Woldwarden: Difference between revisions

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{{Circlebox
[[:Category:Circle Orboros|Circle Orboros]] [[:Category:Secret Dominion|Secret Dominion]]  [[:Category:Heavy|Heavy]] [[:Category:Warbeast|Warbeast]]
|n={{Wold}}warden
 
|{{Circle}} {{Heavy Warbeast}} }} [[Category: Model]]
[[Category:Circle Orboros]]
{{4P|Secret Dominion}}
[[Category:Prime]]
[[Category:Secret Dominion]]
[[Category:Legacy]]
[[Category:Heavy]]
[[Category:Warbeast]]
[[Category:Wold]]


''The Woldwarden's solid frame is inscribed with an intricate lattice of glowing runes. Towering over most adversaries, their mighty stone fists are strengthened by nature's wrath to deliver an onslaught of powerful blows. A Woldwarden's greatest power is its mystical harmony with its controlling druid, allowing the woldwarden to act as a conduit for the druid's arcane might, fueled by the power of earth.''


=Basic Info=
==Model stats and abilities==
{{Infobox-Model
{{Model-stats
| name  = {{PAGENAME}}
| name  = Woldwarden
| image = 72007 Woldwarden WEB.jpg
| base  = 50mm
| base  = Large
| hp    = 35
| spd  = 5
| spd  = 5
| str  = 12
|aat=6
| mat  = 6
| mat  = 7
| rat  irrelevant
| ma    = 6
| def  = 10
| def  = 10
| arm  = 18
| arm  = 19
| fury  = 3
| fury  = 3
| thrs  = N/A
| thr  = -
| hp   = 35
| fa   = 4
| cost  = 13
| cost  = 13
| fa    = U
| abilities =
{{AbilitySingle |Pathfinder}}
{{AbilitySingle|Trample Power Attack}}
{{AbilitySingle|Slam Power Attack}}
{{AbilitySingle|Headbutt Power Attack}}
{{AbilitySingle|Construct}}{{AbilityOptions|Magic Ability|Geomancy}}{{AbilitySingle|Mend}}
}}
}}
=Weapons=
{{Weapon | weapon=Rune Fist| type = M | rng =1 | rof = - | aoe = - | pow =16| loc =X2| abilities={{AbilitySingle|Throw Power Attack}}{{AbilitySingle|Damage Type:Magical}}{{AbilitySingle|Chain Attack:Smite}} }}


{{Warbeast}}
==Warbeast Rules==
{{Category:Warbeast|Warbeast}}
===Animus===
{{Spellbox|Earth's Blessing}}


=== Abilities ===
==Changes and Updates==
* {{Pathfinder}}
===Mk3 to Mk4===
* {{Construct}}
* {{Magic Ability|6}}
* {{Mend}}


=== Weapons ===
==Lore==
{|class="wikitable"
''The Woldwarden's solid frame is inscribed with an intricate lattice of glowing runes. Towering over most adversaries, their mighty stone fists are strengthened by nature's wrath to deliver an onslaught of powerful blows. A Woldwarden's greatest power is its mystical harmony with its controlling druid, allowing the woldwarden to act as a conduit for the druid's arcane might, fueled by the power of earth.''
{{melee|Rune Fist (x2)|1|4|16|
* {{Magical Damage}}
* {{Open Fist}}
* {{Chain Attack Smite}} }}
|}


=== Animus & Spells===
===Trivia===  
Geomancy is a magic ability spell, Wild Growth is an animus spell.
{{Spellbox|
{{Geomancy}}
{{Wild Growth}}
}}
 
===Theme Forces===
* {{Secret Masters}}
* {{The Bones of Orboros}}. {{PAGENAME}} heals 1 extra hitpoint during the Maintenance Phase in this theme.
* {{si|The Devourer's Host}}
* {{The Wild Hunt}}.
 
 
= Thoughts on {{PAGENAME}} =
=== {{PAGENAME}} in a nutshell===
At 13 points it's one of the cheapest heavies the Circle has access to—and moves as fast as the Satyrs and hits harder. It's a bit pillow fisted in melee, and thus requires you to run [[Blackclad_Stoneshaper|Stoneshapers]] to increase its melee damage, at which point its power rivals those of most other dedicated melee work horses, and as Stoneshapers are in most Circle lists anyway, the opportunity cost for this is basically zero. Furthermore, the Warden can cast the spells on its warlock's card for itself, meaning it is basically a better version of an arc-node. Overall the package is very well worth it's points and Woldwardens are predisposed to do lots of heavy lifting in most circle lists.
 
=== Combos & Synergies ===
Like all Wolds it really appreciates being played in the [[The Bones of Orboros]] theme, although this is far from essential. What is essential is to play it with a caster that gives it a decent ranged (or rather magic) attack as this is entirely dependent on the caster's spell list.
Warlocks with good spells for the Woldwarden to geomance are:
* [[Baldur the Stonecleaver]] - Boosted Earth Spikes is an excellent assassination spell, ignoring cover and concealment and with a critical knockdown to launch open season on the caster.
* [[Baldur the Stonesoul]] - Roots of the Earth when approaching the enemy is a rare example of a buff the Warden can cast and Crevasse is a great spell with removal from play.
* [[Bradigus Thorle the Runecarver]] - Rift is a great spell a lot of the time, and the Woldwarden really benefits from Synergy.
* [[Grayle the Farstrider]] - Gallows.
* [[Kromac the Ravenous]] - Rift is, as ever, great. It's not what you expect to see with Kromac but works well.
* [[Krueger the Stormwrath]] - Geomancing Forked Lightning gives even more crispy fried infantry. This is what you bring out when there's infantry spam on the agenda.
* [[Krueger the Stormlord]] - Gallows, Telekinesis (especially in the opening turns), and Lightning Storm are all good spells.
* [[Mohsar the Desertwalker]] - Crevasse is a good spell
* [[Morvahna the Autumnblade]] has both Mortality and Eruption of Life. And Mortality is great for getting that chain attack off and heavy target breaker, while Eruption is a good infantry-cleaner.
* [[Tanith the Feral Song]]- multiple Rifts can halt armies without much pathfinder and being an AOE means his low magic skill doesn't matter. Also Tanith has Prowl, and that makes her casting Wild Growth an excellent choice.
* [[Wurmwood, Tree of Fate & Cassius the Oathkeeper]] - Stranglehold may be a 2 cost offensive spell, but it's an excellent 2 cost offensive spell and you always want to boost damage so using the Warden will spare you even more Fury on Wurmwood. Also Wurmwood has Prowl, and so having the ability to create a forest round himself every turn is extremely valuable.
Of those, Baldur (either), Bradigus, and Krueger (either) are the clear winners, with Baldur and Bradigus both giving buffs for all constructs.
 
There are a number of non-caster models that support or work well with Woldwardens.
* [[Blackclad Stoneshaper]] - that two points of STR buff in melee is awesome!
* [[Shifting Stones]] - Fury is harder to manage on stone warbeasts than normal because they don't frenzy. Serenity works.
* [[Blackclad Wayfarer]] (or occasionally [[Lanyssa Ryssyl, Nyss Sorceress]]) - Hunter's Mark is an excellent threat range extender that provides free charges. And free charges make for some interesting angles in melee.
* [[Sentry Stone & Mannikins]] - the Woldwarden gets to start to create a forest wall. As does the stone. More forest = much more protection. And there is no reason at all to not take the Sentry Stone other than that you're playing in a theme that doesn't allow it (which is all except Bones of Orboros).
* [[Chuck Dogwood]] - Veteran Leader and Puppet Master to increase its accuracy, even on the spell casting!
 
=== Drawbacks & Downsides ===
* [[Megalith]] does everything the Woldwarden does, but better. Of course he is much more expensive than the Warden, so pros and cons.
* Very low DEF, mediocre ARM. Fortunately it comes with a lot of damage boxes and automatic self-heal.
* Low POW for a heavy and can't accept the Primal buff. It won't kill heavies in melee without external buffs, but can certainly bully them.
* Geomancy doesn't allow the casting of upkeep spells or spells with a range of control or self. This limits your options a bit.
* Geomancy tends to have lower range and damage than a ranged attack from a ranged heavy.
 
=== Tricks,& Tips===
* Geomancy:
** {{PAGENAME}} can boost attack and damage of spells it casts via Geomancy.
** Geomancy doesn't require you to "use up" your Combat Action, just to be forced. So you can use it ''as well'' as your melee attacks, and/or after Trampling.
* A normal slam is quite limited in the direction (straight at the enemy). With a Smite, though, you can get interesting angles. Try to go to one side of your charge target so there is something "interesting" behind your charge target that you can slam them into.
* Smiting someone makes it a lot easier to geomance an offensive spell onto them.
 
=Other=
===Trivia===
Released way back in [[Primal Mk1]] (2006)
Released way back in [[Primal Mk1]] (2006)


===Other Circle models===
==Community Input==
{{Index Circle}}
===Battle Reports===
 
===Videos===
===Rules Clarifications===
===Galleries===
{{RC Magical Damage}}
{{RC Open Fist}}
{{RC Smite}}
 
{{RC Warbeast}}
{{RC Pathfinder}}
{{RC Construct}}
{{RC Magic Ability}}
{{RC Geomancy}}
{{RC Mend}}
 
{{RC Wild Growth}}

Latest revision as of 21:28, 9 February 2024

Circle Orboros Secret Dominion Heavy Warbeast


Model stats and abilities

Model Statistics

Base size = 50mmSPDAATMATDEFARMFURYTHR
Health = 35
FA = 4
Cost = 1356710193-
-
-

Model Advantages and Abilities

Pathfinder
Pathfinder
This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.

No errata for Pathfinder (Create)

Trample Power Attack
Trample Power Attack
This model can make a trample power attack.

No errata for Trample Power Attack (Create)

Slam Power Attack
Slam Power Attack
This model can make slam power attacks.

No errata for Slam Power Attack (Create)

Headbutt Power Attack
Headbutt Power Attack
This model can make Headbutt power attacks.


No errata for Headbutt Power Attack (Create)

Construct
Construct
This model is a construct, and is not a living model.

No errata for Construct (Create)

Magic Ability
This model can make the following Special Attacks or Special Actions. Doing so counts as casting a spell. If a Cost is listed, the model does not pay that cost. A cost might be listed because the Special Action or Special Attack is also a Spell listed on a Leader model.

If a model uses a Special Action or Special Attack to cast a spell in this manner, they cannot buy additional melee or ranged attacks unless otherwise stated in the spell, because using a Special Action or Special Attack is a Combat Action choice other than using Initial Attacks.


Geomancy - Once per activation while in its controller's control range, this model can be forced to cast one of the spells on its controller's card with a cost of 3 or less. This model cannot cast upkeep spells or spells with RNG of Self or CTRL.
No errata for Magic Ability (Create)
No errata for Geomancy (Create)




Mend
During your control phase, remove 1 damage point from this model.

No errata for Mend (Create)


Weapons

Rune Fist
 RNG   ROF   AOE   POW   LOCATION 
1 - - 16 X2
Throw Power Attack
Throw Power Attack
  • This weapon can be used to make Throw power attacks.
  • A warjack cannot use this weapon to make a Throw Power attack if this weapon is crippled.

No errata for Throw Power Attack (Create)


Damage Type:Magical
This weapon causes magical damage.

No errata for Damage Type:Magical (Create)


Chain Attack:Smite
If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional melee attack against the model hit. If the additional attack hits:
  • the target is slammed d6 inches directly away from this model
  • the target model suffers a damage roll with POW equal to the POW of this weapon
  • The POW of collateral damage is equal to the POW of this weapon.

No errata for Chain Attack:Smite (Create)


Warbeast Rules

Warbeast Rules

Warbeast Animus

  Errata-Animus (2023-07-11)
Question: Are Animi considered spells for all rules that affect spells (or that trigger when a spell is cast?
Answer: An Animus that is cast is a spell for other effects.
Explanation: 
Infernal Ruling: DarkLegacy Infernal - PP Community forum



Animus

Earth's Blessing Cost RNG AOE POW DUR OFF
1 Self - - Rnd No
The spellcaster cannot be pushed, knocked down, made stationary, or moved by a slam. Earth's blessing lasts for one round.
No errata for Earth's Blessing (Create)


Changes and Updates

Mk3 to Mk4

Lore

The Woldwarden's solid frame is inscribed with an intricate lattice of glowing runes. Towering over most adversaries, their mighty stone fists are strengthened by nature's wrath to deliver an onslaught of powerful blows. A Woldwarden's greatest power is its mystical harmony with its controlling druid, allowing the woldwarden to act as a conduit for the druid's arcane might, fueled by the power of earth.

Trivia

Released way back in Primal Mk1 (2006)

Community Input

Battle Reports

Videos

Galleries