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Circle Wold Heavy Warbeast

The Woldwarden's solid frame is inscribed with an intricate lattice of glowing runes. Towering over most adversaries, their mighty stone fists are strengthened by nature's wrath to deliver an onslaught of powerful blows. A Woldwarden's greatest power is its mystical harmony with its controlling druid, allowing the woldwarden to act as a conduit for the druid's arcane might, fueled by the power of earth.

Basic Info[edit]

Missing Info
72007 Woldwarden WEB.jpg
Warcaster 0
BASE Large
STR 12
M.A. N/A
DEF 10
ARM 18
HP 35
F. Field N/A
Warcaster 1
the Statblock


  • Rune Fist (x2) - 1" reach, P+S 16 melee weapons
    • Damage Type: Magical - This weapon deals Magical damage.
    • Open Fist - This warjack/warbeast may make Throw Power Attacks.
    • Chain Attack: Smite - If both initials with this weapon hit the same target, then after resolving the second initial you get to make a free 3rd melee attack vs it. If the 3rd attack hits, the target is slammed d6" directly away from this model. If the model hit has a larger base than the attacking model, it is moved only half the distance rolled. The POW of collateral damage is equal to the STR of this model.


  • 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.
  • Magic Ability [ 6 ] - This model can use its Combat Action to cast spells. Offensive spells are a (★ Attack) and friendly spells are a (★ Action).
    • Geomancy - Once per turn, if within its warlock's control area, this model may be forced (meaning 1 Fury) to cast a spell from the warlock's card with a COST of 3 or less, excluding upkeep spells and spells with RNG of SELF or CTRL. Geomancy can be used at any time when forcing is possible.
  • Mend - During your Control Phase, remove 1 damage from the Woldwarden.


Center a 4" AOE on the caster. The AOE is a forest that remains in play for one round. The caster cannot move or be placed after casting Wild Growth. Wild Growth lasts for one round.

Recent Changes[edit]

No changes since 2017.11

Thoughts on Woldwarden[edit]

Woldwarden in a nutshell[edit]

The Woldwarden is a ranged support heavy, with its key ability being Geomancy to cast offensive spells at the enemy. How good the Woldwarden is depends on what offensive spells the warlock it is paired with comes with. Its melee is good for a ranged heavy although it should not be mistaken for a melee heavy, and as a ranged heavy it is very dependent on the spells its warlock brings—but it has the ability to simultaneously charge and shoot. And at 14 points it's one of the cheapest heavies the Circle has access to—and moves as fast as the Satyrs and hits harder.

Older guides will recommend against the Woldwarden—and it started Mk3 at P+S 15 for 16 points with the Blackclad Stoneshaper not providing a STR buff. Those guides were right.

Combos & Synergies[edit]

Like all Wolds it really appreciates being played in the The Bones of Orboros theme, although this is far from essential. What is essential is to play it with a caster that gives it a decent ranged (or rather magic) attack as this is entirely dependent on the caster's spell list. Warlocks with good spells for the Woldwarden to geomance are:

  • Baldur the Stonecleaver - Boosted Earth Spikes is an excellent assassination spell, ignoring hills and with a critical knockdown to launch open season on the caster.
  • Baldur the Stonesoul - Roots of Earth when approaching the enemy is a rare example of a buff the Warden can cast and Crevasse is a great spell with removal from play..
  • Bradigus Thorle the Runecarver - Rift is a great spell a lot of the time, and the Woldwarden really benefits from Synergy.
  • Grayle the Farstrider - Gallows.
  • Kromac the Ravenous - Rift is, as ever, great. It's not what you expect to see with Kromac but works well.
  • Krueger the Stormwrath - Geomancing Forked Lightning gives even more crispy fried infantry. This is what you bring out when there's infantry spam on the agenda.
  • Krueger the Stormlord - Gallows, Telekinesis (especially in the opening turns), and Lightning Storm are all good spells.
  • Mohsar the Desertwalker - Crevasse is a good spell
  • Morvahna the Autumnblade has both Mortality and Eruption of Life. And Mortality is great for getting that chain attack off and heavy target breaker, while Eruption is a good infantry-cleaner.
  • Tanith the Feral Song- multiple Rifts can halt armies without much pathfinder and being an AOE means his low magic skill doesn't matter. Also Tanith has Prowl, and that makes her casting Wild Growth an excellent choice.
  • Wurmwood, Tree of Fate & Cassius the Oathkeeper - Stranglehold may be a 2 cost offensive spell, but it's an excellent 2 cost offensive spell. Also Wurmwood has Prowl, and so having the ability to create a forest round himself every turn is extremely valuable.

Of those, Baldur (either), Bradigus, and Krueger (either) are the clear winners, with Baldur and Bradigus both giving buffs for all constructs.

There are a number of non-caster models that support or work well with Woldwardens.

  • Blackclad Stoneshaper - that two points of STR buff in melee is awesome!
  • Shifting Stones - Fury is harder to manage on stone warbeasts than normal because they don't frenzy. Serenity works.
  • Blackclad Wayfarer (or occasionally Lanyssa Ryssyl, Nyss Sorceress) - Hunter's Mark is an excellent threat range extender that provides free charges. And free charges make for some interesting angles in melee.
  • Sentry Stone & Mannikins - the Woldwarden gets to start to create a forest wall. As does the stone. More forest = much more protection. And there is no reason at all to not take the Sentry Stone other than that you're playing in a theme that doesn't allow it (which is all except Bones of Orboros).

Drawbacks and Downsides[edit]

  • Megalith does everything the Woldwarden does, but better. Of course he is, after the cost decrease, much more expensive than the Warden.
  • Very low DEF, mediocre ARM. Fortunately it comes with a lot of damage boxes.
  • Low POW for a heavy and can't accept the Primal buff. It won't kill heavies in melee without external buffs, but can certainly bully them.
  • Geomancy doesn't allow the casting of upkeep spells or spells with a range of control or self. This limits your options a bit.
  • Geomancy tends to have lower range and damage than a ranged attack from a ranged heavy.

Tricks and Tips[edit]

  • Geomancy doesn't require you to "use up" your Combat Action, just to be forced. So you can use it in melee. If you have a free charge you can get some really interesting angles and knocked down enemies. Or you can trample for extra distance.
  • With the Smite chain attack, you can do a lot by setting up angles in advance; any MAT buffs can be a real boon here. (When charging a model don't charge it head on; think about what's behind your charge target in a straight with where the warden ends up).
  • If you geomance after the smite you only miss a knocked down target on snake eyes.



Released in Primal Mk1 (2006)

Theme Forces[edit]

Other Circle models[edit]

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 (Attached) - Gallows Grove - Reeve Hunter - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - War Wolf
Lord of the Feast - Una1 (Lesser) - 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
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2018.10

Rules Clarifications[edit]

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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.")
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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 vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
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Rules Clarification : Smite      (Edit)

  • This rule changed in Mk3 to no longer say it "adds the weapon's POW". It still does add the POW, however, because the whole section on calculating Slam damage was reworded in the main rulebook.
  • Smite is not a Power Attack Slam, it is just an attack which causes a model to be slammed. As such, you can smite friendly models.
  • You can trigger Critical Smite on a free strike.
  • If you Smite on a charge, then the slam damage will be boosted.
  • Chain Attack Smite only - Unlile the other versions of Smite, a Chain Attack one doesn't have the distance halved when a smaller base model smites a larger. The Knights Exemplar Seneschal is just that awesome.
  • See also the clarifications on being slammed

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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.


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


  • 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)


  • 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)
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Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Magic Ability      (Edit)

  • Almost every magic ability cannot be used on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Using a Magic Ability counts as a spell, for effects such as Spell Ward, Witch Hunter, etc.
  • Unlike with warcasters/warlocks, using a Magic Ability is not an "any time" ability. This means:
    • You must complete your movement before you use a MA.
    • You cannot make ranged or melee attacks on the same turn you use a MA.
    • You cannot use a MA on the same turn you charge.
    • (Unless, of course, the rules for the specific MA you're using say you can.)
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
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Rules Clarification:  : Geomancy      (Edit)
(Click Expand to read)

Important Note

This Rules Clarification is very similar to the ones for Spell Slave and Necromancy (since all 3 are very similar abilities). Where Geomancy is different to the other two, the text has been coloured green.

Who does the casting

  • It is the Geomancer that does the casting, not the warcaster. (Infernal Ruling)
    • It's not anything simple like the warcaster getting an extra spell during their own activation.
    • Nor is it anything like an arc node.
    • Any buffs/debuffs currently on your warcaster/warlock are completely irrelevant.
  • For stuff that interacts with spellcasters (such as Witch Hunter) it is the location of the Geomancer that matters, not the location of the warcaster.
    • If the Geomancer is within an area of "models cannot cast spells within this area" effect, it cannot cast spells. Regardless of where your warcaster is.
    • If the warcaster is within an area of "models cannot cast spells within this area" effect, that has no affect on what the Geomancer can do.

When/how does the Geomancer cast

  • A Geomancer uses its Magic Ability to cast spells, but because it is neither a (★ Attack) or (★ Action) it means it can cast spells as an "Any Time" ability.
  • A Geomancer must be forced to use its Magic Ability. They do this instead of paying the full COST of the spell.
    • If an enemy ability prevents you from forcing, it will prevent you casting spells.
    • Since they do not pay the full cost of a spell, they are unaffected by stuff which changes the COST of a spell; such as Lamentation (Infernal Ruling) or Scaverous's feat (Infernal Ruling)

What spells can the Geomancer choose to cast

  • The Geomancer cannot cast spells with a range of SELF or CTRL, or with a COST more than 3, or that are an UPKEEP.
    • It can cast spells that use the phrase "Spellcaster's battlegroup" because it's in the battlegroup.
    • In addition to this, the Geomancer is limited by the definition of 'Spellcaster'. Often it will be able to cast a spell fine, but the benefits won't be fully applicable to the Geomancer.
      • Geomancer cannot benefit from anything that occurs in the 'Spellcaster's CTRL area' because they don't have one. (Infernal Ruling)
        For instance, a Geomancer that casts Excarnate will not be able to summon a new grunt.
      • Geomancer cannot benefit from spells that give the caster Fury. Such benefits are limited to models with the 'Fury Manipulation' rule, which only warlockshave.
        For instance, a Geomancer that casts Siphon Bolt would still take focus from the enemy, but won't gain any focus itself.

How can they boost the spell

  • The Geomancer can be forced to boost, just like with a regular attack.


  • The Geomancer doesn't gain any buffs/abilities that are on your warlock/warcaster (such as True Sight).
  • The Geomancer cannot channel spells through arc nodes. You can only channel through nodes in your control range, and he doesn't have a control range.
  • The Geomancer can use spells like Annihilation to gain enemy souls. But he will be unable to use the soul tokens so they will stay on the Geomancer for the rest of the game (doing nothing). (Infernal Ruling)

Rules Clarification : Mend - None yet. (Edit)

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Rules Clarification : Wild Growth      (Edit)

  • Wild Growth also prevents the enemy from moving/placing you for one round.
  • The move/place restrictions remain on the model only while Wild Growth animus remains in play. If a model casts Wild Growth, then casts a different animus on themselves, the forest and move/place restrictions immediately expire. (Infernal Ruling)