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Circle Logo.jpg Woldwarden

Circle 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

Missing Info
72007 Woldwarden WEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
STR 12
M.A. 6
DEF 10
ARM 18
ESSENCE {{{essence}}}
HP 35
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock

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 for a newbie-friendly recap, or click here for the full rules.



Rune Fist (x2)
Sword icon.jpg  RNG   POW   P+S 
1 4 16
  • Magical dam symbol.jpg Damage Type: Magical
  • Open Fist symbol.jpg Open Fist
  • Chain Attack: Smite - If this model hits the same model with both its initial attacks with this weapon, after resolving the attacks it can immediately make one additional melee attack against the model hit. If the additional attack hits, the target is slammed d6" directly away from this model and suffers a damage roll with POW equal to the STR of this model plus the POW of this weapon. The POW of collateral damage is equal to the STR of this model.

Animus & Spells

Geomancy is a magic ability spell, Wild Growth is an animus spell.

Geomancy 1 Stats vary every time

Once per activation while in its controller's control range, this model can be forced to cast one of the spells on its controller's card with a COST of 3 or less. This model cannot cast upkeep spells or spells with a RNG of SELF or CTRL. Use this model's Magic Ability score when making magic attack rolls.

Wild Growth

2 SELF 4 - Round No
Center a 4" AOE on the spellcaster. The AOE is a forest that remains in play for one round. The spellcaster cannot move or be placed after casting Wild Growth. Wild Growth lasts for one round.

Theme Forces

Recent Changes

2021 10 Mega Update

  • -1 point

Thoughts on Woldwarden

Woldwarden in a nutshell

At 13 points it's one of the cheapest heavies the Circle has access to—and moves as fast as the Satyrs and hits harder. It's a bit pillow fisted in melee, and thus requires you to run Stoneshapers to increase its melee damage, at which point its power rivals those of most other dedicated melee work horses, and as Stoneshapers are in most Circle lists anyway, the opportunity cost for this is basically zero. Furthermore, the Warden can cast the spells on its warlock's card for itself, meaning it is basically a better version of an arc-node. Overall the package is very well worth it's points and Woldwardens are predisposed to do lots of heavy lifting in most circle lists.

Combos & Synergies

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 cover and concealment and with a critical knockdown to launch open season on the caster.
  • Baldur the Stonesoul - Roots of the 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 and you always want to boost damage so using the Warden will spare you even more Fury on Wurmwood. 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).
  • Chuck Dogwood - Veteran Leader and Puppet Master to increase its accuracy, even on the spell casting!

Drawbacks & Downsides

  • Megalith does everything the Woldwarden does, but better. Of course he is much more expensive than the Warden, so pros and cons.
  • Very low DEF, mediocre ARM. Fortunately it comes with a lot of damage boxes and automatic self-heal.
  • 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,& Tips

  • Geomancy:
    • Woldwarden can boost attack and damage of spells it casts via Geomancy.
    • Geomancy doesn't require you to "use up" your Combat Action, just to be forced. So you can use it as well as your melee attacks, and/or after Trampling.
  • A normal slam is quite limited in the direction (straight at the enemy). With a Smite, though, you can get interesting angles. Try to go to one side of your charge target so there is something "interesting" behind your charge target that you can slam them into.
  • Smiting someone makes it a lot easier to geomance an offensive spell onto them.



Released way back in Primal Mk1 (2006)

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
Lesser Warlocks

Krueger0 - Una1

Warlock Attachment

Druid Wilder - Tharn Blood Shaman

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

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Chuck Dogwood - Druid Wilder - Gallows Grove - Kogan the Exile - Krueger0 - Lord of the Feast - Reeve Hunter - Primal Archon - Shivers - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una1 - 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
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2021.10

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.")
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Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • 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.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • 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. (Locked Thread)
    • 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)
    • 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 : 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.
  • 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 (Edit)
    • You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
    • You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as 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.
    • 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)
    • If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
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Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Construct - None yet. (Edit)

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Rules Clarification : Magic Ability      (Edit)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • 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)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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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

  • Geomancy can be used to cast one spell "At Any Time" during the activation. Because it is neither a (★ Attack) or (★ Action) (like most Magic Abilities are).
See also the general restrictions on "Any Time" abilities.
  • A Geomancer must be forced to use its Magic Ability. They do this instead of paying the full COST of the spell.
    • The cost of forcing is 1 fury.
    • 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)