Cassius the Oathkeeper

From Warma-wiki
Revision as of 19:54, 26 January 2024 by Disgruntled-tom (talk | contribs) (Created page with "''The enigmatic Circle blackclad Cassius the Oathkeeper is bound to serve the ancient Wurmwood, Tree of Fate. Wurmwood passes harsh judgment on all who fall beneath its branches, harvesting their souls to fuel Cassius’ magic. Those who stand against the Circle Orboros face an unpredictable battlefield, as whole forests spring fully-grown from the earth, entrapping enemies within their deadly green depths.'' Circle Orboros Blackclad :Cate...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

The enigmatic Circle blackclad Cassius the Oathkeeper is bound to serve the ancient Wurmwood, Tree of Fate. Wurmwood passes harsh judgment on all who fall beneath its branches, harvesting their souls to fuel Cassius’ magic. Those who stand against the Circle Orboros face an unpredictable battlefield, as whole forests spring fully-grown from the earth, entrapping enemies within their deadly green depths.


Circle Orboros Blackclad Devourer's Host Solo (Legacy Prime)


Model stats and abilities

Template:Companion

Model Statistics

Base size = 30 mmSPDMATDEFARM
Health = 10
FA = {{{fa}}}
Cost = Free661416
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. The enigmatic Circle blackclad Cassius the Oathkeeper is bound to serve the ancient Wurmwood, Tree of Fate. Wurmwood passes harsh judgment on all who fall beneath its branches, harvesting their souls to fuel Cassius’ magic. Those who stand against the Circle Orboros face an unpredictable battlefield, as whole forests spring fully-grown from the earth, entrapping enemies within their deadly green depths.


Circle Orboros Blackclad Devourer's Host Solo (Legacy Prime)


Model stats and abilities

Model Statistics

Base size = 30 mmSPDMATDEFARM
Health = 10
FA = {{{fa}}}
Cost = Free661416
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage 
Template:Companion
Channeler


Fury-Bound


Prowl


Steady


Template:Solo

Weapons

Template:Genesis
WeaponTypeStatsSpecials

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos


legacy----------------

The enigmatic Circle blackclad Cassius the Oathkeeper is bound to serve the ancient Wurmwood, Tree of Fate. Wurmwood passes harsh judgment on all who fall beneath its branches, harvesting their souls to fuel Cassius’ magic. Those who stand against the Circle Orboros face an unpredictable battlefield, as whole forests spring fully-grown from the earth, entrapping enemies within their deadly green depths.

Basic Info

Wurmwood

Template:Infobox-Model

This model is a Warlock.

Warlock Rules
  • A warlock is
  • Warlocks use Fury Manipulation
    • Uses ARC to determine how many fury points it gains each turn.
    • Begins the game with a number of fury points equal to its ARC.
    • Cannot exceed its ARC stat in fury points as a result of leeching.
    • Can spend fury points only during its activation (unless a special rule states otherwise) for the following:
      • Buy additional attacks
      • Boost attack rolls
      • Boost damage rolls
      • Shake some effects
    • Can leach fury points from warbeasts in its battlegroup in its control range.
    • Spirit Bond allows the warlock to gain a fury for each of its dead battlegroup warbeasts.
    • Reaving allows the warlock to pull fury points from a warbeast in its battlegroup when it dies.

Feat : Black Roots

Wurmwood's Template:CMD range becomes a forest. Enemy models that become knocked down while in Wurmwood's Template:CMD range suffer 1 damage point. Black Roots lasts for one round.

Abilities

Weapons

Spells

{{Category: Template:Curse of ShadowsTemplate:Dark PathTemplate:HellmouthTemplate:Rapid GrowthTemplate:Stranglehold }}[[Category: Template:Curse of ShadowsTemplate:Dark PathTemplate:HellmouthTemplate:Rapid GrowthTemplate:Stranglehold ]]


Cassius

Template:Infobox-Model

Abilities

Weapons

Genesis
File:Sword icon.jpg  RNG   POW   P+S 
1 6 12

Theme Forces


Thoughts on Wurmwood

Wurmwood in a nutshell

The sentient tree and his human meat-puppet is considered one of Circle's strongest warlocks; entire armies can be shut down by Black Roots, and that's a very nice spell selection that can shred infantry swarms with Hellmouth and break armor with Curse of Shadows while getting up to mayhem. Since Wurmwood has zero movement he relies upon Cassius for channeling and to move via dark path.

One key reason for selecting it is that, between its feat and ability to summon forests, it's the best protection Circle has against gunlines.

Feat thoughts

Its feat is a powerful control effect against almost every army in the game. Most models with Pathfinder can't see through forests, and the same is true for those with guns. Even those guys with Tracker or with guns that do have Hunter often still can’t handle the stealth Granted from Prowl or Treewalker. You can use its feat to escort your forces up the board and throw the enemy into disarray, especially if they can't move through rough terrain easily. Although dealing damage to models that are knocked down isn't exactly world-shattering, it does help deal with Tough models that make their rolls.

Spell thoughts

  • Curse of Shadows is a good ARM debuff, and can also help get your own models out of combat by casting it on whatever is engaging them. You can also walk into the back arcs of the enemy model(s) for that sweet backstrike bonus.
  • Dark Path is what allows Wurmwood to move around, and is probably the most important spell on Wurmwood's card. You can also use it as something of a "threat extender" with its spells by putting Wurmwood in front of Cassius after moving him; just be sure it's in a safe position for it.
  • Hellmouth is one of the most flexible and powerful spells in the game. Besides its potent infantry clearing and RFP, it also pulls models toward the target.
    • You can put a cheap "target" model 2.99" in front of your heavy, cast it at that target, and pull the heavy forward.
    • Or do the same thing, but put the cheap target 2.99" in front of an enemy.
    • Or do the same thing, but put the cheap target 2.99" behind your heavy (that has already activated) and pull it back, away from retaliation.
  • Rapid Growth is also flexible, serving to block LOS, slow down models without Pathfinder, and providing concealment for your models; this is especially useful given the amount of models with Prowl in Circle.
  • Stranglehold has a powerful control effect, forcing enemy models damaged by it to essentially give up half their activation. Use it on the enemy's high-point cost models like Behemoth and Battle Engines. If you want to ensure it lands, cast Curse of Shadows on the target first.

Drawbacks & Downsides

  • Wurmwood can be very vulnerable with terrible defensive stats. An enemy that can get into melee with him can kill him quickly.
    • Luckily, with prowl and souls on him, it is nigh-unkillable at range
  • Anything that shuts down channeling almost entirely shuts down the tree. Wurmwood wants to be nowhere near the front lines.
  • If Cassius and his shifting stones die, the tree has no possible way of moving. Keep them safe.

Tricks & Tips

  • Because of premeasuring, you can line up friendly models in order to use hellmouth to draw enemy heavies closer. Mannikins from sentry stones are excellent for this, and can provide up to 6" of extra range.
  • Tough becomes a huge liability during the feat. Trolls especially should be concerned.
  • Battle Engines are especially susceptible to Stranglehold, so long as you can damage them. Really, the higher-costed the enemy model, the better (usually) with the exception that it does not work on Colossals/Gargantuans

List Building Advice

Strategy

Wurmwood wins via attrition, using his feat, Rapid Growth, and Stranglehold to shut down enemy forces while using Curse of Shadows and Hellmouth to weaken their models. It's a rare enemy that can land an alpha on him due to his spells and feat, so it's not uncommon to be able to systematically shut down your opponent's tools one by one. Keeping Cassius safe should be your first priority; fortunately, he's rather survivable, and Wurmwood comes with the tools needed to keep him safe against most threats.

  • As Wurmwood's abilities and spells don't discriminate based on friendly or Friendly Faction models, feel free to bring in Minion units - their souls work just as well for fueling it.
  • He wants to include enough infantry for their souls.
  • He likes anything with Pathfinder. So, basically, all of Circle.

Theme thoughts

Template:Header

  • Being able to Geomancy Stranglehold via Woldwardens can allow you to shut down opposing battlegroup-heavy lists.
  • Curse of Shadows is greatly appreciated for increasing the Wold's damage output, and Wurmwood's feat and Rapid Growth protects your slow models from shooting.

Template:Header

  • Curse of Shadows ups the hitting power of all your units. Additionally, it allows them to walk out of combat with whatever is engaging them, especially important for Bloodtrackers and Tharn Wolf Riders.
  • Both Rapid Growth and feat are easy ways to trigger Treewalker on male Tharn (Ravagers, Blood Pack, White Mane), increasing their DEF and allowing the Blood Pack to fire through them with impunity.
  • Tharn Bloodweavers are the cheapest models per point in theme, useful for providing souls for Wurmwood.
  • Ghetorix is an excellent heavy hitter independent of damage buffs and is one of the most survivable living warbeasts available to Circle. Wurmwood appreciates Spiny Growth for an extra layer of ARM, able to go up to ARM 23 when it has 3 souls on it.

Template:Header

Wurmwood lacks an accuracy buff, while Wolfsworn hit accurately but not hard, and are relatively cheap. This makes them a good fit for one another.

  • Reeves of Orboros appreciate the protection Wurmwood can provide them via his feat and Rapid Growth. Curse of Shadows increases their damage output and allows them to walk out of combat with whatever is engaging them.
  • Warpborn Skinwalkers greatly appreciate Curse of Shadows; with it and Gang, they go to MAT 8 POW 16.
  • War Wolves enjoy being able to run through models affected by Curse of Shadows to get to their Sic'em target.
  • Wolves of Orboros also appreciate Curse of Shadows, especially with their mini-feat. They're the cheapest infantry unit in the theme, so provide a good source of souls for Wurmwood if your opponent neglected to bring any of their own (very selfish of them).

Template:Header

Wurmwood was added to this theme only a short time before 4th edition was released, and no one added any thoughts here before WMU changed to an archive.

Template:Header

  • Gallows Grove - you're going to be channeling a lot of spells. The more ways the merrier.
  • Shifting Stones are useful for moving Wurmwood when you don't want to use Dark Path or if Cassius has been killed.
  • Swamp Gobber Bellows Crew provide clouds to trigger Prowl on Wurmwood and Cassius.

Battlegroup

As Wurmwood provides both an offensive buff with Curse of Shadows and protection against the enemy by Strangleholding dangerous enemy models and using Rapid Growth and his feat, he can build his battlegroup however he wants. The Warpwolf Stalker likes easy access to Prowl, and Sprinting back behind a forest after destroying a heavy is both satisfying and incredibly frustrating for the opponent. Ghettorix in Devourer's Host or The Wild Hunt is self-sufficient, being both a heavy hitter and (relatively) survivable; additionally, Spiny Growth pushes Wurmwoods survivability up. As noted above, Woldwardens (and Megalith in Bones of Orboros) are able to Geomancy Stranglehold, allowing you to shut down the opposing battlegroup and battle engines unless the enemy has an incredibly high ARM or anti-magic available; additionally, their animus lets Wurmwood activate Prowl on itself.

The Wild Argus is a useful light warbeast. As Wurmwood doesn't provide an accuracy buff, Doppler Bark can help against high-DEF living enemy models. Additionally, Wurmwood can put it in interesting places if he runs Cassius first and uses Dark Path. Although this will most likely leave Wurmwood in range of the enemy model, it can open up an assassination against the enemy warcaster/warlock. Plus, you know, the tree gets to bark.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warbeast: Megalith
  2. Warbeast: Woldwarden
  3. Solos: Blackclad Stoneshaper (x2)
  4. Solos: Gallows Grove (x3)
  5. Solo: Blackclad Wayfarer
  6. Unit: Sentry Stone & Mannikins
  7. Unit: Shifting Stones (x2)

Other

Trivia

  • Released in Forces of Hordes: Circle Orboros (2010)
  • In MK 2, it was Cassius who was the "warlock" (having the Fury score, spells, and feat) while Wurmwood was the solo. The developers have stated that the present incarnation of Wurmwood is how they originally wanted it to have been in MK 2.

Video Battle Reports

Other Circle models

Template:Index Circle

         This is a template for "Model Advantage". It makes this table
table headerthing
blah blahthg
  • The idea is that this is a template that builds out an advantage category page.
  • It is called on a category after explaining what the category is doing.
  • it has to be called in a noinclude tag.

Then calls out to the auto-generate template. The enigmatic Circle blackclad Cassius the Oathkeeper is bound to serve the ancient Wurmwood, Tree of Fate. Wurmwood passes harsh judgment on all who fall beneath its branches, harvesting their souls to fuel Cassius’ magic. Those who stand against the Circle Orboros face an unpredictable battlefield, as whole forests spring fully-grown from the earth, entrapping enemies within their deadly green depths.


Circle Orboros Blackclad Devourer's Host Solo (Legacy Prime)


Model stats and abilities

Model Statistics

Base size = 30 mmSPDMATDEFARM
Health = 10
FA = {{{fa}}}
Cost = Free661416
-
-

Model Advantages and Abilities

  • No special advantages or abilities.


         Template loop detected: Template:Model Advantage                    
         Template loop detected: Template:Model Advantage 
Template:Companion
Channeler


Fury-Bound


Prowl


Steady


Template:Solo

Weapons

Template:Genesis
WeaponTypeStatsSpecials

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos


legacy----------------

The enigmatic Circle blackclad Cassius the Oathkeeper is bound to serve the ancient Wurmwood, Tree of Fate. Wurmwood passes harsh judgment on all who fall beneath its branches, harvesting their souls to fuel Cassius’ magic. Those who stand against the Circle Orboros face an unpredictable battlefield, as whole forests spring fully-grown from the earth, entrapping enemies within their deadly green depths.

Basic Info

Wurmwood

Template:Infobox-Model

This model is a Warlock.

Warlock Rules
  • A warlock is
  • Warlocks use Fury Manipulation
    • Uses ARC to determine how many fury points it gains each turn.
    • Begins the game with a number of fury points equal to its ARC.
    • Cannot exceed its ARC stat in fury points as a result of leeching.
    • Can spend fury points only during its activation (unless a special rule states otherwise) for the following:
      • Buy additional attacks
      • Boost attack rolls
      • Boost damage rolls
      • Shake some effects
    • Can leach fury points from warbeasts in its battlegroup in its control range.
    • Spirit Bond allows the warlock to gain a fury for each of its dead battlegroup warbeasts.
    • Reaving allows the warlock to pull fury points from a warbeast in its battlegroup when it dies.

Feat : Black Roots

Wurmwood's Template:CMD range becomes a forest. Enemy models that become knocked down while in Wurmwood's Template:CMD range suffer 1 damage point. Black Roots lasts for one round.

Abilities

Weapons

Spells

{{Category: Template:Curse of ShadowsTemplate:Dark PathTemplate:HellmouthTemplate:Rapid GrowthTemplate:Stranglehold }}[[Category: Template:Curse of ShadowsTemplate:Dark PathTemplate:HellmouthTemplate:Rapid GrowthTemplate:Stranglehold ]]


Cassius

Template:Infobox-Model

Abilities

Weapons

Genesis
File:Sword icon.jpg  RNG   POW   P+S 
1 6 12

Theme Forces


Thoughts on Wurmwood

Wurmwood in a nutshell

The sentient tree and his human meat-puppet is considered one of Circle's strongest warlocks; entire armies can be shut down by Black Roots, and that's a very nice spell selection that can shred infantry swarms with Hellmouth and break armor with Curse of Shadows while getting up to mayhem. Since Wurmwood has zero movement he relies upon Cassius for channeling and to move via dark path.

One key reason for selecting it is that, between its feat and ability to summon forests, it's the best protection Circle has against gunlines.

Feat thoughts

Its feat is a powerful control effect against almost every army in the game. Most models with Pathfinder can't see through forests, and the same is true for those with guns. Even those guys with Tracker or with guns that do have Hunter often still can’t handle the stealth Granted from Prowl or Treewalker. You can use its feat to escort your forces up the board and throw the enemy into disarray, especially if they can't move through rough terrain easily. Although dealing damage to models that are knocked down isn't exactly world-shattering, it does help deal with Tough models that make their rolls.

Spell thoughts

  • Curse of Shadows is a good ARM debuff, and can also help get your own models out of combat by casting it on whatever is engaging them. You can also walk into the back arcs of the enemy model(s) for that sweet backstrike bonus.
  • Dark Path is what allows Wurmwood to move around, and is probably the most important spell on Wurmwood's card. You can also use it as something of a "threat extender" with its spells by putting Wurmwood in front of Cassius after moving him; just be sure it's in a safe position for it.
  • Hellmouth is one of the most flexible and powerful spells in the game. Besides its potent infantry clearing and RFP, it also pulls models toward the target.
    • You can put a cheap "target" model 2.99" in front of your heavy, cast it at that target, and pull the heavy forward.
    • Or do the same thing, but put the cheap target 2.99" in front of an enemy.
    • Or do the same thing, but put the cheap target 2.99" behind your heavy (that has already activated) and pull it back, away from retaliation.
  • Rapid Growth is also flexible, serving to block LOS, slow down models without Pathfinder, and providing concealment for your models; this is especially useful given the amount of models with Prowl in Circle.
  • Stranglehold has a powerful control effect, forcing enemy models damaged by it to essentially give up half their activation. Use it on the enemy's high-point cost models like Behemoth and Battle Engines. If you want to ensure it lands, cast Curse of Shadows on the target first.

Drawbacks & Downsides

  • Wurmwood can be very vulnerable with terrible defensive stats. An enemy that can get into melee with him can kill him quickly.
    • Luckily, with prowl and souls on him, it is nigh-unkillable at range
  • Anything that shuts down channeling almost entirely shuts down the tree. Wurmwood wants to be nowhere near the front lines.
  • If Cassius and his shifting stones die, the tree has no possible way of moving. Keep them safe.

Tricks & Tips

  • Because of premeasuring, you can line up friendly models in order to use hellmouth to draw enemy heavies closer. Mannikins from sentry stones are excellent for this, and can provide up to 6" of extra range.
  • Tough becomes a huge liability during the feat. Trolls especially should be concerned.
  • Battle Engines are especially susceptible to Stranglehold, so long as you can damage them. Really, the higher-costed the enemy model, the better (usually) with the exception that it does not work on Colossals/Gargantuans

List Building Advice

Strategy

Wurmwood wins via attrition, using his feat, Rapid Growth, and Stranglehold to shut down enemy forces while using Curse of Shadows and Hellmouth to weaken their models. It's a rare enemy that can land an alpha on him due to his spells and feat, so it's not uncommon to be able to systematically shut down your opponent's tools one by one. Keeping Cassius safe should be your first priority; fortunately, he's rather survivable, and Wurmwood comes with the tools needed to keep him safe against most threats.

  • As Wurmwood's abilities and spells don't discriminate based on friendly or Friendly Faction models, feel free to bring in Minion units - their souls work just as well for fueling it.
  • He wants to include enough infantry for their souls.
  • He likes anything with Pathfinder. So, basically, all of Circle.

Theme thoughts

Template:Header

  • Being able to Geomancy Stranglehold via Woldwardens can allow you to shut down opposing battlegroup-heavy lists.
  • Curse of Shadows is greatly appreciated for increasing the Wold's damage output, and Wurmwood's feat and Rapid Growth protects your slow models from shooting.

Template:Header

  • Curse of Shadows ups the hitting power of all your units. Additionally, it allows them to walk out of combat with whatever is engaging them, especially important for Bloodtrackers and Tharn Wolf Riders.
  • Both Rapid Growth and feat are easy ways to trigger Treewalker on male Tharn (Ravagers, Blood Pack, White Mane), increasing their DEF and allowing the Blood Pack to fire through them with impunity.
  • Tharn Bloodweavers are the cheapest models per point in theme, useful for providing souls for Wurmwood.
  • Ghetorix is an excellent heavy hitter independent of damage buffs and is one of the most survivable living warbeasts available to Circle. Wurmwood appreciates Spiny Growth for an extra layer of ARM, able to go up to ARM 23 when it has 3 souls on it.

Template:Header

Wurmwood lacks an accuracy buff, while Wolfsworn hit accurately but not hard, and are relatively cheap. This makes them a good fit for one another.

  • Reeves of Orboros appreciate the protection Wurmwood can provide them via his feat and Rapid Growth. Curse of Shadows increases their damage output and allows them to walk out of combat with whatever is engaging them.
  • Warpborn Skinwalkers greatly appreciate Curse of Shadows; with it and Gang, they go to MAT 8 POW 16.
  • War Wolves enjoy being able to run through models affected by Curse of Shadows to get to their Sic'em target.
  • Wolves of Orboros also appreciate Curse of Shadows, especially with their mini-feat. They're the cheapest infantry unit in the theme, so provide a good source of souls for Wurmwood if your opponent neglected to bring any of their own (very selfish of them).

Template:Header

Wurmwood was added to this theme only a short time before 4th edition was released, and no one added any thoughts here before WMU changed to an archive.

Template:Header

  • Gallows Grove - you're going to be channeling a lot of spells. The more ways the merrier.
  • Shifting Stones are useful for moving Wurmwood when you don't want to use Dark Path or if Cassius has been killed.
  • Swamp Gobber Bellows Crew provide clouds to trigger Prowl on Wurmwood and Cassius.

Battlegroup

As Wurmwood provides both an offensive buff with Curse of Shadows and protection against the enemy by Strangleholding dangerous enemy models and using Rapid Growth and his feat, he can build his battlegroup however he wants. The Warpwolf Stalker likes easy access to Prowl, and Sprinting back behind a forest after destroying a heavy is both satisfying and incredibly frustrating for the opponent. Ghettorix in Devourer's Host or The Wild Hunt is self-sufficient, being both a heavy hitter and (relatively) survivable; additionally, Spiny Growth pushes Wurmwoods survivability up. As noted above, Woldwardens (and Megalith in Bones of Orboros) are able to Geomancy Stranglehold, allowing you to shut down the opposing battlegroup and battle engines unless the enemy has an incredibly high ARM or anti-magic available; additionally, their animus lets Wurmwood activate Prowl on itself.

The Wild Argus is a useful light warbeast. As Wurmwood doesn't provide an accuracy buff, Doppler Bark can help against high-DEF living enemy models. Additionally, Wurmwood can put it in interesting places if he runs Cassius first and uses Dark Path. Although this will most likely leave Wurmwood in range of the enemy model, it can open up an assassination against the enemy warcaster/warlock. Plus, you know, the tree gets to bark.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warbeast: Megalith
  2. Warbeast: Woldwarden
  3. Solos: Blackclad Stoneshaper (x2)
  4. Solos: Gallows Grove (x3)
  5. Solo: Blackclad Wayfarer
  6. Unit: Sentry Stone & Mannikins
  7. Unit: Shifting Stones (x2)

Other

Trivia

  • Released in Forces of Hordes: Circle Orboros (2010)
  • In MK 2, it was Cassius who was the "warlock" (having the Fury score, spells, and feat) while Wurmwood was the solo. The developers have stated that the present incarnation of Wurmwood is how they originally wanted it to have been in MK 2.

Video Battle Reports

Other Circle models

Template:Index Circle

Channeler


Fury-Bound


Prowl


Steady


Template:Solo

Weapons

Template:Genesis
WeaponTypeStatsSpecials

Errata

No Errata specifically for this model. Ability errata will appear in an expandable box next to the rule (Pistol, for example).

Changes and Updates

Lore

Trivia

Battle Reports

Videos


legacy----------------

The enigmatic Circle blackclad Cassius the Oathkeeper is bound to serve the ancient Wurmwood, Tree of Fate. Wurmwood passes harsh judgment on all who fall beneath its branches, harvesting their souls to fuel Cassius’ magic. Those who stand against the Circle Orboros face an unpredictable battlefield, as whole forests spring fully-grown from the earth, entrapping enemies within their deadly green depths.

Basic Info

Wurmwood

Template:Infobox-Model

This model is a Warlock.

Warlock Rules
  • A warlock is
  • Warlocks use Fury Manipulation
    • Uses ARC to determine how many fury points it gains each turn.
    • Begins the game with a number of fury points equal to its ARC.
    • Cannot exceed its ARC stat in fury points as a result of leeching.
    • Can spend fury points only during its activation (unless a special rule states otherwise) for the following:
      • Buy additional attacks
      • Boost attack rolls
      • Boost damage rolls
      • Shake some effects
    • Can leach fury points from warbeasts in its battlegroup in its control range.
    • Spirit Bond allows the warlock to gain a fury for each of its dead battlegroup warbeasts.
    • Reaving allows the warlock to pull fury points from a warbeast in its battlegroup when it dies.

Feat : Black Roots

Wurmwood's Template:CMD range becomes a forest. Enemy models that become knocked down while in Wurmwood's Template:CMD range suffer 1 damage point. Black Roots lasts for one round.

Abilities

Weapons

Spells

{{Category: Template:Curse of ShadowsTemplate:Dark PathTemplate:HellmouthTemplate:Rapid GrowthTemplate:Stranglehold }}[[Category: Template:Curse of ShadowsTemplate:Dark PathTemplate:HellmouthTemplate:Rapid GrowthTemplate:Stranglehold ]]


Cassius

Template:Infobox-Model

Abilities

Weapons

Genesis
File:Sword icon.jpg  RNG   POW   P+S 
1 6 12

Theme Forces


Thoughts on Wurmwood

Wurmwood in a nutshell

The sentient tree and his human meat-puppet is considered one of Circle's strongest warlocks; entire armies can be shut down by Black Roots, and that's a very nice spell selection that can shred infantry swarms with Hellmouth and break armor with Curse of Shadows while getting up to mayhem. Since Wurmwood has zero movement he relies upon Cassius for channeling and to move via dark path.

One key reason for selecting it is that, between its feat and ability to summon forests, it's the best protection Circle has against gunlines.

Feat thoughts

Its feat is a powerful control effect against almost every army in the game. Most models with Pathfinder can't see through forests, and the same is true for those with guns. Even those guys with Tracker or with guns that do have Hunter often still can’t handle the stealth Granted from Prowl or Treewalker. You can use its feat to escort your forces up the board and throw the enemy into disarray, especially if they can't move through rough terrain easily. Although dealing damage to models that are knocked down isn't exactly world-shattering, it does help deal with Tough models that make their rolls.

Spell thoughts

  • Curse of Shadows is a good ARM debuff, and can also help get your own models out of combat by casting it on whatever is engaging them. You can also walk into the back arcs of the enemy model(s) for that sweet backstrike bonus.
  • Dark Path is what allows Wurmwood to move around, and is probably the most important spell on Wurmwood's card. You can also use it as something of a "threat extender" with its spells by putting Wurmwood in front of Cassius after moving him; just be sure it's in a safe position for it.
  • Hellmouth is one of the most flexible and powerful spells in the game. Besides its potent infantry clearing and RFP, it also pulls models toward the target.
    • You can put a cheap "target" model 2.99" in front of your heavy, cast it at that target, and pull the heavy forward.
    • Or do the same thing, but put the cheap target 2.99" in front of an enemy.
    • Or do the same thing, but put the cheap target 2.99" behind your heavy (that has already activated) and pull it back, away from retaliation.
  • Rapid Growth is also flexible, serving to block LOS, slow down models without Pathfinder, and providing concealment for your models; this is especially useful given the amount of models with Prowl in Circle.
  • Stranglehold has a powerful control effect, forcing enemy models damaged by it to essentially give up half their activation. Use it on the enemy's high-point cost models like Behemoth and Battle Engines. If you want to ensure it lands, cast Curse of Shadows on the target first.

Drawbacks & Downsides

  • Wurmwood can be very vulnerable with terrible defensive stats. An enemy that can get into melee with him can kill him quickly.
    • Luckily, with prowl and souls on him, it is nigh-unkillable at range
  • Anything that shuts down channeling almost entirely shuts down the tree. Wurmwood wants to be nowhere near the front lines.
  • If Cassius and his shifting stones die, the tree has no possible way of moving. Keep them safe.

Tricks & Tips

  • Because of premeasuring, you can line up friendly models in order to use hellmouth to draw enemy heavies closer. Mannikins from sentry stones are excellent for this, and can provide up to 6" of extra range.
  • Tough becomes a huge liability during the feat. Trolls especially should be concerned.
  • Battle Engines are especially susceptible to Stranglehold, so long as you can damage them. Really, the higher-costed the enemy model, the better (usually) with the exception that it does not work on Colossals/Gargantuans

List Building Advice

Strategy

Wurmwood wins via attrition, using his feat, Rapid Growth, and Stranglehold to shut down enemy forces while using Curse of Shadows and Hellmouth to weaken their models. It's a rare enemy that can land an alpha on him due to his spells and feat, so it's not uncommon to be able to systematically shut down your opponent's tools one by one. Keeping Cassius safe should be your first priority; fortunately, he's rather survivable, and Wurmwood comes with the tools needed to keep him safe against most threats.

  • As Wurmwood's abilities and spells don't discriminate based on friendly or Friendly Faction models, feel free to bring in Minion units - their souls work just as well for fueling it.
  • He wants to include enough infantry for their souls.
  • He likes anything with Pathfinder. So, basically, all of Circle.

Theme thoughts

Template:Header

  • Being able to Geomancy Stranglehold via Woldwardens can allow you to shut down opposing battlegroup-heavy lists.
  • Curse of Shadows is greatly appreciated for increasing the Wold's damage output, and Wurmwood's feat and Rapid Growth protects your slow models from shooting.

Template:Header

  • Curse of Shadows ups the hitting power of all your units. Additionally, it allows them to walk out of combat with whatever is engaging them, especially important for Bloodtrackers and Tharn Wolf Riders.
  • Both Rapid Growth and feat are easy ways to trigger Treewalker on male Tharn (Ravagers, Blood Pack, White Mane), increasing their DEF and allowing the Blood Pack to fire through them with impunity.
  • Tharn Bloodweavers are the cheapest models per point in theme, useful for providing souls for Wurmwood.
  • Ghetorix is an excellent heavy hitter independent of damage buffs and is one of the most survivable living warbeasts available to Circle. Wurmwood appreciates Spiny Growth for an extra layer of ARM, able to go up to ARM 23 when it has 3 souls on it.

Template:Header

Wurmwood lacks an accuracy buff, while Wolfsworn hit accurately but not hard, and are relatively cheap. This makes them a good fit for one another.

  • Reeves of Orboros appreciate the protection Wurmwood can provide them via his feat and Rapid Growth. Curse of Shadows increases their damage output and allows them to walk out of combat with whatever is engaging them.
  • Warpborn Skinwalkers greatly appreciate Curse of Shadows; with it and Gang, they go to MAT 8 POW 16.
  • War Wolves enjoy being able to run through models affected by Curse of Shadows to get to their Sic'em target.
  • Wolves of Orboros also appreciate Curse of Shadows, especially with their mini-feat. They're the cheapest infantry unit in the theme, so provide a good source of souls for Wurmwood if your opponent neglected to bring any of their own (very selfish of them).

Template:Header

Wurmwood was added to this theme only a short time before 4th edition was released, and no one added any thoughts here before WMU changed to an archive.

Template:Header

  • Gallows Grove - you're going to be channeling a lot of spells. The more ways the merrier.
  • Shifting Stones are useful for moving Wurmwood when you don't want to use Dark Path or if Cassius has been killed.
  • Swamp Gobber Bellows Crew provide clouds to trigger Prowl on Wurmwood and Cassius.

Battlegroup

As Wurmwood provides both an offensive buff with Curse of Shadows and protection against the enemy by Strangleholding dangerous enemy models and using Rapid Growth and his feat, he can build his battlegroup however he wants. The Warpwolf Stalker likes easy access to Prowl, and Sprinting back behind a forest after destroying a heavy is both satisfying and incredibly frustrating for the opponent. Ghettorix in Devourer's Host or The Wild Hunt is self-sufficient, being both a heavy hitter and (relatively) survivable; additionally, Spiny Growth pushes Wurmwoods survivability up. As noted above, Woldwardens (and Megalith in Bones of Orboros) are able to Geomancy Stranglehold, allowing you to shut down the opposing battlegroup and battle engines unless the enemy has an incredibly high ARM or anti-magic available; additionally, their animus lets Wurmwood activate Prowl on itself.

The Wild Argus is a useful light warbeast. As Wurmwood doesn't provide an accuracy buff, Doppler Bark can help against high-DEF living enemy models. Additionally, Wurmwood can put it in interesting places if he runs Cassius first and uses Dark Path. Although this will most likely leave Wurmwood in range of the enemy model, it can open up an assassination against the enemy warcaster/warlock. Plus, you know, the tree gets to bark.

First Seven Purchases

A few veteran players have put their heads together and tried to figure out the seven best things to buy for this specific caster. This is not designed to add up to a nice round points limit, nor be balanced vs other "First Seven" lists you find on this website. It is simply going to give you some of the essentials this caster needs most of the time.

  1. Warbeast: Megalith
  2. Warbeast: Woldwarden
  3. Solos: Blackclad Stoneshaper (x2)
  4. Solos: Gallows Grove (x3)
  5. Solo: Blackclad Wayfarer
  6. Unit: Sentry Stone & Mannikins
  7. Unit: Shifting Stones (x2)

Other

Trivia

  • Released in Forces of Hordes: Circle Orboros (2010)
  • In MK 2, it was Cassius who was the "warlock" (having the Fury score, spells, and feat) while Wurmwood was the solo. The developers have stated that the present incarnation of Wurmwood is how they originally wanted it to have been in MK 2.

Video Battle Reports

Other Circle models

Template:Index Circle