Monday 14 November 2016

Analysing Sylvaneth's Movement Shenanigans Part 2 - Arcane Treasures + Warscroll Battalions

For part 1 of this series, covering Battle Traits, Command Traits and Spells, click here!

Arcane Treasures

Acorn of Ages

Once per game, in your hero phase, set up a new SylvanethWyldwood (1-3 bases) anywhere within 5"of the bearer. The wood cannot be set up within 1"of any other models or terrain features.Your second way to generate an extra wyldwood and it doesn't require a successful casting roll like Verdant Blessing! But it will be your only magic item on the character who has it. Has the same uses as Verdant Blessing aside from this can also be used to block the enemy, making them move run / charge through the woods to get to your models, causing them considerable damage (particularly useful against multi-wound models! As on a roll of 1 they are gone no matter how many wounds they have) or to force enemy spellcasters to choose not to cast or to cast but take damage from the Roused by Magic Wyldwood ability! You can also use your own spellcasters to trigger this ability, good combinations including a treeman ancient or Branchwych who is in the wood, already benefitting from all the abilities / effects granted by being in the wood + spell damage from casting, + damage from the Roused ability.



















Moonstone of the Hidden Ways



Bearer knows the 
Treesong spell in addition to any others they have. Nothing else to say really, I guess the only reason you'd take this over the Acorn of the Ages is if you planned to cast Treesong more than once. Unless your opponent can destroy scenery, you'd soon have nowhere left to place your Wyldwoods.


The requirements for the Free Spirits battalion is 1 Spirit of Durthu and 3 units of any size Kurnoth Hunters. It grants a free move (no running) in the Hero phase, towards a chosen unit or terrain feature.

Warscroll Battalions


Free Spirits
This can be a free 5 inch move in the Hero phase, or you can use an ability that is meant to be used in the movement phase such as Navigate Realmroots! Used after a spellcaster uses the Acorn of Ages or (better range) Verdant Blessing, it can be quite easy to get a first turn charge off with the whole Battalion!

Forest Folk
This battalion consists of 3 units of Dryads and  Branchwraith, not the greatest requirements ever at a minimum of 520 points, but I think it has some potential. The ability granted for it is; once per game in your Hero phase, remove all models from the battalion, and place them anywhere in your territory, or within 3 of a Wyldwood.

I see this being useful in a couple of ways. Late game objective grabbing, if the objective is in your territory or you've got a Wyldwood in a favourable position. Also, dropping out of combat after having baited your opponents units, leaving them in a bad position or in a Wyldwood.

I see this being useful in a couple of ways. Late game objective grabbing, if the objective is in your territory or you've got a Wyldwood in a favourable position. Also, dropping out of combat after having baited your opponents units, leaving them in a bad position or in a Wyldwood.
Oakenbrow Wargrove / Heartwood Wargrove
Both of these wargroves have a similar ability for bringing back dead unit(s). Starting off with the more basic one, one unit of Dryads or Tree Revenants in an Oakenbrow Wargrove may come back within 6 inch of the board edge or in a Wyldwood, further than 9 from the enemy.

The Heartwood version is every hero phase on a roll of a 6 (5's if you have Kurnoths on the board) a unit of Dryads, Tree or Spite Revenants may come back in the same way as the Oakenbrow one. Pretty cool, if there's a way to further buff the dice roll for the Heartwood one that would be amazing! Not sure if there is though.

The Heartwood version is every hero phase on a roll of a 6 (5's if you have Kurnoths on the board) a unit of Dryads, Tree or Spite Revenants may come back in the same way as the Oakenbrow one. Pretty cool, if there's a way to further buff the dice roll for the Heartwood one that would be amazing! Not sure if there is though.
Dreadwood Wargrove
This is the battalion with the most movement potential, and some might say a hefty tax in the required 4 units of Spite Revenants. Within this Wargrove you can also include a set number of Forest Folk or Free Spirit Battalions and as these are part of the wargrove, also benefit from the Wargrove abilities.


The Subterfuge ability grants you 1-3 stratagems for the army, at the start of the first battleround, roll a dice, on a 1-2 pick one, 3-4 pick two and 5-6 pick all three!

Ambush - Any Dreadwood unit can be deployed anywhere on the battlefield, more than 6 from the enemy. 

This unit can be any unit from with the Sylvaneth keyword, which includes Alarielle, Drycha, Spirits of Durthu, Kurnoth Hunters etc. With you placing the army in one drop, this pretty much guarantees a first turn charge against a deployed enemy unit. Granted, it may be a suicide mission, but if you can kill a key hero or pre-buffed deathstar this can be very powerful...

Hidden Attackers - enemy shooting limited to 12 inch for the first battle round.

Fairly self explanatory, I think I'd prefer to take either of the other two in most cases, but there's a definite use for this against certain armies.

Sneak Attack - Up to 3 units can immediately move as if it were the movement phase (no running) 

This could be a useful ability if used "stock" getting an extra move with 3 units already deployed on the board. The real usefulness of it is when used in conjunction with either the above Ambush rule, to get that one unit up to 3 inch away from the enemy, guaranteeing a charge unless a double 1 is rolled! Or even better, in conjunction with the Free Spirits battalion. Moving as though it were the movement phase includes the use of the Forest Spirits allegiance ability, deploying in the (deemed) movement phase from a wyldwood. 

The Subterfuge ability grants you 1-3 stratagems for the army, at the start of the first battleround, roll a dice, on a 1-2 pick one, 3-4 pick two and 5-6 pick all three!
Ambush - Any Dreadwood unit can be deployed anywhere on the battlefield, more than 6 from the enemy. 

This unit can be any unit from with the Sylvaneth keyword, which includes Alarielle, Drycha, Spirits of Durthu, Kurnoth Hunters etc. With you placing the army in one drop, this pretty much guarantees a first turn charge against a deployed enemy unit. Granted, it may be a suicide mission, but if you can kill a key hero or pre-buffed deathstar this can be very powerful...
Hidden Attackers - enemy shooting limited to 12 inch for the first battle round.
Fairly self explanatory, I think I'd prefer to take either of the other two in most cases, but there's a definite use for this against certain armies.

Sneak Attack - Up to 3 units can immediately move as if it were the movement phase (no running) 
This could be a useful ability if used "stock" getting an extra move with 3 units already deployed on the board. The real usefulness of it is when used in conjunction with either the above Ambush rule, to get that one unit up to 3 inch away from the enemy, guaranteeing a charge unless a double 1 is rolled! Or even better, in conjunction with the Free Spirits battalion. Moving as though it were the movement phase includes the use of the Forest Spirits allegiance ability, deploying in the (deemed) movement phase from a wyldwood. 

Using this rule, the Spirit of Durthu + Kurnoths are deployed via the wyldwood (placed as close to the enemy as possible) before turn 1, due to the whole army being in the wargrove battalion, you're deploying in one drop pretty much getting the first turn, then the Free Spirits, along with the single Ambushed unit, can then move and charge - very damaging.









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