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===<span style="color:#dda16f;">Scenery</span>=== *'''Awakened Wyldwood:''' Trees everywhere - hopefully **An Awakened Wyldwood consists of either 3 wyldwood models arranged to form a circle. Everything inside is treated as woods. Or it consists of 3 individual woods more then 3" from each other. You choose. **Because they are treated as separate pieces, if you fail to place one, you can still place the others. **No longer stated that you can use the old citadel wood dinner plates. **After deciding territories, place one of these beauties on you own side, 3" from objectives and other sceneries. In most games, this'll serve as you "base" and dryad factory. **Instead of moving in the movement phase, ONE {{AOSKeyword|SYLVANETH}} unit wholly within 6" of an Awakened Wyldwood can be moved to wholly within 6" of another, different, wood, and of course more than 9" from any enemy. Treelord varieties have the Spirit Walk Ability and can teleport in addition to this one unit. **Line of sight blockers (for a wyldwood made of 3 pieces) if that line covers at least 3 inches inside the wood. This is great for general survivability. Blocking doesn't count for any model with wounds 10 or more - which is reasonable, but doesn't quite make sense for Treelords (you know, the guys that look like trees). Individual woods (not in a group of 3) do not block LOS but should still provide cover like other scenery. **At the end of the charge phase, each non {{AOSKeyword|SYLVANETH}} unit within 1" on a 6 gets D3 mortals. **Every spell cast wholly within 6" of a wood, each non {{AOSKeyword|SYLVANETH}} unit within 1" on a 5+ gets D3 mortals. ***Remember those damages hurt your allies and your ally in doubles games. **Counts as a standard wyldwood, which means they blocks LOS between models with at least 3" of wyldwood between them. Does not count models those with more than 10 wounds each. ***Sadly this blocks Kunroth bow LOS too. ***This is going to be a little fiddly to get right, and probably never come into play on single model woods. **With Monsterous Rampage, an enemy monster can destroy a wood at the end of each charge phase. That includes teleporting, mortal damage and LOS. Ouch. ***However, RAW, you can still use a broken as a ''destination'' for a Sylvaneth teleport. Plus anything not on the awakened wyldwood warscroll still works. So that includes Treelord teleporting and all the little wood bonuses everyone gets on their own warscrolls. ***This all just encourages you to place lots of single model woods. **All Treelords and one other unit per turn can teleport between two of these instead of moving (this is in addition to the standard one unit wood teleport) **Branchwraiths, Branchwyches, Dryads and Durthu all gain bonuses for being near a wood. **The Acorn artefact and the Treelord Ancient can both unconditionally place one wood per game. The verdant blessing spell (6+) is known by all our wizards and can place a new wood per turn if successfully cast. Alarielle can set up a new wood after killing a unit with her spell (if there is room). All of these need to be 3" from objectives and other terrain, plus any additional terrain placement rules in play. ***Using the rules above, that's either a single 3 wood piece or three individual woods. **You could end up bringing along 8 packs of these, which is a significant upfront cost for the army and it's a lot of extra plastic you're carting around between games. **Note that the entire inside of the ring of woods is counted as part of the Awakened Wyldwood, which means you can't use a wildwood to surround another piece of scenery or objective.
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