Warpwolf Stalker

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Circle Warpwolf Heavy Warbeast

Warpwolves are humans that have been transformed into savage beasts well suited for battle. Retaining some portion of their human intellects, the sword-wielding stalkers are stealthy killers that prowl behind enemy lines and strike without warning.

Basic Info

Warpwolf Stalker
Missing Info
Warpwolf Stalker.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 6
STR 11
MAT 6
RAT N/A
M.A. N/A
DEF 14
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 4
THRS 9
HP 27
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 17
N/A
N/A
FA U
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

  • 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.
  • Controlled Warping - This model must choose one of the following benefits when it activates. If it frenzies it must choose Warp Strength.
    • Berserk - When this model destroys one or more models with a melee attack during its Combat Action, immediately after the attack is resolved it must make one additional melee attack against another model in its melee range.
    • Prowl - While this model has concealment, it gains stealth.
    • Warp Strength - This model gains +2 STR.
  • Regeneration [D3] - This model may be forced to heal D3 damage boxes, once per activation. It can't run in the same activation.
  • 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.

Weapons

  • Claw - 1" reach, POW 4, P+S 15 melee attack
  • Great Sword - 2" reach, POW 6, P+S 17 melee attack

Animus

The caster gains Sprint. (Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, this model can immediately make a full advance, then its activation ends.)

Recent Changes

2018.08 Tharn CID

  • -2 points cost, +1 STR, gained pathfinder

Analysis of Warpwolf Stalker

Warpwolf Stalker in a nutshell

The Warpwolf Stalker is a powerful and flexible warbeast and considered iconic to the Circle. The combination of its sword and Warp Strength let it hit hard. The combination of its long sword and Berserk let it thresh infantry. And its speed and Pathfinder lets it reach the enemy to kill them. It's very simple, very effective, and should possibly be any Circle player's first purchase after the battle box.

Combos & Synergies

  • Each of the Kaya's does something for the Stalker:
    • Kaya1 increases its accuracy via Pack Hunter, allowing it to scythe through infantry. She can also teleport it back for more hit-and-run, and run it hotter thanks to Soothing Song.
    • Kaya2 increases its hitting power and survivability via Forced Evolution, and Shadow Pack means you don't need to warp for Prowl to keep it safe from shooting. She can also teleport it back once per game via feat.
    • Kaya3 can massively up its offense via Synergy, and protect it going in via Fog of War and her feat. Unfortunately, Reposition 3" (granted by her Field Marshall) doesn't stack with Sprint.
  • Kromac1 turns it from an infantry-killer into an infantry-blender thanks to Wild Aggression and Warpath, allowing it to potentially scythe through a unit and run back without ever forcing.
  • Kromac2 increases its accuracy via Carnage and its hitting power and survivability via feat. If you're not playing in Call of the Wild, Awakened Spirit will let it cast its animus for free. Kromac 2 also loves Sprint, enabling him to essentially act as a more dangerous Warpwolf Stalker on his own.
  • Morvahna2 helps it survive shooting thanks to Fog of War. Re-rolling damage and hit rolls makes it perform much more consistently, and she loves having Sprint, which lets her personally contribute.
  • Lanyssa Ryssyl, Nyss Sorceress or the Blackclad Wayfarer - Hunter's Mark is an excellent threat range extender that provides free charges.
  • Primal, provided by the Gorax or Feral Warpwolf, gives the Stalker MAT 8 and POW 21 with its sword when warping Strength, allowing it a reasonable-to-good chance of one-rounding other heavies. However, you'll lose control of it next turn, so make sure that it's worth it.
    • As an aside, activating Lightning Strike while under the effect of Primal won't stop you from Frenzying, but will let you Sprint away.
  • Swamp Gobber Bellows Crew provide an easy way to turn Prowl into Stealth.
  • Theme - Call of the Wild makes Lightning Strike a free animus.
  • Due to the wording of the respective abilities, a Stalker can be placed via Kaya the Moonhunter & Laris’s feat then move via sprint from it’s animus, but not the other way round.

Drawbacks & Downsides

  • As heavies go, it's squishy.
  • As with the other Warpwolves, it's high defense can be overcome with any sort of knockdown mechanic.

Tricks & Tips

The Stalker is useful in almost any situation where melee is even vaguely relevant

  • Berserk lets you scythe through infantry
  • Warp Strength means you hit at P+S 19
  • Pathfinder + Prowl is really useful when you aren't attacking people.

Other

Classic Sculpt

Trivia

  • Released in Primal Mk2 (2010)
  • Resculpted in 2013 and now sold in a multi-kit with the pureblood and feral wolves.

Theme Forces

Themes for generic warbeasts (Edit)

Themes only for Living warbeasts (Edit)

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

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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 roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.


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

See also the Warbeast page for a recap of the core warbeast rules.

Forcing

  • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)

Animi

  • A single Animus can be on several models at the same time. (Infernal Ruling)
  • If a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
  • An animi cast by a warlock is an animi and spell. (Infernal Ruling)

Transferring Damage

  • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)

Frenzy

  • You cannot trigger optional abilities during a Frenzy (such as Cleave). (Infernal Ruling)
  • You must trigger compulsory abilities during a Frenzy ... unless that ability generates an extra attack (like Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
  • A warbeast may not make an Assault shot as part of a Frenzy activation. (Refer latest errata)
  • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
  • If a frenzying warbeast can't reach its charge target, then it will make a failed charge and end its activation. (Locked thread)

Rules Clarification : Controlled Warping - None yet. (Edit)

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Rules Clarification : Berserk      (Edit)

  • Berserk grants an additional attack which by definition can only occur during your Combat Action. Therefore Berserk doesn't work on free strikes, impact attacks, etc.
  • If Berserk triggers at the same time as another "attack generating" ability (such as Black Spot), Berserk means you must make an attack. But it can be either a Berserk attack or the other one. (Infernal Ruling)
    In other words you can't say "I trigger both Berserk and Black Spot, I choose Black Spot, Black Spot is optional, so I'm not making any more attacks".
  • "Immediately" means you can't save it until later in your activation. Berserk must be resolved at step 14 of the attack sequence (refer Apdx A).
  • You cannot use "Any Time" abilities while resolving the original attack, the Berserk attack, or between the attacks. Refer Apdx A.
  • Berserk doesn't trigger during a frenzy. (Infernal Ruling)
  • Berserk will not trigger if the target uses an ability to move the damage to another model (such as a warlock transfer).
    • But it will trigger if they use an ability to move the attack to a different model (such as Grim Salvation).
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Rules Clarification : Prowl      (Edit)

  • Whether you can trigger Prowl is a bit awkward; As long as you have concealment you can trigger Prowl ... even if the attacker ignores concealment, (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get Prowl. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl does not reapply stealth. But this ruling is being rechecked. (Infernal Checking)
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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 : Warp Strength - None yet. (Edit)
Rules Clarification : Regeneration - None yet. (Edit)

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Rules Clarification : Pathfinder      (Edit)


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Rules Clarification : Lightning Strike      (Edit)

  • Lightning Strike is retroactive. Which means you can cast it after killing a model, and still benefit from it. (Infernal Ruling)
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Rules Clarification : Sprint and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • You can't purchase additional attacks after the move, because you can only buy attacks during your Combat Action and by definition "the end of your activation" happens after "your Combat Action".
  • Differences
    • With Sprint, you cannot trigger other abilities that also occur "at the end of activation" (such as Reposition), because Sprint includes the phrase "and then its activation ends". Click here for a detailed explanation
    • Run & Gun doesn't have this restriction.
    • Run & Gun won't trigger if you RFP the model, but Sprint will.