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Made in my
Veteran Knight Baron in a Crusader






At my desk

Some Sylvaneth players that I've talked to say that they'd never use Drycha on her own because she has great synergy with Spite Revenants. And while they aren't wrong (heck they make Battleshock a problem for Stormcast, which is no easy feat if you ask me) what if I want to run her alone?

She can move 9", so she's generally outrunning the rest of the Sylvaneth.
She has a radius around her that causes all units damage, meaning she doesn't want to be too close to friendly units.
She's got good short ranged shooting abilities (I mean, just look at the number of Mortal Wounds she can deal at range).
And while not the most suited to combat, she has the potential to be a beast if she's enraged.
Her spells are still effective even if they aren't buffed into madness with Spite Revenants.

So while she'll no longer be dealing out quite as much Battleshock (Nor mortal wounds from her Primal Terror power), she'll no longer need to heed the presence of friendly units when positioning herself (and getting away from friendly units is easy when you can move 9" no matter how much damage you've taken) she is very much still a solo damage dealer. She'll still be great at denying areas of the board with the threat of her ranged attacks (when combined with Wyldwoods this could allow the player to deny the enemy great swathes of the board). And to be honest, to a player not too familiar with Sylvaneth Battletomes she'll probably look like a much bigger threat than she is, and draw in attacks and let's be honest when you have 10 wounds and a 3+ save that's not too big of a deal.

So of course she is most effective when put on the field with a unit or two of Spite Revenants, but I just thought I'd put this up for discussion. So, thoughts?

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Made in ph
Scouting Shadow Warrior




I have read some battle reports where drycha was used as a blitzer of sorts, charging in early game to take out key elements of the opponent's army. She usually does not survive very long but can cause enough damage to make it worth the loss.
   
Made in us
Regular Dakkanaut




That's interesting. I had never interpreted Colony of Flitterfuries as hitting friendly units. Usually attacks that hit friendly units explicitly specify that, and usually they are special abilities and not shooting attacks.

As far as effectiveness goes, I really dislike Spite Revenants. They are so fragile for their points cost and aren't even that good offensively. Their morale debuff is nice, but to me it seems like jumping through hoops to get a small benefit.

Spite Revenants deal an average of .0375 rend 0 wounds per point.

Dryads deal an average of .042 rend 0 wounds per point on the enemy's turn and .0556 rend 0 wounds per point on your turn.

Dryads of course have more wounds per point and often have a better armor save and a potential incoming hit penalty as well.

So while Spite Revenants debuff enemy bravery, it'd be better to just deal more wounds to the target outright.

They do synergize well with Drycha, but the bonuses are very minor -- one extra wound on Drycha's spell, rerolling 1's to wound.

Personally, I think that Drycha is *much* better supported by actually good units like Kurnoth Hunters, Tree-Kin, or Dryads.
   
Made in us
Raging Ravener



Virginia

Spite Revenants are so bad that Drycha should almost certainly be run without them. They have only the tiniest bit of synergy with her, and with a 5" move plenty of non-synergy. The only way I could see running Spite Revenants is in a Dreadwood Wargrove, and even then they strike me as fragile and gimmicky. Worst of all, they aren't battleline.

But Drycha is awesome. As mentioned, she can put out quite a few mortal wounds, which is something Sylvaneth otherwise struggle to do. She's also fast and reasonably resilient. I see her being used in a couple different ways, largely depending on which ranged weapon and which artifact you pick.

I think there are other units that naturally synergize with Drycha:

1. Spirit of Durthu, because he literally draws fire, thereby effectively doubling Drycha's wounds. The problem is that he slows her down.

2. A pair of Treelord Ancients with Drycha and the two of them all having Moonstone of the Hidden Ways (this would probably be in a Gnarlroot Wargrove). All three can appear 4" from the enemy and apply 880 points of pressure to a very narrow frontage. The Ancients also provide some extra defense with their stomp ability and can give Drycha mystic shield.

3. Small units of Kurnoth Hunters with bows synergize very well with a Flitterfuries-armed Drycha. Between the furies and her magic, Drycha can reliably plink wounds off of several heroes or support units and the Hunters can finish the weakest or most important ones.
   
 
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