I finished up the Vengeful Skullroot and Gladewyrm this weekend. Both are endless spells for the Sylvaneth.
Vengeful Skullroots manifestations of the forests' fury brought to life during the Necroquake. They can be summoned to battles by talented Sylvaneth mages.
Gladewyrms are subterranean spites of pure life energy that travel along the realm roots and spirit pathways. Like the vengeful Skullroots they can be summoned to aid the Sylvaneth it times of need...
The Vengeful Skullroot
Not only is it just a cool model that can float about the table bashing into enemies or just denying them movement... it also counts as another Awakened Wyldwood, for he purposes of ‘Endless Growth’ (the ability that heals EVERY Sylvaneth wholly within 6" of an Awakened Wyldwood), and ‘Walk the Hidden Paths’ and ‘Strike and Fade’ abilities (which allow the Sylvaneth to effectively teleport around the table!).
I expect we'll see just how useful it can be in my new game against Amanda!
The Gladewyrm
The Gladewyrms seem good for going after wizards. They have Anti-Wizard (Rend +1) and a wizard they are in combat with can be given -1 to casting AND BANISHMENT rolls (making it harder to banish the Gladewyrm!)
There is a third endless spell that came in the box (as there always is with Faction Endless Spells).. but it seems less useful (as one of them usually is...) it is immobile, and no attacks, and gives a unit within 6" +1 to run or Ward 6+... none of which are AMAZING...
I do have the other endless spell and the five Gossamid Archers to finish up - and, ideally, I'd like to do that BEFORE next weekend - when I'll be picking up the Outcast Spitegrove Battleforce box and have a new pile of Sylvaneth to paint!! (also I'd like to get the Gossamid Archers finished so I can play a game of Age of Sigmar with Amanda this week!)





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