You deny said Sylvaneth player the ability to do so by denying them their terrain benefits and preventing them from fighting in their combat phase. Alternatively, engage multiple Sylvaneth units in melee. They can only do it once per turn.
Tell that to a Nighthaunt player that has no ranged attacks. But unleash hell just mitigates the issue... they heal completely.
to bring monster and to destroy terrains is certainly an option. To engage multiple units in melee... it depends. if they have enough units with the ability that you fight last, they could just shrug your efforts. All those sylvaneth abilities are very annoying. Can you deal with them? yes, you can. Does it requires skills? definitely yes. They will be a pain, especially for unexperienced players. And certain armies have easy countermeasures, other ones not so much. I expect future questions as "how can i deal with sylvaneth? because A, B, and C"
All true, and in particular this is easy to counter now that monsters in Third Edition can destroy terrain pieces. Their new synergies with Wyldwoods could easily have been considered top-tier in past editions, but now that any monster in the game can demolish faction terrain, their dependence on the Sylvaneth's dependence on theirs can be used to hit them particularly hard.
ah ok. Don't forget, they also ressurect more models than usual with rally. Cuz of course they do Pretty much, the only thing that'll really counter something like this is excessive firepower. I mean if you can deny the Sylvaneth player acces to his terrain the Sylvaneth player is already doing quite badly. Similarly, if you can stop a flying high-movement cavalry unit from engaging in combat consistently, the sylvaneth player has too be mispositioning. So while it technicly works as a counter, it does feel a bit like your advice boils down to "just win". Anyway, AoS 3 definitly has some powercreep going on compared to 2, though at least it seems internally somewhat consistent across the various 3.0 tomes. I just hope it won't become another mono spam army, cuz these units feel very similar to the Idoneth eels, fast hard hitting relativly sturdy flying cavalry...
Don't fight them by an awakened woods or have your units by them so they can't teleport to it would seem like a good start. Alternatively, they're damage isn't that high. Debatable if they'll be killing anything at all. Regardless, if they are teleporting away they aren't holding objectives. Still a good trick to watch out for tho.
This is what I was thinking, being damage 1 across their profiles means they probably won't be killing much anyway, at least on paper. If anything they seem like a much stronger mobile screen/tarpit than a damage dealer
eh.. okay? Bit of a weird thing to release a teaser for, without actual information about what's new it's hard to get excited for something like this.
More skaven rules. Seems like a good rule to make hordes feel a bit easier to use without needing weird formations.
Extra range on weapons, additional "look out sir" defense and old "skink retreat" for heroes. I'll be interested to see how players (ab)use them.
Sylvaneth get to choose the seasons now. Which is a tad of a weird ruleset to give fluff-wise, choosing which season you're fighting.