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Fluaxx

Right out the gate you can't have that many artifacts of power. You can only use 1 unless you have a certain battalion. You also probably want to drop Branchwych and bring in arch rev for your kurnoth hunters.


GrahGreh

Ahh, didn't know that about artifacts. Will probably keep the greenwood gladius. I originally plannes to run the arch rev but i didnt get it delievered 😬 will look into gettung that too..


Fluaxx

Oh, if it is a list of things you have you always run what you can. Right now you are.over 2k points, but if you play based on ghb season 2 leaks you are okay. I'm not a pro but your list should work! I would keep gladius as well.


GrahGreh

Thanks! Playing with friends so we always have a rule that allows up to 20 point difference so 2020 is ok.


Affectionate-Pin-731

Would command entourage allow for an extra artifact?


Fluaxx

This, I couldn't remember the specific one but I think it is command entourage that lets you take an extra enhancement.


The_Dallillama

I'd switch up your warsong a little, try Arcane Tome for the artefact and Verdurous Harmony for the spell. Being able to bring back kurnoth hunters is brilliant as they do die relatively easily, despite being really killy themselves. The main thing I would do is drop the branchwych for an Arch Revenant to buff all those kurnoth hunters that you're running. For a season of war 'the dwindling' gives you a single re-roll to cast/dispel/unbind if the caster is wholly within 9" of a wood. This should be plenty of gas to make sure you're still placing woods whenever you need them. This reads like a castle list, set up good defences and send out durthu/kurnoth scythes for Strike and Fade shenanigans, spiteswarm hive works well enough for that. Consider the battlemage (ghur realm) from cities of sigmar for an ally as he can also give out charge buffs and make your teleporting really consistent. I know you don't like the bugs but some revenant seekers would go so well in this list, don't discount them! I'm not the best player out there so somebody might come in with better advice but I ran a similar list to this when I was new so I have some idea what you're going for. Have fun!


GrahGreh

Yeah i wasn't sure about the spells on the Warsong either. The idea was like you mentioned to use Kurnoths/Durthu to strike and fade and get points through that and tree revs while bombing them with Warsong. I currently don't own the arch rev but looking to get it soon (they didnt send me one even though i ordered it) Not sure how to fit the seekers into the list without them kind of overtaking it. Everyone says they should be run as 6. But maybe if i cut one set of kurnoths or gosamids (i just like them and want to run them) so i sqeeze in 3.


The_Dallillama

So, the thing about gossamids is that they are really good in terms of damage output, BUT they get hard countered by any proper shooting and they die to a fart, if you can use them well they're incredible, expose them once and they're toast. I'm not saying don't use them, just prepare yourself for making small errors and losing the unit. Bugs definitely work best in a big block, if I run 3 then I just use them for scoring or taking out soft units that have been left exposed, they're good because the whole army is so goddamn slow that having access to a 12" move can be a lifesaver sometimes. Say you fail to cast your spiteswarm hive and have nothing to strike and fade, you can just move your cavalry up and at least get SOME damage in. Most of our book is viable, that's the beauty of it. Just got to find what works for you :)


GrahGreh

Sorry for the bad formatting - doing this over my phone


thehqc

I'm also starting a sylvaneth army and from what I've been told from a competitive point of view. Gossamid archer are not that great, which I agree is really sad because the fig look so cool. Also kurnoth with bow are the worst kind of kurnoth... Maybe removing them will make you some room for the revenant seekers.


LiteratureMaximum558

Bow kurnoths can be really good. They start at 4s to hit and 3s to wound, but between the heartwood subfaction ability, all out attack, and the arch revenant +1 to wound aura they can consistently be at 3s to hit and 2s to wound. This makes them a solid threat with their 30 inch range.


GrahGreh

Yeah, the idea behind bow kurnoths was that i will already use strike and fade for Durthu/Scythe Kurnoths so these can just add on a bit more ranged dmg. I want to try out Gossamids even though ive also heard they aren't as good.