Woldwrath

From LOS Warmachine University
Jump to: navigation, search

We have 1159 articles and 85% are complete! Please help us finish these articles (and/or the rest) (Edit)  


Woldwrath
Circle Wold Gargantuan Warbeast

Woldwraths stand as towering monuments to the woldcrafter art, meant to tap into and unbind the ultimate fury of Orboros. Brought to life amid strenuous, blood-fueled rituals conducted atop powerful conjunctions of ley lines, woldwraths channel the vast energies that flow within the earth. Their tempestuous assaults are prefaced by voltaic flickers that play along darkening clouds above and the pulsing runes inscribed across their stone forms.

Basic Info[edit]

Woldwrath
Missing Info
72067 Woldwrath WEB.jpg
COST N/A
UNIT SIZE N/A
FA N/A
Warcaster 0
BASE Huge
SPD 5
STR 16
MAT 6
RAT 5
M.A. N/A
DEF 7
ARM 20
CMD N/A
FOCUS N/A
FURY 4
THRS N/A
HP 58
F. Field N/A
WJP N/A
WBP N/A
UNIT SIZE N/A
COST 37
N/A
N/A
FA 2
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

Weapons[edit]

  • Stone Fist (x2) - 2" reach, P+S 19 melee weapons.
    • Open Fist - This warjack/warbeast may make Throw Power Attacks.
    • Earth Shaker - Before resolving damage from this attack, you can center a 4" AOE on the model directly hit. Models in the AOE become knocked down.
  • Lightning Strike - 14" range, 5" AOE, POW 15 gun.

Abilities[edit]

  • Gargantuan - Gargantuans are even bigger warbeasts, with additional special rules. Click here for the Gargantuan rules.
  • 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.
  • Construct - This model is a construct and is not a living model.
  • 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.
  • Hyper-Regeneration - This model heals d3 damage at the start of its activation.
  • Sacred Ward - This model can't be targeted by enemy spells.

Animus[edit]

Friendly Circle models gain an additional die on magic attack rolls targeting enemy models within 10" of the caster. Druid's Wrath lasts for one turn.


Thoughts on Woldwrath[edit]

Woldwrath in a nutshell[edit]

The Woldwrath does exactly what it looks like it should. It's large, and it smashes things into a paste. It also produces a large lightning template when shooting. If this sounds good ... it's because it is. And the enemy struggles to debuff the Woldwrath the way other gargantuans get debuffed.

Combos & Synergies[edit]

Drawbacks & Downsides[edit]

  • As with all Gargantuans, expensive
  • If 2 aspects are gone, rolling a 1 on Hyper Regeneration can be disastrous.

Tricks & Tips[edit]

  • He makes a really good wall for blocking line of sight to squishy casters. And with all the movement schenanigans Circle can pull off, the caster can walk out, do their thing, then teleport behind him again.
  • Warlocks benefit from his animus. 4 dice to hit can be huge for getting a debuff onto an enemy caster for an assassination run.

Other[edit]

Trivia[edit]

Released in Hordes: Gargantuans (2013)

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
Minions
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2018.10

Rules Clarifications[edit]

RC symbol.png

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)
RC symbol.png

Rules Clarification : Earth Shaker      (Edit)

  • 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 : Electro Field      (Edit)

  • Hazard templates and "non-hazard" damage templates (Edit)   [Show/Hide]
    • What's a "non-hazard"? Well, most templates that deal damage to models that walk into them are defined as 'Hazards' but some, like Creeping Barrage and Wall of Fire, are not.
      They behave similarly, but a Hazard is classified as a type of terrain and also will only have a Damage Type if it says it does (it doesn't inherit a Damage Type from the gun/spell that put them into play).
    • Damage templates from spells:
      • Spells which leave a template and are not described as a hazard will do magical damage to models that walk around in them. (Example: Razor Wall)
      • Spells which leave a template and are hazards will not do magical damage to models that walk around in them. Instead, they do whatever damage type is specified by the spell description. (Example: Breath of Corruption).
      • (Infernal Ruling)
      • Some spells do both. They aren't labelled as a hazard, so it does magical damage, and also they specify another damage type. For example, Wall of Fire.
    • A model which is "placed" also counts as "entering" an area, so the hazard will damage any one who teleports/spawns into it, too.
    • If two hazard templates are overlapping, a model that enters them will take two points of damage.
    • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance).
    • Damage from a hazard is not considered to be from the weapon/spell that originally put it into play (so it doesn't gain the Damage Type or any other special rules of the weapon/spell).

Rules Clarification : Electricity - None yet. (Edit)


RC symbol.png

Rules Clarification : Gargantuan      (Edit)

  • In Warroom all gargantuan's have their animus incorrectly labelled as "spells". This is a known bug. (Staff Comment)
  • Refer to the Gargantuan article for a recap of their rules.
  • Huge Base (Edit)
    • Coming on a huge base triggers a bunch of rules scattered throughout the rulebook. Click here for a summary of them.
    • You can draw LOS from your Left arc to a target in your Right arc (and vice versa). See also this diagram
    • Huge-based models get bonus distance on Power Attack Slams. But this bonus doesn't apply to slams caused by other means, such as Critical Smite or the Hurricane's Thunder Charge ability.
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)

Rules Clarification : Construct - None yet. (Edit)

RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Hyper-Regeneration - None yet. (Edit)

RC symbol.png

Rules Clarification : Sacred Ward and/or Spell Ward     (Edit)

  • Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.


RC symbol.png

Rules Clarification : Druid's Wrath      (Edit)