Tharn Bloodtrackers

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Circle Logo.jpg

Tharn Bloodtrackers
Circle Tharn Unit
Nuala the Huntress
Character Command Attachment

Tharn bloodtrackers are savage killers who become even more bloodthirsty and formidable when led into battle by their legendary hero, Nuala the Huntress. Pushed into a veritable frenzy under Nuala’s command, each bloodtracker moves with increased speed and agility, gutting her prey with one hand while pitching sharpened javelins with the other.

Basic Info

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Special Order Model
This model is no longer available through normal US distributors (as of 2018.04). Instead your local game store needs to order it through PP's Special Order Service. More info is available at PP Retailer Support.

International distributors can still access the entire catalog of models.

See also the Official Press Release and/or Category: Special Order Model.

Tharn Bloodtrackers
Missing Info
Tharn Bloodtrackers.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR
MAT 6
RAT 6
M.A. N/A
DEF 14
ARM 11
CMD 7
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 1
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE 6 / 10
COST 9 / 15
1.5 each
N/A
FA 1
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

  • Entire Unit
    • 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.
    • Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
    • 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.
    • Prey - After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
  • Nuala only
    • She has +2 MAT, +1 RAT, +2 CMD, and 5 hitpoints.
    • Officer - This model is the unit commander even if the unit has a Leader model.
    • Granted: Reposition - While this model is in formation, models in its unit gain Reposition. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.)
    • Hunter's Reckoning (Minifeat) - Nuala can use Hunter’s Reckoning once per game at any time during her unit’s activation. When she does, choose a new enemy model/unit to be the Bloodtrackers' prey. The previously chosen model/unit is no longer their prey.
    • Tactics: Quick Work - Models in this unit gain Quick Work. (Quick Work - When this model destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved it can make one basic ranged attack.)

Weapons

  • Leader & Grunts
    • Thrown Javelin - 7" range, POW 9 ranged weapon.
      • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.
      • Thrown - If this model has a STR buff/debuff, it is added to the POW of this weapon.
    • Fighting Claw - 0.5" reach, P+S 9 melee weapon.
  • Nuala
    • Thrown Javelin - As above
    • Fighting Claw - As above, but with Weapon Master
      • Weapon Master - When attacking with this weapon, add an additional die to its damage rolls.

Theme Forces

Recent Changes

2018.10 Tharn Errata

  • Leader & Grunts
    • Points cost drop to 9/15 (from 10/16)
  • Nuala
    • Lost Parry
    • Granted ability swapped from Swift Hunter to Reposition (3")
    • Gained Hunter's Reckoning


Thoughts on Tharn Bloodtrackers

Command Attachment

Tharn Bloodtrackers in a Nutshell

Tharn Bloodtrackers are an excellent unit of skirmishers, advance deploying and picking an enemy as Prey to scare them away. Fast moving, accurate, and with Stealth and Pathfinder they do a lot of useful things. They were recently tuned up in the CID, getting very slightly cheaper - and Nuala getting to make their Prey a whole lot more useful. Bloodtrackers are great in any Devourer's Host theme list now.

Thoughts on the CA

Nuala doesn't fundamentally change their game, but quick work allows them to strike deep with their spears after charging. Nuala herself is a murder machine, thanks to weapon master in melee.

Unfortunately in the CID, she lost the ability to give swift hunter to the unit, however quick work offers a whole other game for them to play.

The key thing she gives her unit is the ability to re-target their Prey targets, and this makes her an almost auto-include with them.

Combos & Synergies

  • Anything that gives them a decent damage buff.
  • Baldur the Stonecleaver - shields them from blasts with Solid Ground and buffs their strength with Stone Skin.
  • Morvahna the Autumnblade - they are an excellent choice for Regrowth, and can do utterly horrible things with the help of Mortality.
  • Casters with Curse of Shadows can help keep them relevant over the course of the game, as otherwise they're susceptible to getting tied down in melee. Mohsar is particularly good for this, as he also brings Mirage as another means of disengaging them, but they're worth a look with Wurmwood too

Drawbacks & Downsides

  • They're a special order model.
  • They die to blast damage
  • If they make a unit their Prey, the enemy will hide the last model. Prey a solo and the enemy will hide it for the whole game. Although with hunter's reckoning from Nuala it doesn't completely stub out their use of prey, which makes it comparatively better than other prey based units.
  • Without Prey, they don't break armor (and generally need help against armor at the best of times).
  • Smart enemies will always make Nuala a priority.

Tricks & Tips

  • Pick something too big to be hidden from them as their prey. A heavy without a shield or an AD skirmish screen like Trenchers.
  • They can still do work with their ranged attacks against non-prey, so if your opppnent keeps back their prey they're do more than just keep a target away

Other

Trivia

Other Circle models

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

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

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Rules Clarification : Thrown      (Edit)

  • You do not add the model's base STR to the thrown spear, just modifiers. The base STR is already included in the POW of the weapon. (Locked thread)


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Rules Clarification : Pathfinder      (Edit)

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

  • When you declare your Prey target, it has to be used on a model that is currently on the table. You can't use it on models that are in Ambush, Burrow, etc. (Infernal Ruling)
  • If you have both Prey and Ambush, then you declare your Prey target at the normal time (even though the Prey-er isn't currently on the table). (Infernal Ruling)
  • Prey bonuses apply to "non-attack" damage, such as Electro Leap. (Infernal Ruling)
  • If you hit your Prey target, but your attack is "shifted" to a non-Prey model (via Shield Guard etc) then you don't get the damage bonus vs the new target.


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Rules Clarification : Officer      (Edit)

  • Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
  • When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
  • But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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Rules Clarification : Hunter's Reckoning      (Edit)

  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Units: Before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    2. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    3. The model with the Any Time ability has had their activation end "prematurely". By this I mean you resolve anything which includes "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    4. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    5. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    6. You're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    7. You're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an Any-Time ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    8. Your opponent interrupted your activation to trigger one of their own abilities, such as Countercharge.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    • Units with "Any Time" abilities
    • Even if the ability says "any time during the unit's activation", a model in a unit can't use an Any Time ability if they run, fail a charge, or use an ability like Reposition.
    • Because that model's activation has ended (even if the unit's activation is still ongoing) and you can't use abilities on models that are not active.
    • So, for example:
      • You cannot use a minifeat after the Officer runs. (Infernal Ruling)
      • You cannot use a minifeat after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Tactics vs Granted     (Edit)

  • Granted = The unit loses the ability as soon as the model that grants it is taken off the table.
  • Tactics = The unit keeps the ability for the entire game, regardless of who dies.
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Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • You cannot trigger abilities that occur "at the end of activation" (such as Sprint) after resolving Reposition, because your activation has ended. (Infernal Ruling) See also this article for a detailed explanation.
  • You cannot trigger abilities that occur "at any time" (such as Go To Ground) during a Reposition. Because you can't trigger it while moving, and after moving your activation has ended. (Infernal Ruling)
    • This holds true even if it's a unit with multiple Reposition moves. (Infernal Ruling)
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Rules Clarification : Quick Work      (Edit)

  • If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
  • Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks


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