Difference between revisions of "Circle Orboros"
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===Aesthetic & Playstyle=== | ===Aesthetic & Playstyle=== | ||
Circle Orboros is a faction of speed and aggression. This is typified by our signature heavy warbeast, the [[Feral Warpwolf]]. We have some of the highest threat ranges in the game, and most other factions require specific caster/support interactions to catch up. We can also put out a lot of damage with our warbeasts, and kill infantry more easily than almost any faction. That having been said, like all factions, we have some weaknesses as well. Our warbeasts (even our heavy constructs) tend to have either fewer hitpoints or lower armor than other factions' heavies, and often both. And while most factions have infantry options that excel at taking out warjacks, we're very lacking in that department, and tend to rely more heavily on our warbeasts to get work done than other factions. In addition, we rely fairly heavily on stacked buffs to achieve our high damage output. Most of our anti-warjack/beast packages involve a heavy warbeast, the Primal animus, and a warcaster buff in order to get the damage up enough to be a threat. | Circle Orboros is a faction of speed and aggression. This is typified by our signature heavy warbeast, the [[Feral Warpwolf]]. We have some of the highest threat ranges in the game, and most other factions require specific caster/support interactions to catch up. We can also put out a lot of damage with our warbeasts, and kill infantry more easily than almost any faction. That having been said, like all factions, we have some weaknesses as well. Our warbeasts (even our heavy constructs) tend to have either fewer hitpoints or lower armor than other factions' heavies, and often both. And while most factions have infantry options that excel at taking out warjacks, we're very lacking in that department, and tend to rely more heavily on our warbeasts to get work done than other factions. In addition, we rely fairly heavily on stacked buffs to achieve our high damage output. Most of our anti-warjack/beast packages involve a heavy warbeast, the Primal animus, and a warcaster buff in order to get the damage up enough to be a threat. |
Revision as of 23:23, 16 December 2018
The Circle are a group of Druids whose power is linked to the Devourer Wurm—a primordial god of annihilation and primal aggression that threatens to return to the world and destroy everything. It is the role of the Circle to prevent this from happening, mostly by keeping civilization in check. The Circle is not a benevolent faction and will kill indiscriminately to further its ends, since ultimately they seek to prevent the end of the world. Circle's theme is nature magic. The Circle warlocks run the gamut from stone shapers, to weather wizards, bestial brutes, healers and beast handlers. They have access to fire, ice and lightning attacks and are most commonly thought of as a speedy hit and run faction.
Contents
Circle Orboros for Beginners
Aesthetic & Playstyle
Circle Orboros is a faction of speed and aggression. This is typified by our signature heavy warbeast, the Feral Warpwolf. We have some of the highest threat ranges in the game, and most other factions require specific caster/support interactions to catch up. We can also put out a lot of damage with our warbeasts, and kill infantry more easily than almost any faction. That having been said, like all factions, we have some weaknesses as well. Our warbeasts (even our heavy constructs) tend to have either fewer hitpoints or lower armor than other factions' heavies, and often both. And while most factions have infantry options that excel at taking out warjacks, we're very lacking in that department, and tend to rely more heavily on our warbeasts to get work done than other factions. In addition, we rely fairly heavily on stacked buffs to achieve our high damage output. Most of our anti-warjack/beast packages involve a heavy warbeast, the Primal animus, and a warcaster buff in order to get the damage up enough to be a threat.
In addition to the above, we're also a control-heavy faction, sporting three outstanding control casters in Krueger2, Mohsar, and Wurmwood. In addition to those, most of our casters have at least one debuff spell, which reduces the stats of an enemy, or inhibits them in some way. Spells like Stranglehold and Rebuke can limit the opponent's activation by preventing them from performing certain actions, while other spells like Rift and Spirit Fang can keep them from getting where they want to go by putting down patches of rough terrain or directly reducing their speed. We have a lot of models with a knockdown ability of one type or another, and several other ways to block the opponent's game plan while we set up a better feat turn or board position.
Finally, we're a faction of unpredictability. We can use teleportation (mainly from Shifting Stones) to attack from an unexpected direction, use spells like Curse of Shadows to let us charge through a target, and use Geomancy on our Woldwardens and Megalith to throw out more spells than our warlock's fury value might otherwise indicate. Circle, perhaps more than any other faction, is known for convoluted assassination runs that involve moving models around, charging through other models, teleporting in, etc. for some 10-step long grand design that's incredibly difficult for even experienced players to see coming or protect against. While many of the changes in Mk. III have reduced our ability to back up that reputation, we still have plenty of spells and abilities that can provide very unexpected attack vectors.
Starter Sets
Mk3 Battlegroup Set
- Contents: Tanith the Feral Song warlock, a Pureblood Warpwolf heavy warbeast, a Gorax Rager light warbeast, and a Wild Argus light warbeast. Plus a bunch of peripheral stuff (see picture).
Tanith is a solid debuff caster, with a deep toolbox. The Pureblood has a great assault spray, and brings the animus Wraithbane to the faction, which is useful against anything buffed with spells. The Gorax is a common sight in nearly every Circle list, since Primal is a key tool required to piece trade with other faction's heavies. The wild argus is a somewhat niche piece, but his animus is useful to many casters for assassination runs, and his combo strike can help him hit above his weight class.
Theme Force Starter - The Devourer's Host
- Contents: A 6-man unit of Tharn Ravagers plus their command attachment, a 6-woman unit of Tharn Bloodweavers plus their command attachment, and the character unit Brighid & Caul
This one is designed to be an add-on to one of the other starter sets, rather than be one all by itself - you'll note it doesn't include a warlock or any warbeasts. It is roughly 35 points.
2017 Circle Army Box (limited availability)
- Contents: Kromac2 warlock, his pet heavy warbeast Ghetorix, a Feral Warpwolf heavy warbeast, a Warpwolf Stalker heavy warbeast, two Rotterhorn Griffon light warbeasts, and two units of Shifting Stones.
You may not be able to find this any more, as it has gone out of production. This box unleashes the whole rulebook upon you - from units to power attacks and solos. Its 50 points limit is slightly behind the most popular 75 pts tournament formats, but prepares you well for such a challenge.
Other worthwhile early purchases
After that, that are a few things that can find their way into just about any list:
- Shifting Stones - they are available in every theme, provide fury management, non-linear movement, and can be very tough to remove from zones. They are also super cheap to purchase, so it's not a bad idea to grab 2 units. Don't bother with the command attachment until you are sure you want him.
- Blackclad Wayfarer - threat ranges are extremely important in warmachine, and the Wayfarer brings one of the best buffs in Hunter's Mark. This spell can be invaluable to getting the Alpha strike. His spray is good too, and he has possibly the best combat stats of the blackclads (though he still isn't great). He can be taken in 3 of Circle's 5 themes, and is common in those themes. Definitely grab one of these guys, possibly two.
- Druid Wilder - While not every warlock wants to take her, she is useful to the ones that really want her. Fury management and a free upkeep is always useful, especially with low fury warlocks. Note, she doesn't do anything for constructs, so if you are diving into the Wold side of the faction, skip her for now.
- A Warpwolf Kit - this kit includes the parts to make any of the three warpwolves, a Feral Warpwolf, a Pureblood Warpwolf, and a Warpwolf Stalker. These models are often the face of the faction, and many players are drawn to Circle purely out of love for the giant wolves swinging swords about. If you have the necessary skill, magnetize this kit, so you can swap between them. Each wolf plays very differently, and learning which one you like most can take some time.
After this point, it comes down to which portion of the faction you enjoy. You like the big stone guys? Check out the Bones of Orboros theme and grab a few Woldwardens and Woldwyrds. You enjoy the big living beasts? Grab another Warpwolf, some Griffons, and Satyrs and go Call of the Wild theme. Both of the infantry themes, the Wild Hunt and the Devourer's Host are fun, and have several interesting builds. Beginners are suggested to avoid Secret Masters at first, it has a higher learning curve, and requires an investment in minions.
Starting a Theme Force
Players can use the Theme Force rules to construct their army list once the game size reaches 25 points. Themes restrict which models from your Faction you have access to, with different models being "locked" into different themes. In return, playing a theme force gives you multiple benefits in return. Also, models in a theme force normally have natural synergies with each other - synergies they can't use if they're paired with models from outside the theme.
Themes are considered the default way to play Warmachine and Hordes (although technically they're optional).
Regardless of whether you're starting at 25 points or lower, as a new player you have two options:
- Ignore themes to begin with, buy a couple of things you like the look of, and later on figure out if they work together in the same theme.
- With this approach you run the risk of buying models from a hodge podge of different themes. At some point you'll end up choosing one theme to use and expand, and shelving your models that don't fit the theme.
- Figure out which theme contains models you like the look of, and limit yourself to just buying models from that theme.
- This approach has the benefit of not shelving any of your purchases and you're more likely to have models that have natural synergies with each other (even if you buy things completely at random).
Theme Forces
Bones of OrborosDruid solos and construct warbeasts. |
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Call of the WildDruid solos and living warbeasts. |
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Secret MastersAll the druid types, both kinds of beasts, and a buttload of Minions. |
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The Devourer's HostTharn, the half-bestial humans of the forest. |
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The Wild HuntWolf Sworn, the more militaristic warriors of Circle. |
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Circle Models
Unreleased Models
- Last Updated: 2018.11
None at the moment
Warlocks
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Warbeasts
Lights |
Heavies
Character Heavies |
Gargantuans |
Battle Engines & Structures
- Battle Engine - Celestial Fulcrum
- Structure - Well of Orboros
Units
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Solos
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Minions that work for the Circle
Refer to Who works for Whom and/or Category: Circle Orboros Minion
But basically, as of 2018.08, Circle have access to all Minions except:
Other
Designer's Notes
Just before the launch of the mk3 ruleset, the game developers did a series of Insider articles about what they saw as each Faction's "Core Identity". Although it's a little dated now, it is still an interesting insight to how they view Circle 2016.05 Circle Preview.
Deep Lore
The Circle Orboros are an ancient order of druids dedicated to the Devourer Wurm, Caen's primordial god of chaos and the wild, destructive aspects of nature. They name this serpent Orboros. The blackclads have existed since before the rise of the earliest human civilizations, composed of people sensitive to the magic of the wild, and they channel this power in service of Orboros and themselves. Menoth—the great hunter, creator of humanity, and the god of civilization—is the ancient enemy of Orboros and hunts the Wurm across the spiritual world of Urcaen. The Circle believes that the inexorable spread of settled nations and industry has strengthened Menoth and weakened the Devourer. If this continues, Orboros may stir and return to wreak utter devastation on the world. Thus, they make war upon civilization itself and strive to preserve the wild spaces of Immoren.
Druids of the Circle display their natural magical talent while young. This wilding is an aptitude for wild magic and an affinity for nature. Largely the province of folklore in most of Immoren, such people are actively hunted in the Protectorate. The Circle always senses a wildling's awakening and attempts to abduct them, but this is not always possible. Druids with the proper affinity learn to control various natural beasts, the warpwolves (twisted creatures the Circle creates), and the stone-and-wood Wold constructs unique to their order. They also call upon the willing warriors of the Wolves of Orboros, humans living in wild areas with a long history of fighting for the Circle in return for protection, and the savage Tharn tribes. Once human worshipers of Orboros, the Tharn are now a race of shapeshifting, heart-eating barbarians capable of transforming into monsters.
The Circle opposes all human nations, seeing them as the agents of Menoth and destroyers of the wild. The blight of dragons is an unnatural power corrupting anything it touches, and thus they also hunt and kill the minions of dragons (Cryx and the Legion). The Circle sees the Skorne's mortitheurgy as little better than blight, arising as it does from the energies of death, and their civilization as no better than any other, making these two implacable enemies as well. Though the Circle manipulated their Trollblood "allies" for many years, the blackclads' ill-conceived assassination attempt on the upstart Chief Madrak Ironhide (to replace him with a more malleable chief) ended this association and also resulted in the death of some very senior druids. Ironhide subsequently declared war on the Circle. Now the druids find themselves beset on all sides, but they remain confident. Their order has survived untold millennia of upheaval. Now they will show all of Immoren why they should fear to go walking in the wilds.