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Made in us
Raging Ravener



Virginia

I've read in multiple places about how great Kurnoth Hunters with bows are, and I'm sure they are. But I think people are overlooking their melee potential, and just as importantly their potential to serve as a giant, immovable object. Here's a list I've been kicking around:




Warscroll battalion: Gnarlroot Wargrove

Warscroll: Household
Treelord Ancient (Lord of Spites, Briarsheath, Treesong)
Branchwych (Acorn of the Ages, Regrowth)
5 Tree Revenants

Drycha (Briarsheath, Verdant Blessing, Squirmlings)
12 Kurnoth Hunters (Scythes)
20 Dryads
5 Tree Revenants




If my math is right, that's 2000 on the nose.

The basic battleplan: Set up my free Wyldwood in the middle of the board, far enough from the enemy that they can't prevent me from using it first turn. Deploy my entire army at once (it's all part of the Gnarlroot Wargrove), making sure the Hunters, Dryads, Ancient, Branchwych and Drycha are all within 3" (but not within 1") of a Wyldwood-sized hole in my lines.

Take second turn and, after my opponent's move, use Acorn of the Ages to summon a Wyldwood in the aforementioned hole. Teleport my entire army to other Wyldwood in the center of the board (except the Revenants). If I get lucky and roll a 6 for my Hunters' Navigate Realmroots, or get lucky and roll a 9 for my Hunters' charge, maybe I charge in; otherwise I receive the enemy's charge.

The first turn, I probably cast Inspiring Presence and Arcane Shield on the Dryads and use them to screen the Hunters; in later turns (especially after I take my double turn and am facing the prospect of a double turn myself), I instead cast Arcane Shield on the Hunters and Heed the Spirit Song (re-roll saves of 1 within 10" of the Ancient). Alternatively, if I'm confident the Hunters can receive the charge and survive, I use the Dryads to shut down a flank (i.e. prevent fast units from going around one side of my Hunters).

I then let the enemy grind itself against my ridiculously-resilient Hunters: 60 wounds in the unit; 3+ save, re-rollable in melee and re-rolling 1s otherwise. In melee, it takes 45 no-rend wounds to kill a single model, and I can regenerate an entire 5-wound model every hero phase (using the Gnarlroot special spell). The Hunters hit respectably hard, too: an average of 26 -2 rend wounds per round, if my math is right.

Drycha blows up any opposing deathstars and plinks wounds off support elements; the Ancient hopefully shoots some stuff, tarpits anything that doesn't get stuck on the Hunters or Dryads, and potentially provides a -1 to hit against the Hunters in close combat (by standing directly behind them). The Revenants grab objectives, try to hit support units, or just hide.

I see the biggest weaknesses of the list being heavy shooting (especially things that cause mortal wounds) and serious MSU. Against such lists I'd consider giving Drycha and the Ancient Moonstones and teleporting them into the enemy backfield. I also have some limited ability to disrupt shooting/movement with a bunch of Wyldwoods (the Ancient's ability, Verdant Blessing on Drycha). It may, in some situations, be worth trying to throw up Wyldwood walls on turn 1 instead of teleporting up (and may even be worth taking first turn in some instances).

Any thoughts?


   
Made in us
Regular Dakkanaut




I like the list a lot, and I agree that Kurnoth Hunters in melee are very strong. I think bow hunters are a little overrated, although they have a strong tactical value that outstrips their raw damage output.

One thing I might consider is going for a mix of Tree-Kin and Kurnoths. I did the math a while back and they are actually a bit better than Kurnoths in melee on a point for point basis against pretty much any targets.

If not going for Tree-Kin, I'd also suggest maybe 2 units of 6 Kurnoths instead of one of 12. Scythes help get more into range, but if you are using the reroll save ability they only pile in 1" which will likely mean that a bunch of your guys will be sitting in the back. Since the Ancient's command ability is a radius, you should be able to keep it on both units without too much trouble. You do lose the ability to arcane shield everything, but in most situations you should be able to predict which unit will be taking more incoming damage. I do think there are some legitimate reasons to go for a single unit, but I'd playtest both ways.
   
Made in us
Prescient Cryptek of Eternity





East Coast, USA

I'm not sure why you think the enemy would charge you in any objective based mission. I'd just run for the other objectives and let you come to me. Your unit is big enough, that if you're charging me, it's unlikely that you'd get more than 3-4 models into base to base during a charge, especially if I maneuver such that a straggler or two are "pointing" towards your unit. In a real world situation, you'll never get anywhere near 26 wounds.


Check out my website. Editorials! Tutorials! Fun Times To Be Had! - kriswallminis.com


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Completed Trades With: ultraatma 
   
Made in us
Charging Bull






I think Kriswall has the right idea, you will struggle to claim objectives and if the opponent has any shooting at all they will just ignore your Kurnoths and focus fire your support single models down.

Even armies like what i play, beastclaw raiders, will be able to outplay you on objectives.

Not that Kurnoth hunters in cover with mystic shield is bad, they just cant cover that much ground.

I think that is one thing i like about AoS, "star" lists are fun and certainly possible, but since you cant hide characters inside the units like in 40k. making the death star lists less game breaking if you have some know how on how to handle them. ironically its the same strategy as in 40k, ignore the star and kill everything else, make the "star" play perfect objectives to beat you, and be mentally prepared to sacrifice units to it.

A good AoS star would be a unit that you cant ignore due to its mobility or ranged threat.

What if you did the same thing but used ranged Kurnoth hunters with all the same buffs and used mass amounts dryads to screen for them?

Or what if you split into 2 units of 6 melee hunters and split them into the middle thirds of the board and buff the ones that need it the at that current time?

This message was edited 2 times. Last update was at 2016/12/05 23:15:37


 
   
 
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