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Made in gb
Longtime Dakkanaut





England: Newcastle

Hi I was a little confused by the Warscroll entry for the Sylvaneth wildwood.


It says that you use 2 Citadel woods to make one Sylvaneth Wildwood. How does this work exactly? Do they need to be deployed together? Can you arrange both terrain pieces anyway you want? Do they need to be glued together?

Also, in the case of summoning abilities like what Durthu and Alarielle have do these also spawn 2 citadel woods?


Finally, do these abilities fall under the summoning rules so that you have to pay for the woods? Durthu is basically a straight up spawn ability, whilst Alarielle must kill the last model with a spell and the guy turns into a tree (BTW the GW video showing this ability cracked me up so much; but bizarrely it only showed one citadel wood being created, so confusing).


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Made in us
Nihilistic Necron Lord






I'd assumed these were a single forest piece, didn't realize they were two, but yeah, I see the Warscroll that says two now. Would also like to know how these work.

 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





I had heard that the Wildwood was getting updated to just be a single forest base, but I am not sure. Perhaps the Warscroll is included in the Battletome.

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Made in us
Clousseau




We will find out tomorrow.
   
Made in au
Lady of the Lake






You just set them up within 1/2" of each other as they're a single terrain piece. It used to be 2 or more with no upper limit, but I think it was becoming restricted to something like 1 to 3. I get my book in a few hours so I'll come back to clarify unless someone gets to it sooner.


Automatically Appended Next Post:
"Up to three citadel woods set up within 1" of each other".

This message was edited 2 times. Last update was at 2016/07/09 03:59:46


   
Made in us
Regular Dakkanaut




So it seems 1-3 woods... but if it's intended to count as summoning, and thus have to pay points in matched play, is yet to be known.
   
Made in gb
Tough Treekin




jSewell wrote:
So it seems 1-3 woods... but if it's intended to count as summoning, and thus have to pay points in matched play, is yet to be known.

As you can't have them without generating them in-game, it won't be summoning.

Seems horrific, but if you read the rules *carefully* there's a really, really easy way of closing down wildwoods as an offensive asset.
   
Made in dk
Regular Dakkanaut






RoperPG wrote:
jSewell wrote:
So it seems 1-3 woods... but if it's intended to count as summoning, and thus have to pay points in matched play, is yet to be known.

As you can't have them without generating them in-game, it won't be summoning.

Seems horrific, but if you read the rules *carefully* there's a really, really easy way of closing down wildwoods as an offensive asset.


Care to share how?

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Made in us
Regular Dakkanaut




I think it's fair to have to pay the points for all the abilities that summon wyldwoods during the game, but the allegiance ability *places* them before the game starts, and leads me to believe they are meant to be free. It's a bit ambiguous.
   
Made in us
Humming Great Unclean One of Nurgle






PPC values them at 50 pts per Wood, for what it's worth. (GHB has the same scale as PPC in terms of points.)

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Made in gb
Tough Treekin




 GuitaRasmus wrote:
RoperPG wrote:
jSewell wrote:
So it seems 1-3 woods... but if it's intended to count as summoning, and thus have to pay points in matched play, is yet to be known.

As you can't have them without generating them in-game, it won't be summoning.

Seems horrific, but if you read the rules *carefully* there's a really, really easy way of closing down wildwoods as an offensive asset.


Care to share how?

The Wildwood base is approx 8" by 11".
Unless you run/charge across it or spells are cast nearby, it's harmless.
Wildwoods effectively act as a summoner with a range of 3".
Walk a small unit into athe centre of a Wildwood base, it's no longer possible to deploy Sylvaneth units within 3" of the Wood AND be more than 9" away from enemy units.
   
Made in us
Regular Dakkanaut




RoperPG wrote:

The Wildwood base is approx 8" by 11".
Unless you run/charge across it or spells are cast nearby, it's harmless.
Wildwoods effectively act as a summoner with a range of 3".
Walk a small unit into athe centre of a Wildwood base, it's no longer possible to deploy Sylvaneth units within 3" of the Wood AND be more than 9" away from enemy units.


True, but then they're in danger from the Woods passive abilities as well as Sylvaneth Wizards interactions with the wood.
   
Made in kr
Regular Dakkanaut




Los Angeles

jSewell wrote:
RoperPG wrote:

The Wildwood base is approx 8" by 11".
Unless you run/charge across it or spells are cast nearby, it's harmless.
Wildwoods effectively act as a summoner with a range of 3".
Walk a small unit into athe centre of a Wildwood base, it's no longer possible to deploy Sylvaneth units within 3" of the Wood AND be more than 9" away from enemy units.


True, but then they're in danger from the Woods passive abilities as well as Sylvaneth Wizards interactions with the wood.


As long as they don't run and charge, not only they are safe from the Woods, but they also benefit from its cover. The roused by magic ability is there, yes, but then it's not game changing.
   
Made in gb
Eternally-Stimulated Slaanesh Dreadnought





I hope GW does more things with terrain effecting armies in different ways, make's games more interesting.
   
Made in us
Nihilistic Necron Lord






 Haechi wrote:
jSewell wrote:
RoperPG wrote:

The Wildwood base is approx 8" by 11".
Unless you run/charge across it or spells are cast nearby, it's harmless.
Wildwoods effectively act as a summoner with a range of 3".
Walk a small unit into athe centre of a Wildwood base, it's no longer possible to deploy Sylvaneth units within 3" of the Wood AND be more than 9" away from enemy units.


True, but then they're in danger from the Woods passive abilities as well as Sylvaneth Wizards interactions with the wood.


As long as they don't run and charge, not only they are safe from the Woods, but they also benefit from its cover. The roused by magic ability is there, yes, but then it's not game changing.


Don't forget the spells that explicitly damage units near the woods, in addition to the general damage the woods can cause for spells being cast near them.

 
   
Made in kr
Regular Dakkanaut




Los Angeles

Yeah, still. That's less scary than an Arcane bolt.
   
Made in us
Innocent SDF-1 Bridge Bunny






I took a look through the generals handbook last night and could not find a points value for this terrain piece anywhere. Is it possible that they can now only be generated in game?
   
Made in us
Longtime Dakkanaut




Well First they have to move on to the wildwood. So sure, you can sit in there but everyone takes a test, and on a 1 (unless your a hero or a monster) you die.

Most monsters and many heros are not going to sit there in the woods. Some units will, but Sylva have so much that effects it to rouse, OR make it move. I would hardly call it horrific or say its weaker then a arcane bolt.

Sit back and shoot armies are not much of a big thing. People have range options but many of AoS stuff is lots of melee brawls

As for points, your correct, there are none. You either make one in the game, or play pure Sylva and you can start with one after all other terrain is set up.

   
Made in kr
Regular Dakkanaut




Los Angeles

You die on a 1 only if you sprint of charge.
   
Made in us
Nihilistic Necron Lord






str00dles1 wrote:
Well First they have to move on to the wildwood. So sure, you can sit in there but everyone takes a test, and on a 1 (unless your a hero or a monster) you die.

Most monsters and many heros are not going to sit there in the woods. Some units will, but Sylva have so much that effects it to rouse, OR make it move. I would hardly call it horrific or say its weaker then a arcane bolt.

Sit back and shoot armies are not much of a big thing. People have range options but many of AoS stuff is lots of melee brawls

As for points, your correct, there are none. You either make one in the game, or play pure Sylva and you can start with one after all other terrain is set up.



There's also the Warscroll that gives you two, so you could easily start with three.

 
   
Made in gb
Tough Treekin




If you don't run or charge, you only lose models on the roll of a 1.
The Wildwood is roused (causing D3 MW) if a spell is cast within 6" AND a 5+ is rolled.

The only thing that triggers this otherwise is the spell Treesong, which automatically triggers the ability if cast.
That's it.
It's not a fool-proof counter, but bear in mind that it can only spontaneously damage models in the hero phase, the teleportation happens during the movement phase.
In bigger games, worth chucking a cheap minimum-sized ranged units at the problem.

Also, if you can do it so that one model in the unit *isn't* in the wood, it can't be moved either...
   
Made in kr
Regular Dakkanaut




Los Angeles

Also a hard counter to sylvaneth inside wyldwood is the stormcast trumpetist!
   
Made in gb
Tough Treekin




 Haechi wrote:
Also a hard counter to sylvaneth inside wyldwood is the stormcast trumpetist!

Oh. Oh God.
Auric Runefather's not a bad option, either.
Though in his case I like to think he uses lava and fire to bully the trees into attacking the Sylvaneth for a change...

This message was edited 1 time. Last update was at 2016/07/12 07:09:16


 
   
Made in au
Lady of the Lake






RoperPG wrote:
If you don't run or charge, you only lose models on the roll of a 1.
The Wildwood is roused (causing D3 MW) if a spell is cast within 6" AND a 5+ is rolled.

The only thing that triggers this otherwise is the spell Treesong, which automatically triggers the ability if cast.
That's it.
It's not a fool-proof counter, but bear in mind that it can only spontaneously damage models in the hero phase, the teleportation happens during the movement phase.
In bigger games, worth chucking a cheap minimum-sized ranged units at the problem.

Also, if you can do it so that one model in the unit *isn't* in the wood, it can't be moved either...


Treesong is the move one. Awakening The Wood does that with a 24" range, but only the ancient knows it. Fun to know that if it's cast within 6" it can potentially trigger it from being cast as well as its effect.

   
Made in gb
Tough Treekin




 n0t_u wrote:
RoperPG wrote:
If you don't run or charge, you only lose models on the roll of a 1.
The Wildwood is roused (causing D3 MW) if a spell is cast within 6" AND a 5+ is rolled.

The only thing that triggers this otherwise is the spell Treesong, which automatically triggers the ability if cast.
That's it.
It's not a fool-proof counter, but bear in mind that it can only spontaneously damage models in the hero phase, the teleportation happens during the movement phase.
In bigger games, worth chucking a cheap minimum-sized ranged units at the problem.

Also, if you can do it so that one model in the unit *isn't* in the wood, it can't be moved either...


Treesong is the move one. Awakening The Wood does that with a 24" range, but only the ancient knows it. Fun to know that if it's cast within 6" it can potentially trigger it from being cast as well as its effect.

Spotted that after! But Treesong's description states it does trigger the effect before it moves.
   
Made in au
Lady of the Lake






RoperPG wrote:
 n0t_u wrote:
RoperPG wrote:
If you don't run or charge, you only lose models on the roll of a 1.
The Wildwood is roused (causing D3 MW) if a spell is cast within 6" AND a 5+ is rolled.

The only thing that triggers this otherwise is the spell Treesong, which automatically triggers the ability if cast.
That's it.
It's not a fool-proof counter, but bear in mind that it can only spontaneously damage models in the hero phase, the teleportation happens during the movement phase.
In bigger games, worth chucking a cheap minimum-sized ranged units at the problem.

Also, if you can do it so that one model in the unit *isn't* in the wood, it can't be moved either...


Treesong is the move one. Awakening The Wood does that with a 24" range, but only the ancient knows it. Fun to know that if it's cast within 6" it can potentially trigger it from being cast as well as its effect.

Spotted that after! But Treesong's description states it does trigger the effect before it moves.


Oh, good spot I didn't know the order the move and the woods waking up went.

   
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Chicago

RoperPG wrote:
If you don't run or charge, you only lose models on the roll of a 1.
The Wildwood is roused (causing D3 MW) if a spell is cast within 6" AND a 5+ is rolled.

The only thing that triggers this otherwise is the spell Treesong, which automatically triggers the ability if cast.
That's it.
It's not a fool-proof counter, but bear in mind that it can only spontaneously damage models in the hero phase, the teleportation happens during the movement phase.
In bigger games, worth chucking a cheap minimum-sized ranged units at the problem.

Also, if you can do it so that one model in the unit *isn't* in the wood, it can't be moved either...


In the app it also says if the model finishes on the Wood they are also slain on a 1.

 
   
Made in kr
Regular Dakkanaut




Los Angeles

It's only if you finishes a run or charge move.
   
 
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