Stoneward & Woldstalkers: Difference between revisions

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Revision as of 14:07, 13 January 2024

Template:Circlebox Template:4P

The druids have been animating even greater quantities of inert materials to create legions made of earth and stone. Woldstalkers are fast and efficient floating killers led in battle by the mental commands of the Stoneward who created them. Guided by his mental commands and protected by his druidic enhancements, these constructs unleash formidable blasts of concentrated energy.

Basic Info

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Abilities

Weapons

Stoneward
Voulge
File:Sword icon.jpg  RNG   POW   P+S 
2 4 10
Woldstalker Grunts
Arcane Strike
File:Gun icon.jpg  RNG   ROF   AOE   POW 
10 1 Template:- 12

Spells (Stoneward)

{{Category: Template:Concentrated Fire SpellTemplate:Zephyr }}[[Category: Template:Concentrated Fire SpellTemplate:Zephyr ]]


Theme Forces


Thoughts on Stoneward & Woldstalkers

Stoneward & Woldstalkers in a Nutshell

The Woldstalkers are a set of shooty stone shrimp that can put some hurt on a heavy at range. The guns start at POW 12, but with Concentrated Power in play the last one will hit at POW 16 (assuming everyone hits) which is high enough to start dinging heavies.

Combos & Synergies

  • Druids of Orboros can use Pulse of the Earth to knockdown some random cannon fodder, ensuring these guys hit and get that Concentrated Fire bonus to maximum before attacking a real target.
  • Chuck Dogwood - Veteran Leader is a great passive bonus, even ignoring the rest of his kit.

Drawbacks & Downsides

  • The Stoneward doesn't have an attack worth talking about. Meaning you get fewer actually useful models than you would in a minimum unit of Reeves of Orboros or Tharn Bloodtrackers for almost the same cost.
  • They have a low DEF for infantry so they loose shooting duels.
  • Since the stones are CMD 4, if the Stoneward dies then chances are good that most of the stones will be out of formation and unable to do anything next turn.
    • It also means if they are in formation they are at risks to AOEs.
  • Since the Woldwyrd was buffed to POW 12 on its shooting and can make boostable shots, there's even less of a place for the Woldshrimp.
  • They live outside of themes with the Argus Moonhound so hitting targets is that much harder.

Tricks & Tips

  • If they get stuck in melee, you can Zephyr them back out again before they shoot. (Beware free strikes)
  • They can aim and still move via Zephyr.
  • They can use Zephyr to "hit and run".
  • You can declare a charge with this unit, in extreme circumstances, but note the Stoneward won't be able to use a Magic Ability that activation.


Other

Trivia

Released in Hordes: Metamorphosis (2009)

Other Circle models

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Rules Clarifications

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Template:RC Pathfinder Template:RC Officer Template:RC Magical Ability Template:RC Concentrated Fire Template:RC Zephyr Template:RC Self-Sacrifice

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