Bloodweaver Night Witch

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Circle Tharn Bloodweaver Solo

Even among the Tharn, night witches are regarded as the epitome of Devourer worship. As priestesses and ranking practitioners of the bloodweaver arts, they move across the battlefield within a veil of gore and carnage. With ruthless animosity they leave behind a trail of butchered opponents, taking from each one tokens of meat and precious organs to fuel their own powerful blood magic.

Basic Info[edit]

Bloodweaver Night Witch
Missing Info
Bloodweaver Night Witch.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR {{{str}}}
MAT 7
RAT N/A
M.A. N/A
DEF 14
ARM 11
CMD 9
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 4
N/A
N/A
FA 2
N/A
Warcaster 1
BASE N/A
SPD N/A
STR N/A
MAT N/A
RAT N/A
DEF N/A
ARM N/A
CMD N/A
FOCUS N/A
FURY N/A
THRS N/A
HP N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST N/A
FA N/A
N/A
Understanding
the Statblock

Abilities[edit]

  • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
  • 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.
  • Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
  • Killing Spree - If this model destroys one or more enemy models with a melee attack during its Combat Action, afterwards it can move 1" and make another melee attack.
  • Leadership [Bloodweaver] - Friendly Bloodweaver models in this model's command range gain Killing Spree.

Weapons[edit]

  • Implements of Death (x2) - 0.5" reach, POW 4, P+S 10 melee weapons
    • Damage Type: Magical - This weapon deals Magical damage.
    • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.
    • Attack Type - Each time this weapon is used to make an attack, choose one of the following special rules:
      • Grievous Wounds - A model hit by this weapon loses Tough and cannot have damage removed from it for one round.
      • Life Stealer - When an attack with this weapon destroys an enemy model, immediately after the attack is resolved a friendly living Circle model currently in the attacking Bloodweaver's CMD range can remove d3 damage points.
      • Dispel - When hit with this weapon, upkeep spells and animi on the model/unit immediately expire.

Recent Changes[edit]

2018.10 Tharn Errata

  • Swapped Blood Rituals for Weapon Master
  • Swapped Life Drinker (which used to be automatic) for Attack Type: Life Stealer
  • Swapped Grievous Wounds (automatic) for Attack Type: Grievous Wounds
  • Gained Attack Type: Dispel
  • Gained Advance Deployment

Analysis of Bloodweaver Night Witch[edit]

Bloodweaver Night Witch in a Nutshell[edit]

The Night Witch falls on enemy light infantry like locusts on a field of corn, chewing through them and moving on. Killing Spree means that she can keep going until she runs out of targets in her range, and tagging an already crippled warbeast/warjack with an attack will prevent them from recovering on your opponents turn. She buffs her Bloodweaver sisters as well, allowing them to murder the enemy just as easily as she does. And a Blood Witch adds Dispel to the army for some really useful anti-upkeep tech.

This model exemplifies Circle’s ability to mulch infantry with impunity. A well placed Night Witch will tear through most or even all of a of a poorly spaced unit. She can be buffed by roughly half of Circle’s warlocks and increases the potential of a unit of Bloodweavers. On her own or with a unit of Bloodweavers, this model adds a flexible value to most lists. With native stealth she can sit back and camp a flag and with two initials she can potentially make an initial attack and keep making Killing Spree follow up moves/attacks, and when she misses can then use her second initial to start up the Killing Spree engine again. Applying Grievous to enemy jacks and beasts will prevent their recovery of systems or spirals, neutering enemy options even if she isn’t killing those jacks or beasts.

Post CID changes means she lost her previously unique combination of Blood Rituals and Life Drinker, but traded them for Weapon Master and the attack type Life Stealer, allowing her to always have an extra die of damage and contribute another healing mechanic into an army, possibly solving order of activation issues by healing warbeasts in her CMD so that the warlock and or Shifting Stones can attend to other tasks. One reason many lists include a Night Witch is for her new attack type: Dispel. Being able to remove enemy upkeep spells and animi on hit is a powerful tool that can swing many matchups.

She may shine best under Iona and under Baldur1. Baldur1 can contribute Solid Ground to a list of two Night Witches with three units of Bloodweavers + the Bloodweaver UAs, creating nearly 30 stealth, DEF 14, no knockdown and blast damage immune Killing Spree bodies. Additionally, his feat granting cover allows them to be DEF 18 on the approach.

Combos & Synergies[edit]

Warlocks

  • Baldur1 can provide Stone Skin for additional hitting power and Solid Ground for blast damage immunity.
  • Grayle can put Storm Rager on her to give her greater accuracy and POW.
  • Iona can significantly improve her ability to hit higher defense targets and improve the odds of cracking armor with her FEAT granting rerolls to attacks and +3 STR.
  • Kromac2 casting Carnage improves her odds of high defense targets.
  • Krueger1 can grant her weapon 2" reach via Lightning Tendrils, and make her more difficult to shoot down with Gale Winds. Remember that the Electro Leap from Lightning Tendrils is optional - you don't want to kill a model via leap if you need it to dig further into the enemy.
  • Morvahna1 can effectively make her a MAT9 and POW12 weapon master due to Mortality.
  • Morvahna2 can let you re-roll failed attack and damage rolls, helping to ensure the Witch's Killing Spree isn't interrupted by bad dice.
  • Tanith can put Affliction on an enemy unit, making them much easier to hit and not having to worry about the damage roll against single-wound infantry. Scything Touch can also up the Witch's hitting power.
  • Una2 can giver her Hand of Fate although Una usually has better targets for that spell.

Non-warlocks

Drawbacks & Downsides[edit]

  • No way of cracking armor of any kind.
  • MAT 7 for a solo won't break high DEF
  • Can be one-shotted by most things that hit her.

Tricks & Tips[edit]

  • Jacks and Beasts only need to be hit with Grievous Wounds to be affected by it. Tagging a beast with a crippled aspect or a jack with a crippled cortex can be debilitating for the enemy.

Other[edit]

Trivia[edit]

Released in Hordes: Devastation (2015)

Theme Forces[edit]

Other Circle models[edit]

Circle Logo.jpg       Circle Index       (Edit)            
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lessers & Attachments Druid Wilder (Attached) - Una1 (Lesser)
Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves
Solos

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Druid Wilder - Gallows Grove - Lord of the Feast - Reeve Hunter - Primal Archon - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una the Falconer - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Call of the Wild - Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Minions
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2019.04

Rules Clarifications[edit]

Rules Clarification : Advance Deployment - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Stealth      (Edit)

  • "Automatically missing" is not the same as "cannot be hit by".
  • For instance, a stealth model can still be the target of an AOE attack and although it auto-misses, if the AOE deviates onto them they will get damaged.

Rules Clarification : Killing Spree - None yet. (Edit)

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Rules Clarification : Leadership      (Edit)

  • If you have two Leaders handing out the same buff, then sometimes they stack (Bronzeback) and sometimes they don't (Exemplar Bastion). (Infernal Ruling)
  • See specific models for case-by-case clarifications.


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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Weapon Master - None yet. (Edit)

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Rules Clarification : Attack Type and/or Arcane Savant     (Edit)

  • If you forget to declare your Attack Type before rolling the attack, and you and your opponent can't agree on a fair fix, then the Judge's Policy is that the first listed Attack Type is the one that will be used.
  • You choose your Attack Type during Step 1 of the Attack Sequence. So, if your target can only be targeted by certain kinds of attack (such as a Menoth warjack with Passage), then you can choose an Magical Damage attack type and target it. (Infernal Ruling)
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Rules Clarification : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.

Rules Clarification : Life Stealer - None yet. (Edit)

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Rules Clarification : Dispel      (Edit)

  • Dispel can't be used versus upkeeps that are not "on" a model/unit (such as Rock Wall, Void Gate, etc), because you can't "hit" them.
  • Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
    • For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.
  • Anti-Upkeep vs a unit (Edit)
    • If an upkeep is on a unit, then all you need to do is make it expire off any member of the unit and the spell will expire from the entire unit.
    • It doesn't matter if the target is in formation or not. (Locked thread)
    • However, if an upkeep is on a single model within a unit (such as Scything Touch) then you need to dispel it off that particular model to make it dispel. (Infernal Ruling)