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Games Workshop - Warhammer Age of Sigmar - Age Of Sigmar: Awakened WyldWood

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Once per battle, you can use the Walk the Hidden Path twice in the same turn, but at least one of the units must be a sprite revenant unit. Additionally, you can use the Strike and Fade twice in the same turn once per game if one of the units is a sprite revenant unit. Sprite Revenants become battleline.

Rules like this have come along later that are better, and 2 wounds may or may not be able to make the difference. When it does, it’s clutch though. Other than that you got one lore to draw from, and it’s a solid lore, but not all great. First lets look at the bad news. Throne of Vines used to be a go-to spell, granting +2 to casting, now it heals 1 wound to the caster per phase, not bad but your time is better spent elsewhere. After that it improves, Verdurous Harmony lets you return a model to a unit that lost one, or D3 to your smaller infantry while Regrowth is for healing up your bigger stuff, healing D6 wounds. This drastically expands the range of board coverage you have for your abilities, and reduces the scenery tax on your wallet. As you’ll see, most of the tools you have to add extra Wyldwoods to the board are still there, so if you want to play tournament games you’ll still wanna bring as many as you can but it does reduce the need for more casual players. From the Woodland DepthsThis doesn’t jive well for Sylvaneth because you’re rarely running very large units, relying on your heroes or smaller elite units. It can have an edge case use for Dryads, who are sometimes fielded in groups of 20 or more. Command Trait: Nurtured by Magic –If this general casts a spell and it is not unbound, a unit wholly within 18″ of the General can heal D3 wounds. The Vesperal Gem – Once in each of your hero phases, when the bearer attempts to cast a spell from the Lore of the Deepwood, instead of making a casting roll you can say they are using the Vesperal Gem. If you do so, that spell is automatically cast and cannot be unbound. After the spell is completed, roll a die. On a 1, the bearer suffers D3 mortal wounds.

Oh boy an Underworlds Warband. As usual, these are bad. A straight wizard instead of a Warrior-Wizard, costs too much for what it gets. The reroll 1s to wound is sort of baffling on something that should not get close to the front lines and the unique spell is not good. Having to bring along a pretty useless band with her makes the whole thing wasted cost. Dont bother. Battleline Dryads Battletome: Sylvaneth also contains a bumper crop of faction-specific veteran abilities. Ever wish you could just whistle and have a new Awakened Wyldwood appear on the battlefield? Upgrade one of your units with the Masterful Tree-singing veteran ability to make it easier to get your army to where it should be going, and harder for your opponents to find their way out of the Wyldwood. Similar to Dread Harvester, this is a great combo with Harvestboon, who really want that early charge. B So the new 3.0 FAQs have dropped and the new setup rules for our woods has me a little puzzled. Here is the text from the new warscroll for those who haven't read it yet: Each tree has 8 ball joints for the remaining branches. There are two sets of 12 different branches, I sorted them a bit by size and went from big to smaller from bottom to top. But you can mix it freely. I started with the lowest branches.Army Ability: Our Roots Run Deep –Subtract 2 from the wounds counter when consulting the degrading statline on Treelords or Spirits of Durthu. A nasty little surprise, though potentially, maybe dealing 1 wound a round isn’t exactly the most exciting prospect. C- The Sylvaneth can focus their choral power on three terrain features on the battlefield, turning the terrain Overgrown, making it function like Awakened Wyldwoods and healing nearby Sylvaneth units at the start of your hero phase.

Once per turn, when you make a casting or unbind roll for a wizard wholly within 9” of an Awakened Wyldwood, you can roll 3d6 instead of 2d6 and remove one dice of your choosing. My other Treelord Ancient will take Regrowth with the idea that they will play a healer to your trees. The purple sun can be powerful with this list for its rend and model removal; just make sure to keep your guys out of its range, as losing one of them will hurt much more than your opponent. For a season of war, I will choose Everdusk to increase the damage output of my trees, and for a Battalion, I will select Battle Regiment to make this a three-drop army, hopefully allowing you to decide who goes first or second. Winterleaf 2,000 Point Army List This is a nice one. Most of the Lore is healing and Buff spells and making sure your friendlies are never too far away is always handy. B- For an army with so much magical focus, this is a surprisingly weak spell lore, but there are some gems. You only get one lore but it’s filled with fantastic buff spells that would make many other armies generous. Often the challenge is having enough Wizards to cast what you’d like. Lore of the DeepwoodMore customization for your faction –Between the subfactions and Seasons of War you functionally get 2 battle traits to mix and match as you please. Finally, probably the most important buff spell is Treesong, which allows you to select an Awakened Wyldwood and then gain -1 rend on all units wholly within 9″ of it. Strong stuff if you have the board control to use it right. The Subfactions (Glades) EUR is reasonable, it is more expensive than the old kit, which was somewhere in the mid 20s EUR range, but with less space coverage and smaller trees. Similar sized 3d printed trees are in the high 30 EUR / low 40 EUR price range, when you buy them at a store, but come without foliage. As mentioned above, I think that we might see a variation of this kit, as you have a seperate trunk sprue and could replace the branches with different designs of them. That is just my assumption, but it would make sense from the product design point of view and if Warcry will become the same or a similar product for Age of Sigmar, as Kill Team is for 40k, we are in for a treat with some fantasy Killzones, maybe covering some trees and such. For this army, you’re all about sprite revenants getting that wound buff from Drycha darting in and dishing out some mortal wounds before teleporting away to safety. The Tree Revenants are basically there to solve that third battleline unit (could go with five sprites or ten dryads as well) and are there to contest objectives or provide a screen. Hallowheart Wizard

Monsters feel beefy –Monsters were one of the army’s few strong points in 3.0 and after Durthu’s glowup in the recent Skaven vs. Sylvaneth box set his contemporaries have followed suit. The fast get faster with your Spiterider Lancers and Revenant Seeker units getting a post-deployment 12” move. Both units also become battleline. As pre-battle moves go, this is a generous one. Unlike Nurgle flies, these are not necessarily units you want to be slamming into your opponent’s face immediately – though they are durable for Sylvaneth .Flexible –You have access to solid frontline, ranged and wizards, allowing you to adapt to many opponents. Like most command traits in other books its a shame you don’t often see these, since you can’t take them with a Glade. If you decide to make the brave choice of not using a pre-made glade, here you go. Aspects of War I find them very playable, as mentioned above, moving miniatures through them or through the area they frame is rather easy, and as you can see from the pictures with the Sylvaneth, the branches start rather high and it is easy to place miniatures below them without or least with less hassle. It is a bit of a pity that the "old" Citadel wood is discontinued, as I think a mixture of both kits, the Wyldwood and the regular wood, would make for a great forest "space" filler. A little beefier in cost at 40 pts but still has some really good effects. Dreadwood probably will get a lot of mileage from it due to wanting as many bravery effects it can get.

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