Tuesday, 8 November 2016

Analysing Sylvaneth's Movement Shenanigans Part 1 - Battle + Command Traits and Spells

I'm currently getting excited thinking about possible combos in the army, specifically the movement options available! In casual play I think this could potentially spoil the game for your opponent, particularly the dreadwood grove / forest spirits battalion combo. So I intend to eventually write a couple of different lists from both a casual and competitive standpoint. But first some analysis, lets start at the beginning...

Battletraits


Wyldwood Groves

This battle trait allows you to place a Wyldwood (consisting of 1-3 bases) anywhere on the board more than one inch from any other terrain. This is a guaranteed wood, with nothing your opponent can do about it (as far as I'm aware), although they can potentially set up / move their army close to the wood to deny any teleporting Sylvaneth. In casual play I'd limit the number of bases used here to 1 or 2 but in competitive do what you want!

When placing the wood you need to think about a number of things. A good rule of thumb is to place it as close to any objective as possible, enabling you to teleport some units straight onto the ob and begin stacking points ASAP. You have to be aware of your opponent's ability to deny you the teleport option by moving close to the wood. So you may want to place the wood somewhere near the middle of the table, rather than anywhere closer to the enemy, to try to ensure you can get some units teleporting! This of course depends your objectives (both battleplan obs and general army obs)


 Forest Spirits (Battle Trait)


This allows you to keep any unit or battalion (whole army!) off the board, and bring it on within 3 inch of a wyldwood in any of your movement phases. Great answer to alpha strike stuff, but you have to deploy next to a wyldwood, which could be somewhat limiting depending on where you deployed the initial wyldwood, or have the ability to generate more throughout the game.

Placing the wood close to the enemy allows you to get a potential first turn charge off, but used stock, the unit will need to make a 9 inch charge to get in! However there are a number of ways throughout the army to mitigate this. 


 Navigate Realmroots


This battle trait allows any Sylvaneth unit within 3 of the wood at the start of their movement phase to travel between 2 wyldwoods on the board. So this only comes into play if you build the ability to generate more into your army. Kind of situational due to the requirement to be within three at the start of the movement phase, I see this being used mainly for Dryads or treemen (who should be in the woods anyway due to -1 to hit  +1 save amongst other things) to teleport onto or near objectives that need claiming. 

If you get a 6 on the dice roll, you can move normally after teleporting , 2-5 you can't move, on a 1 nothing happens and you can do nothing else for the turn! So a 1 is potentially very damaging. Any kind of treemen who use this ability never get the 1 roll, which means these guys are a lot better for using this rule.


Command Traits


Realm Walker

If you choose this command trait for your general, he can add 2 to the Navigate Realmroots roll, allowing him to move after teleporting on a 4+. Particularly of use if that general is a Spirit of Durthu for combat damage.

Warsinger

This allows you to add 1 to the charge roll of Sylvaneth within 10 of the general. Use in conjunction with the Kurnoth Hunters ability to use the general's command ability anywhere on the board!

Spells


 Verdant Blessing


Casting value of 6, place a wood (1-3 bases!) within 18 of the caster and more than 1 inch away from enemy units and terrain. Here's the first way to get extra wyldwoods in the army, to use in conjunction with the Navigate Realmroots or Forest Spirits ability to teleport your units around the board.
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.

Treesong

Casting value of 7, choose a wyldwood within 10 inch, can move it 2d6 in any direction, but cannot move within 3 of any enemy models or terrain. Units wholly within the wood (enemy or friend) are moved with it!

Potential uses for this are getting an extra move in the hero phase for units beginning the turn in the wood, moving enemy units, blocking enemy units, moving towards spellcasters to get the Roused ability or moving towards an objective. 

May be too unwieldy for a string of 3 bases? Although you could reform the layout of the string with this spell which could be useful.

The main reason for not taking this spell is probably that there are so many other good spells competing to be taken. But this is probably the most useful movement-based spell in the lore...

That's enough for one post I think, up next will be Magic Artifacts, Arcane Treasures and Warscroll Battalions!


2 comments:

  1. I've been trying out a competitive list that incorporates a Free Spirits battalion, and allows me to 95% of the time get a first turn charge off. I set up a 3 base wyldwood vertically down the center of the table and deploy the Free Spirits (Durthu and 1-2x kurnoth hunters with scythes) at the end of my deployment zone. They get a free move in the hero phase (so Navigate realm roots to within 9" of the oponent.), then do the 5 inch move, and you've only got a 4" charge, 3" with the Warsinger Command ability.

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  2. Yeah that sounds great! I might be reading it wrong, but as far as I know you can't move between bases of the same wyldwood using the navigate realmroots ability?

    This used in conjunction with the Dreadwood Wargrove looks to have some serious alpha strike potential!

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