Allegiance: Sylvaneth
- Glade: Gnarlroot

Mortal Realm: Ghyran


Treelord Ancient (260)

- General

- Trait: Nurtured by Magic

- Artefact: Chalice of  Nectar

- Deepwood Spell: Verdurous Harmony

Drycha Hamadreth (300)

- Deepwood Spell: Regrowth

Branchwraith (80)

- Artefact: Spiritsong Stave

- Deepwood Spell: Throne of Vines


5 x Spite-Revenants (60)

5 x Spite-Revenants (60)

5 x Spite-Revenants (60)

5 x Tree-Revenants (80)


3 x Kurnoth Hunters (190)

- Greatbows

3 x Kurnoth Hunters (190)

- Greatbows

6 x Kurnoth Hunters (380)

- Scythes

3 x Kurnoth Hunters (190)

- Greatswords


Outcasts (100)

Endless Spells

Spiteswarm Hive (50)

Total: 2000 / 2000

Extra Command Points: 1

Allies: 0 / 400

Wounds: 122


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!

UPDATE: With the points change to Drycha and Kurnoths, I was able to squeeze in 5 Tree-Revenants to make this an even 2000pts.  

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 and it’s a big threat your opponent has to think about.  I typically put this on the Treelord Ancient general so there’s a better chance 1) get Verdurous Harmony off to bring back a Kurnoth and 2) heal a unit for D3 wounds for free.

I went with the Spiritsong Stave (can cast 1 extra spell) on the Branchwraith so that she can cast Throne of Vines and her warscroll spell, Roused to Wrath, on the same turn.  Being able to reduce the RNG needed to summon 10 Dryads every turn is so good and useful.

NOTE: I have considered moving the Chalice of Nectar over to the Branchwraith and give the TLA the Vesperal Gem.  This is to guarantee that a Kurnoth returns to life every turn AND since the spell is automatically cast and can’t be unbound, that will trigger the TLA’s command trait, which is to heal a SYLVANETH unit wholly within 18″ for d3 wounds.  So, you get to revive a Kurnoth for free AND heal something for d3 wounds.  Every turn.  

DOUBLE NOTE:  Yes, this does turn off the Dryad Factory ™ and gives us one less spell cast but I think that’s fine.  We aren’t relying on casting magic to make the army work.

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.  Even in the era of mega-casters, the 3d6 to cast and unbind still has to be acknowledged.

Branchwraiths are pretty much mandatory.  If you don’t like free Dryads, get out. ?  It’s just a solid hero for the points.  This hero is my reroll 1s battery for my Bow-Noths.

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.  Combine Drycha with her 27″ threat range with 6 Bow-Noths, that’s quite a bit of reliable shooting.  Oh, and she’s always re-rolling 1s to hit since she’s a wizard.  The issue is that she’s only 10 wounds for 300 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.  This is especially so against Death and they provide a lot of support for your units in melee.  While they may be looked down upon compared to the other builds, I love the Bows.  Yes, their damage isn’t the greatest but just the threat of a 35″ range that’s rerolling 1s to hit can make your opponent hesitate.

The 3 Swords are a little assassin unit putting out a lot of damage and holding their own.  They are a threat by themselves and will make your opponent rethink their decision to run into them.

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.  This is your big hammer unit that’s more than likely re-rolling 1s to hit and a 4+ rerollable save in combat.  Doesn’t get much better than that.


Outcast battalion for the extra command point and artefact (Spiritsong Stave).  If you can get the Spite-Revs to scare anything off the board, that’s just gravy.  Sweet, sweet gravy.

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.  I’ve modified the list to give the Branchwraith the Throne of Vines spell because pumping out Dryads is just so good.

Due to the points changes with TLA, I was able to include a Spiteswarm Hive.  It’s such a good spell for when you need to go on the offense but also a good “hold the line” spell.  Giving multiple units either +3″ to move and charge or a Mystic Shield at a 50pt spell is insane.  

If you are afraid that you won’t be able to successfully get the Spiteswarm Hive into play, especially if the game becomes Age of Magical Supremacy (TM), swap it out for an extra command point.  

In-Game Guide

I’m still fairly new to Age of Sigmar but I find that I struggle against hordes when I have only one big horde-buster with the 6 Scythes.  I view Sylvaneth as more of a “jack of all trades, master at none” army so any other army that can lean on a build type, heavy magic, etc. can make things difficult.  You win by getting into position early and trying to outlast.  Pick the fights you think you can win and don’t just turn into Orrks and WAAAGH! all over the place.  

Honest Goblin