Allegiance: Sylvaneth

- Glade: Heartwood


Treelord Ancient (260)

- General
- Command Trait: Legacy of Valour
- Deepwood Spell: Regrowth

Branchwraith (80)

- Artefact: Horn of Consort
- Deepwood Spell: Verdurous Harmony

Branchwych (80)

- Artefact: Spiritsong Stave
- Deepwood Spell: Throne of Vines

Drycha Hamadreth (320)

- Deepwood Spell: Regrowth


30 x Dryads (270)

10 x Dryads (100)

5 x Tree-Revenants (80)


3 x Kurnoth Hunters (200)

- Greatbows

3 x Kurnoth Hunters (200)

- Greatbows


Treelord (180)


Household (100)

Endless Spells / Terrain / CPs

Spiteswarm Hive (50)

Balewind Vortex (40)

Vengeful Skullrot (40)

Total: 2000 / 2000
Extra Command Points: 1
Allies: 0 / 400
Wounds: 119


I came up with this listing to counter a meta full of Petrifexes, Doppelganger TGs, and in general to have a solid shooting Sylvaneth list. Has ways to deal with most armies and is very fun to play in my experience.

Allegience Ability

Awakened Wyldwood: we drop a free wood. Cool, helps us bunker up and speeds up our mobility.

Forest Spirits: setting up units in reserve. I do it with Drycha almost 100% of the times to have her in the perfect range for a turn 1 snipe. Otherwise I don’t really use it in this list.

Navigate Realmroots: jumping through woods. Helpful especially combined with the Spiteswarm Hive, even though in this list I chose not to use it, mostly to move away from its “mainstream” use. Use it aggressively with the Treelords and Drycha or to get a better board position with other units. With this list we can get up to 3 woods down at the end of turn 1.

Places of Power: battleshock immunity aura of 6″ around a piece of terrain or your Wyldwood. Helps the 30 dryads a lot. Try and set them up already within range so you don’t worry about alpha strikes, especially since if the chosen terrain is your wood, you’ll also be at -1 to hit on them.

Heartwood – Courage for Kurnoth: +1 Bravery wholly within 12″ of heroes. Not game changing but not bad since we are a mid-low bravery army.

Artefacts, Command Traits & Abilities

Command Trait – Legacy of Valour: does mortal wounds to enemies nearby when dying. A tax basically, sucks.

Artefact – Horn of the Consort: this is the one item that makes greatbows kurnoths almost worth their points. Rerolling hit rolls for them wholly within 12″ makes them a huge long ranged threat. Give it to the wraith because she can hide in a wood being thougher to kill, and there she is ready to summon dryads whenever she feels like trying.

Artefact – Spiritsong Stave: gives wizard an extra cast. We all know it and how good it is. Works amazingly on a wraith, here I use it on the good ol’ wych bomb. Gives her +2/+4 or more to cast her warscroll spell to deal mortal wounds in 15″ on top of a balewind vortex. Not as good as in 1st edition, but still can do some nice chipping damage.

Command Ability – Lord of the Hunt: reroll melee hit and wound rolls of 1 against an enemy unit within 12″ of a hero. Surprisingly good for any unit, mostly on the Treelord and Drycha. Since you don’t really need CPs in this list, use it in those key fights to survive a little longer.


TLA: here for his point decrease and for the free wood. At 260 points he’s now maybe worth fielding. He’s beefy and catches attention for some reason. He’s also in here for his shooting attack which is quite a nice threath at 18″ inches, adding to all the other ranged threats we have. His spell also can do some nice mortal wounds.

Drycha: I just lover her and here she does her best. Set her in the hidden paths, declare she’s in her shooty mood, have her come down in range of a key support hero and bang, bye bye Harbingers of Decay, Battlesmiths, Hag Queens and such. Lots of mortal wounds through shooting or combat. She’s fragile but she does work in this list.

Branchwraith: here to take the Horn of the Consort and sit next to the Hunters. Eventually summon from time to time, or get back up the odd dead Hunter.

Branchwych: get her on that Vortex usually around turn 2, preferably inside a wood, and have her deal those AoE mortal wounds.

Other Units

Dryads: the 30 man/women/creature unit is there to act as a big buffer, to absorb hits, zone out and occupy board space. The 10 man one is just a mobile screen, place where needed.

Tree-Revenants: I bumped them up to 10 because they can (almost) deal some damage when in combat. They do what they do: deploy them away from harm, wait for their moment and jump on that objective. The battalion helps them since if you send them into a support hero, if he survives he’s stuck in combat with them.

EDIT: I reduced them to 5 because I mistakenly thought I could include both the Vortex and the Hive.

Kurnoth Hunters: split in two units to make use of those Huntmasters, they are the big ranged threat in the list. With them, and Drycha sniping a Harbinger turn 1, I took down 10 blightkings in two turns of shooting. They can deal lots of damage. 4+ rerollable isn’t the best obviously, but I think this combo here is their best chance to deal damage.

Treelord: the almost never seen before vanilla treedude. He’s super swingy, but he has the potential to deal out lots of damage. You can’t reatreat from him, so he can stop approaching units for a bit. Scares people for his size, but they don’t know he looks way more scary than he actually is. Still, for 200 points, I think he’s worth it.


Household: enemy units cannot reatreat while within 3″ of the 10 Tree Revs, the Treelord and the Wych. Cheap, comprises units that serve a purpose in the list, so pretty good.

Magic, Endless & Realm Spells

Balewind Vortex: functional for the Wych bomb. I know it might not get cast all the time, but with Throne up it’s much easier.

Spiteswarm Hive: too good not to take, plain and simple.

Vengeful Skullroot: since you should have 3 woods down (at least) during the game, I tossed in the Skullroot for some mortal wounds whenever the foe comes near you and near those woods. You could think of throwing it down turn 1 to force your opponent away from one flank or cast it when he’s close enough to hit him quite hard.

In-Game Guide

First of all you will be outdropped almost all the time. This actually puts you in quite a good position, and that’s because people usually like going second. This means the following: if you go first you can set up your TLA wood, hopefully summon another one, and shoot the shit out of your opponent’s army. Drop down Drycha to snipe key heroes with the help of Kurnoths, TLA and sometimes even the TL. If you go second, you can hope for a double turn with which you can shoot down lots of stuff. So for me it’s a win/win situation. Screen the sof part of your army with the dryads, have them immune to battleshock with your Place of Power. Set up Kurnoths close to the Wraith, either close to a wood where she can sit, or in a big terrain piece to benefit from cover.

Obviously this list lacks punch and is counting on shooting down the enemy after setting up on objectives. Send forward the TL to pin down units, use Drycha wisely. So, rounding up your shooting phase looks like this: 12 shots from Kurnoths (4 on 3s rerolling, 8 on 4s rerolling), 20 shots from Drycha (mw on 6s to hit, 3 on average), the single TLA cannon shot, 6 shots from the TL (surprisingly accurate hitting on 2s). Add this up with the Wych’s mortal wounds (with a +4 Throne, on average almost 2 on every unit within 15″) and the TLA’s mortal wounds around woods. As you can see this list shines on taking down support heroes, chipping damage and shooting down key units with Kurnoths.

Hope you like it, I’d love some feedback. Cheers!

Honest Goblin


Tabletop Crusaders (Rome)

Event Results:

11th@Weekend Warlords 2019, 19th@Gods of War 2020