Wold Guardian

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Circle Logo.jpg Wold Guardian

Circle Wold Heavy Warbeast

Wold guardians are constructed by the druids of the Circle Orboros to serve their warlocks as walking shields. With thick stone and wood bodies that can suffer tremendous damage, the guardians are perfect defenders. Enemies that venture too close find themselves smashed to a pulp beneath tree trunk fists that come crashing down with the force of a battering ram.

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.

International distributors can still access the entire catalog of models.

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

Wold Guardian
Missing Info
72045 WoldGuardian WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 4
STR 13
MAT 6
RAT N/A
M.A. N/A
DEF 9
ARM 20
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 3
THRS N/A
HP 35
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
UNIT SIZE N/A
COST 16
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.
  • 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.
  • Construct - This model is a construct and is not a living model.
  • Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent's turn while within 3" of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary.
  • Steady - This model cannot be knocked down.

Weapons

  • Battering Ram (x2) - 1" reach, P+S 18 melee weapons
    • Damage Type: Magical - This weapon deals Magical damage.
    • Ram - When an enemy model is hit by this weapon during this model's Combat Action, it becomes knocked down and can be pushed 1" directly away from this model. If the model hit is pushed, this model can immediately advance 1" directly toward it.

Animus

COST RNG AOE POW DUR OFF


Irresistible Force

1 SELF - - Turn -
The caster gains Bulldoze for one turn.
Bulldoze - When this model is B2B with an enemy model during its Normal Movement, it can push that model up to 2" directly away from it. A model can be pushed by Bulldoze only once per turn. Bulldoze has no effect when this model makes a trample power attack.

Theme Forces

Recent Changes

No changes since 2017.11

Thoughts on Wold Guardian

Wold Guardian in a nutshell

Slow, tough, hard hitting, the Wold Guardian is a melee brawler that does its job and can shield guard. There's not that much to say about it.

Combos & Synergies

Drawbacks & Downsides

  • It's a special order model.
  • It's slow and easy to hit.
  • It's not that good at wrecking heavies.

Tricks & Tips

  • Boost the first hit to make sure to knockdown your opponent. Then auto-hit everything after that.
  • The push is optional. Make sure not to Ram your way out of control range.
  • If you're really careful you can pinball, pushing a model and bringing you in range of another.

Other

Trivia

Released in Forces of Hordes: Circle Orboros (2010)

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:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
RC symbol.png

Rules Clarification : Ram      (Edit)

  • Push - General     (Edit)   [Show/Hide]
    • Pushed models do not change their facing.
    • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
    • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
    • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
    • Pushed models suffer the effects of anything they move through (such as acid clouds).
    • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
      • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
      • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)
  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.

  • 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)
    • 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)
    RC symbol.png

    Rules Clarification : Pathfinder      (Edit)

    Rules Clarification : Construct - None yet. (Edit)

    RC symbol.png

    Rules Clarification : Shield Guard and/or Shadow Guardian     (Edit)

    • You can't use this ability vs spells.
    • You shift all effects onto the new model, including stuff that triggers on "when this attack hits".
    • When you use this ability vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
    • This ability doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
      • On the other hand, it will work vs Gunfighter attacks.
    • Shield Guard only
      • Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
      • The Shield Guard does not necessarily need to be in the attacker's LOS or range.
      • The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)
    RC symbol.png

    Rules Clarification : Steady      (Edit)

    • Steady models are still susceptible to other effects of knock-down attacks (if there are any).
      • For example, a steady model hit with a Head butt won't be knocked down but will take damage.
    • A knocked down model that gains Steady will remain knocked down, because the "cannot be knocked down" is not retroactively applied.


    RC symbol.png

    Rules Clarification : Irresistible Force      (Edit)

    RC symbol.png

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

    (A) People think Bulldoze works like a bowling ball hitting tenpins.
    But this is wrong because the models haven't been moved DIRECTLY away.
    (B) Whereas if you move models DIRECTLY away, you bulldoze the first guy okay, but then the next one's path is blocked (shown in red), and you get stuck.

    Bulldoze - General

    • Models are pushed directly away from you at the point of contact. Some players do this incorrectly, refer to the section on moving models, below.
    • You cannot cast spells or use any other "any time" abilities when you 'stop' to resolve the Bulldoze movement. It's just a pause, not a stop.
    • The size of the Bulldozer vs the Bulldozed does not matter. A small model bulldozes a large model just fine. (Just don't expect to move a Colossal etc.)
    • Bulldoze only works during your Normal Movement. This includes full advances, runs, charges, and slams, but doesn't include stuff like Reposition or Energizer.
    • You can't make free strikes against models you Bulldoze (because for them it is involuntary movement).
    • Enemy models with 2" melee range will still engage you after being bulldozed. Because they will be exactly 2" away and thus still within 2".
    • An enemy model can only be pushed once by the Bulldozer, but if you have multiple Bulldozer models then you could push the same enemy multiple times.
    • If you contact a model you want to Bulldoze while overlapping another model or an obstacle, then you can "pause" on top of that other model/obstacle while resolving the Bulldoze, then continue your movement off the other model/obstacle. (Locked thread)


    Bulldoze - Charges / Slams

    • If you attempt to Bulldoze a model out of your charge lane but it does not move far enough, you can't Bulldoze again. You will continue your charge, contact it again, and stop.
    • You can use Bulldoze to get the charge bonus against models between 1 and 3" away. Simply move into B2B, bulldoze them 2" to make some more room, then you can move 2" further forward to get to the "moved at least 3 inches" requirement.
      • Similarly for Slams vs models within 1-3".
    • If you Bulldoze your charge target out of your melee range, this doesn't break the "once in your melee range the target must stay in your melee range" rule. Bulldoze is an exception. (Infernal Ruling)


    Bulldoze - Moving the models
    A lot of people think they can bulldoze straight through the enemy lines, like shown on Image A. But what actually happens is more like Image B. This is due to 3 important factors you need to apply:

    1. Bulldoze pushes models directly away from your base. Not at an angle. Directly. Away.
    2. If there is a model behind the bulldozed model, the model will STOP.
      • And in this situation, a model beside the pushed model is effectively behind it unless you're pushing at a perfect tangent.
    3. A model can be pushed only one time via Bulldoze.
    • Push - General     (Edit)   [Show/Hide]
      • Pushed models do not change their facing.
      • Pushed models move at half rate through difficult terrain. Also, Pathfinder doesn't apply during pushes.
      • Pushed models stop if they contact anything - a model of any size, or any obstacles or obstructions.
      • You don't get free strikes against pushed models, because it is "involuntary movement" and therefore does not count as an advance.
      • Pushed models suffer the effects of anything they move through (such as acid clouds).
      • If you use a Push vs a charging model (via a free strike for example), this will stop the charge movement (refer core rulebook).
        • However, if the pushed model is in melee range of its charge target after the push, then it is considered a successful charge. (Infernal Ruling)
        • In that scenario, you measure whether the charging model moved 3" or less excluding the push distance. (Infernal Ruling)