Theme - The Wild Hunt
| Theme - The Wild Hunt |
When war requires speed, cunning, and brutality, the Wild Hunt is gathered to spill the enemy’s blood. If the need is dire, many villages of Wolf Sworn are drawn together in these great hunting parties. A Wild Hunt draws upon its warriors’ hunting skills and their knowledge of the land to launch lethal ambushes against enemy columns marching through the wilderness. The warriors of a Wild Hunt rely on their mobility to defeat technologically superior foes; they bleed the enemy with quick strikes, chasing down all who break ranks to offer them as a sacrifice to the primal power of the Devourer Wurm.
- 1 Theme Rules
- 2 Thoughts on The Wild Hunt
- 3 Other
An army made use the The Wild Hunt theme force can include only the following Circle models:
- Circle warlocks
- Non-character warbeasts
- Wolf Sworn models/units
- Shifting Stones units
- Blackclad solos
- Gallows Grove solos
- Lord of the Feast
- War Wolf solos
- Wolf with No Name
- Circle structures
- This army can also include one Minion solo and one Minion unit that will work for Circle.
Full model list
This list was last updated: 2020.02 (Edit)
- All Circle warlocks
- All non-character warbeasts
- Brennos the Elderhorn
- Other character warbeasts can be taken, but only if they have a bond and they're in their bonded model's battlegroup.
- Blackclad Stoneshaper
- Blackclad Wayfarer
- Chuck Dogwood
- Druid Wilder - (Warlock Attachment)
- Gallows Grove
- Lord of the Feast
- Reeve Hunter
- Una the Falconer - (Lesser Warlock)
- War Wolf
- Wolf Lord Morraig
- Up to one solo
- Up to one unit
You can spend each Requisition Point on either:
- One Circle CA
- Three Gallows Grove solos
- Three War Wolf solos
- One other small- or medium-based Circle solo
- When a living warbeast in is forced to use its animus while in its controller’s control range, reduce the COST of the animus by 1.
- Note: There were a lot of different versions of this benefit floating around between 2019.07 and 2019.12. In 2019.12 it got corrected to the version given above. If your opponent tells you the wrong version, gently remind them to re-read the rules.
- One Wolves of Orboros unit in this army gains Ambush.
- Ambush - You can choose not to deploy this unit at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control Phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place all models in the unit in formation completely within 3" of the chosen table edge.
2019.07 Theme Remix
- Game-wide Remix changes
- Merged with the Call of the Wild
- If you used to play the Wild Hunt, you now also have access to Brennos, Blackclad solos, and Lord of the Feast
- If you used to play Call of the Wild, you now also have access to Construct beasts, Bradigus, Wolf Sworn, and War Wolf solos
- CotW benefits: Kept the reduced cost animi benefit, lost the +1 to go first benefit
- TWH benefits: Kept the "one unit gains ambush" benefit, lost the "warbeasts gain Tracker" bonus
- Gallows Groves and War Wolves add to the freebies.
- New RQ model, Wolf with No Name, added to the allowed models.
- Wolf With No Name was released
- First benefit changed to affect living warbeasts only.
- Chuck Dogwood released
Thoughts on The Wild Hunt
The Wild Hunt in a nutshell
The Wild Hunt does two things - the first is enables you to use warbeasts and have them be more effective (thanks to cheaper animi) and the second is uses Wolf Sworn infantry, which cover most of the main infantry types by having a chaff unit (Wolves of Orboros), a shooty unit (Reeves of Orboros), a heavy unit (Warpborn Skinwalkers) - but none of it is hard hitting. The Wolf Sworn on their own aren't generally considered a compelling infantry theme (unlike e.g. the Tharn) but provide excellent support to empowered warbeasts with skirmish screens, ambushers, infantry threshing, and even hard to kill infantry.
This is a thematic Wolf Sworn army that gives you a few bonuses for playing mostly with Wolf Sworn - and has to date the best ambushers in the game. Unusually for the Circle the only advance deploying models are the Shifting Stones, but you do get a powerful unit of ambushers instead. The Wolf Sworn are not, alas, amazingly popular even if the Reeves can utterly thresh light infantry.
Reduced Animus Cost
It's true, a living warbeast with a COST 1 animus will have it reduced to COST 0 and be able to cast it for free in this theme!
Barring enemy debuffs increasing the COST back up again, that is. Remember that when altering the COST of something, you do multiplication/division first, before addition/subtraction. So for example:
- Versus Lamentation (which doubles the COST): COST 1 on the card, when the warbeast tries to cast it Lamentation and the theme benefit apply "simultaneously".
- A COST 1 animus will double to 2, then the theme reduces it to 1.
- A COST 2 animus will double to 4, then the theme reduces it to 3.
- Versus Scaverous's feat (which increases the COST by 1): The cost will increase by 1, then decrease by 1, so you'll end up just paying the normal cost.
Special mention Tanith1's feat which is kind of counterproductive in this theme, because her feat also reduces COST by 1 (for a total of a -2 saving) but it also imposes a "minimum cost 1".
- Animi that normally cost 3, will cost 2 on non-feat turns and cost 1 on feat turn.
- Animi that normally cost 2, will cost 1 on all turns.
- Animi that normally cost 1, will cost 0 on non-feat turns, and go back to costing 1 on feat turn. Like I said, counterproductive.
Refer to Infernal Ruling (link in the #Rules Clarifications) for full explanation about Tanith.
- This is primarily a warbeast theme; the infantry is there for support and because too large battle groups get tricky.
List Building Tips
The biggest freebie options are the Lord of the Feast, or three War Wolf or Gallows Grove solos. Not every caster wants Gallows Groves (although all want a Blackclad Wayfarer), and the War Wolf makes at least a small Wolf Sworn presence a whole lot more efective.
Warlocks of Note
- Oh hi Kaya1, Kaya2, Kaya3. Whats that? You love beast lists? And want a little infantry to jam? Well here you go.
- Baldur the Stonesoul gets some really tough Warpborn Skinwalkers on feat turn .
- Una the Skyhunter gets her flock of doom and makes it more fury efficient. And Hand of Fate is a really nasty spell given how many shots per turn Reeves of Orboros can make. Just remember you can't then take Una1
- Grayle the Farstrider grants Tactician to the Wolf Sworn
- Morvahna the Dawnshadow gives concealment to everyone, which the Reeves can see through, and can bring Warpborn Skinwalkers back from the dead.
- Wurmwood, Tree of Fate & Cassius the Oathkeeper have more than enough souls to fuel them and a nice spell list and feat.
Building Call of the Wild at 25 points
Call of the Wild is a good list to start with - and if you can't think of anything to use here's a good place to start that manages to fit ten free points into a 25 point list.
- Kromac, Champion of the Wurm +28
- Shifting Stones 3
- Lord of the Feast (Free)
- Released 2017.02, merged with the Old Call of the Wild theme force in 2019.07
Other Circle models/themes
Rules Clarification: Theme Forces (Edit)
Themes that change a model's Faction [Show/Hide]
Rerolling the starting roll [Show/Hide]
Warjacks/Warbeasts with bonds [Show/Hide]
Including Mercenaries [Show/Hide]
Number of Mercenaries
Mercenaries and Ranking Officers
Including Partisan Mercenaries [Show/Hide]
Partisans & Theme Forces (Edit)
Requisition Points [Show/Hide]
Free models and Specialists (ADR) [Show/Hide]
Unit Attachments [Show/Hide]
When to apply theme benefits [Show/Hide]
See also these Theme-Specific Rulings [Show/Hide]