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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.
- 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.
- Wild Growth - Cost 2
- 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.
No changes since 2017.11
Thoughts on Woldwarden
Woldwarden in a nutshell
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
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
- 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
- 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)
- The Bones of Orboros (Article) (Category)
- Themes for generic warbeasts (Edit)
Other Circle models
| * 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)
| See also the Warbeast page for a recap of the core warbeast rules.
| 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
When/how does the Geomancer cast
What spells can the Geomancer choose to cast
How can they boost the spell