Winter Argus

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Circle Logo.jpg Winter Argus

Circle Argus Light Warbeast

The savage winter argus stalk the dark, frozen hinterlands of the Scarsfell Forest and Blackroot Wood, prowling under cover of great northern storms. Gouts of gelid breath freeze the argus’ victims in place until the pack closes in for the feast. Though feared by many, the creatures are prized by northern druids for their savagery and the supernatural cold they can manifest to cripple the enemies of the Circle Orboros.

Basic Info

SOM icon.jpg

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 As of 2019.09, PP have removed the SOS info from the Retailer Support website.

International distributors can still access the entire catalog of models.

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

Winter Argus
Missing Info
Winter Argus.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 8
MAT 5
RAT 4
M.A. N/A
DEF 14
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 3
THRS 9
HP 21
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 8
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

Weapons

Animus

COST RNG AOE POW DUR OFF


Winter Coat

1 SELF - - Round -
The caster gains Immunity: Cold and Freezer for one round.
Freezer - An enemy model that ends its activation within 2" of this model becomes stationary unless it has Cold Immunity.

Theme Forces

Thoughts on the Winter Argus

Winter Argus in a nutshell

The Winter Argus is a cheap animus-bot with two short ranged low RAT sprays for clearing infantry, or freezing harder targets with a lucky crit. Its animus generally means opponents might devote effort to killing it in melee or just shooting it to death.

Combos & Synergies

  • Baldur2 ups its DEF and ARM with Rock Wall and Roots of the Earth, respectively. Using both seriously increases its survivability in melee, and if your opponent wants to kill it they'll likely over-commit to avoid being Stationary the next turn.
  • Kromac1 can use its sprays to trigger Warpath, although you're generally better off using more accurate attacks.
  • Morvahna2 increases its defense against shooting via Fog of War, and allows you to reroll attack rolls to help get that Crit Stationary.
  • Tanith increases its accuracy via Affliction and melee damage with Scything Touch. Putting Admonition on it might allow you to catch enemies with 1" or less melee in a trap, backing up just enough so you can still affect them via Freezer.
  • Playing it in Call of the Wild allows you to cast its animus for free.

Drawbacks & Downsides

  • It's a special order model
  • Poor general stats
  • Sentry Stones & Mannikins provide more sprays for cheaper
  • You need to boost every attack to hit with the sprays. Very FURY-inefficient.

Tricks & Tips

  • Best used against a number of Khador warcasters or Trollblood Warlocks who like freezing people solid.


Other

Trivia

Released in Hordes: Domination (2011)

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
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: 2019.07

Rules Clarifications

Rules Clarification : Cold - None yet. (Edit)

RC symbol.png

Rules Clarification : Freeze     (Edit)

  • Remember Stationary only prevents what it says it does. Refer the page on Stationary for a refresher.


RC symbol.png

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)
  • Unlike in Mk2, in Mk3 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 a 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 (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
RC symbol.png

Rules Clarification : Pathfinder     (Edit)

RC symbol.png

Rules Clarification : Circular Vision     (Edit)

  • This only prevents the normal bonus afforded from back strikes. It does not prevent things such as Backstab, which simply requires being in the rear arc.
RC symbol.png

Rules Clarification : Winter Coat     (Edit)

RC symbol.png

Rules Clarification : Freezer     (Edit)

  • Despite the odd wording, stuff that happens "at the end of activation" (such as Sprint and Reposition) still occurs during the activation. This means it happens before Freezer triggers.
    • So someone can advance towards you, attack you, then Sprint away and not be affected by Freezer.
  • Freezer won't affect models that move out-of-activation (such as Countercharge and Vengeance).
  • Remember, stationary only prevents what it says it does. Refer the recap on stationary for what models can/can't do.
  • Abilities that say they cannot be used if the model is stationary (such as Shield Guard) cannot be used while a warjack is inert, either. Refer "Warcaster Destruction", page 59 of the core rulebook.