46:40 Matt draws line of sight right thought his own Awakened Wyldwood to blast the Evocators. "Overgrown Wilderness: It is only possible to see a few yards into these foreboding thickets. Models are not visible to each other if an imaginary straight line 1mm wide drawn between the closest points of the two models crosses over more than 1" of an Awakened Wyldwood. This scenery rule does not apply if either model can fly." Good thing it didn't do any damage.
You can still play Sylvaneth Awakened Wyldwoods using the old bases of Citadel Woods. For each Wyldwood, you use a single Citadel Woods base, while using the new trees lets you have a bigger forest.
True, and the smaller footprint can be an advantage, given how tight space can be for terrain sometimes. Also, really big terrain pieces can be a gift to an opposing Heraldor, y'know? :)
Also you gotta touch tips! "An Awakened Wyldwood is a single terrain feature consisting of 3-6 Citadel Wood models. Each tip of each Citadel Wood model must touch the tip of a different Citadel Wood model, with the tips of all the models pointing inwards so that a ring is formed. The battlefield inside the ring is treated as being part of that Awakened Wyldwood." 10:56 there is major gappage in the tip touching of the Wyldwood.
They are not following the new terrain placement rules very closely as it greatly limits what they can do for terrain. IMO the new terrain rules are very poor and should be ignored thus I am glad they are not overly following them.
I'm considering getting into 40k or AoS (only play Killteam ATM) and AoS seems to be more interesting to me from what I heard, at least less daunting and full of rule books for now
The big base of the Ballista doesn't really matter because the 3 models are considered a single model with the ability to spread them out and measure range from whichever model you want. Love how he based them though. Beautiful army!
@@jacknjayplayz6380 BUT both Alarielle and Sigmar (the leaders of the Sylvaneth and Stormcast Eternals, respectively) forged an alliance to crush Chaos. The Living City in Ghyran is a symbol of this pact.
Knight-Heraldor's buff it's done at the start of the Movement Phase, and the trumpet blast only affects enemy units... Also, when the Evocators attacked Durthu they didn't do their sparks for mortal wounds before moving on to the Sequitors
@38:16 you rolled a 6 with the Kurnoth Hunter to wound! That does an automatic mortal wound in addition to the damage, you could have had him, haha! So many new things in the book little stuff like this gets lost all the time. Hopefully this will help you remember. The rule on their entry is called Sundering Strikes and only the Swordsman get it.
I like to think of lore reasons why armies fight. Those look like knights excelsior so I'm thinking the Stormcast believe the sylvaneth are tainted with chaos so are trying to purge them.
JNeyGuy they will get the cover save if all of the Dryads are within the Awakened Wyldwood. A woods with only 3 pieces can fit 10 Dryads to get that save. If there’s the full 6 pieces, you can probably get all 30 in there.
The battletome states under awakened wyldwood : more than 1 inch from terrain, more than 1 inch from enemy territory, and 6 inches from objectives. GH2019 states : 3 inch from terrain and 1 inch from objectives, in addition to any other restrictions that apply. My understanding was you are unable to place trees in enemy territory due to the "including other restrictions" wording. Is this correct? I believe to GH 2019 errata happened following this battle report.
You forgot kind of an important rule, the woods can get angry if any spell is successfully cast within 6' and it can do (5+) dmg to people within 1' of the wood, might have been useful
I watch a lot of AoS now, and honestly the one thing that I don't like is that double turn chance. I think if that didn't exist I'd go into buying an army for that game, but with the double turn it's just too much RNG for my liking.
The double turn is devastating at times or a good catch up mechanic for a otherwise unwinnable game, I’ve played a ton of AoS and I like it. I think with a couple tweaks to it it will be great.
@@juggalojak3 That right there is kind of what bothers me about it. If I'm behind in a game, I want it to be because of army composition and my choices. Not because my opponent rolled a 2 when I rolled a 1 and therefore got to fight twice with their entire army. Some armies I've watched seem to almost Rely on it in some match-ups too. And that bugs me because AoS seems to have gotten the "Make the armies feel unique and interesting" thing much more than 40k does these days.
Ash87 I agree it has its problems but so does the 40K turn order, getting key units shot off the table on turn 1 and then cleaned up on turn 2 is less fun in my opinion
shouldn't the stormcast buddy be re-rolling 1's to hit?, I might be mistaken but I thought after he dropped a unit thats was an army wide buff he earnt
If a Knights Excelsior unit makes an attack that destroys an enemy unit, you can re-roll hit rolls of 1 for attacks made by that Knights Excelsior unit for the rest of the battle
I got so many minis fro at least 4 armies lots painted and necer played since i started right when covid hit. Am so lost on how to even start a wargaming game lol
Easy, buy Chaos Daemons & Tzaangors modes and you can easily switch back and forth between 40k & AoS. Both armies:models are used in both version of the games.
the new stomp is pretty strong tbh i mean on a 4 up you kill a unit ...or at least make it completly irrelevant for the game i wonder if the big trees are worth spamming because if you can hit the entire enemy army befor he can chose to fight once.... yeah gg there
Slaanesh has the same rule but they got it on every hero and on a Keeper of Secrets it's a 2+. The Treelords doing it is really not all that broken, a mild addition to the activation wars.
I've played Sylvaneth quite a lot, and a bunch of my lists run 3 Treelord bodies of some sort. You really can't rely on the 4+ Stomp, when it was the -1 to hit or he Fight Last now. I kept a tally of it, and I went 14 Stomp attempts in a row without getting the 4+. Anecdotal, but that's the sort of thing that happens. And further, Treelords are pretty good, but their damage output swings too hard. For the same cost, Kurnoth Hunters provide more reliable damage, that's less effected by them taking damage (intervals of 5 wounds instead of every 3 wounds) and the Kurnoth Hunters can benefit from sitting in forests for Cover. Healing Wounded Treelords is an option, if you ever get to have that option. Double turns, high damage output from the enemy, and you don't get that change on Treelords. I love the models and playing them, but they just can't match up to Kurnoth Hunters.
Not to mention that there are quite a few things that actively punish things with the Monster keyword, and Kurnoth Hunters got a little better with a tweak or two to their warscrolls and the potential boost from Arch-Revenants. They're just plain good. The big trees got better too, but they're still a little behind Hunters in most matchups.