Scarsfell Griffon

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Scarsfell Griffon
Circle Light Warbeast

Griffons are predators that combine the sinewy grace of great hunting cats with the ferocity of birds of prey. Druids of the Circle Orboros have long tended griffon fledglings far from civilization and picked out those best suited to their needs. In the Scarsfell griffon they have found a hunter with a remarkable aptitude for stealth and ambush, one able to dive from great heights to surprise even well-camouflaged prey far below.

Basic Info[edit]

Scarsfell Griffon
Scarsfell Griffon.jpg
Base Size Medium
SPD 7
MAT 6
DEF 15
ARM 13
FURY 3
HP 22
Cost 8
See also How to Read the statblock

Weapons[edit]

  • Claw (x2) - 0.5" reach, P+S 11 melee weapons
  • Beak - 0.5" reach, P+S 12 melee weapon

Abilities[edit]

  • Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here to read the long version.
  • Flight - This model ignores (almost) all terrain when moving. This model can move over other models, and ignores intervening models when declaring charges.
  • 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.
  • Tracker - This model ignores forests when determining LOS when declaring a charge.

Animus[edit]

For one round the caster gains Dodge. (Dodge - When an enemy misses this model with an attack at any time except when it is advancing, this model can immediately advance 2" ignoring free strikes.)

Recent Changes[edit]

2017.02 Errata

The Scarsfell lost Long Leash as part of the February 2017 Errata in order to bring it into line with the other griffons. It had become incredibly popular with Una2, as she could make them incredibly powerful and incredibly accurate, and completely immune to every trick except shooting them down with ranged weapons that had Eyeless Sight. The combination was thus errata'ed swiftly.

Thoughts on Scarsfell Griffon[edit]

Scarsfell Griffon in a nutshell[edit]

The Scarsfell Griffon is just about everything you want from a generalist combat light warbeast. Fast moving, good at ignoring terrain (flight beats Pathfinder), and can even ignore Forests. 3 attacks. Stealth to keep it safe from shooting. Solid MAT. And a low points cost.

Combos & Synergies[edit]

  • Kaya the Wildborne gives the scarsfell higher mat which helps it hunt support pieces and ranged pieces that usually have higher def.
  • Baldur the Stonecleaver - creates a forest the scasfell can see through, and cover bumps his def into a range that is exceedingly hard to hit.
  • Gorax Rager - primal means the griffon can kill lights and badly damage heavies and it's cheap enough that it is ok to sacrifice.
  • Una the Skyhunter - It's the best of the griffons.

Drawbacks and Downsides[edit]

  • Does little against armour
  • It may be a great combat light - but combat lights shouldn't take on heavies or they just get squashed.
  • It's so much better than the other griffons it invalidates them..

Tricks and Tactics[edit]

  • If you can't hurt your opponent, throw them away from the objective instead.


Other[edit]

Trivia[edit]

This entry first appeared in Hordes: Domination (2011)

Theme Forces[edit]

Themes for generic warbeasts (Edit)

Themes only for Living warbeasts (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 (Attached) - Gallows Grove - Reeve Hunter - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - War Wolf
Lord of the Feast - Una1 (Lesser) - 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: 2018.10

Rules Clarifications[edit]

RC symbol.png

Rules Clarification : Open Fist (aka, Power Attack Throw)     (Edit)

  • Throw - General ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws.
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
RC symbol.png

Rules Clarification:  : Flight      (Edit)
(Click Expand to read)

 
  • Flight doesn't ignore:
    • Impassable terrain and hazardous terrain
    • Templates that stay in play and do damage to models moving through them (such as a Scather).
    • Free strikes.
  • Trampling with a flying model (Edit)
    • Flight allows you to trample "over" medium- and larger-bases.
    • Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
      • Unless, of course, you have an exception like Blade Rush.
  • Flight on a Cavalry model (Edit)
    • Although you can move over obstacles/models while charging, if you want to stop and make Impact Attacks while you fly "over" models you need to stop in a legal position. You can't make Impact Attacks while your flying horse is on top of obstacles, models, etc.
  • Charging through models (Edit)
    • You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
      • Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
      • Your melee range only extends to your front arc. Refer to the latest errata.
    • You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
RC symbol.png

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 : Tracker - None yet. (Edit)

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Rules Clarification : Elusive      (Edit)

RC symbol.png

Rules Clarification : Dodge      (Edit)

  • Dodge triggers after any missed attack - melee, ranged, or magic.
  • If you shoot at a model with Dodge that's in melee and miss, Dodge will trigger regardless of whether you then hit the random new target or not.
    • The Dodge movement occurs after making the attack against the new target.
  • An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
  • If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
  • Dodge plus Riposte (Edit)
    • If a model has both Dodge and Riposte, Dodge triggers before Riposte (Appendix A Step 12 vs Step 14).