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?
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