Baldur the Stonesoul

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Circle Logo.jpg Baldur the Stonesoul

Circle Blackclad Warlock

While the last tenuous thread of his life was held fast by Megalith, Baldur’s spirit was subsumed within the entirety of Orboros, and the fundamental principles of the world were made clear to him. He has returned to serve as a conduit for a torrent of destructive power. In the midst of battle Baldur can tap into this endless flow to empower himself beyond his mortal limits, but the longer he fights, the more his body tears itself apart.

Basic Info

Baldur2
Missing Info
72059 EpicBaldurWEB.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 5
STR 7
MAT 7
RAT N/A
M.A. N/A
DEF 13
ARM 17
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 18
F. Field N/A
WJP {{{wjp}}}
WBP +30
IHP {{{ihp}}}
UNIT SIZE N/A
COST N/A
N/A
N/A
FA N/A
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

  • Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
  • 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.
  • Devourer's Debt - This model gains a Wurm token each round. These tokens give it extra STR, but make it suffer damage too.
  • Elemental Mastery - Constructs in this model's battlegroup & control range can charge and make power attacks for free, and this model can heal them.
  • Ritual of Renewal (★ Action) - Remove all Wurm tokens from this model.

Weapons

Tritus - 2" reach, POW 7, P+S 14 melee attack

Spells

COST RNG AOE POW DUR OFF


Crevasse

3 8 - 12 - Yes
If Crevasse boxes its original target you can make a 6" spray, POW 12 magic attack using the boxed model as a point of origin. You can target stuff in its back arc. All models boxed as a result of Crevasse are RFP'd.
Ground Zero

3 SELF 5 13 - -
Center a 5" AOE on the caster. Each other model in the AOE is hit and suffers a POW 13 damage roll. Then, after all damage rolls, push enemy models d6" away.
Rock Wall

2 Control - - Upkeep -
Place a wall template completely within the caster's control range that isn't contacting anything else. The wall is an obstacle that provides cover.
Roots of the Earth

2 6 - - Round -
Target friendly Circle model gains +3 ARM and cannot be knocked down, moved or placed for one round.

Feat: Hallowed Ground

All friendly Circle model currently in his control range are immediately affected by his Roots of the Earth spell.

Theme Forces


Thoughts on Baldur the Stonesoul

Baluder2 in a nutshell

Baldur the Stonesoul is the Circle brick-caster. His key feature is both the Roots of the Earth spell and the ability to put it on his entire army with his feat. A circle army that can take the alpha strike is very unusual, and Baldur therefore lets you play in a way that is most unlike normal Circle casters. In a ranged heavy meta extra ARM really matters because boosting is rarer for ranged than melee attacks.

Because of the lack of a damage buff in most lists (there's always Primal in some) and because he has Crevasse Baldur tends to be best bricking into infantry rather than winning brick-on-brick action.

Maximising his Feat & Spells

  • Roots of Earth is that rare thing - a non-upkeep ARM buff (meaning that it can be spammed - and indeed is spammed on feat turn). It's also normally cast multiple times even on non-feat turns, leaving Baldur with a very tough battle group. Making your models unable to be moved is also great.
  • Rock Wall is great for providing cover and should be out almost every turn. As an obstacle it can't be charged or slammed over. More importantly enemies can't end their movement on top of it, meaning it's awesome for blocking huge bases.
  • Crevasse is normally cast via Megalith/Woldwardens. It's a pretty decent spell with a nice remove from play effect (making it a problem for Ghost Fleet). It can also do interesting things to shield walls.
  • Ground Zero is mostly for owning control points.
  • You feat at the obvious time - it's pure defence.

Drawbacks & Downsides

  • Slow, heavy, and hard hitting. Is this why you chose Circle? Effective tho.
  • His feat casts a spell on everyone. It therefore is vulnerable to blessed weapons.
  • The only damage buff Baldur himself brings to the party is free charges for the normally pillow-fisted Wolds.

Tricks & Tips

  • Remember that if you don't clear away the Wurm tokens then by turn 5 he hits like the Butcher. He's not an assassin - but can kill anyone that gets too close.
  • Take control points - and then prevent the enemy pushing you off them.

List Building Advice

Strategy

Baldur2's normal win strategy is to take the best the enemy can throw at him, then grind them into dust. The Woldwrath is pretty central to this strategy... with a huge number of hitpoints (2nd-most in the game) and high armor with Roots of Earth, he can be difficult to deal with, especially if you're using Rock Wall to limit how much can attack him. More importantly, while the Woldwrath *can* be removed, it usually takes so many resources that the rest of the army is unscathed afterward. Baldur2 can push forward aggressively in the early game, contesting zones and flags early on. His army almost always survives the enemy's first strike thanks to Baldur2's feat, and can then counter attack to claim sole possession of the objectives. Even if the enemy manages to make some headway against your battlegroup, claiming the objectives can usually force them to spread ever dwindling resources out against your tougher models or risk losing the game on scenario.

Theme Thoughts

Bones of Orboros - Baldur2's main theme
Baldur the Stonesoul is one of two warlocks who frequently plays with the The Bones of Orboros theme (the other one being Bradigus) - free points (normally spent on a Blackclad Wayfarer or two to start) for taking a rock-based army that he wanted to take anyway.

Devourer's Host
This theme gets you access to Loki, who is reasonably durable. The loss of Construct warbeasts makes it probably not worth it, though.

The Wild Hunt
Warpborn Skinwalkers - the only 8 wound heavy infantry that's not carting half a ton of metal, making the tough tougher is always good.

Battlegroup

  • Megalith is Baldur's pet warbeast, so he can take him in any theme. Megalith gains Baldur's construct-buffs. Giving Baldur automatic healing is great; it means the first two Wurm tokens do nothing to hurt Baldur so by turn 4 or 5 he can be a wrecking machine in melee. He also has a great spell list for Geomancy - both Roots of Earth and Crevasse are Geomancable.

He likes Construct warbeasts (which are not allowed in Call of the Wild or Devourer's Host).

  • Woldwrath - the only actually really hard hitting option in Bones of Orboros a double Woldwrath list is not unknown. It also has great armour even before you throw Roots of Earth on it.
  • Woldwarden - free charges, a combo smite, and great geomancy. Plus extra self healing.
  • Woldwatcher - ARM 21 in Stone Form before Roots of Earth.
  • Wold Guardian - ARM 19 before Roots, self healing from theme, free charges, and harder hitting than the Warden. And Shield Guard.
  • Woldwyrd - Zap zap zap. It's pretty good and fits the theme.

Outside the Bones theme he likes other tough models:

  • Feral Warpwolf - Although it's not allowed in Bones, Baldur's normal theme, the ARM buff it's probably the toughest non-character Circle heavy. And a Feral really likes being made immune to knockdown.


Other

Trivia

Released in Hordes: Domination (2011)

Video Battle Reports

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

RC symbol.png

Rules Clarification : Feat: Hallowed Ground

Rules Clarification : Weight of Stone - None yet. (Edit)

RC symbol.png

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 : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Elemental Mastery      (Edit)

  • Elemental Mastery's "can heal constructs" rule trumps "construct warbeasts cannot be healed" rule and the more generic rule of "cannot trumps can". (Infernal Ruling)

Rules Clarification : Devourer's Debt - None yet. (Edit)
Rules Clarification : Ritual of Renewal - None yet. (Edit)

RC symbol.png

Rules Clarification : Crevasse and/or Jaws of Urcaen     (Edit)

  • Because this ability specifies "original target", if you target a model in melee, miss, and randomise to a new target; then you cannot trigger it vs that new target.
  • Crevasse only
    • In terms of casting a spell (and anti-magic stuff like Arcane Vortex) you only target the original model with the spell. The bonus spray can't be blocked by Arcane Vortex, because by then you're already past the point that AV can be used. (Infernal Ruling)
RC symbol.png

Rules Clarification : Ground Zero      (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)
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
  • RC symbol.png

    Rules Clarification : Rock Wall      (Edit)

    • The upkeep spell is not "on" any model, not even the original caster. So it can't be dispelled stuff like Dispel and Hex Blast.

    Rules Clarification : Roots of the Earth - None yet. (Edit)