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

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===Heroes===
===Heroes===
*'''Branchwraith:''' A very weak. But VERY essential part of your sylvaneth army. 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. SO KEEP HER OUT OF COMBAT. She is not an overly powerful spellcaster at first glance but comes into her own as THE support character of the Sylvanth. Firstly  she has the ability to "Summon"(Although the word 'summon' hasent been used if that matters to you) 2D6 Dryads. HOWEVER. These can only be spawned in a Sylvaneth Wyldwood which is a whole other thing . . .. If you have any sense you will keep this crazy looking plant lady in or near a wyldwood churning out dryads. being in the forest also grants her a -1 to all hits made against her. She also effects Treekin as they can re roll hits when a Sylvaneth hero is around(The only other one being Durthu) and also grant the regrowth spell which lets the branchwraith heal them. To sum up its always a good idea to have ATLEAST 1 of these around more if you can but just keep her close to a wyldwood or else give her a bodyguard unit (Treekin work well as they are large enough to block line of sight)
*'''Branchwraith:''' A very weak. But VERY essential part of your sylvaneth army. 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. SO KEEP HER OUT OF COMBAT. She is not an overly powerful spellcaster at first glance but comes into her own as THE support character of the Sylvanth. Firstly  she has the ability to "Summon"(Although the word 'summon' hasent been used if that matters to you) 2D6 Dryads. HOWEVER. These can only be spawned in a Sylvaneth Wyldwood which is a whole other thing . . .. If you have any sense you will keep this crazy looking plant lady in or near a wyldwood churning out dryads. being in the forest also grants her a -1 to all hits made against her. She also effects Treekin as they can re roll hits when a Sylvaneth hero is around(The only other one being Durthu) and also grant the regrowth spell which lets the branchwraith heal them. To sum up its always a good idea to have ATLEAST 1 of these around more if you can but just keep her close to a wyldwood or else give her a bodyguard unit (Treekin work well as they are large enough to block line of sight)
*'''Durthu:''' (Technically this unit is out of production. although its still completely playable. has the sylvaneth keyword and can still be assemebled from treelord kits)
A very old treelord with a few psychological issue. Luckly for you this translate to a kick ass statline. His statwheel is the same as an Treelord ancients (with a loverly 3+ save togo next to thos 12 wounds) He can stamp on the ground to debuff the enemys hits. He can auto kill weaker or damaged heros with his talons and can use sylaneth wyldwoods like teleport pads. Ok thats where the similarities end. Hes NOT a wizard but MORE than makes up for it. First of all instead of strangleroots he gets to . . .cry at the opponent really loudly? He gets 12 attacks (yes 12) at a 10" range (Not every strong mind you. But could potentially burst the heads of some weaker units)  well either way while this attack isent useful against big opponents it should matter (Did you notice the sword?). Durthus sword is just magical its all 3's from range to wound rolls, -2 rend and 6 damage each! and if that wearnt enough he gets an EXTRA D3 attacks with the sword when in close proximity to a Wyldwood that means that this guys has a potential 36 wounds to deal on his sword alone and is quite cable with only a little luck of takeing down any model in the game (Thats right archaon) if given the initiative. It is worth noting though like most monsters he does suffer from declining stats based on his current wounds so make sure he does some damage before anyone else can get to him. Oh and did i forget to mention that he is a hero that has a command ability that allows him to summon (no roll needed) sylvaneth wyldwoods every turn . . .If you wanna be That Guy then this is a golden opportunity. but if used in moderation its a great ability.


===Troops===
===Troops===

Revision as of 05:02, 28 April 2016

Why play Sylvaneth

  • Because nothing is more humiliating than being defeated by a tree:

Warscrolls

Heroes

  • Branchwraith: A very weak. But VERY essential part of your sylvaneth army. 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. SO KEEP HER OUT OF COMBAT. She is not an overly powerful spellcaster at first glance but comes into her own as THE support character of the Sylvanth. Firstly she has the ability to "Summon"(Although the word 'summon' hasent been used if that matters to you) 2D6 Dryads. HOWEVER. These can only be spawned in a Sylvaneth Wyldwood which is a whole other thing . . .. If you have any sense you will keep this crazy looking plant lady in or near a wyldwood churning out dryads. being in the forest also grants her a -1 to all hits made against her. She also effects Treekin as they can re roll hits when a Sylvaneth hero is around(The only other one being Durthu) and also grant the regrowth spell which lets the branchwraith heal them. To sum up its always a good idea to have ATLEAST 1 of these around more if you can but just keep her close to a wyldwood or else give her a bodyguard unit (Treekin work well as they are large enough to block line of sight)
  • Durthu: (Technically this unit is out of production. although its still completely playable. has the sylvaneth keyword and can still be assemebled from treelord kits)

A very old treelord with a few psychological issue. Luckly for you this translate to a kick ass statline. His statwheel is the same as an Treelord ancients (with a loverly 3+ save togo next to thos 12 wounds) He can stamp on the ground to debuff the enemys hits. He can auto kill weaker or damaged heros with his talons and can use sylaneth wyldwoods like teleport pads. Ok thats where the similarities end. Hes NOT a wizard but MORE than makes up for it. First of all instead of strangleroots he gets to . . .cry at the opponent really loudly? He gets 12 attacks (yes 12) at a 10" range (Not every strong mind you. But could potentially burst the heads of some weaker units) well either way while this attack isent useful against big opponents it should matter (Did you notice the sword?). Durthus sword is just magical its all 3's from range to wound rolls, -2 rend and 6 damage each! and if that wearnt enough he gets an EXTRA D3 attacks with the sword when in close proximity to a Wyldwood that means that this guys has a potential 36 wounds to deal on his sword alone and is quite cable with only a little luck of takeing down any model in the game (Thats right archaon) if given the initiative. It is worth noting though like most monsters he does suffer from declining stats based on his current wounds so make sure he does some damage before anyone else can get to him. Oh and did i forget to mention that he is a hero that has a command ability that allows him to summon (no roll needed) sylvaneth wyldwoods every turn . . .If you wanna be That Guy then this is a golden opportunity. but if used in moderation its a great ability.

Troops

  • Dryads:you rank and file angry trees. With the exclusion of the treekin from production they are currently your only foot troops and therefore need to be used for a veriety of situations.Can be "Summoned" by a branchwraith into a wyldwood.Not overly durable with only a 5+ save and 1 wound. This can be improved by keeping them close to a wyldwood which will not only grant them a cover save but will reduce all hit rolls made against them by 1 also/or fielding them in groups of 12 or more as this adds 1 to save rolls. Its a good idea to have atleast one unit this size ready on the board (or as part of a battalion) as it is very unlikely that you will be able to summon a group of 12 using a BW. There final buff comes in the form of there enrapturing song which is a target based buff pick one enemy unit within range per combat phase and add 1 to there hit rolls when making attacks against them. Also bare in mind the you (hopefully) will have a Branchwraith nearby who (when she isent summoning more dryads) can throw a mystic shield on them. some of these bufs will make them better. All of them will make the Feckin frighting as they are now: A high numbers unit with a 7" move, 3+ save, -1 to hits against them, +1 to hits against YOU which gets added to there 2 attacks each at 2" range. If you get it right these guys will be a forced to be reckoned with. However on there own they will dissapear quite quickly.
  • Treekin: (NOTE:These units are no longer in production but still contain the Sylvaneth keyword).If you have some use them there quite useful. While not as hard hitting or durable as some other units of there size they are generally faster and still add a nice middle ground between your dryads and treelords.With 3 attacks each dealing 2 damage each these guys can hit pretty hard with the right dice rolls. Having a Sylvaneth Heri near by will add +1 to hit rolls aa well as adding the regrowth spell (A treekin specific healing spell) to all sylvaneth spellcasters. While i wouldnt rely on these guys they do make a useful edition to any army when fielded in units of around 6. Useful as bodyguard when transporting a branchwraith round the field as there tall stature can help block line of site. Alternativly these guys are quite effective at taking out the crowd control units that will eliminate great swathes of your dryads especially if you throw a mystic shield there way.
  • Treelord:With beautiful models and some equally beautiful stats your treelords (Ancient or otherwise are a force to be reckoned with. These guys have a little bit of everything. There stat profiles are similar to that of a riderless dragon with there sweeping blows designed to clear crowds (Though with -1 rend there is still a good chance of damaging heros) with D6 damage each not to mention a 3" range. There Talons however are designed for 1 on 1 combat having -2 rend but only dealing 1 damage!? whats up with that? well ill tell you. IF you success wound the enemy with this attack you can roll a dice if that dice roll EXCEEDS the remaining wounds they have left then the target model is slain outright. This means that you can potentially 1 hit KO some the smaller hero units however its proberbly worth using this attack once the enemy has been softened up a bit. Another little move that these guys have is there ground shaken stomp which causes - 1 to hits for all enemy units in close proximity.ANOTHER little ability is that these guys can teleport with the help of a 2 Wyldwoods(Although often as not having more than 1 only happends in the larger games) The treelord can quite simply step into one at the start of its movement phase and pop out by the other one!. Last but not least we move on the ranged attack (Thats right a ranged attack also) only a 12" range but with a fairly decent hit/wound profile and -1 rend its certainly better than a kick in the nuts. While itshould be remembered that these guys class as monster and carry all the bagage that comes with (You know declining stats, Large model, everyone wants to shoot it. that sort of thing) its still a pretty kickass units. Does it get any better than this. Why of course!. Presenting . . . . .
  • Treelord Ancient:It seems as if GW has attempted to make the Ancient a weaker but more magical version of a gardern variety (Thats right i said it!) treelord. And if you look closely at the stats that is true. However i had to look REALLY closely before i even noticed. this guys has 1" less movement and 1 less attack on its sweeping blows. And what does this old fella get in place of this? an extra 3 to its bravery. 18" range on its strangle roots. AND this guys a freakin wizard! (That glorious beard is a huge give away) so now this thing with a dragon like statline can not buff stuff and throw magical bolts at you! are we done. Oh no because this guy (If the enemy didnt already have enough reason to steer clear of wyldwoods) can make a Sylvaneth wyldwood come alive and attack enemys within close proximity for D3 Mortal wounds (Works like an arcane bolt but targets all units within range). When points come in to play you may find that you have to take the "normal" treelord to make the army list work but if you ever have the choice i would pick the Ancient every time.

Battalions

Guardians of the Deepwood

3 Treelords and/or Treelord Ancients, 2 units of Dryads, 2 Sylvaneth Wyldwoods.

Forest Spirit Wargrove

A Treelord Ancient, 2 Treelords, 3 units of Dryads and a Branchwraith.

Alarielle's Heartwood Guard

A Branchwraith, 3 Treelords and/or Treelord Ancients, 3 units of Dryads.

Here's a table that summarize how with few units you can make a lot of different battalions:

Battallion Branchwraith Dryads Treelord/Treelord Ancient Sylvaneth Wyldwoods
Guardians of the Deepwood xx xxx xx
Forest Spirit Hargrove x xxx xxx
Alarielle's Heartwood Guard x xxx xxx

Army Building

Allied Armies

External links

Rules are here