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==Why play Sylvaneth?== * You like trees, nature and tending to a garden. * You like playing chess when everyone else is playing the CHARGE EVERYTHING game. * Your favorite scenes in the Lord of the Rings are the Ents' attack on Isengard, the Huorns wiping out an Orc army or both. Or Treebeard is your favorite Tolkien character (not that I blame you). * Youβre a painter who loves varieties of colors or lots of brown. * You like armies that straddle the line between elite and horde. ====Pros==== *We are the kings and queens of board control. We move around quickly, we teleport, we fly, we fight who we want to when we want to, stacking the odds in our favor. *We can alter existing terrain to serve our purposes and make new terrain pieces. Even Nighthaunt can't do the latter. *We have a lot of glorious models, all plastic. *Just look at Alarielle's model. Her utility across the board is almost as awesome as she looks. *Can do a monster mash, and Alarielle can potentially be 2.5 monsters for the price of one (the extra 0.5 being due to her resurrection mechanic). *Kurnoth Hunters. Even by heavy infantry standards in AoS, absolute damage monsters. They will do a lot of heavy lifting. *Great, often colorful paint schemes. Whether you want your trees to be in full bloom, fiery autumn or paint them as a haunted ghastly forest, you have a lot of choices. *Almost everything we have is at least -1 Rend. *Healing everywhere, including a couple of restoring dead models methods (who says Death should have all the fun?) *Lorewise, we boast one of the leaders of an entire realm and two survivors from the World-That-Was (three if you count the Spirits of Durthu). *Easily paintable chaff with Dryads. Which is useful as you'll be painting a lot of them. ====Cons==== *Not exactly a starter friendly army if you want to play the game at it's fullest (this is not just about "haha charging goes brrr"). *We are very bad to transport. Seriously it's a pain with all these small bits and twigs, plus Alarielle and the Treelords are TALL. Even foam packaged boxes hurt us. You'll want LOTS OF MAGNETS and a ''big'' metal box/boxes and magnetic sheets plus glue, as you'll be taking lots of dryads. Plus you'll need an extra box for all those woods you might be able to summon. *We can be expensive in cash; that's lots of woods and non-Dryad and non-Treelord units aren't cheap. It also relates to being bad to transport, as we practically need those DIY carry methods, which aren't cheap. *Except on the big things, saves are good, but not great. Even the Kurnoth Hunters lost their re-roll saves ability. This can be mitigated with All-out Defense, Mystic Shield and various ward saves. *Our monsters are good but will struggle against their counterparts in other armies; even Spirits of Durthu will feel the hurt fighting a Greater Daemon or a Mega-Gargant. *Placing woods bigger than one model can be tricky, which also means you loose their LOS blocking.
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