Difference between revisions of "Feral Warpwolf"

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|n=Feral {{Warpwolf}}
 
|n=Feral {{Warpwolf}}
 
|{{Circle}} {{Heavy Warbeast}} }} [[Category: Model]]
 
|{{Circle}} {{Heavy Warbeast}} }} [[Category: Model]]
 +
{{4P|Devourer's Host}}
  
 
''Warpwolves are humans that have been transformed into savage beasts well suited for battle. The druids of the Circle Orboros use the vicious feral warpwolves to strike their enemies hard and fast, unleashing them to sow death and discord with tooth and claw.''
 
''Warpwolves are humans that have been transformed into savage beasts well suited for battle. The druids of the Circle Orboros use the vicious feral warpwolves to strike their enemies hard and fast, unleashing them to sow death and discord with tooth and claw.''
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* {{The Devourer's Host}}
 
* {{The Devourer's Host}}
  
===Recent Changes===
 
2021.10 Rebalance-opocalypse Update (TBC)
 
* Primal changed to only +1/+1 (instead of +2/+2) and the beast no longer auto-frenzies.
 
* +1 STR
 
* -2 points
 
  
=Analysis of {{PAGENAME}} =
+
=Thoughts on {{PAGENAME}} =
 
[[File: Feral Warpwolf extreme.jpg|thumb|Extreme Sculpt]]
 
[[File: Feral Warpwolf extreme.jpg|thumb|Extreme Sculpt]]
 
=== {{PAGENAME}} in a nutshell===
 
=== {{PAGENAME}} in a nutshell===
Line 67: Line 63:
 
* Each of the Kaya's does something for the Feral:
 
* Each of the Kaya's does something for the Feral:
 
** [[Kaya1]] increases its accuracy via Pack Hunter, allowing it to reliably hit DEF 16. She can also teleport it back for hit-and-run, and run it hotter thanks to Soothing Song.
 
** [[Kaya1]] increases its accuracy via Pack Hunter, allowing it to reliably hit DEF 16. She can also teleport it back for hit-and-run, and run it hotter thanks to Soothing Song.
** [[Kaya2]] increases its hitting power and survivability via Forced Evolution, and Shadow Pack helps keep it safe from shooting. She can also teleport it back once per game via feat. Dog Pile increases its threat.
+
** [[Kaya2]] increases its hitting power and survivability via Forced Evolution and unyielding and Shadow Pack helps keep it safe from shooting. She can also teleport it back once per game via feat. Dog Pile increases its threat.
 
** [[Kaya3]] can massively up its offense via Synergy, and protect it going in via Fog of War and her feat. Reposition 3" allows it to back up after it gets work done.
 
** [[Kaya3]] can massively up its offense via Synergy, and protect it going in via Fog of War and her feat. Reposition 3" allows it to back up after it gets work done.
 
* [[Kromac1]] turns them into highly-accurate missiles with Wild Aggression and Road to War.
 
* [[Kromac1]] turns them into highly-accurate missiles with Wild Aggression and Road to War.
* [[Kromac2]] - Thanks to Awakened Spirit, Primal is free to cast, and Primal stacks with Kromac´s feat to give +4 STR +2 MAT +2 ARM.
+
* [[Kromac2]] - Thanks to Awakened Spirit, Primal is free to cast, and Primal stacks with Kromac´s feat to give +3 STR +3 MAT(with Carnage) +2 ARM.
* [[Krueger0]] - the feral is a great target for [[lightning blade]]
+
* [[Krueger0]] - the feral is a great target for Lightning blade.
 
* Any living warbeast - Every warbeast wants to hit harder and more accurately.  It's just a matter of determining what you can afford to lose next turn.
 
* Any living warbeast - Every warbeast wants to hit harder and more accurately.  It's just a matter of determining what you can afford to lose next turn.
 
* [[Lanyssa Ryssyl, Nyss Sorceress]] or the [[Blackclad Wayfarer]] - Hunter's Mark is an excellent threat range extender that provides free charges.
 
* [[Lanyssa Ryssyl, Nyss Sorceress]] or the [[Blackclad Wayfarer]] - Hunter's Mark is an excellent threat range extender that provides free charges.

Latest revision as of 13:37, 22 August 2023

Circle Logo.jpg Feral Warpwolf

Circle Heavy Warbeast

Mk4 icon.png
Prime
This model is available in one Prime Army, Devourer's Host. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

Warpwolves are humans that have been transformed into savage beasts well suited for battle. The druids of the Circle Orboros use the vicious feral warpwolves to strike their enemies hard and fast, unleashing them to sow death and discord with tooth and claw.

Basic Info

Feral Warpwolf
Missing Info
Feral Warpwolf.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 6
STR 12
MAT 7
RAT N/A
M.A. N/A
DEF 14
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 4
THRS 9
HP 30
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 14
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
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.

Abilities

  • Pathfinder symbol.jpg Pathfinder
  • Controlled Warping - At the beginning of this model's activation, choose one of the following warp effects. warp effects last for one round. If this model frenzies it must choose Warp Strength at the start of its activation.
  • Regeneration [d3] - This model can be forced to remove d3 damage points once per activation. This model cannot use Regeneration during an activation it runs.

Weapons

Bite
Sword icon.jpg  RNG   POW   P+S 
1 3 15
Claw (x2)
Sword icon.jpg  RNG   POW   P+S 
1 4 16

Animus

COST RNG AOE POW DUR OFF
Primal

2 6 - - Round No
Target friendly living Faction warbeast gains +1 STR and MAT for one round.

Theme Forces


Thoughts on Feral Warpwolf

Extreme Sculpt

Feral Warpwolf in a nutshell

The Feral Warpwolf is a heavy killer. With a higher MAT than non-character Warpwolves and three initial melee attacks, it simply does a better job of killing heavies, especially as it comes with a scarily powerful animus. With above average speed for a heavy most of the time, you will find yourself warping STR and charging in to show your manliness off to anything that gets in your range.

Combos & Synergies

  • Baldur2 can cast Roots of the Earth on it, rendering it immune to knockdown and making it ARM 21 if it warps Armor. Rock Wall goes a long way toward keeping it safe against shooting and (to a lesser extent) melee.
  • Each of the Kaya's does something for the Feral:
    • Kaya1 increases its accuracy via Pack Hunter, allowing it to reliably hit DEF 16. She can also teleport it back for hit-and-run, and run it hotter thanks to Soothing Song.
    • Kaya2 increases its hitting power and survivability via Forced Evolution and unyielding and Shadow Pack helps keep it safe from shooting. She can also teleport it back once per game via feat. Dog Pile increases its threat.
    • Kaya3 can massively up its offense via Synergy, and protect it going in via Fog of War and her feat. Reposition 3" allows it to back up after it gets work done.
  • Kromac1 turns them into highly-accurate missiles with Wild Aggression and Road to War.
  • Kromac2 - Thanks to Awakened Spirit, Primal is free to cast, and Primal stacks with Kromac´s feat to give +3 STR +3 MAT(with Carnage) +2 ARM.
  • Krueger0 - the feral is a great target for Lightning blade.
  • Any living warbeast - Every warbeast wants to hit harder and more accurately. It's just a matter of determining what you can afford to lose next turn.
  • Lanyssa Ryssyl, Nyss Sorceress or the Blackclad Wayfarer - Hunter's Mark is an excellent threat range extender that provides free charges.

Drawbacks & Downsides

  • In order to get full use of the speed you need to not warp strength. It's pillow fisted at this point so make sure to bring additional STR/POW buffs
  • no way of rampaging through infantry like other warpwolves.
  • Vulnerable to knockdown like other warpwolves it’s armour will not save it.

Tricks & Tips

  • Remember that you do have more speed (and a longer trample) than people expect
  • Warp Armor is what you use before the fight actually starts.
    • likewise if all you can charge is an enemy light beast - warping strength is likely overkill, choose armour or if it’s the only way to reach melee warp speed and do your best to help it survive.

Other

Classic Sculpt

Trivia

  • Originally released all the way back in Primal Mk1 (2006)
  • Resculpted in 2013 and now sold in a multi-kit with the pureblood and stalker wolves.
  • Also available in an extra-large "Extreme" sculpt.
  • Warpwolves are humans who were granted metamorphic abilities with an elixir concocted by the Druids of the Circle Orboros (ingestion of said elixir might or might not be voluntarily).

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
Solos

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
Minions
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2021.10

Rules Clarifications

RC symbol.png

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.


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)
    • 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)
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Controlled Warping - None yet. (Edit)
Rules Clarification : Protective Plates - None yet. (Edit)
Rules Clarification : Warp Speed - None yet. (Edit)
Rules Clarification : Warp Strength - None yet. (Edit)
Rules Clarification : Regeneration - None yet. (Edit)


RC symbol.png

Rules Clarification : Primal      (Edit)

  • Primal plus Rapport (Edit)
    • If a warbeast has both Primal and Rapport cast on it, then you can either:
      • Use the warbeast's MAT plus the bonus to MAT from Primal, or
      • Use the current MAT of the warlock but it will miss out on the Primal bonus.
      • (Infernal Ruling)