 target units in range, then arcane bolt will usually do more damage than the pulse, but it gets better against more units, of course. On average, you'll expect 1.11 mortal wounds per unit.
**In Skirmish, the pulse is extremely broken, as ''every'' model is a unit. So, get within range of the front line and suddenly every model is hit with rolling a ''minimum'' of 5 dice, giving mortal wounds on sixes. Most of those models are single wound chaff, because skirmish doesn't allow you to take any of the good stuff, and you've got a game winning massacre. Sadly that pulse is the only thing we've got going for ourselves in Skirmish.
**The oft whispered about ''Branchwych Bomb'' involves sticking her on a Balewind Vortex inside a mid to frontline wood, giving her Deadly Harvest, Spellsinger, and using whatever casting bonuses you can get hold of. Then sit back and cast both spells, spamming mortals out in 21" and 15" bubbles. In practice you're tying up far too much to get this off reliably. Just don't run crying when your 5 wound guy gets wiped out pronto after one round of this. Clearly hilarious if you can get it to work.
***It's possible to invest even more into this strategy by adding an Umbral Spellportal, but even that doesn't make it worthwhile.


Scary alpha strike with low starting point cost and gives a reason to use Spite-Revenants. Right off the bat, they gain the same buff they would normally gain from being near Drycha, but without having to be close to Drycha. Then, before the game starts, you get D3 special rules that allow you to close the distance better. The list of these is 1) can replace a unit from the Battalion within 6" of the opponent, 2) enemy range is reduced to 12" for turn 1 and 3) move 3 of your units as if it were the movement phase (but no running). This is incredible at getting your units close to the opponent, but since all but one of these special rules only target a limited number of units, the Battalion loses effectiveness as it gets bigger.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Spirit_of_Durthu_ENG.pdf Spirit of Durthu]:''' (370pts) This is <s> SPARTAAAAA</s> *ahem* supercharged Treelord. Note that as this isn't a named character you can take multiple, but the cost is going to hurt. The Spirit of Durthu is a damage monster, with powerful shooting, terrifying melee and all the standard tricks of the vanilla Treelord.  A shooting attack that is basically the vanilla Treelord's Strangleroots on steroids, with higher range, more shots and higher damage per shot.  His sword is as terrifying as it looks, with constant damage 6 so long as he stays in good health and 1 bonus attacks for being near a wood.
**That damage table is a killer for him. Take six hits and that sword goes from dealing 6 to D6 damage. Do the math, and a block of Kurnoth will output a lower higher end, but similar average output and degrade slower.
**While he lost the meager Bravery buff, he has gained two new abilities: a new Monstrous Rampage that makes an enemy fight last on a 3+ and the ability to teleport from being near one wood or overgrown terrain to another, letting you hop between key enemies.


===<span style="color:#4c741c;">Gnarlroot Wargrove</span>===
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Treelord_Ancient_ENG.pdf Treelord Ancient]:''' (360pts). The swiss army knife Treelord.  If Durthu is a supercharged Treelord, then this is the slightly weaker but more useful version. Compare to a Vanilla Treelord, this guy has 1 less attack on its Sweeping Blows. This doesn't seem like much, but the drop from 4 to 3 attacks is actually quite drastic. And what does this old fella get in return? An extra 2 to its Bravery, 18" range on its strangle roots, gains a command ability and becoming a freakin' wizard!  His unique spell will do D3 damage to any enemy units on or around your woods. It's either a great deterrent to entering your woods or a great punishment if the opponent was dumb enough to actually do it. Even more useful now we are spitting out trees three at a time.  Once per battle he can unconditionally summon a new wood. This would make him an almost must take if he was less points. Note this is once per game, not once per Ancient per game, but he's still a good option. 
''Found in the Sylvaneth Battletome.''
** If you teleport the Ancient to the wood, then next turn a 24" verdant blessing wood should give you all the range you need.


'''''Needs a modified Household Battalion of Treelord Ancient, Branchwych and unit of Tree Revenants''''' ''(690 min)''
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Arch_Revenant_ENG.pdf Arch-Revenant]:''' (120pts) Force multiplier for the Kurnoths, 3.0 was kind to her.  No longer has to sacrifice her mount.  Has the best non-Behemoth Hero melee in Sylvaneth (which doesn't say much): three 2" 3+/3+/-2 Dmg 2 attacks with her glave and a single 4+/3+ Dmg D3 attack with her mount. More survivable than a Branchwych, with five wounds, a 4+ save.  Can adapt an offensive stance, which gives her +1 attack to her glaive or a defensive stance that gives her a 4+ ward save.  Automatically buffs Kurnoth Hunters within 12" of herself, allowing them to re-roll hit rolls of 1 (both melee and shooting).  Has a great command ability, adding 1 attack to each model's weapon in a unit within 9" (12" if the Arch-Revenant is your General). Combine this ability with alpha-striking unit of Tree-Revenants, or buff the hell out of Kurnoth Sword/Scythes - either way, it'll really hurt your opponent. Only works in the melee phase, so no buffing Kurnoth bows.  Keep her safe, and she'll reward your army for it.


This one is... wow. It can include any one '''Order Wizard'''. On top, Treelord Ancients, Branchwyches, and Branchwraiths from this Battalion can cast and unbind two spells a turn, which is great with all your unique spells. Even more so as every Wizard in this Battalion gets an additional spell that can resurrect one Kurnoth Hunter/Spite-Revenant/Treekin or D3 Dryads/Tree-Revenants. Great. This Wargrove combos well with Ranu's Lamentiri and even more so Throne of Vines. It will absolutely buff your magic game through the stratosphere for basically no downsides. Consider lots of Kurnoths to take advantage of the healing spell.  
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls/3_BR_Kragnos_Warscroll_Warsong_Revenant_ENG_2021.pdf Warsong Revenant]''' (305pts) Heavy support wizard introduced in Broken Realms.  Can cast twice, only unbind once and adds +1 to casting within 9" of a wood.  His personal spell is the same as the Branchwych's but with a different name.  Has a 12" bubble that adds +1 for friendly Sylvaneth bravery and -1 to any enemies within that range.  Less squishy than our usual heroes: 7 wounds, the standard 5+ save is boosted with a 4+ ward save and he could take Regrowth. Fairly maneuverable too with 8" range and flies. Attacks 5 times with rend at damage 2. Plus there's a 3" range.  Think of him as a budget Lady of Vines or a much pricier and tougher Branchwych (with bravery shenanigans thrown in), and you're good to go.
**Remember the oft talked about ''Branchwych bomb'' (see above), well now we have the ''Warsong bomb''. Give Spellsinger, get him near a wood or ideally ''within'' a big wood, prime with throne the turn before, then spam his spell at every enemy unit within 15" for an average of 3.333 mortals (assuming a single throne, with .6 for each addition throne). Boost with an addition D3 for everything with 9" from Deadly Harvest. Maybe throw in the umbral spellportal. Deadlier than the Branchwych bomb, but you're still making him a huge target and it's a lot of points/resources wrapped up to make this happen. He will survive a lot longer than the Wych though.


Downside of the battalion is that ''everyone'' plays it (and so is no longer surprising to opponents) and you'll probably run out of things to cast per turn. Consider some endless spells to boost those spell slots.
==={{color|#dda16f|Battleline}}===


As to which wizard? Well, you might like to consider:
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Dryads_ENG.pdf Dryads]:''' (100pts, 10) Your rank and file angry trees.  At first glance the ladies don't look like much, having only a 5+ Save and 2 attacks at 4+/4+/-/1. But they quickly become incredible as in units of 10+ they gain +1 Save (combine with Mystic Shield, All Out Defense and cover for a 2+ save), they hit on 3+ in your combat phase and they also have 2" range on their attacks, letting them fight in thick, two-row hedges. They also profit from being near a wood (-1 to hits against them), this is in addition to +1 save for being in cover.  They are also very fast at 7". Keep them in big units as the Save-bonus and the 2" range heavily reward you for doing so.  Ultimately, these ladies are quite versatile and so can be used for a variety of situations.


*Celestial Hurricanum (380 points, Leader, and Behemoth)
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Tree_Revenants_ENG.pdf Tree-Revenants]:''' (110pts, 5) Elite Troops for tricksy players - not your mainline infantry.  They have Rend in melee, unlike the Drayds, a banner that gives a 6" pile-in (A handy counter to having your pile-in reduced, as with Lumineth Spirits of the Wind…) and they have an extra wound per model. Most importantly, the musician allows them to use a better Spirit Paths rule, letting you take them off the table and then place them '''anywhere''' on the table more than 9" from enemy units. They have the coolest rerolls in the game, getting to reroll 1 dice per ''phase''. So this seems wonky in melee, doesn't it? Well, it also allows them to reroll the dice to run, one of the charge dice, the Battleshock dice... you get the picture. (This ability has been replaced in the latest Battle time - now they can get All-out Attack or All-out Defense without spending command point).  Do ''not'' use these guys as as you would Dryads.  That would be a waste.  They are for board control.
No longer the obvious choice, due to being shot up to 380 points. The +1 to hit buff within 10" is amazing, and is obviously going to work well with ranged units (Kurnoth Hunters!) but also your front line if you can risk getting it close enough. 18" range on its shooting and spell, so it is going to get targeted quickly by anything with a decent range, and is well within move and charge range for most things if you position poorly if you can't force them to prioritise something else.  Also a great source of mortal wounds with the comet spell.
**Charge blockers. Save until your opponent gets ready to charge a very killy unit they want to get into combat asap, then teleport a wall of Revenants in front. Revenants will die instantly in the following combat, but it'll free up your more important units.
**Back line threatening. Your opponent can no longer keep those war machines, Jezzails and Poisoned Wind Mortars unguarded. Minimum-size squads of them also have just high enough of a damage output to cut all the aforementioned units to ribbons. But, you will say, the 9" charge after teleporting is improbable. No. Since they can reroll one of the charge dice, they are more likely to make that charge than to fail it. A good rule of thumb is to use 2 units of minimum size. That way, it's very likely at least one of them will make the charge and then they will more than likely deal enough damage to neuter the war machine you attacked.
**Objective taking. Without any Revenants, your opponent might decide to leave a captured objective unguarded. With Revenants either you can teleport and grab the objective or they'll be wise to this and need to keep a unit tied up - one big enough to survive a teleport and charge strike.


*Battlemage (100 points, leader):
==={{color|#dda16f|Other Troops}}===
Low cost of and an amazing flexibility of eight different spells, of which you choose one "when setting up this model" (double check your tournament allows you to fo this!). Sadly all of his spells are good, but not ''that'' good, but each has their own benefits, with multiple damages spells each good against different types of armies, three buffing spells and a debuff. Highlights include running Soul Steal when using Spite Revenants -1 bravery buff, using Final Transmutation against lower wound heroes or elite units (they pick the model, but do they pick one you've already wounded or do they pick a model on full wounds and risk losing that instead), using Lifesurge on an already healy Sylvaneth army (and getting a 6+ ward save to boot, one of only two defenses against Mortal Wounds to Sylvaneth - remember an ounce of prevention is worth a pound of cure), and getting those +1 to wounds or -1 to hits against an already hard to hit Sylvaneth army.


*Loremaster (140 points, leader):
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Spite_Revenants_ENG.pdf Spite-Revenants]:''' (105pts, min 5) Less tricksy, more creepy Tree-Revenants. Same as before, except for three major differences.  First, they gained an extra wound, like the Tree-RevenantsAnd while they lost their battleshock trick, they now deal Mortal Wounds on a 6 to hit. They're your glass cannon melee assassins now.  Third, they're no longer Battleline, unless you take the Dreadwood wargrove.
Being able to put rerolling hits and wounds with the Hand of Glory spell on a big hitting model like a Spirit of Durthu massively increases their effectiveness and but at the points boost to 140 points he's not the obvious auto include anymore. Sitting 18" behind your big hitters, they are going to want to shoot him off, but in cover, he will have an easy 3+ save rerolling just to make that more difficult. Otherwise, leave him more in range and make them choose between attacking the Loremaster, or attacking what he is buffing. In many cases, the flexibility of a Battlemage might be better.
   
*Sisters of the Thorn (220 points):
Not cheap, but gives you rerolling saves doing mortal wounds back. Stack with save modifiers to really hurt your attacker. Rerolling saves is nice on a high priority target, but the 6 or more, of course, means that that is affected by save modifiers. Mystic shield makes it 5's doing mortal wounds, in cover goes to 4+, any unique save modifiers (dryads get +1 save when there are more than 12 models, Sylvaneth have a +1 to save item, though monsters don't get cover) can bring that down to a rerolling save (probably saving on a 3 or so depending on your save stat), with 2/3 or half of the saves doing mortal wounds back! Obviously, straight up mortal wounds and high rend are the answer to that, but a lot of armies don't have access to that so this could really be a PITA for some lists. Stick it on a Durthu to get survivability, or put it on 20 Dryads to really punish them for trying to take an objective.


*Skink Starpriest (80 points, Leader):
*'''Gossamid Archers:''' (215pts, min 5) Lightweight skirmishing archers to the firing lines of the Kurnoth Hunters. This entire group can fly around and oddly have an expanded cohesion range but have a meager 5+ save and 2 wounds per model. Sadly, these bows are pretty small, given only a 12" range and no Rend.  Their selling point is that each unmodified hit roll of 6 does D3 Mortal Wounds per shot.  Even with such potent potential, this pretty much forces them to fly away from any conflicts, and if they use the Unleash Hell command on an enemy within 3", they can retreat on a 2+, giving you a pack of close-range harassers.
Dirt cheap and gives access to the Skink's -1 To Hit debuff which combos well with the -1 To Hit penalty that Dryads already give enemies when nearby a Wyldwood, then combine ''that'' with a Treelord's -1 To Hit debuff and your opponent is stuck with a -3 To Hit. Hot damn. However, you'll probably get more mileage out of a Battlemage.


*Slann Starmaster (260, leader):  
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Kurnoth_Hunters_Greatswords_ENG.pdf Kurnoth Hunters With Kurnoth Greatswords]:''' (250pts, min 3) The ultimate wooden killing machine (*Note: all three varieties of Kurnoth Hunter are basically minor Heroes at 5 Wounds and a 3+ Save).  Each sword tosses out 4 attacks at -1 Rend with damage 2 and an additional mortal wound on wound rolls of 6.  At the end of combat you deal mortal wounds on a 4+ for each model in your unit.  Only 1" range on a large base. Always take in threes only.  Despite that, these guys are crazy good now, especially if you take them in Winterleaf and the Season of Dwindling. Stick an Arch-Revenant next to a unit, send into something big, and watch it go **POOF**. Pop command ability for 10 attacks hitting on 3+, 5 attacks on 2+, reroll 1's to hit, with 6's causing mortal wounds AND extra attacks?! All wounding on 3's with their -1 rend and flat 2 damage (Bonus points for using the Crown of Fell Bowers as a cherry on top so they wound on 2's).  Even Nagash and Archaon will tremble in terror.
Can summon more Seraphon without breaking Allegiance in Gnarlroot, but that's quite a points investment. Probably not worth the points investment, the advantage of summoning cheap skinks is massively offset by the 260 points the slann costs. Check out his abilities if you are running multiple Seraphon units though. Maybe the summoning changes in AOS 2018 will shake this up.
**Consider pretending you're playing 40K and magnetise the arms for different weapon loadouts below. If you fix the weapons on one unit then you'll have enough shoulder pads spare to better magnetise a second unit. The Quiverbugs are trickier to magnetise. Sadly there are no official rules for using plasma cannons.


Since there seems to be no restrictions on upper points limit of an allied wizard or named characters, this could opened up new possibilities, such as:
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Kurnoth_Hunters_Scythes_ENG.pdf Kurnoth Hunters With Kurnoth Scythes]:''' (250pts, 3) Same as above*, but with longer weapon range of the scythes, which tosses out 3 attacks at Rend -2 and damage D3. The scythes do more damage against 2+ saves, break even against 3+ and the swords win against everything else. But that's before taking into account the mortal wounds on 6 the Swords deal out (which the scythes don't get).  However, the scythes have 2" reach. You'll want this for units of 6 or more to get them all into combat or if you want to place a screen in front and attack through them.  The Scythe-weilders also gained the reworked Tanglethorn Thickets, which deals 1 Mortal Wound to each enemy unit that piles in.


*Eidolon of Mathlann – Aspect of the Sea (440, Leader):
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Kurnoth_Hunters_Greatbows_ENG.pdf Kurnoth Hunters with Kurnoth Greatbows]:''' (230pts, min 3) See above*.  They instead carry bows with a stunning 30" range, two shots per model and 2 damage per shot, these guys are basically artillery. In melee, they do a ''lot'' less damage overall than the swords/scythes. The Echoes of Doom boxset adds a new aspect by giving them the ability to share an All-out Attack or All-out Defense order to a nearby unit within 4+, improving the efficiency of your ordersThey're the cheapest of the three Kurnoth Hunter loadouts.
Quite a point investment, as it's 440 points, but with a lot of benefits.  Casts twice a turn and gets two unique spells, so the lack of assess to the Idoneth lores doesn't come into effect.  His Tsunami of Terror spell debuffs D6 enemy units with -1 To Hit and to Bravery, which is sweet.  Also, he can reroll a casting roll per turn, but if he does not, he heals D3 Wounds, which is an interesting risk/reward mechanicHe also gives friendly units +3(!) to Bravery, so Tree/Spite Revenants in range won't have to worry as much about battleshock. This is pretty damn good, actually. All in all, he is probably better support for your army and neither of them are great damage dealers, so he's better all around.


*Morathi - Shadow Oracle of Khaine (480, Leader):
*'''Dragonspites:'''
Again, a very big points investment.  She may not be worth it as a support, since she brings little support to the army, but she brings a lot of offensive capability in her true monstrous form.  Rulewise- she also doesn't count against the Behemoth limit for your army.  Look at her tactica under Daughters of Khaine 
The mounts for the Spiteriders and Revenants, they give both units 5 wounds,4+ saves, 3 pretty decent attacks, a banner which gives 6 inch pile in moves, a hornblower which lets the rally command ability work on a 5+ instead of a 6, and an ability which lets all wounds be healed at the end of each phase if a model was slain by this unit(so only combat since neither unit has ranged attacks)


*Lord Kroak (450, Leader):
*'''Spiterider Lancers:''' (210pts, min 3)  
Again, a very big points investment. BUT he bring alot to the army in terms of support and offensive capability.  Look at his tactica under Seraphon.
One of 2 of the new mounted units, this one being the combat focused one. With 14 inch move and first strike on the charge, they're pretty much designed to charge right out of the gate to whatever you want to take the most damage right out of the gate and don't want to suffer damage from. Harvestboon Battleline


===<span style="color:#4c741c;">Heartwood Wargrove</span>===
*'''Revenant Seekers:''' (235pts, min 3)
''Found in the Sylvaneth Battletome.''
The more supporty mounted unit, though they come close to the damage output of the Spiteriders. Their thing is that at the end of your movement phase, you can pick 1 unit within 12 inches and bring back a 5 or less wound model on a 2+ roll. You can bring back pretty much any unit you'd like, but the Kurnoth are the best choice easy, followed by either of the mounted units including itself . And given that they can be your battleline, they would make a very durable unit since they can recover wounds as well. Harvestboon Battleline


'''''Needs a modified Free Spirits Battalion of Durthu and 4-6 Kurnoth units ''''' ''(1380 min)''
*'''[https://www.games-workshop.com/resources/PDF/Downloads/aos-warscroll-yltharis-guardians-en.pdf Ylthari’s Guardians]:''' (Free with Ylthari) Shadespire Tree Revenants without the good stuff.
**Can only be taken along with Ylthari.
**Tree Revenants without a musician or banner, so you loose the pile in and teleport abilities.
**In return you get three different weapon profiles (sword, glaive, bow), which are upgrades on the Tree Revenants.
**Plus on a D6 3+ you get to attack first, which is going to make them a lot less fragile than standard Tree Revenants.
**Same reroll rules as the standard Tree Revenants. Plus you get to reroll wound rolls of 1.


Meh. Gets everything but Kurnoth Hunters +1 to Bravery and can recycle Dryads, Tree-Revenants or Spite-Revenants. The recycled units can be teleported into any Wyldwood if you wish (however 1. you can roll only once in your hero phase 2. a unit of revenants or dryads needs to have died already (so likely no rolling in turn 1 and possibly 2) 3. you need to roll a 5+ 4. then they can't move that turn so getting them last turn is probably not that useful either). Toss a couple Wyldwoods all over the field and the opponent killing your infantry might end up being beneficial to you.
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos_skaeths_wild_hunt_en.pdf Skaeth’s Wild Hunt]:''' (110pts, min/max 5) Straight outa Beastgrave
**5 unique models with ok melee (max damage of six wounds with all models) and a little bit of shooting (a single close range and single far range attack)
**One wound each, but the leader gets one extra. And the one of them is a Wizard.
**Might be easier to just think of these guys as a 120pt six wound wizard with a behemoth damage table. Remember, each model killed results in fewer attacks/abilities. Just make sure you remove the models you most care about last.
**Spell (CV 7), as long as the model lives, gives you +1 to wounds rolls on a nearby unit, which is neat. Especially given that's something not covered elsewhere in the faction. Sadly it's a fairly high casting value.
**They can still charge and shoot after running, not that you'll be charging them much.
**Unique and not a hero.
**Really, the +1 wounds spell to work alongside your other buffs is the reason you'll be taking these guys. In an either/or choice, the Arch Revenant is 20pts cheaper and better, and the wych/wraiths are 50% cheaper if you just want a wizard.
**Like Ylthari, labelled Oakenbow, which as per FAQ, means that if you take another glade, these guys do not benefit from the glade bonus. Which makes them now even more useless than before.


===<span style="color:#4c741c;">Harvestboon Wargrove</span>===
===<span style="color:#dda16f;">Behemoths</span>===
''Found in the Sylvaneth Battletome.''


'''''Needs a modified Forest Folk Battalion, of two Branchwraiths and three units of Dryads''''' ''(620pts min)''
*'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//AoS_Treelord_ENG.pdf Treelord]:''' (260pts) ''The'' Walking Tree.  Was nerfed, but got a consolation prize.  At the start of combat he can stomp and on a 4+ cause one enemy unit within 3" to fight at the end of combat.  But the Impaling Talons lost the Mortal Wounds ability and were made a standard melee attack.  It got an extra damage, plus the Treelord got 2 extra wounds and can still shoot like before and they can now prevent pile-in moves until the end of the turn if they hit an enemy in combat.  Instead of moving or retreating, if 6" from a wood, he can teleport to another wood, more than 9" from enemies. This is in addition to the single unit that can do the same using the Navigate Realmroots ability on the Awakened Wyldwood warscroll. Deep Strike!  Everything this guy can do, Durthu and the Ancient can do, and more. But you're paying almost twice for them.  Take alongside a big hitter, teleporting with them, stomping and attacking through them.
** Arguably more likely to be seen played now that Oakenbrow can fields them as Battleline and makes their damage table almost irrelevant; there's always someone out there looking to field an all monster list, and now Sylvaneth can join that club too.


Very Branchwraith-focused. All your Branchwraiths add 1 to cast/unbind and one can pick an exclusive Artifact that lets her pick a second Deepwood Lore spell and adds 3" to her spell range. Give Ranu's Lamentiri to your Dryad spawning Branchwraith to almost guarantee getting reinforcements every turn. Also, everything in the Wargrove adds 1" to run and charge rolls, which is incredible, especially for teleporting Tree-Revenants, but also for just about everything else here.
===<span style="color:#dda16f;">Scenery</span>===


===<span style="color:#4c741c;">Ironbark Wargrove</span>===
*'''Awakened Wyldwood:''' Trees everywhere - hopefully
''Found in the Sylvaneth Battletome.''
**An Awakened Wyldwood consists of either 3 wyldwood models arranged to form a circle. Everything inside is treated as woods. Or it consists of 3 individual woods more then 3" from each other. You choose.
**Because they are treated as separate pieces, if you fail to place one, you can still place the others.
**No longer stated that you can use the old citadel wood dinner plates.
**After deciding territories, place one of these beauties on you own side, 3" from objectives and other sceneries. In most games, this'll serve as you "base" and dryad factory.
**Instead of moving in the movement phase, ONE {{AOSKeyword|SYLVANETH}} unit wholly within 6" of an Awakened Wyldwood can be moved to wholly within 6" of another, different, wood, and of course more than 9" from any enemy. Treelord varieties have the Spirit Walk Ability and can teleport in addition to this one unit.
**Line of sight blockers (for a wyldwood made of 3 pieces) if that line covers at least 3 inches inside the wood. This is great for general survivability. Blocking doesn't count for any model with wounds 10 or more - which is reasonable, but doesn't quite make sense for Treelords (you know, the guys that look like trees). Individual woods (not in a group of 3) do not block LOS but should still provide cover like other scenery.
**At the end of the charge phase, each non {{AOSKeyword|SYLVANETH}} unit within 1" on a 6 gets D3 mortals.
**Every spell cast wholly within 6" of a wood, each non {{AOSKeyword|SYLVANETH}} unit within 1" on a 5+ gets D3 mortals.
***Remember those damages hurt your allies and your ally in doubles games.
**Counts as a standard wyldwood, which means they blocks LOS between models with at least 3" of wyldwood between them. Does not count models those with more than 10 wounds each.
***Sadly this blocks Kunroth bow LOS too.
***This is going to be a little fiddly to get right, and probably never come into play on single model woods.
**With Monsterous Rampage, an enemy monster can destroy a wood at the end of each charge phase. That includes teleporting, mortal damage and LOS. Ouch.
***However, RAW, you can still use a broken as a ''destination'' for a Sylvaneth teleport. Plus anything not on the awakened wyldwood warscroll still works. So that includes Treelord teleporting and all the little wood bonuses everyone gets on their own warscrolls.
***This all just encourages you to place lots of single model woods.
**All Treelords and one other unit per turn can teleport between two of these instead of moving (this is in addition to the standard one unit wood teleport)
**Branchwraiths, Branchwyches, Dryads and Durthu all gain bonuses for being near a wood.
**The Acorn artefact and the Treelord Ancient can both unconditionally place one wood per game. The verdant blessing spell (6+) is known by all our wizards and can place a new wood per turn if successfully cast. Alarielle can set up a new wood after killing a unit with her spell (if there is room). All of these need to be 3" from objectives and other terrain, plus any additional terrain placement rules in play.
***Using the rules above, that's either a single 3 wood piece or three individual woods.
**You could end up bringing along 8 packs of these, which is a significant upfront cost for the army and it's a lot of extra plastic you're carting around between games.
**Note that the entire inside of the ring of woods is counted as part of the Awakened Wyldwood, which means you can't use a wildwood to surround another piece of scenery or objective.


'''''Needs a modified Household Battalion of Treelord, Branchwych and two units of Tree-Revenants''''' ''(660pts min)''
==Battalions==
Narrative only now. Battalions are now universal otherwise.


Very dwarfish Battalion, as evidenced by the fact that it can include any two '''Duardin''' units. You also get to reroll 1s To Wound with Tree-Revenants and Branchwyches and you halve your losses when taking Battleshock tests. On top, one of your Heroes can take a Battalion-specific Artefact that grants their Melee Weapons +1 To Wound. Given the lacklustre unit requirements it's probably only worth it if you can find some worthwhile Duardin units; given the rage over the state of the fyreslayers, steampunk guys and dispossessed, take another look at this when GHB2019 comes out.
===<span style="color:#4c741c;">Forest Folk</span>===
'''''A Branchwraith and three units of Dryads'''''


===<span style="color:#4c741c;">Oakenbrow Wargrove</span>===
Units can retreat and then still charge that turn.
''Found in the Sylvaneth Battletome.''


'''''Needs modified Lords of the Clan Battalion of 2-4 Treelord Ancients and 2-6 Treelords''''' ''(1270pts min)''
Great for controlling the flow of combat. Essentially the opposite of Household. Stops your tar pits getting locked into combat with something you didn't want to, usually due to them charging first. Alternatively, if done correctly, you can bypass combat screens - charge into the screen one turn, then the following turn, retreat further up the board and charge your real target. Ignore the Branchwraith here, she's just included to reduce the number of drops.


Hope you like painting Treelords. Gets all your Treelords and Treelord Ancients an additional Wound, though do remember that this doesn't save you from the effects of the damage table, as that looks at Wounds Suffered, not Wounds Remaining. Then, they can recycle a single unit of Dryads/Revenants. They can only do this once per game, not once per turn, but unlike the Heartwood Wargrove, they don't have to roll for it, they just do. Finally, and probably most meh is a Command that grants you higher Bravery in a huge circle. Not really as good as the Command the Ancient already came with.
===<span style="color:#4c741c;">Free Spirits</span>===


===<span style="color:#4c741c;">Winterleaf Wargrove</span>===
'''''A Spirit of Durthu and three units of Kurnoth Hunters'''''
''Found in the Sylvaneth Battletome.''


'''''Needs a modified Forest Folk Battalion of Branchwraith and 3 Dryad units''''' ''(610pts min)''
Always rolls a 6 for a run.


This one is very nice to your Dryads, granting them a "Hit rolls of 6+ make another attack" rule, which is amazing as Dryads can increase their own Hit rolls. They may also use Ophidian Archways like Wyldwoods when it comes to their teleporting and rerolls Hit rolls of 1s against Chaos.  It also allows you to include any one '''Order''' unit - scour the non battletomed Order units and find the cheesiest unit of the moment and bare in mind it'll probably take a points nerf in next years handbook.
Nice. Running instead of charging allows you to tanglethorn for save rerolls when the enemy charges in the following turn. You'll be wanting Scythes because you'll need the range on your tiny pile in. Don't use it to try and deepstrike Durthu or the like if board placement has denied you getting out any woods, as you'll now have lone units who can no longer shoot or charge until the next turn vulnerable to counterattack.


===<span style="color:#4c741c;">Sylvaneth Wargrove</span>===
If you are taking these units, then you probably are also want the cheapest battleline you can get hold of, which is 3x5 Spites - and if you're doing ''that'', then Outcasts is 40 points cheaper. Anyone wanting three artefacts, then this and Outcasts together would work.
''Found in the Sylvaneth Battletome.''


'''''One Lords of the Clan, three Households, three Forest Folks, one Free Spirits and one Outcasts.''''' ''(>5000pts min)''
===<span style="color:#4c741c;">Household</span>===


The worst of the Wargroves by virtue of having fixed requirements and the meh-est rules. Its special rule is potentially great though, allowing you to place '''two''' Wyldwoods at the start of the game instead of one. Still, way too big to use. If you fill the other Wargroves to the maximum amount of Battalions, they gain this ability on top. Still, if you're playing games of over 5000 points then those 80 points you won't even notice, it's still a one drop battalion and send us some match reports/photos, we want to see them.
'''''A vanilla Treelord, a Branchwych and a unit of Tree-Revenants'''''


==Army Building==
Units locked in combat with the Household cannot retreat.
All these buildings are for armies with the '''SYLVANETH''' allegiance, using GHB 2018.


===1000 pt.===
That's an amazing ability for controlling the board, sadly the unit choices aren't the best. However, consider a blob of 30 freely teleporting Tree Revenants with 6" pile ins (and a 60pt hoard discount) and you're going to lock down whatever threats ''you'' want to for multiple turns until they chew through or die. Use the woods to throw your Treelord followed by Branchwych bomb to lock down a different unit elsewhere. Now consider how much six boxes of Revenants is going to cost to do this. Yeah.
Here the core tax is 1 '''Leader''' and 2 '''Battleline''' units.


Starting by building on the SC box:
===<span style="color:#4c741c;">Lords of the Clan</span>===
{|
|1x||Branchwych||80pts||with verdant blessing.
|-
|1x||Branchwraith||80pts||any spell
|-
|20x||Dryads||200pts||
|-
|5x||Tree-Revenants||80pts
|-
|3x||Kurnoth Hunters ||200pts||scythes or swords
|-
|1x||Treelord Ancient||300pts||with the Reaping or regrowth. Acorn Of the Ages
|-
|||||=940pts, 62 wounds, 31 models
|}


A solid core of Dryads, a big monster, a caster and powerful melee. Fill the remaining 60points with endless spells. Pick your general based on whichever general trait you want. The reaping is for hurting anyone who gets into melee. Alternatively the Acorn goes to the wych. Branchwraith spell doesn't matter as she should always be spawning Dryads.
'''''Two to four Treelord Ancients and one to three normal Treelords'''''


You could swap in Drycha instead, giving room for more Dryads:
During your shooting phase, every enemy within 6" of 2+ Treelords, gets D3 mortals on a 2+ roll.


{|
At 60 points, this is a bargain given it's only 10 more than a command point, and If you really want lots of trees then this is a no brainer. Ability requires you teleport deep strike in pairs, but you won't get those mortals until ''your'' next turn after charging (assuming the whole pair stays alive). Having to take two Ancients is the tax here - most the Ancient's abilities don't double up, leaving your second Ancient mostly as a Treelord with a much lower damage output (however, you do get the additional spell plus the choice of which Ancient to use for its abilities).
|1x||Branchwych||80pts||General with verdant blessing and Acorn Of the Ages
Being forced to take in pairs is a good as the stomp becomes much more reliable (from 50% to 75%), with the chance you can stomp a second enemy.
|-
For the most use out of this you want two pairs of Ancient+Vanilla, but that uses up almost half your points and all your behemoths slots in a 2000pt game. Two Ancients and one Vanilla is easier to build around, but that magnifies the Ancient tax and neuters the battalion ability.
|1x||Branchwraith||80pts||any spell
For pure damage output and survivability, Dreadwooding a large block of Kurnoth's is mathematically the better choice. However, two pairs of stomping Trees are much more flexible.
|-
In addition, taking LOTC enables you to take a mixed battleline (say, one each of Spites, TreeRevs and Dryads) instead of the usual block of Outcasts or Forest Folk - or take both if you really want the artefacts/CPs.
|30x||Dryads||270pts||
|-
|5x||Tree-Revenants||80pts
|-
|3x||Kurnoth Hunters ||200pts||scythes or swords
|-
|1x||Drycha Hamadreth||280pt||
|-
|||||=990pts, 70 wounds, 41 models
|}


Sadly Drycha can't take any artefacts or traits, so they all need to go to the Wych. And no room for endless spells.
===<span style="color:#4c741c;">Outcasts</span>===


If you want 6 lots of Kurnoth Hunters then remove the Branchwych and some battleline. However, you'll be down to two lots of 10 Dryads which isn't great (or 10 Dryads and 10 Tree Revenants which is probably worse) and you'll be wasting artefacts and traits on the Branchwraith.
'''''Three units of Spite-Revenants'''''


Finally, here is the "Who needs Friends to play the game anyway?"
Any enemy unit that fails battleshock within (not wholly within!) 3" loses an additional D3 models.
{|
|20x||Dryads||200pts||
|-
|10x||Dryads||100pts||
|-
|1x||Branchwraith||80pts||any spell
|-
|1x||Alarielle the Everqueen||600pt||
|-
|||||=980pts, 51 wounds, 32 models
|}


And room for an endless spell (the shackles!) in the mix. Don't play it, unless you really want to get away from the hobby. Make sure Alarielle summons something good on turn one (anything except the Branchwych).
Remember that Spites lower enemy bravery too.
If you want the cheapest possible battleline plus battalion, then this is the choice to take, for just 280pts total - just don't expect them to last long.


===2000 pt.===
===<span style="color:#4c741c;">Wargrove</span>===
Here the core tax is 1 '''Leader''' and 3 '''Battleline''' units.


Take a Wargrove, seriously. Gnarlroot, Harvestboon, Dreadwood or Winterleaf. You really want first turn.
'''''One Lords of the Clan, three Households, three Forest Folks, one Free Spirits and one Outcasts.''''' ''80pts (5,240pts min -> 11,010pts max)''


When building your list, the Wargrove locks down your first 600 to 1000 points. Fill out the battleline and then there isn't a great deal of choice left. If you squeeze in Alarielle (which you really should consider as she's effectively 400 points after that free summon) there's even less choice. Sadly, you're now back to the same issue you had at 1000 points where you can't quite take everything you want.
Our only remaining super battalion. Allows you to place '''two''' Wyldwoods at the start of the game instead of one. Still, way too big to use unless you're playing 6000 point games.


For example, here's a gnarlroot battalion without Alarielle that also brings along Free Spirits. Giving you four artefacts and four command points!
===<span style="color:#4c741c;">Drycha's Spitegrove</span>===
{|
|1x||Gnarlroot Wargrove||130pts
|-
|1x||Household Battalion||100pts||
|-
|1x||Treelord Ancient||300pts||(Household) With Gift of Ghyran, The Silverwood Circlet, and Regrowth
|-
|1x||Branchwych||80pts||(Household) With Ranu's Lamentiri, and Verdant Blessing
|-
|5x||Tree-Revenants||80pts||(Household)
|-
|1x||Free Spirits Battalion||120pts||
|-
|3x||Kurnoth Hunters ||200pts||(Free Spirits) swords or sycthes
|-
|3x||Kurnoth Hunters ||200pts||(Free Spirits) swords or sycthes
|-
|3x||Kurnoth Hunters ||200pts||(Free Spirits) swords or sycthes or bows
|-
|1x||Spirit of Durthu||380pts||(Free Spirits) with Ghyrstrike
|-
|10x||Dryads||100pts||
|-
|10x||Dryads||100pts||
|-
|||||=1990pts
|}


This list combines both the magical strength of the ''Gnarlroot Wargrove'' with the biggest punch available in the ''Free Spirits'' Battalion. You get to restore one dead Kurnoth model every turn with the Gnarlroot spell too. Any but the toughest opponents would fill the backsides of their pants at the sight of 9 Kurnoth Hunters accompanying Durthu. That Ghyrstrike will really help those big hits to connect.
'''''Drycha, 2 units of Spite Revenants.'''''


''However'', you have just lost one artefact due to only having three heroes to place them on.
Spites can be great, but the biggest thing they lack is rend. This fixes that, but for only 2 units. Encourages you to take bigger units of spites, which may not be what you want. However, if you're taking Drycha, this is a no brainer if you want a cheap battalion.


''Also'', you've got no Branchwraith summon and this list is ''dangerously'' low on battlline tarpits. So.... maybe drop the Free Spirits Battalion, add in the wraith with Ranu's Lamentiri (better chance of summoning success, which you desperately need in this list) and now you also have 50 points to spend on endless spells.
==Army Building==


''Also'', for an extra 20 points you could replace Durthu and a unit of Kurnoth with Alarielle who can then summon those lost Kurnoths on turn 1. Any list with both Kurnoths and Durthu is going to be a tough choice to justify.
===1000 pts===


Alternatively, Dreadwood: take as many Spite Revenants as you can then alpha strike turn one.
===2000 pts===


Alternatively, Harvestboon or Winterleaf: Dryad spamming lists.
==Allied Armies==
 
Alternatively, if you really don't want a Wargrove, then you want as few units as possible in order to ''try'' and get first turn. Take Alarielle and lots of big guys or large units, bumped up with endless spells. Don't take a non-wargrove battlion as they are usually not worth the points (maybe Free Spirits are).
 
==Tactics==
 
Sylvaneth are an incredibly engaging army, because they play unlike anything else in the game. They are, fittingly, the Elves of AoS (except, you know, they are not Elves): They require more tactics and in-depth knowledge of the army than any other faction in the game, but if you know your way around them, they can beat just about everyone.
 
Unlike Khorne, Sylvaneth have no buff game to speak of. There are no "+1 attack to every melee weapon" abilities, few defensive buffs and the only offensive buff lies in Alarielle's one-use Command.
 
Unlike an army like Nurgle or Fyreslayers, they cannot simply advance and outlast all the opponent's firepower.
 
Unlike Seraphon, Death or Daemons, you cannot cast a dozen spells a turn and replace your losses easily.
 
What you do have are getting first turn, Wyldwoods, Tree-Revenants and magic shenanigans. Let us look at them in detail.
 
===Wyldwoods===
 
Like the Wood Elves of old, you get to place a single forest. Not just any forest, but a Sylvaneth Wyldwood. One to three Citadel Woods with a hate-on for everything, not Sylvaneth. All of these forests must be within 1" of each other and not within an inch of any other scenery (GA: Order FAQ 1.3) Unlike the Wood Elves of old, you do not place this forest as part of your army. You place it before players even choose their table halves. This opens a lot of possibilities right there. The two most basic options are to place it on one half of the table or to place it as close to the middle of the board as the other terrain allows. Placing it in the middle evens the playing field and while fair, is not too useful. By placing it on one side of the table, you force the opponent to make a difficult choice right off the bat: Does he give you the Wyldwood-side, thus dooming himself to trying to dig you out of a heavily fortified area that is all but lethal to him? Or does he take it for himself and then fill it with units so you cannot teleport into it? The latter is particularly bad for him because it seems like such a logical choice at first, but then you rouse this Wyldwood again and again, yank it toward you and then, once you reach it, you fight on it with a huge home-field advantage. A particularly great strategy is to connect three woods as close to the center of the board as possible in order to put your danger zone as close to all the objectives as possible. This can be used to, for example, set up a unit of Kurnoth Hunters in said Wyldwood and then ''Treesong'' the Wood along with the Hunters towards the opponent, filling more of his table half with the Wyldwood and pushing your Hunters closer.
 
And that is only with the Wood you get at the start. You could also set up a Wizard at the very edge of your deployment zone, then use ''Verdant Blessing'' or to set up a Wyldwood 18" closer to the opponent and then in your movement phase, to summon something into this new Wyldwood, disturbingly close to the opponent. Don't forget your Spirit Paths allegiance ability, allowing your sylvaneth units to teleport between any two wyldwoods. After setting up a couple wyldwoods with ''Verdant Blessing'' and the Treelord Ancient's ''Silent Communion, not only will your units grab objectives at blinding speed, but you will put pressure on the opponent's backline units without any units even being there.
 
Or if you're playing defensively you can set up a Wyldwood just in front of your front line, forcing your enemy to charge into the Wyldwood in order to reach you to hit them with that Mortal Wound penalty for charging into a Wyldwood, while also giving you the home field advantage.
 
This is of course just a small taste of all the fun to be had with Wyldwood shenanigans. Just try it out, experiment and if you find some other worthwhile tactic, come and expand this article with it.
Try setting a wyldwood close to enemy wizards as if you are lucky they will get roused and deal a lot of mortal wounds to them.


===First Turns===
The problem with allies, is that they do not get the {{AOSKeyword|SYLVANETH}}-Keyword. Our Forests can and will turn on our allies if they get too close. This massively reduces their mobility, weakens our board control and potentially makes us lose our models without the enemy having to do anything.
Sylvaneth play best when taking first turn. Period. It you want to play competitively you need that first turn. Even taking into account your opponent might then get a potentially devastating double turn next (yes, I'm looking at you Daughters of Khaine).


To get first turn you'll need to take a wargrove and ''drop the whole army in one go'' (remember Wargroves can contain any number of Sylvaneth units alongside the requirements). Of course you can split this up a little if you want to see where your opponent is placing units, just make sure you one drop the remainder before they place their last unit.
*'''[[Age of Sigmar/Tactics/Order/Stormcast Eternals|Stormcast Eternals]]:''' You don't particularly need stormcast. Their play style is too different from traditional Sylvaneth play and overall they don't synergise too well. Stormcasts are too slow to keep up with us and allies can't make up for this with Deep Strikes. Prosecutors might be a better option than the infantry on foot, but the would-be woefully under supported, due to the lack of Stormcast Heroes. Additionally, they have worse shooting than our (costlier) options and we do not benefit from Stormcast specific abilities or commands.


First turn you want to get those woods across the board, preferably on top of the objectives and as close to the enemy side as possible. You'll already have one Wyldwood out from setup. Attempt one Wyldwood with verdant blessing, if you have a Treelord Ancient then attempt to place another with Silent Communion. Move your units and place a final Wyldwood from a unit on the front line that is carrying Acorn of the Ages. If everything goes well, you could potentially have ''12'' Citadel Woods spanning the board before you opponent has done anything. Make sure you keep the rules close at hand for explaining exactly what you just did was legal.
*'''[[Age of Sigmar/Tactics/Order/Idoneth Deepkin|Idoneth Deepkin]]:''' The fish guys have lots of cross-unit synergies, which are of no use here. Consider the Akhelian Guards (Ishlaen and Morrsarr). Compared to the Kurnoths, they are faster at 14' and can fly (but can't use wyldwood teleporting and need to stay way from them too), they pack more punch (but are more fragile) and they are cheaper too.


Now you have two options - either move your units into the woods near objectives and camp out. Let the fight come to you.  Alternatively you took an alpha strike battalion and you just charge into their side of the board and kill as much as you can in one go.
*'''Bundo Whalebiter''': A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.


Keep your Dryad summoning Branchwraith on the backlines in a Wyldwood away from danger, teleporting the summoned Dryads into a more strategic location.
*'''[[Age of Sigmar/Tactics/Order/Fyreslayers|Fyreslayers]]:''' Surprisingly useful alliance. The Fyreslayers bring a lot of Mortal Wounds to the table, especially if a Runefather or Runeson on Magmadroth is chosen. With Hearthguard Berserkers, bring a Fyerslayer hero along with them and they can eat Mortal Wounds for you, being able to resist them on a 4+.
 
The problem with using Wargroves is they don't allow for much wiggle room on choice of units. Opponents will have seen a list similar to yours before and may know how to react against it (well, maybe not for Ironbark or Oakenbrow....)
 
===Tree-Revenants===
 
Unlike what the Battletome wants to suggest to you, these are not your mainline infantry. They are neither particularly tough nor particularly killy and their kit is way too expensive to use lots of them (although less so, now that they've gotten cheaper). Yet they are still an integral part of your army. Whereas the Wyldwood-shenanigans above are very useful to bring your units into melee faster, they aren't all that good at getting to those back-row fire support units and war machines. They also provide little distraction since they all tend to come in from the front. That's where Tree-Revenants come in. With their Waypipes they can appear at any table edge, right where your opponent is most likely to deploy war machines, Jezzails and Poisoned Wind Mortars. Minimum-size squads of them also have just high enough of a damage output to cut all the aforementioned units to ribbons. But, you will say, the 9" charge after teleporting is improbable. No. Since they can reroll one of the charge dice, they are more likely to make that charge than to fail it, even more so in a Harvestboon Wargrove that adds 1 to their charge rolls. A good rule of thumb is to use 2 units of minimum size. That way, it's very likely at least one of them will make the charge and then they will more than likely deal enough damage to neuter the war machine you attacked. Do not use them as you would Dryads. Use them like scalpels to cut out the really unpleasant ranged units the opponent has.
 
Also great for when your opponent leaves an objective unguarded. Teleport in and take the points. Once your opponent is aware of this strategy they aren't going allow it again ... however now they have to leave units camped out on objectives to hold them leaving them less to fight with elsewhere. Instead they could go after your Revenants, which again gives you more opportunities to do take the advantage elsewhere, and hopefully you can just teleport the Revenants away before they all die.
 
===Magic===
 
Your Wizards have quite the vast selection of spells now. A little something about them:
 
''The Reaping'' in conjunction with the Silverwood Circlet is a no-brainer. A lot of people seem to put this trick on a Branchwych, but a Treelord Ancient, who is tougher and is much larger, is actually a much better candidate.
 
Ranu's Lamentiri and ''Verdant Blessing'' is another no-brainer as it allows you to place new Wyldwoods with relative certainty. Since Treelord Ancients can summon new Wyldwoods without casting spells, this might be better to put on a Branchwych, especially since her unique spell profits from the casting bonus a lot.
 
''Regrowth'' on the two special characters seems obvious but should be mentioned here. On Alarielle, it provides her with a third regeneration ability, enough to make her almost impossible to kill. On Drycha, it takes a frustratingly tough and powerful monster and turns it into an impossibly tough and powerful monster.
 
On a Treelord Ancient, it might be worthwhile to work with the Warsong Stave, as any Ancient not using Reaping Circlet will want ''Regrowth''. With the Warsong Stave, you can keep ''Regrowth'' and still gain another spell, at the cost of a possible Artifact.
 
One last thing. Avoid using any ''Throne of Vines'' or ''Regrowth'' against an army with Curseling Lord of Tzeentch. If he successfully unbinds your casting he can use it in the next round via "Vessel of Chaos". Thankfully he can't permanently steal them using "Glean magic" as that only works with spells listed on the warscolls of your wizards.
 
==Allied Armies==
 
With the General's Handbook 2017 we can take two factions as allies: Stomcasts and Wanderers, and now with the introduction of Idoneth Deepkin, those too. However, the usefulness of this is questionable for us.  The problem is that allies do not get the '''SYLVANETH'''-Keyword. Our Forests can and will turn on our allies if the run, charge, cast spells or simply stand next to it when some other effect goes off. This massively reduces their mobility, weakens our board control and potentially makes us lose our models without the enemy having to do anything.
 
*'''Stormcast Eternals:''' You don't particularly need stormcast. Their playstyle is too different from traditional Sylvaneth play and overall they don't synergies too well. Perhaps with the upcoming Stormcast Sacrosanct chamber, something might be available to use well with Sylvaneth, but as of now don't bother. Stormcasts are just too slow to keep up with us and can't make up for this with Deep Strikes. Prosecutors might be a better option than the infantry on foot, but the would-be woefully undersupported, due to the lack of Stormcast Heroes. Additionally, they have worse shooting than our (costlier) options and again, do not benefit from Stormcast specific abilities or commands.
 
*'''Wanderers:''' Okayish, and fluffy which is important, however as previously mentioned above, you only have 200/400pts to spare, which simply isn't enough to gain any meaningful army support from the Wanderers. Also, Wanderers suffer from much the same problems as Stormcast. Everything they can do, we can do better, with everything they need, we can't provide. 200-400 points are not all that much and spending these on a Unit of Glade Guard and a Hero gives us, again, worse shooting and we can only heal and not revive Models. This basically means that the many single-wound models are nearly worthless fodder. Sisters of any variation are simply too expensive to be a viable choice for us and don't benefit us. Wasted points, that we could use better for Hunters.
 
*'''Idoneth Deepkin:''' The fish guys have lots of cross-unit synergies, which are of no use here. Consider the Akhelian Guards (Ishlaen and Morrsarr). Compared to the Kunoths, they are faster at 14' and can fly (but can't use wyldwood teleporting and need to stay way from them too), they pack more punch (but are much more fragile) and they are cheaper too.
**Alternately, consider running a Deepkin army with the "Alliance of Wood and Sea" Battalion, giving you all the benefits of the Deepkin tides at the cost of having no forests (for better and worse).


==Buying Guide==
==Buying Guide==


Sylvaneth is mixed in terms of unit price values. Some can be cheap, others horrendously expensive, but that's GW. A cliché recommendation would be the start collecting box. Sadly the Branchwych is of less use than she used to be.
Sylvaneth is mixed in terms of unit price values. Some can be cheap, others horrendously expensive, but that's GW. A cliché recommendation would be the start collecting box.
 
There is also the Sylvaneth Bundle, which is a start collecting box, a box of Revenants and box of Kurnoth but it's only ''slightly'' cheaper than buying them all separately.
 
<s>If you can get your hands on it (''you won't anymore other than hideously overpriced on ebay''), the battleforce that came out in 2016 was a fantastic steal of a box.</s>


Note that due to models coming from WFB, a box of Dryads has 16 models, so to get full use of them, you'll want two boxes giving you 3 dryad units plus 2 spare. Make these up as 3 Dryad Nymphs and 29 normal Dryads to give you full WYSIWYG flexibility of unit sizes.
Note that due to models coming from WFB, a box of Dryads has 16 models, so to get full use of them, you'll want two boxes giving you 3 dryad units plus 2 spare. Make these up as 3 Dryad Nymphs and 29 normal Dryads to give you full WYSIWYG flexibility of unit sizes.
Make sure to buy those horrible Wyldwoods. Thankfully the Vale Of Ghyran boxes has made them a bit cheaper. You'll eventually want three of those boxes, but can get away with just two. Amongst friends you might want to make the bases from cardboard as a stop gap. Although good value, the Vale box means it's harder to spread the cost by buying a single wood every time you visit/order from the local hobbyshop.
{{Age_of_Sigmar_Tactics}}
{{Age_of_Sigmar_Tactics}}
[[Category:Age of Sigmar]] [[Category:Age of Sigmar/Tactics]]

Latest revision as of 22:32, 19 June 2023

This page is in need of cleanup. Srsly. It's a fucking mess.

>


Grand Alliance Order

Sylvaneth

WALKING TREES I TELL YOU! WALKING TREES!

Lore
Tactics
General Tactics

Welcome to the Everqueen's glorious wooden host!

Why play Sylvaneth?[edit]

  • You like trees, nature and tending to a garden.
  • You like playing chess when everyone else is playing the CHARGE EVERYTHING game.
  • Your favorite scenes in the Lord of the Rings are the Ents' attack on Isengard, the Huorns wiping out an Orc army or both. Or Treebeard is your favorite Tolkien character (not that I blame you).
  • You’re a painter who loves varieties of colors or lots of brown.
  • You like armies that straddle the line between elite and horde.

Pros[edit]

  • We are the kings and queens of board control. We move around quickly, we teleport, we fly, we fight who we want to when we want to, stacking the odds in our favor.
  • We can alter existing terrain to serve our purposes and make new terrain pieces. Even Nighthaunt can't do the latter.
  • We have a lot of glorious models, all plastic.
  • Just look at Alarielle's model. Her utility across the board is almost as awesome as she looks.
  • Can do a monster mash, and Alarielle can potentially be 2.5 monsters for the price of one (the extra 0.5 being due to her resurrection mechanic).
  • Kurnoth Hunters. Even by heavy infantry standards in AoS, absolute damage monsters. They will do a lot of heavy lifting.
  • Great, often colorful paint schemes. Whether you want your trees to be in full bloom, fiery autumn or paint them as a haunted ghastly forest, you have a lot of choices.
  • Almost everything we have is at least -1 Rend.
  • Healing everywhere, including a couple of restoring dead models methods (who says Death should have all the fun?)
  • Lorewise, we boast one of the leaders of an entire realm and two survivors from the World-That-Was (three if you count the Spirits of Durthu).
  • Easily paintable chaff with Dryads. Which is useful as you'll be painting a lot of them.

Cons[edit]

  • Not exactly a starter friendly army if you want to play the game at it's fullest (this is not just about "haha charging goes brrr").
  • We are very bad to transport. Seriously it's a pain with all these small bits and twigs, plus Alarielle and the Treelords are TALL. Even foam packaged boxes hurt us. You'll want LOTS OF MAGNETS and a big metal box/boxes and magnetic sheets plus glue, as you'll be taking lots of dryads. Plus you'll need an extra box for all those woods you might be able to summon.
  • We can be expensive in cash; that's lots of woods and non-Dryad and non-Treelord units aren't cheap. It also relates to being bad to transport, as we practically need those DIY carry methods, which aren't cheap.
  • Except on the big things, saves are good, but not great. Even the Kurnoth Hunters lost their re-roll saves ability. This can be mitigated with All-out Defense, Mystic Shield and various ward saves.
  • Our monsters are good but will struggle against their counterparts in other armies; even Spirits of Durthu will feel the hurt fighting a Greater Daemon or a Mega-Gargant.
  • Placing woods bigger than one model can be tricky, which also means you loose their LOS blocking.

Rulebooks[edit]

Faction rules and abilities: Battletome Sylvaneth (2022)

Additional rules: Broken Realms Kragnos (Alarielle and Warsong warscrolls), FAQ (Endless spells and Wyldwood warscrolls)

Latest Matched play points: General's Handbook 2021

Core rules: here

Matched play rules, battleplans and expansions: General's Handbook 2022-23 Season 2, plus the battleplans from the Core Book.

Supplement all the above with any Errata and Designers' Commentary from the FAQs.

Allegiance Abilities[edit]

Battle Traits[edit]

Armies with the SYLVANETH allegiance have the following abilities:

Glades You may pick from subfactions, which may be seen below.

Places of Power After determination of territories, but before placement of faction terrain, you can pick 3 terrain features outside of the enemy territory and make them overgrown (they will largely follow the rules for Awakened Wyldwoods now). You can heal 1 wound to each of your units at the beginning of your hero phase, if the unit is wholly within 9" of any overgrown terrain or one of your Wyldwoods.

From the Woodland Depths Walk the hidden paths - redeploy one of your units from wholly within 9" of a Wyldwood or overgrown terrain to and put them into a Wyldwood or overgrown terrain. The unit must be set up 9" away from enemy units. Also, it must be set up wholly within 9" of the target terrain and the target terrain must not be within 3" of enemies.

Strike and fade - In your combat phase, when a unit has fought, you can redeploy it with the same restrictions like the previous ability. It must be wholly within 9" to be able to and you can only do this once per turn.

Verdant Blessing All your wizards know this spell: Verdant Blessing. CV of 6, 18" range. Set up an Awakened Wyldwood visible to the caster 3" away from enemies, invocations, endless spells, objectives and other terrain features.

Awakened Wyldwood (This ability has since been replaced with the updated warscroll for Awakened Wyldwoods). Additionally, read the Core Rules, which surprisingly have a whole chapter on Wyldwoods. For whatever reason, the warscroll does not mention any of those.

Seasons of War In addition to picking a subfaction, you also pick a season:

  • The Burgeoning - your units within 9" of overgrown terrain or friendly Wyldwoods get a 6+ FNP if they did not charge.
  • The Reaping - +3" on Places of Power and From the Woodland Depths
  • The Dwindling - get once per turn reroll casting, dispell or unbind within 9" of overgrown terrain or friendly Wyldwoods.
  • Everdusk - -3" on Places of Power and From the Woodland Depths. Unm. hit rolls of 6 wholly within 6" of overgrown terrain or friendly Wyldwoods by melee weapons get 2 hits.

Command Traits[edit]

A general of an army with a SYLVANETH allegiance can choose one Command Trait from the lists below (be advised that if you choose your army to be one of the Wargroves, you are forced to take a specific command trait instead of one of these):

Aspects Of War

  1. Gnarled Warrior: Get ethereal
  2. Lord of Spites: if enemy ends pile in within 3", they get -1 attack for this phase
  3. Warsinger: +3" move at the start of movement phase for all friendly units wholly within 12"

Aspects Of Renewal

Wizards only

  1. Nurtured by magic: on successful, non-unbounded cast. Heal D3 to a friendly unit wholly within 18" once per turn.
  2. Spellsinger: you may measure and check visibility from a spell from an Awakened Wyldwood instead.
  3. Radiant Spirit: If affected by a spell/endless spell (unit wholly within 12"), roll a dice, on a 4+ ignore the effect. Note the correct usage of affect and effect.

Artefacts[edit]

One hero in an army with a sylvaneth allegiance and has chosen to take the sylvaneth allegiance abilities, plus one hero for every battalion selected, can choose one Artefact from the lists below.

Boons Of The Everqueen

  1. Greenwood Gladius: +D3 attacks on one melee weapon.
  2. Crown of Fell Bowers: +1 toWound against a unit within 6" in the combat phase for all Sylvaneth units.
  3. Seed of Rebirth: When slain the first time, 2+ to ignore and heal D3. (Excess damage is negated)

Relics Of Nature Wizards only.

  1. Acorn of the Ages: Set up a Wyldwood wholly within 12", one-use only. 3" away from everything. The old favourite artefact of the one drop armies. You can simply throw a forest-shaped wrench into enemy charge lanes, you can let an isolated Hero summon their own reinforcement spawn point, you can make some cover to make a stand.
  2. The Vesperal Gem: Once per turn, automatically succeed a Deepwood spell roll, which cannot be unbound. Sounds great.... but, then roll a dice, on a 1 you get D3 mortals. Ouchy. Good thing you have healing out the ass. Amazing relic because while you NEED magic, you don't have a lot of multi spell casters OR casting bonuses. Very solid choice. Note, Verdant Blessing is not part of Deepwood, so no autotree spamming.
  3. Luneth's Lamp: +2 unbinding/dispelling rolls for endless spells. And you can banish invocations.

Spell Lore[edit]

All sylvaneth wizards know Verdant Blessing Verdant Blessing (6+): Casting value 6. Sets up an Awakened Wyldwood wholly within 24". As useful as the Wyldwoods are to you, this spell is pretty good. This used to be 18", part of the Deepwood list, and was more or less auto include.

Deepwood Spell Lore

Alarielle knows all of these (The Warsong Revenant lost its ability to do so). All other sylvaneth wizard can pick one for each spell lore enhancement taken.

  1. Throne of Vines (9+): You can heal 1 wound per phase to the caster until your next hero phase
  2. Regrowth (5+): Casting value 5. Heal D6 Wounds to a friendly, visible sylvaneth unit wholly within 18". TAKE IT. I don't care about your strategy, take it. Alarielle? Take it. Treelord Ancient? Take it. Drycha? Take it unless you want a suicide bomb.
  3. The Dwellers Below (7+): Pick a unit within 12", roll a D6 for every model in the unit, every 5+ deals a Mortal Wound. Basically Vermintide/New Treason of Tzeentch. It's good, with a potentially gigantic damage output.
  4. Deadly Harvest (6+): Each enemy unit within 3" gets D3 mortals. Nice when you're stuck in melee, but only really good in combination with the Spellsinger command trait. Also, remember that it gets better against multiple small units, but worse against horde armies - essentially the opposite of Dwellers below.
  5. Verdurous Harmony (7+): A unit wholly within 18" regains 1 slain model (or D3 for Dryads, Tree/Spite Revs). Amazing spell, just can be a little tricky to consistently cast without bonuses.
  6. Treesong (7+): Pick an Awakened Wyldwood within 16". Your units wholly within 9" get +1 rend with melee weapons

Endless Spells[edit]

Note that unlike the some of the generic endless spells, the Sylvaneth spells can't be used by your opponent against you (other than moving them out of harms way).

  • Gladewyrm (60pts, CV 7, range 6", move 8", fly): Ancient protectors of the spice realmroots.
    • Does D3 mortal wounds to non-SYLVANETH units within 1" and heals D3 wounds to SYLVANETH units wholly within 6" of where it ends up. This only happens on a 3+.
    • Pretty good for the cost. For best effect, lob it in the middle of any combat not involving your battleline.
  • Vengeful Skullroot (60pts, CV 6, range 6", move 8", fly): Spooky tree
    • Adds D3 to fleeing non-SYLVANETH models that fail battleshock tests within 3".
    • On a 2+, does D3 mortal wounds to non-SYLVANETH units it passes across, boosted to D6 if said units are within 6" of an AWAKENED WYLDWOOD.
    • If you can get that D6 off, then this is great. Given the myriad ways of avoiding battleshock, and that enemies avoid woods where possible, you might find better use out of the slightly cheaper Gladewyrm.
  • Spiteswarm Hive (40pts, CV 7, range 15"): More of Drycha's little gribbles.
    • Lets you (and only you) choose one of the following effects in every hero phase (including your opponents) each turn it's around if you have a wizard or hero within 9". Roll a dice for one SYLVANETH unit wholly within 9", on a 2+ either add 3" to normal moves and charge moves or worsen rend against that unit by 1.
    • Great spell, however be careful when using the move bonus that your models don't get out of range too quickly.
    • Best case is to place it halfway between you and an enemy, use the move bonus to get into combat, then use the save bonus during your opponents turn (assuming you survive the first round of combat).
    • The small base size helps to stop it getting in the way of movement, assuming you point the gribbles out of the way.

Glades[edit]

Every Sylvaneth army gets to optionally belong to a glade for free, which gives you an extra ability or command ability. Some glades give you additional battleline options.

Dreadwood[edit]

  • Ability: Malicious Tormentors: You can use both the Strike and Fade, as well as the Walk the Hidden Paths ability twice per turn once per battle. But you must use the additional uses on Spite Revenants.
  • Battleline Options: Spite Revenants

Gnarlroot[edit]

  • Ability: Keepers of the Arcane: Once per turn (wizard must be wholly within 9" of Wyldwoods or overgrown terrain) use 3D6 for casting roll and ditch the lowest.

Heartwood[edit]

  • Ability: Masters of the Hunt: Pick 3 enemy units after deployment. You get +1 toHit against them.
  • Battleline Options: Kurnoth Hunters

Harvestboon[edit]

  • Ability: Vibrant Surge: pre-game move for all Spiterider Lancers and Revenant Seekers with 12".
  • Battleline Options: Spiterider Lancers and Revenant Seekers

Ironbark[edit]

  • Command Ability: Stand Firm: enemy combat phase, if enemy unit charged within 3". On a 2+ D3 MW. Can be used multiple times but against different units.

Oakenbrow[edit]

  • Ability: Our Roots Run Deep: For your damage tables of Durthu, Treelord and Ancient; you count as having half the wounds suffered. When you look at the warscrolls, you will see, that they will fight almost until death with their top profile.
  • Battleline Options: Treelords

Winterleaf[edit]

  • Ability: Winter's Bite: Enemy units within 3" cannot retreat. Use with Everdusk season to shut of redeploy within 3".

Warscrolls[edit]

Named Leaders[edit]

  • Alarielle the Everqueen: (840pts). The over-the-top God model for Sylvaneth. She can't hit as hard as Archaon or outcast Teclis and Nagash, but offers strong support for her army. That support comes with a major price tag though, at 840 and lacking an in-built ward save, she's almost as overcosted as Nagash. Almost. What Alarielle's lost in some areas, she's gained in synergy. Alarielle also counts as the general even if you have another general, and retains most of her strong points such as speed, durability, the free summon and her spellcasting. Once per battle, she can make all terrain features count as overgrown until the end of that turn, which creates more bubbles of ward save (which can give her one too) and potential mortal wounds for enemies. Plus her shooting attack is -2 Rend and a flat 6 damage (decreasing as she takes wounds, but her damage table is much more forgiving, only bracketing after 6 wounds). She still has the Talon to potentially one-shot a dangerous model. Despite her power, it's all about how you use her, not the raw stats.
    • While no longer able to auto-heal other Sylvaneth (she can still heal them with spells), Alarielle can now resurrect herself once per battle. When she dies, roll a dice and add the number of the current battle round to the roll. If it's 6+, she comes back with 8 wounds allocated (which she can quickly heal). Also note being able to resurrect gives you more opportunity to summon that free unit.
    • Several of her points went into the free unblockable summon, which effectively drops her cost by ~200 points (or at least 130 points - the cost of the cheapest unit she can summon, dropping her to at least 710 points in practice), and you get to pick the unit. Note that the Dryad and Rev options give you a reinforced unit without using up one of your reinforcement options. And yes, this summon can be used after she's resurrected if it wasn't beforehand.
  • Drycha Hamadreth: (335pts). Drycha is back and madder than ever. Her Flitterfuries or Squirmlings now deal a mortal wound on 6 to hit instead of going through the attack sequence. The Flitterfuries are an 18" shooting attack with 10 attacks single damage, rend -1. Meanwhile Squirmlings are 2" melee attack, also with 10 attacks single damage, but no rend. At the start of each battle round, you can choose what mood she's in, and as a result one of these attack doubles to 20! Her talons' attacks have been reduced to 4, but for good reason. Despite having the MONSTER keyword, Drycha no longer has a damage table. You read that right, she's always at maximum effectiveness until dead! Plus she kept all her other benefits, and only for 15 points more than before. This lady is a beast!
  • Ylthari: (180pts, with Guardians) Shadespire Hero takes root in AOS. Requires you to bring Ylthari's Guardians along with, and outside Shadespire she's currently as useful as Vokmortion is for the Bonereapers (that's bad). Has a bit more melee power than a Branchwych and doesn't share their keyword (is labelled a thornwych). She re-rolls wound rolls of one and her spell is a supercharged arcane bolt, giving you an average of 2 mortals per cast. Even if she's cheaper than a Branchwych and 5 Tree Revenants, for these reasons and more (including being labelled Oakenbrow, which is useless for these Guardians in 3.0), don't take her unless you like the models or use her in Shadespire.
  • Qulathis the Exile (100pts) Kicked out from Cursed City
    • Standard 5 wound hero with usual meh melee.
    • Surprisingly No magic. Instead you get three 1 damage shots at +3/+3/-1, with additional mortals on 6s. Best thing here is the 24" range.
    • Has her own special glade, so can't be buffed by any of our glade bonuses.
    • Against missiles her save goes from 5+ to 3+. Most the time you still want to keep her in a LOS blocking wood, but this gives you more options. Then again, it's doubtful opponents will be wasting time raining fire down upon her.
    • This lady is purely for use as a sniper. However, you can only take one of her, and she can't take artefacts. Sigh. If you could boost her shooting output or give her a way to boost Kurnoth Bows then maybe she'd find a use. Possible if you really want more firepower and don't have room for more Kurnoth bows.
    • Missing from GHB2021 points. Still valid? Who cares.
  • Lady of Vines (325pts) The missing hand of Alarielle is finally available as another mandatory general and a powerful wizard who can cast/unbind twice with a special spell that gives a 5++ ward to all friendly walking trees in a 12" bubble. She also counts as an Awakened Wyldwood for any perks provided for being near them, and the ability to deal either a -1 to hit her or +1 to hit the enemy within 3". Her weapons are fairly decent too, with her melee attacks having a good reach and damage and her ranged attack being very powerful if hampered by its swingy d6 damage. She also has the ability to summon a unit of 10 Dryads once per game on a 2+, effectively lowering her cost by 100 points (unless you roll a 1). Taking her with her goddess-mother is over 1000 points, which can give you three generals by adding a third character, but again that's over 1000 points! But on her own, she's definitely a good choice. Consider her a support-y defense version of Drycha.

Generic Leaders[edit]

  • Branchwych: (130pts) Aggressive support wizard.
    • As long as she's taken at least one wound in damage, she gets 2 extra attacks on her scythe.
    • Her spell Unleash Spites (5+) is a damaging pulse effecting all enemy units within 9". It works best against the more units that are in range - If there are only 1 or 2 target units in range, then arcane bolt will usually do more damage than the pulse, but it gets better against more units, of course. On average, you'll expect 1.11 mortal wounds per unit.
    • In Skirmish, the pulse is extremely broken, as every model is a unit. So, get within range of the front line and suddenly every model is hit with rolling a minimum of 5 dice, giving mortal wounds on sixes. Most of those models are single wound chaff, because skirmish doesn't allow you to take any of the good stuff, and you've got a game winning massacre. Sadly that pulse is the only thing we've got going for ourselves in Skirmish.
    • The oft whispered about Branchwych Bomb involves sticking her on a Balewind Vortex inside a mid to frontline wood, giving her Deadly Harvest, Spellsinger, and using whatever casting bonuses you can get hold of. Then sit back and cast both spells, spamming mortals out in 21" and 15" bubbles. In practice you're tying up far too much to get this off reliably. Just don't run crying when your 5 wound guy gets wiped out pronto after one round of this. Clearly hilarious if you can get it to work.
      • It's possible to invest even more into this strategy by adding an Umbral Spellportal, but even that doesn't make it worthwhile.
  • Spirit of Durthu: (370pts) This is SPARTAAAAA *ahem* supercharged Treelord. Note that as this isn't a named character you can take multiple, but the cost is going to hurt. The Spirit of Durthu is a damage monster, with powerful shooting, terrifying melee and all the standard tricks of the vanilla Treelord. A shooting attack that is basically the vanilla Treelord's Strangleroots on steroids, with higher range, more shots and higher damage per shot. His sword is as terrifying as it looks, with constant damage 6 so long as he stays in good health and 1 bonus attacks for being near a wood.
    • That damage table is a killer for him. Take six hits and that sword goes from dealing 6 to D6 damage. Do the math, and a block of Kurnoth will output a lower higher end, but similar average output and degrade slower.
    • While he lost the meager Bravery buff, he has gained two new abilities: a new Monstrous Rampage that makes an enemy fight last on a 3+ and the ability to teleport from being near one wood or overgrown terrain to another, letting you hop between key enemies.
  • Treelord Ancient: (360pts). The swiss army knife Treelord. If Durthu is a supercharged Treelord, then this is the slightly weaker but more useful version. Compare to a Vanilla Treelord, this guy has 1 less attack on its Sweeping Blows. This doesn't seem like much, but the drop from 4 to 3 attacks is actually quite drastic. And what does this old fella get in return? An extra 2 to its Bravery, 18" range on its strangle roots, gains a command ability and becoming a freakin' wizard! His unique spell will do D3 damage to any enemy units on or around your woods. It's either a great deterrent to entering your woods or a great punishment if the opponent was dumb enough to actually do it. Even more useful now we are spitting out trees three at a time. Once per battle he can unconditionally summon a new wood. This would make him an almost must take if he was less points. Note this is once per game, not once per Ancient per game, but he's still a good option.
    • If you teleport the Ancient to the wood, then next turn a 24" verdant blessing wood should give you all the range you need.
  • Arch-Revenant: (120pts) Force multiplier for the Kurnoths, 3.0 was kind to her. No longer has to sacrifice her mount. Has the best non-Behemoth Hero melee in Sylvaneth (which doesn't say much): three 2" 3+/3+/-2 Dmg 2 attacks with her glave and a single 4+/3+ Dmg D3 attack with her mount. More survivable than a Branchwych, with five wounds, a 4+ save. Can adapt an offensive stance, which gives her +1 attack to her glaive or a defensive stance that gives her a 4+ ward save. Automatically buffs Kurnoth Hunters within 12" of herself, allowing them to re-roll hit rolls of 1 (both melee and shooting). Has a great command ability, adding 1 attack to each model's weapon in a unit within 9" (12" if the Arch-Revenant is your General). Combine this ability with alpha-striking unit of Tree-Revenants, or buff the hell out of Kurnoth Sword/Scythes - either way, it'll really hurt your opponent. Only works in the melee phase, so no buffing Kurnoth bows. Keep her safe, and she'll reward your army for it.
  • Warsong Revenant (305pts) Heavy support wizard introduced in Broken Realms. Can cast twice, only unbind once and adds +1 to casting within 9" of a wood. His personal spell is the same as the Branchwych's but with a different name. Has a 12" bubble that adds +1 for friendly Sylvaneth bravery and -1 to any enemies within that range. Less squishy than our usual heroes: 7 wounds, the standard 5+ save is boosted with a 4+ ward save and he could take Regrowth. Fairly maneuverable too with 8" range and flies. Attacks 5 times with rend at damage 2. Plus there's a 3" range. Think of him as a budget Lady of Vines or a much pricier and tougher Branchwych (with bravery shenanigans thrown in), and you're good to go.
    • Remember the oft talked about Branchwych bomb (see above), well now we have the Warsong bomb. Give Spellsinger, get him near a wood or ideally within a big wood, prime with throne the turn before, then spam his spell at every enemy unit within 15" for an average of 3.333 mortals (assuming a single throne, with .6 for each addition throne). Boost with an addition D3 for everything with 9" from Deadly Harvest. Maybe throw in the umbral spellportal. Deadlier than the Branchwych bomb, but you're still making him a huge target and it's a lot of points/resources wrapped up to make this happen. He will survive a lot longer than the Wych though.

Battleline[edit]

  • Dryads: (100pts, 10) Your rank and file angry trees. At first glance the ladies don't look like much, having only a 5+ Save and 2 attacks at 4+/4+/-/1. But they quickly become incredible as in units of 10+ they gain +1 Save (combine with Mystic Shield, All Out Defense and cover for a 2+ save), they hit on 3+ in your combat phase and they also have 2" range on their attacks, letting them fight in thick, two-row hedges. They also profit from being near a wood (-1 to hits against them), this is in addition to +1 save for being in cover. They are also very fast at 7". Keep them in big units as the Save-bonus and the 2" range heavily reward you for doing so. Ultimately, these ladies are quite versatile and so can be used for a variety of situations.
  • Tree-Revenants: (110pts, 5) Elite Troops for tricksy players - not your mainline infantry. They have Rend in melee, unlike the Drayds, a banner that gives a 6" pile-in (A handy counter to having your pile-in reduced, as with Lumineth Spirits of the Wind…) and they have an extra wound per model. Most importantly, the musician allows them to use a better Spirit Paths rule, letting you take them off the table and then place them anywhere on the table more than 9" from enemy units. They have the coolest rerolls in the game, getting to reroll 1 dice per phase. So this seems wonky in melee, doesn't it? Well, it also allows them to reroll the dice to run, one of the charge dice, the Battleshock dice... you get the picture. (This ability has been replaced in the latest Battle time - now they can get All-out Attack or All-out Defense without spending command point). Do not use these guys as as you would Dryads. That would be a waste. They are for board control.
    • Charge blockers. Save until your opponent gets ready to charge a very killy unit they want to get into combat asap, then teleport a wall of Revenants in front. Revenants will die instantly in the following combat, but it'll free up your more important units.
    • Back line threatening. Your opponent can no longer keep those war machines, Jezzails and Poisoned Wind Mortars unguarded. Minimum-size squads of them also have just high enough of a damage output to cut all the aforementioned units to ribbons. But, you will say, the 9" charge after teleporting is improbable. No. Since they can reroll one of the charge dice, they are more likely to make that charge than to fail it. A good rule of thumb is to use 2 units of minimum size. That way, it's very likely at least one of them will make the charge and then they will more than likely deal enough damage to neuter the war machine you attacked.
    • Objective taking. Without any Revenants, your opponent might decide to leave a captured objective unguarded. With Revenants either you can teleport and grab the objective or they'll be wise to this and need to keep a unit tied up - one big enough to survive a teleport and charge strike.

Other Troops[edit]

  • Spite-Revenants: (105pts, min 5) Less tricksy, more creepy Tree-Revenants. Same as before, except for three major differences. First, they gained an extra wound, like the Tree-Revenants. And while they lost their battleshock trick, they now deal Mortal Wounds on a 6 to hit. They're your glass cannon melee assassins now. Third, they're no longer Battleline, unless you take the Dreadwood wargrove.
  • Gossamid Archers: (215pts, min 5) Lightweight skirmishing archers to the firing lines of the Kurnoth Hunters. This entire group can fly around and oddly have an expanded cohesion range but have a meager 5+ save and 2 wounds per model. Sadly, these bows are pretty small, given only a 12" range and no Rend. Their selling point is that each unmodified hit roll of 6 does D3 Mortal Wounds per shot. Even with such potent potential, this pretty much forces them to fly away from any conflicts, and if they use the Unleash Hell command on an enemy within 3", they can retreat on a 2+, giving you a pack of close-range harassers.
  • Kurnoth Hunters With Kurnoth Greatswords: (250pts, min 3) The ultimate wooden killing machine (*Note: all three varieties of Kurnoth Hunter are basically minor Heroes at 5 Wounds and a 3+ Save). Each sword tosses out 4 attacks at -1 Rend with damage 2 and an additional mortal wound on wound rolls of 6. At the end of combat you deal mortal wounds on a 4+ for each model in your unit. Only 1" range on a large base. Always take in threes only. Despite that, these guys are crazy good now, especially if you take them in Winterleaf and the Season of Dwindling. Stick an Arch-Revenant next to a unit, send into something big, and watch it go **POOF**. Pop command ability for 10 attacks hitting on 3+, 5 attacks on 2+, reroll 1's to hit, with 6's causing mortal wounds AND extra attacks?! All wounding on 3's with their -1 rend and flat 2 damage (Bonus points for using the Crown of Fell Bowers as a cherry on top so they wound on 2's). Even Nagash and Archaon will tremble in terror.
    • Consider pretending you're playing 40K and magnetise the arms for different weapon loadouts below. If you fix the weapons on one unit then you'll have enough shoulder pads spare to better magnetise a second unit. The Quiverbugs are trickier to magnetise. Sadly there are no official rules for using plasma cannons.
  • Kurnoth Hunters With Kurnoth Scythes: (250pts, 3) Same as above*, but with longer weapon range of the scythes, which tosses out 3 attacks at Rend -2 and damage D3. The scythes do more damage against 2+ saves, break even against 3+ and the swords win against everything else. But that's before taking into account the mortal wounds on 6 the Swords deal out (which the scythes don't get). However, the scythes have 2" reach. You'll want this for units of 6 or more to get them all into combat or if you want to place a screen in front and attack through them. The Scythe-weilders also gained the reworked Tanglethorn Thickets, which deals 1 Mortal Wound to each enemy unit that piles in.
  • Kurnoth Hunters with Kurnoth Greatbows: (230pts, min 3) See above*. They instead carry bows with a stunning 30" range, two shots per model and 2 damage per shot, these guys are basically artillery. In melee, they do a lot less damage overall than the swords/scythes. The Echoes of Doom boxset adds a new aspect by giving them the ability to share an All-out Attack or All-out Defense order to a nearby unit within 4+, improving the efficiency of your orders. They're the cheapest of the three Kurnoth Hunter loadouts.
  • Dragonspites:

The mounts for the Spiteriders and Revenants, they give both units 5 wounds,4+ saves, 3 pretty decent attacks, a banner which gives 6 inch pile in moves, a hornblower which lets the rally command ability work on a 5+ instead of a 6, and an ability which lets all wounds be healed at the end of each phase if a model was slain by this unit(so only combat since neither unit has ranged attacks)

  • Spiterider Lancers: (210pts, min 3)

One of 2 of the new mounted units, this one being the combat focused one. With 14 inch move and first strike on the charge, they're pretty much designed to charge right out of the gate to whatever you want to take the most damage right out of the gate and don't want to suffer damage from. Harvestboon Battleline

  • Revenant Seekers: (235pts, min 3)

The more supporty mounted unit, though they come close to the damage output of the Spiteriders. Their thing is that at the end of your movement phase, you can pick 1 unit within 12 inches and bring back a 5 or less wound model on a 2+ roll. You can bring back pretty much any unit you'd like, but the Kurnoth are the best choice easy, followed by either of the mounted units including itself . And given that they can be your battleline, they would make a very durable unit since they can recover wounds as well. Harvestboon Battleline

  • Ylthari’s Guardians: (Free with Ylthari) Shadespire Tree Revenants without the good stuff.
    • Can only be taken along with Ylthari.
    • Tree Revenants without a musician or banner, so you loose the pile in and teleport abilities.
    • In return you get three different weapon profiles (sword, glaive, bow), which are upgrades on the Tree Revenants.
    • Plus on a D6 3+ you get to attack first, which is going to make them a lot less fragile than standard Tree Revenants.
    • Same reroll rules as the standard Tree Revenants. Plus you get to reroll wound rolls of 1.
  • Skaeth’s Wild Hunt: (110pts, min/max 5) Straight outa Beastgrave
    • 5 unique models with ok melee (max damage of six wounds with all models) and a little bit of shooting (a single close range and single far range attack)
    • One wound each, but the leader gets one extra. And the one of them is a Wizard.
    • Might be easier to just think of these guys as a 120pt six wound wizard with a behemoth damage table. Remember, each model killed results in fewer attacks/abilities. Just make sure you remove the models you most care about last.
    • Spell (CV 7), as long as the model lives, gives you +1 to wounds rolls on a nearby unit, which is neat. Especially given that's something not covered elsewhere in the faction. Sadly it's a fairly high casting value.
    • They can still charge and shoot after running, not that you'll be charging them much.
    • Unique and not a hero.
    • Really, the +1 wounds spell to work alongside your other buffs is the reason you'll be taking these guys. In an either/or choice, the Arch Revenant is 20pts cheaper and better, and the wych/wraiths are 50% cheaper if you just want a wizard.
    • Like Ylthari, labelled Oakenbow, which as per FAQ, means that if you take another glade, these guys do not benefit from the glade bonus. Which makes them now even more useless than before.

Behemoths[edit]

  • Treelord: (260pts) The Walking Tree. Was nerfed, but got a consolation prize. At the start of combat he can stomp and on a 4+ cause one enemy unit within 3" to fight at the end of combat. But the Impaling Talons lost the Mortal Wounds ability and were made a standard melee attack. It got an extra damage, plus the Treelord got 2 extra wounds and can still shoot like before and they can now prevent pile-in moves until the end of the turn if they hit an enemy in combat. Instead of moving or retreating, if 6" from a wood, he can teleport to another wood, more than 9" from enemies. This is in addition to the single unit that can do the same using the Navigate Realmroots ability on the Awakened Wyldwood warscroll. Deep Strike! Everything this guy can do, Durthu and the Ancient can do, and more. But you're paying almost twice for them. Take alongside a big hitter, teleporting with them, stomping and attacking through them.
    • Arguably more likely to be seen played now that Oakenbrow can fields them as Battleline and makes their damage table almost irrelevant; there's always someone out there looking to field an all monster list, and now Sylvaneth can join that club too.

Scenery[edit]

  • Awakened Wyldwood: Trees everywhere - hopefully
    • An Awakened Wyldwood consists of either 3 wyldwood models arranged to form a circle. Everything inside is treated as woods. Or it consists of 3 individual woods more then 3" from each other. You choose.
    • Because they are treated as separate pieces, if you fail to place one, you can still place the others.
    • No longer stated that you can use the old citadel wood dinner plates.
    • After deciding territories, place one of these beauties on you own side, 3" from objectives and other sceneries. In most games, this'll serve as you "base" and dryad factory.
    • Instead of moving in the movement phase, ONE SYLVANETH unit wholly within 6" of an Awakened Wyldwood can be moved to wholly within 6" of another, different, wood, and of course more than 9" from any enemy. Treelord varieties have the Spirit Walk Ability and can teleport in addition to this one unit.
    • Line of sight blockers (for a wyldwood made of 3 pieces) if that line covers at least 3 inches inside the wood. This is great for general survivability. Blocking doesn't count for any model with wounds 10 or more - which is reasonable, but doesn't quite make sense for Treelords (you know, the guys that look like trees). Individual woods (not in a group of 3) do not block LOS but should still provide cover like other scenery.
    • At the end of the charge phase, each non SYLVANETH unit within 1" on a 6 gets D3 mortals.
    • Every spell cast wholly within 6" of a wood, each non SYLVANETH unit within 1" on a 5+ gets D3 mortals.
      • Remember those damages hurt your allies and your ally in doubles games.
    • Counts as a standard wyldwood, which means they blocks LOS between models with at least 3" of wyldwood between them. Does not count models those with more than 10 wounds each.
      • Sadly this blocks Kunroth bow LOS too.
      • This is going to be a little fiddly to get right, and probably never come into play on single model woods.
    • With Monsterous Rampage, an enemy monster can destroy a wood at the end of each charge phase. That includes teleporting, mortal damage and LOS. Ouch.
      • However, RAW, you can still use a broken as a destination for a Sylvaneth teleport. Plus anything not on the awakened wyldwood warscroll still works. So that includes Treelord teleporting and all the little wood bonuses everyone gets on their own warscrolls.
      • This all just encourages you to place lots of single model woods.
    • All Treelords and one other unit per turn can teleport between two of these instead of moving (this is in addition to the standard one unit wood teleport)
    • Branchwraiths, Branchwyches, Dryads and Durthu all gain bonuses for being near a wood.
    • The Acorn artefact and the Treelord Ancient can both unconditionally place one wood per game. The verdant blessing spell (6+) is known by all our wizards and can place a new wood per turn if successfully cast. Alarielle can set up a new wood after killing a unit with her spell (if there is room). All of these need to be 3" from objectives and other terrain, plus any additional terrain placement rules in play.
      • Using the rules above, that's either a single 3 wood piece or three individual woods.
    • You could end up bringing along 8 packs of these, which is a significant upfront cost for the army and it's a lot of extra plastic you're carting around between games.
    • Note that the entire inside of the ring of woods is counted as part of the Awakened Wyldwood, which means you can't use a wildwood to surround another piece of scenery or objective.

Battalions[edit]

Narrative only now. Battalions are now universal otherwise.

Forest Folk[edit]

A Branchwraith and three units of Dryads

Units can retreat and then still charge that turn.

Great for controlling the flow of combat. Essentially the opposite of Household. Stops your tar pits getting locked into combat with something you didn't want to, usually due to them charging first. Alternatively, if done correctly, you can bypass combat screens - charge into the screen one turn, then the following turn, retreat further up the board and charge your real target. Ignore the Branchwraith here, she's just included to reduce the number of drops.

Free Spirits[edit]

A Spirit of Durthu and three units of Kurnoth Hunters

Always rolls a 6 for a run.

Nice. Running instead of charging allows you to tanglethorn for save rerolls when the enemy charges in the following turn. You'll be wanting Scythes because you'll need the range on your tiny pile in. Don't use it to try and deepstrike Durthu or the like if board placement has denied you getting out any woods, as you'll now have lone units who can no longer shoot or charge until the next turn vulnerable to counterattack.

If you are taking these units, then you probably are also want the cheapest battleline you can get hold of, which is 3x5 Spites - and if you're doing that, then Outcasts is 40 points cheaper. Anyone wanting three artefacts, then this and Outcasts together would work.

Household[edit]

A vanilla Treelord, a Branchwych and a unit of Tree-Revenants

Units locked in combat with the Household cannot retreat.

That's an amazing ability for controlling the board, sadly the unit choices aren't the best. However, consider a blob of 30 freely teleporting Tree Revenants with 6" pile ins (and a 60pt hoard discount) and you're going to lock down whatever threats you want to for multiple turns until they chew through or die. Use the woods to throw your Treelord followed by Branchwych bomb to lock down a different unit elsewhere. Now consider how much six boxes of Revenants is going to cost to do this. Yeah.

Lords of the Clan[edit]

Two to four Treelord Ancients and one to three normal Treelords

During your shooting phase, every enemy within 6" of 2+ Treelords, gets D3 mortals on a 2+ roll.

At 60 points, this is a bargain given it's only 10 more than a command point, and If you really want lots of trees then this is a no brainer. Ability requires you teleport deep strike in pairs, but you won't get those mortals until your next turn after charging (assuming the whole pair stays alive). Having to take two Ancients is the tax here - most the Ancient's abilities don't double up, leaving your second Ancient mostly as a Treelord with a much lower damage output (however, you do get the additional spell plus the choice of which Ancient to use for its abilities). Being forced to take in pairs is a good as the stomp becomes much more reliable (from 50% to 75%), with the chance you can stomp a second enemy. For the most use out of this you want two pairs of Ancient+Vanilla, but that uses up almost half your points and all your behemoths slots in a 2000pt game. Two Ancients and one Vanilla is easier to build around, but that magnifies the Ancient tax and neuters the battalion ability. For pure damage output and survivability, Dreadwooding a large block of Kurnoth's is mathematically the better choice. However, two pairs of stomping Trees are much more flexible. In addition, taking LOTC enables you to take a mixed battleline (say, one each of Spites, TreeRevs and Dryads) instead of the usual block of Outcasts or Forest Folk - or take both if you really want the artefacts/CPs.

Outcasts[edit]

Three units of Spite-Revenants

Any enemy unit that fails battleshock within (not wholly within!) 3" loses an additional D3 models.

Remember that Spites lower enemy bravery too. If you want the cheapest possible battleline plus battalion, then this is the choice to take, for just 280pts total - just don't expect them to last long.

Wargrove[edit]

One Lords of the Clan, three Households, three Forest Folks, one Free Spirits and one Outcasts. 80pts (5,240pts min -> 11,010pts max)

Our only remaining super battalion. Allows you to place two Wyldwoods at the start of the game instead of one. Still, way too big to use unless you're playing 6000 point games.

Drycha's Spitegrove[edit]

Drycha, 2 units of Spite Revenants.

Spites can be great, but the biggest thing they lack is rend. This fixes that, but for only 2 units. Encourages you to take bigger units of spites, which may not be what you want. However, if you're taking Drycha, this is a no brainer if you want a cheap battalion.

Army Building[edit]

1000 pts[edit]

2000 pts[edit]

Allied Armies[edit]

The problem with allies, is that they do not get the SYLVANETH-Keyword. Our Forests can and will turn on our allies if they get too close. This massively reduces their mobility, weakens our board control and potentially makes us lose our models without the enemy having to do anything.

  • Stormcast Eternals: You don't particularly need stormcast. Their play style is too different from traditional Sylvaneth play and overall they don't synergise too well. Stormcasts are too slow to keep up with us and allies can't make up for this with Deep Strikes. Prosecutors might be a better option than the infantry on foot, but the would-be woefully under supported, due to the lack of Stormcast Heroes. Additionally, they have worse shooting than our (costlier) options and we do not benefit from Stormcast specific abilities or commands.
  • Idoneth Deepkin: The fish guys have lots of cross-unit synergies, which are of no use here. Consider the Akhelian Guards (Ishlaen and Morrsarr). Compared to the Kurnoths, they are faster at 14' and can fly (but can't use wyldwood teleporting and need to stay way from them too), they pack more punch (but are more fragile) and they are cheaper too.
  • Bundo Whalebiter: A Kraken-eater Mega-Gargant mercenary available to all Order factions. Taking him uses up your entire ally points allowance and he ignores any Behemoth or Hero limitations. A big terrifying centerpiece who can kick objectives around and instantly kill models by shoving them into his net. You can choose at the start of the Combat phase for him to fight at the end of the phase, in exchange for re-rolling failed hit rolls.
  • Fyreslayers: Surprisingly useful alliance. The Fyreslayers bring a lot of Mortal Wounds to the table, especially if a Runefather or Runeson on Magmadroth is chosen. With Hearthguard Berserkers, bring a Fyerslayer hero along with them and they can eat Mortal Wounds for you, being able to resist them on a 4+.

Buying Guide[edit]

Sylvaneth is mixed in terms of unit price values. Some can be cheap, others horrendously expensive, but that's GW. A cliché recommendation would be the start collecting box.

Note that due to models coming from WFB, a box of Dryads has 16 models, so to get full use of them, you'll want two boxes giving you 3 dryad units plus 2 spare. Make these up as 3 Dryad Nymphs and 29 normal Dryads to give you full WYSIWYG flexibility of unit sizes.

Age of Sigmar Tactics Articles
General Tactics
Order
Chaos
Death
Destruction
Others