Baldur the Stonecleaver
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A bastion of strength and resolve noted for his steadfast loyalty, Baldur the Stonecleaver is an unstoppable juggernaut on the battlefield.
- 1 Basic Info
- 2 Thoughts on Baldur1
- 3 List Building Advice
- 4 Other
- Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
- 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.
- Elemental Mastery - Constructs in this model's battlegroup & control range can charge and make power attacks for free, and this model can heal them.
- Forest Walk - While completely within a forest, Baldur can forfeit his Normal Movement to use Forest Walk. Choose a location completely within his CTRL range and completely within a forest, then place him there. He can't do it while knocked down.
- Tritus - 2" reach, P+S 14 melee attack
- Earth Spikes - Cost 3, 10" range, 3" AOE, POW 13
- This attack ignores cover, concealment and elevation. Also, on a critical hit, all models in the AOE are knocked down.
- Rapid Growth - Cost 2, Upkeep
- Place a 4" AOE anywhere in the caster's control range. The AOE is a forest that remains as long as the upkeep is paid.
- Solid Ground - Cost 2, Upkeep
- While in the caster's CTRL range, friendly Faction models cannot become knocked down and do not suffer blast damage.
- Stone Skin - Cost 2, 6" range, Upkeep
- Target friendly Circle model/unit gains +2 STR & ARM, but suffers -1 SPD & DEF.
Feat: Broken Earth
- While in Baldur's CTRL range, friendly Circle models gain cover.
- While in Baldur's CTRL range, enemy models never have Pathfinder and treat open ground as rough terrain.
Lasts for one round.
Thoughts on Baldur1
Baldur1 in a nutshell
Baldur the Stonecleaver is a generalist support warlock. A bit of control with his feat and forest, a bit of buffing with Stone Skin, a bit of protection with Solid Ground, and several different assassination methods.
Baldur's feat is best used during the early turns of the game, during your approach toward the enemy. While he's geared to run Wolds, don't overlook Warpwolves with him. With cover from his feat, they're very difficult to shoot without combined ranged attacks, and Circle excels at removing the units that can perform those combined ranged attacks. Even more importantly, Warpwolves (especially Feral Warpwolves) are fast, and can claim objectives early while Baldur uses his feat to slow down the opponent and get easy victory points as a result.
Baldur's spell list is also pretty strong.
- Solid Ground pairs well with the tough Tharn Ravagers and Tharn Blood Pack, keeping them on their feet for more tough rolls. The "no blast damage" portion of the spell is even more useful for Circle Infantry, as they tend to have high defense and low armor.
- Stone Skin is the spell most people think of when they think of Baldur1. With the extra strength and armor, you can turn a Woldwarden into a Khador Warjack, or you can give Bloodtrackers a strength bonus that enhances both their ranged and melee attacks. Bloodtrackers are one of the best units to take with Baldur1 since they also benefit heavily from the no-blast-damage of Solid Ground.
- Rapid Growth allows him to drop a forest anywhere in his Control area. While the first thing many people think about is it enabling a forest walk assassination... and while that's true, it doesn't happen as often as you'd think. Rather, it's a great tool for line of sight blocking... with two Woldwardens and Rapid Growth, you can block off about 12" of line of sight that almost nothing in the game can see through.
- Earth Spikes is a fairly decent nuke spell, but even moreso because of the list of defenses it ignores - most of the ways enemy solos try to hide from being hit. This is especially true when you're using Geomancy from the Woldwardens... between ignoring those defenses and the Woldwarden's ability to boost, there isn't much he can't hit. Finally the AoE has a base 4/9 chance of scoring a critical knockdown so when boosted is sometimes worth slinging idly at the enemy caster for a pop and drop assassination with little lost if it fails.
Drawbacks & Downsides
- He doesn't have any terrible matchups - he's a bit too all round for that. (Although beware of armies with easy access to Ghostly and/or Flight.)
- Be sure to think of your plan when picking your army. Baldur doesn't provide one for you.
- Using Rapid Growth to give Baldur somewhere to teleport to for a Forest Walk assassination looks like a good idea. In practice your opponent only needs a small camp and it will probably fail; a more reliable method is presented below.
Tricks & Tips
- Forest Placement
- When blocking LOS with Rapid Growth, be sure not to place it too close to the model you're trying to block, or they'll simply walk into the forest and negate the disadvantage.
- A single forest generally isn't sufficient either... you'll usually need at least three forests in a line to block enough line of sight that they can't move around it to shoot their intended target.
- The closer the forests are to the shooter, the more of their line of sight it blocks. Also, the closer the forests are to the intended target, the fewer line of sight angles there are to shoot him.
- If you know their intended target, surrounding it with forests can often be more effective than building a forest wall.
List Building Advice
The problem picking an army for Baldur is he works well with everything, but he doesn't have a "key win" condition. Coming up with a plan and picking models to suit it, will probably work better than picking a bunch of models and trying to figure something out. He buffs a bit of everything and has two assassination options but is not amazingly great at anything. He's a pretty good warlock for learning the ropes with and hard counters a couple of tactics including blast template spam.
The Baldur Assassination requires three models and only works against enemy casters who start in Baldur's control area, but Baldur to start in a forest. It is, however, unusual enough it will catch a lot of people by surprise. In order to do it you need a Blackclad Wayfarer (either starting within 8" of the enemy caster or by some shifting stones), and a Woldwatcher in the vague area. Then:
- Teleport the Wayfarer either behind the enemy caster or walk him up to him.
- Kill the Wayfarer with the Woldwatcher either by shooting (if the Wayfarer got behind the enemy) or melee if in melee with the enemy. Use your backstrike bonus.
- The Wayfarer having been turned into Fertilizer, Baldur can now Forest Walk into melee and pulp the enemy.
Also, Earth Spikes spammed through WoldWardens can make for a decent knockdown assassination.
Baldur the Stonecleaver works with almost everything. Living or stone warbeasts. Single wound or multi wound infantry. Which of course means that he works well with any theme force.
The Bones of Orboros
Is the obvious construct theme. A little more assassin-y than most, the expected Celestial Fulcrum and a WoldWarden or two leads to a pop & drop assassination. Or The Baldur Assassination below.
The Wild Hunt
Brings the Skinwalkers - and a lot more infantry, all of whom love both blast immunity and cover from incoming fire for a turn.
- Warpborn Skinwalkers under Stone Skin are ARM 20 with 8 wounds and Hyper Regeneration in melee. Oh, and hit at P+S 16.
- Tharn Bloodtrackers and Tharn Bloodweavers are DEF 14 with Stealth but ARM 11. They die horribly to blast damage except under Solid Ground.
- Tharn Ravagers, Tharn Blood Pack love Solid Ground because it makes them no-knockdown-tough. Bloopack is brutal, and durable with Baldur1.
Call of the Wild
Baldur probably wants to avoid this theme. He isn't a living beast sorta guy.
Is as playable as it ever is. Blast immune cloud walls, and Mist Riders which are P+S 14 on the charge.
Support models - Various themes
- Everyone works well with the Sentry Stone & Mannikins
- Megalith is his pet warbeast, which he can take in any theme force. However Megalith's bond is only really useful with Baldur the Stonesoul as Baldur1 doesn't damage himself.
- Construct warbeasts look obvious with Baldur as he grants free charges, and some of them (including the Wold Guardian and Woldwrath) don't suffer from Stone Skin's DEF debuff while loving its ARM buff.
- Warpwolves (Pureblood Warpwolf, Feral Warpwolf, and Warpwolf Stalker) use DEF 14 to protect themselves and are very vulnerable to being knocked down,
- Wrong Eye & Snapjaw make those high DEF warpwolves even harder to hit via Star Crossed.
- Combining a Pureblood with a Woldwrath with the Pureblood flanking isn't a bad idea.
Baldur1 was one of the Circle warlocks in the initial release of MK1 Hordes Primal (2006).
- Secret Masters - (Article) (Category)
- Themes for any-and-all warlocks (Edit)
Other Circle models
Video Battle Reports
- 2018.11 Deathclock Dave 75 points vs Ravyn
- See also Category: Video Battle Reports for more casters with videos.
| * The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)