Feralgeist

From Warma-wiki
Jump to navigation Jump to search

Template:Minionbox This model is playable only in an Unlimited format.


None know the Feralgeist's nature, but its insubstantial form hungers for a body of flesh. It descends into the carcasses of freshly slain beasts and brings to them a semblance of reanimated life. Feralgeists pose a deadly threat to any who venture near as they lash out with the claws or fangs of the corpse they inhabit.

Basic Info

Template:Infobox-Model

Abilities

Weapons

Theme Forces

Minion

Non-Minion themes

This solo may be used in the following theme forces without using their single minion solo option:

As a minion solo, they can also be taken in a bunch of other Faction's themes as their single allowed minion unit. Refer to #Other Theme Forces.

Thoughts on Feralgeist

Feralgeist in a nutshell

The Feralgeist is a harrassment/annoyance support solo, rather than actual combat. The rules to take over enemy warbeasts is often just icing on the cake. It relies on incorporeal for protection against non-magical damage, which also makes them excellent contesters on scenario elements.

Bring them if you have some army points left, and you need a good contesting model. The Feralgeist also has some additional feature in form of applying paralysis on a critical hit, but that only should be a back-up plan as in 99% it will be much more useful in its incorporeal form.

Combos & Synergies

  • Dhunian Archon - heal the warbeast you create so it may survive till your next activation. Or if the Geist dies heal something else they are cheap.
  • Any warbeast. Especially your own. For spirit Bond you have to stand within 3" of the target warbeast, but doesn't have to give up the Incorporeal form to be able to trigger. The damage that destroys the warbaest must come from an attack, so electro leaps, continuous effects, collateral damage and the like won't suffice.
  • If you don't want to take over a warbeast, just run up on the flank - and away from magical weapons.
  • In Oracles of Annihilation the Feralgeist is both incorporeal and corrodes infantry that end up too close to it. An aggravating combination.

Drawbacks & Downsides

  • Not much combat potential to talk about
  • Spirit Bind won't work on Gargantuans.
  • With only one unmarked box in each aspect, your new warbeast isn't going to stand up to much of anything.

Tricks & Tips

  • For the first couple of turns, try to find somewhere safe (ie behind a building) that is 16" away from the enemy flag and/or 12" away from enemy zone(s). That way you've always got a model ready to contest those flags/zones at the drop of a hat.
Similarly, you can "threaten" the enemy flag by hiding somewhere 12" away from it. If the enemy forgets to to leave a model within 4" of their flag (or you kill them all) then your Geist can swoop in and steal it.
  • You can use it to screen your caster from enemy melee attacks, but only by occupying the space that the enemy model wants to charge into.
  • If you just need a sacrificial light or a 3/4 dead warbeast to block a critical charge lane, the Feralgeist can help prolong your speedbump by keeping the model in play, even if only for another attack or two.
  • Unlike Stationary, Knockdown or Blind, Paralysis cannot be shaken.
  • Expecting fratricidal attacks from your Berserk troops? Run up a Feralgeist into a suitable position to be in their melee range, and let them went their steam on him. Just watch out to stay incorporeal and not to give magical weapons to them.
  • Electro leaps can jump on incorporeal Feralgeists, and they still count as a model for the King of Nothing's trump arcana - though none of them will hurt them, until they become corporeal.
  • Spirit Bind can be triggered by friendly attack on the warbeast too, if you really need to turn your warbeast into an Undead Minion...

Incorporeal 101 for beginners:

  • As models cannot end their movements within the same space as an Incorporeal model, Feralgesits and the like can effectively block charges, if your enemy needs a linear move to be in melee range.
  • For the same reason, Feralsgeists are ideal to block the movements of huge based models. Place them in front of such a model; they won't be able to advance past you without running due to the length of their base and losing their combat action.
  • Incorporeal models are immune against non-magical damage, and armies that tend to have few out of it will be hard-pressed to remove them. Park them on a suitable scenario element to counter point-writing.
  • While Incorporeal it CANNOT MAKE FREE STRIKES. While it does prevent enemy models from shooting out of melee range with it, it cannot prevent them from simply walking away.

Other

Trivia

File:Feralgeist alt.jpg
The Geist of Xmas Yet to Come - Limited Edition sculpt

Other Theme Forces

Template:Circle minion solo themes Template:Legion minion solo themes Template:Skorne minion solo themes Template:Trollblood minion solo themes

Other Minion models

Template:Index Minions

Rules Clarifications

Template:RC Magical Weapon Template:RC Paralysis

Template:RC Incorporeal Template:RC Undead Template:RC Spirit Bind