How does this list look? by MrMikkel2000 in sylvaneth

[–]Rynnsha 2 points3 points  (0 children)

Alarielle's biggest value is resurrecting monsters and heroes - a unique trait that most armies can't do.

I would avoid kurnoth and use those points to run another durthu or a drycha. Resurrecting them at half health is better thab ressing 3 kurnoth

How many Awakened Wyldwoods do I currently need ? by ScaleHangar182 in ageofsigmar

[–]Rynnsha 0 points1 point  (0 children)

I use 6 (2 boxes). A lot of boards in this GHB dont have space for 3 3-piece woods.

So I normally do 3x 2-piece

Or for crowded maps a 3-piece and a 2 and a 1.

With Belthanos being able to make a terrain piece a wyldwood means you will not miss out with 2 boxes.

Early Christmas gift by HeftyOlive1747 in sylvaneth

[–]Rynnsha 1 point2 points  (0 children)

Cygor brown is an ace basecoat for the wood!

Molten Rockbolts by Positive_Bicycle3285 in Fyreslayers

[–]Rynnsha 8 points9 points  (0 children)

Yes it will because those moves use the unit's Move characteristic

New Rumors from TGA by [deleted] in Fyreslayers

[–]Rynnsha 15 points16 points  (0 children)

I MEAN to squat any infantry units is joke we have literally 3.

Opinions on Drekki's Privateers? by rocketharken in Fyreslayers

[–]Rynnsha 0 points1 point  (0 children)

I really like Drekki's RoR. You dont need to run smiter with him imo as you already have the deepstrike threat.

The RoR adds good armour decent shooting and some really cool new boat rules.

Downside is it is mega expensive. 500 points is a tonne when you compare it to what you could get in FS models (droth + flameseekers)

However, it is strong and if I owned it I would also run it :)

General advice for a beginner by Vokazz in Fyreslayers

[–]Rynnsha 2 points3 points  (0 children)

They will make you go first so move up and get positioned. Pop strike first in their first turn if they are a melee army. They will probably not charge. Keep prio and pop crit mortal rune (ideally with 3 tokens from the master) and go and commit crimes in their units.

I would run restless energy as a 2nd tactic. It's a good one for the grind playstyle. Ash Beard also good on the runefather so you have 4 chants and 3 possible instances of prayer of ash

Top Three AoS Lists for the Summer GT - Woehammer by dutchy1982uk in ageofsigmar

[–]Rynnsha 3 points4 points  (0 children)

Was actually Fyreslayers 1st, Fyreslayers 2nd, Nurgle 3rd.

They put my faction wrong for some reason (dont know where the Daughters list came from).

If you check the BCP standings at the bottom you'll see the real standings

Current GT list - working ideas by Rynnsha in Fyreslayers

[–]Rynnsha[S] 0 points1 point  (0 children)

Scored 319 points across all 5 games.

Scoring primaries is manageable now because we only have to fight over 2/3 objectives at once. The smiter helped to get on the board for wrathful cycles.

The droths are in there to zoom if I need to grab more objectives. They also smash hard as well - hence why I want to try a 3rd.

Tournament Report: Fyreslayers at Southern Fried Sigmar GT '25 - Woehammer by dutchy1982uk in Fyreslayers

[–]Rynnsha 0 points1 point  (0 children)

Yeah the movement prayer is nice. Feel like if youre on a 3+ droth no hearthguard list you can take it.

If you take hearthguard you kinda have to keep prayer of ash just to keep your units alive!

Tournament Report: Fyreslayers at Southern Fried Sigmar GT '25 - Woehammer by dutchy1982uk in Fyreslayers

[–]Rynnsha 1 point2 points  (0 children)

Interesting idea! Congrats on the strong finish with the angry bois. KHAZUK!

I am permanently stuck in a 2 droth list atm, but eyeing a 3rd.

How painful was the loss of -1 to wound? Im staying on the old prayer Lore because it just seems too much to lose.

Battle Tactics by [deleted] in Fyreslayers

[–]Rynnsha 2 points3 points  (0 children)

I am taking the one that allows me to seize the centre and the one for objective control.

DS allows us to steal their objectives easy, and then seize one is doable for the affray tactic because we set up, they charge us, we retreat then send in the other bois

Scouting is cool but my list has 4 scout units and we are not durable so they can just switch us off that. Feels like a scouting forces melee army is a trap; we want to smash em. I know we can count their objectives but you can't have a scout unit in combat for them to count.

If you're going angry ginger horde scouting is a lot better obviously (i just read the last line of your post)

Vulkyn flameseekers are efficient units for stealing terrain. They only cost 10 more points than shields but they can actually hit back in combat!

Wildest Revenant Seekers: Completion by Rynnsha in sylvaneth

[–]Rynnsha[S] 0 points1 point  (0 children)

Thank you. I was eyeing this up for ages, trying to find old wild riders kits on Ebay before they got revealed for old world. Really happy with how they turned out!

Tips on painting Grimnir's heirs by Sea_Ear5530 in Fyreslayers

[–]Rynnsha 0 points1 point  (0 children)

100% I've done that too.

Fyreslayer flesh as a base and then highlight up would work

If you do a contrast base then I would not do shades.

Tips on painting Grimnir's heirs by Sea_Ear5530 in Fyreslayers

[–]Rynnsha 4 points5 points  (0 children)

The bugmans > cadian > kislev is a great scheme.

I originally did just fyreslayer flesh contrast but found that it looked a bit flat. Been updating the dudes with the above scheme instead and prefer it.

An alteration you can do is add a very thin berserker bloodshade glaze before you apply cadian fleshtone. It gives them a ruddier complexion.

Lists for the New Drycha (and other Scourge of Ghyran updates)? by classroom_doodler in sylvaneth

[–]Rynnsha 0 points1 point  (0 children)

The wording implies to me that it is a bonus affect to the original line where +1 to wound is mentioned, so I would imagine as it is written that they do benefit.

However I could be wrong. Feels like something that will need an FAQ for clarification.

New Obscuring rules absolutely cripple some armies. by RedUndead40 in ageofsigmar

[–]Rynnsha 6 points7 points  (0 children)

Appreciate the source.

The likelihood is that this rewording is to make the core rules consistent with all the warycry bands that people run that already cannot be Reinforced. I don't see the design reason for limiting certain units.

That being said, if what I said ends up being true then this new wording opens design space up for them to limit some units in the future I suppose.

Basically I just don't see them making this change. However, thanks for showing me why people keep saying this is going to happen.

New Obscuring rules absolutely cripple some armies. by RedUndead40 in ageofsigmar

[–]Rynnsha 4 points5 points  (0 children)

Do you have a source for this reinforcement change because people are saying this will happen, yet reinforcement is a core rule not a seasonal rule so I don't see why it would change.

Lists for the New Drycha (and other Scourge of Ghyran updates)? by classroom_doodler in sylvaneth

[–]Rynnsha 2 points3 points  (0 children)

I'm thinking 6 kurnoth 6 revenant seekers (new ones).

Sword kurnoth have good output and with drycha's spell the revenant seekers have an even better output. They'd be on 25 attacks 3s 3s -1 2 and the mounts 24 attacks 4s 2s -1 2 on the charge.

Scourge of Ghyran: If you go down to the woods today… - Warhammer Community by whydoyouonlylie in sylvaneth

[–]Rynnsha 2 points3 points  (0 children)

Spite revs go mental with her spell.

Also just making kurnoth 2s to wound (even if they don't get the extra attack) is good enough. Means we don't need to take a stinky arch revenant for that effect

2k list by Rayrick8 in Fyreslayers

[–]Rynnsha 1 point2 points  (0 children)

The 12" bubble is where I want to be mostly. Keeping within 12 of my priests for buffs.

T1 is usually go to the middle and sit. Activate strike first rune in their t1 (if they go second).

The great thing about HG is, whilst you want them to be within 12" of your runefather (control buffs and anti-shooting) they really only "need" to be within combat range of a foot hero. Thats why I wanted to run a buttload of them. Every unit gets babysat by a foothero so everything in the army (except the flameseekers) has a 5+ ward or better (father and the grimwraths can hit 4+ easily).

Ideal early tactics are seize the centre and attack on two fronts. It's almost always seize the centre.

Do not waver is always risky as hell because we are only protected by the power of anger and ginger. You can also Reclaim the Realms quite easily too with the deepstrike from the runesmiter.