Allegiance: Sylvaneth
- Glade: Gnarlroot

Mortal Realm: Ghyran


Treelord Ancient (300)

- General

- Trait: Nurtured by Magic

- Artefact: Spiritsong Stave

- Deepwood Spell: Verdurous Harmony

Drycha Hamadreth (320)

- Deepwood Spell: Regrowth

Branchwraith (80)

- Artefact: Chalice of Nectar

- Deepwood Spell: Regrowth


5 x Spite-Revenants (60)

5 x Spite-Revenants (60)

5 x Spite-Revenants (60)


3 x Kurnoth Hunters (200)

- Greatbows

3 x Kurnoth Hunters (200)

- Greatbows

6 x Kurnoth Hunters (400)

- Scythes

3 x Kurnoth Hunters (200)

- Greatswords


Outcasts (100)

Total: 1980 / 2000

Extra Command Points: 1

Allies: 0 / 400

Wounds: 117


Hi everyone!  I’m Aaron and I’m pretty new to AoS and wargaming in general.  I picked up Sylvaneth since my wife and I really like the models and it gives us a hobby together.  The army is a ton of fun to play and while it may not be the best “beginner” army, I feel like I learn something new every time I play. 

I took this list to a small local tournament and while I went 1-2, I thought the list was pretty solid and so did some of my friends.  

Please let me know what your thoughts are as I want to improve my list-building!

Allegience Ability

I won’t get into specifics on the allegiance abilities but I will go into why I picked Gnarlroot.  Everything that the glade brings to the table is extremely useful.  Specifically, this can give everyone re-roll 1s to hit as I typically ran the TLA with the 6 Scythes, Drycha with the 3 Swords and some Spites, and the two packs of 3 Bows with the Branchwraith.  

Drycha being able to re-roll 1s to hit just by herself is awesome since she goes “six-fishing” in shooting and combat.  She got a really nice buff with the new book.

Artefacts, Command Traits & Abilities

The Gnarlroot Artefact, Chalice of Nectar, is bonkers.  You can roll 3D6 and take the best two when casting or unbinding.  I put that on the Branchwraith to maximize her ability to summon more Dryads.  

I went with the Spiritsong Stave (can cast 1 extra spell) on the Treelord Ancient to give me two opportunities to trigger the command trait, Nurtured by Magic, which heals a unit for D3 wounds when a spell is successfully cast and not unbound.

Gnarlroot’s command ability give a unit a 6+ ward (or “bark”) save in combat.  Useful when you need to hold a point.


I went with the Treelord Ancient as my general as I just like the model and it brings a lot of flexibility to the army.  He’s okay in combat but is a threat as it’s a spellcaster, has a nasty warscroll spell, can teleport between woods for free, and can summon a woods once per game for free.  Oh, and his warscroll command ability is awesome.  It’s a well-rounded hero for any Sylvaneth army.

Branchwraiths are pretty much mandatory.  If you don’t like free Dryads, get out. 🙂

Drycha is my baby.  I absolutely love her model and now that she gets both bugs AND they can deal mortals, it’s insane.  She’s a threat that must be dealt with.  I had a friendly game where she along with the 6 Bows took out a Keeper of Secrets and Shalaxi in back-t0-back turns and Drycha survived with 4 wounds left.  She’s extremely mobile with her 9″ move, can snipe heroes, devastate monsters, and is a wizard to boot.  The issue is that she’s only 10 wounds for 320 points…

Other Units

Kurnoth City!!  I did a mixture of all three Kurnoth loadouts because each bring a different use.  Bows can snipe heroes or put some pain on monsters to bracket them.  Swords are little assassin units putting out a lot of damage and holding their own.  The 6-pack of Scythes just never die.  That unit survived 18 charging Morrsarr eels (two units of 9) and ended up killing one unit of them at one point.  The 2″ reach on the Scythes are why they see so much play.


Outcast battalion for the extra command point and artefact (Spiritsong Stave).

Magic, Endless & Realm Spells

Regrowth and Verdurous Harmony are staples in the army.  Each wizard also knows Verdant Blessing to bring in more woods if need be.  

Honest Goblin