Difference between revisions of "Tanith the Feral Song"

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{{Circlebox|{{Circle}} {{Blackclad}} [[Warlock]] }} [[Category: Model]]
+
{{Circlebox|{{Circle}} {{Blackclad}} [[Warlock]] }} [[Category: Model]] [[Category: Battlebox Caster]]
 +
{{4U}}
  
 
''Tanith the Feral Song is a harsh enforcer and remorseless killer.  Often she is sent on tasks other young druids might shy away from, such as when another member of the druidic order needs to be punished or when it's deemed necessary to cull an encrouching settlement.  Tanith is completely devoted to the Circle Orboros and the Devourer Wurm itself and has delved deeply into the mysteries of the Beast of All Shapes.  Even among her peers and subordinates she is kept at a distance, perhaps because they know if it was required she would sacrifice them with no hesitation or remorse.''
 
''Tanith the Feral Song is a harsh enforcer and remorseless killer.  Often she is sent on tasks other young druids might shy away from, such as when another member of the druidic order needs to be punished or when it's deemed necessary to cull an encrouching settlement.  Tanith is completely devoted to the Circle Orboros and the Devourer Wurm itself and has delved deeply into the mysteries of the Beast of All Shapes.  Even among her peers and subordinates she is kept at a distance, perhaps because they know if it was required she would sacrifice them with no hesitation or remorse.''
  
{{Shopbox|Tanith comes in the Mk3 battlebox starter set, alongside 3 warbeasts: a [[Pureblood Warpwolf]], [[Gorax Rager]], and [[Wild Argus]].
 
 
At the time of writing (2019.05) she is not available for individual purchase (although the warbeasts are).
 
[[Category: Battlebox Caster]]
 
}}
 
 
=Basic Info=
 
=Basic Info=
 
{{Infobox-Model
 
{{Infobox-Model
 
| name  = Tanith1
 
| name  = Tanith1
| image = Tanith the Feral Song.png
+
| image = Tanith 2021.jpg
 
| base  = Small
 
| base  = Small
 
| spd  = 6
 
| spd  = 6
Line 24: Line 20:
 
}}
 
}}
  
* {{Warlock}}
+
{{Warlock}}
  
 
===Feat: Rites of the Wurm===
 
===Feat: Rites of the Wurm===
 
# While warbeasts in Tanith's battlegroup are in her {{control}} range, she can [[channel]] spells through them.
 
# While warbeasts in Tanith's battlegroup are in her {{control}} range, she can [[channel]] spells through them.
# Additionally, when Tanith or a warbeast in her battlegroup casts a spell, reduce the COST of the spell by 1. The COST of a spell cannot be reduced to less than 1.
+
# Additionally, when Tanith or a warbeast in her battlegroup casts a spell, reduce the COST of the spell by 1. The COST of a spell cast by Tanith cannot be reduced to less than 1.
 
: Rites of the Wurm lasts for one turn. [[Category: Channeler Feat]]
 
: Rites of the Wurm lasts for one turn. [[Category: Channeler Feat]]
  
 
===Abilities===
 
===Abilities===
 
* {{Pathfinder}}
 
* {{Pathfinder}}
 +
* {{Dark Power}}
 
* {{Prowl}}
 
* {{Prowl}}
  
 
===Weapons ===
 
===Weapons ===
* '''Jaws of the Earth'''- 10" range, POW 12 gun.
+
{| class="wikitable"
** {{Roots of Shadow}}
+
{{Ranged|Jaws of the Earth|12|14|
** {{From Beneath}}
+
* {{Magical Weapon}}
** {{Magical Weapon}}
+
* {{Blood Boon|Fury}}
 
+
* {{From Beneath}}
* '''Staff of Fate''' - 2" reach, P+S 11 melee weapon
+
* {{Roots of Shadow}} }}
** {{Critical Shadow Bind}}
+
{{Melee|Staff of Fate|2|6|11|
** {{Magical Weapon}}
+
* {{Magical Weapon}}
 +
* {{Critical Shadow Bind}} }}
 +
|}
  
 
===Spells===
 
===Spells===
Line 59: Line 58:
 
* {{The Devourer's Host}}  
 
* {{The Devourer's Host}}  
 
* {{The Wild Hunt}}
 
* {{The Wild Hunt}}
 +
  
 
=Thoughts on Tanith1=
 
=Thoughts on Tanith1=
 +
[[File: Tanith the Feral Song.png|thumb|2016 Battlebox sculpt]]
 +
 
===Tanith in a nutshell===
 
===Tanith in a nutshell===
Tanith is the Mk3 "battlebox caster" for Circle. As such she is designed to be relatively simple to learn and straightforward to use. If you're learning the game, it is best to use her vs one of the [[Battlebox Caster|other battlebox casters]] because they're all designed to have roughly the same power level. None of them are top tier casters, as they lack the flexibility or strength to be top contenders.
+
Tanith is the Mk3 "battlebox caster" for Circle. As such she is designed to be relatively simple to learn and straightforward to use. If you're learning the game, it is best to use her vs one of the [[Battlebox Caster|other battlebox casters]] because they're all designed to have roughly the same power level.
  
Tanith is an offensive spellcaster. She is a mid-ranged warlock who focuses on getting the field set up for the rest of her force by applying debuffs.. She has a lot of tools to reduce DEF, making it easier for your force to wipe out the enemy.
+
Tanith is an offensive spellcaster. She is a mid-ranged warlock who focuses on getting the field set up for the rest of her force by applying debuffs.. She has a lot of tools to reduce DEF, making it easier for your force to wipe out the enemy. She has a lower Fury stat than her competition in faction but all of kit is relevant and she mixes well with any kind of army.
  
 
===Feat thoughts===
 
===Feat thoughts===
* Tanith's feat can either be used early as an alpha strike or it can be saved for a turn you need to spam spells.
+
* Tanith's feat can either be used early as an alpha strike of powerful [[Rift]]s and [[Bleed]]s. But it can also be saved for a turn you need to spam support spells.
 
* Use Tanith's feat to expand your threat angles and spam the (now cheaper) bleed to assassinate softer casters hiding in the back.
 
* Use Tanith's feat to expand your threat angles and spam the (now cheaper) bleed to assassinate softer casters hiding in the back.
* [[Primal]] costs 1 fury on her feat turn. Putting it on all of beasts can be a serious game changer.
+
* [[Primal]] costs 1 fury on her feat turn 0 in the Wild Hunt. Putting it on as many beasts as you can would be a serious game changer.
* Due to some awkward skornegy with one of the benefits from [[the Wild Hunt]] some beasts animus actually cost more fury after Tanith uses her feat. Be aware of the order of activations on her feat turn.
 
** This is because her feat overrides the theme benefit, placing the minimum cost clause on top. (See link in the [[#Rules Clarifications]], below)
 
  
 
===Spell thoughts===
 
===Spell thoughts===
* Affliction
+
'''Admonition'''
** Affliction and Roots of the Shadow is a very effective combo, although it does mean Tanith needs to get close to the enemy.
+
 
** Using Affliction combined with a high volume of attacks will ensure that any heavy jack or beast can be taken down with ease. For example with [[Reeves of Orboros]]'s ROF 2 guns, or any cheap infantry that costs half the points of a Reeve.
+
* A great spell for protecting Tanith or a high profile beast like [[Loki]] casting it on a [[Gnarlhorn Satyr]] is also useful as it can then counterslam the model that engaged it.
** Sprays also become very effective against single wound infantry, even higher armor units (like shield walled troops).
+
 
* Scything Touch
+
'''Affliction'''
** Circle has many solos and units, along with 3 beasts, that have 2 inch melee weapons. These are excellent choices for the spell Scything Touch because it effects a large area and effects all enemies in that area.
+
 
** Cast it on a [[War Wolf]] then run him and use sic'em for a -2 ARM to an enemy 21.5 inch away.
+
* Affliction and Roots of the Shadow is a very effective combo, although it does mean Tanith needs to get close to the enemy.
* Bleed
+
** it combos well with blood boon on single wound infantry and following it up with a rift can protect her a little bit.
** probably the weakest offensive spell in the game, it’s still useful for hunting incorporeal solos who won’t care about the rough terrain made by the more expensive Rift spell.
+
* Using Affliction combined with a high volume of attacks will ensure that any heavy jack or beast can be taken down with ease. For example with [[Reeves of Orboros]]'s ROF 2 guns, or any cheap infantry that costs half the points of a Reeve.
 +
* Sprays also become very effective against single wound infantry, even higher armor units (like shield walled troops).
 +
 
 +
'''Bleed'''
 +
 
 +
* Probably the weakest offensive spell in the game, it’s still useful for hunting incorporeal solos who won’t care about the rough terrain made by the more expensive Rift spell - and at a cost of 1 on feat turn it's a very much spammable spell, channelled to zap obnoxious enemy support models with Tannith's effective magic attack of 9 thanks to Dark Power.
 +
 
 +
'''Rift'''
 +
 
 +
* Rift is seldom cast by Tanith herself outside of feat turn, but it’s a great spell to Geomancy via a [[Woldwarden]] or Blood Boon after a successful ranged attack.
 +
 
 +
'''Scything Touch'''
 +
 
 +
* Circle has many solos and units, along with 3 beasts, that have 2 inch melee weapons. These are excellent choices for the spell Scything Touch because it effects a large area and affects all enemies in that area.
 +
* Cast it on a [[War Wolf]] then run him and use sic'em for a -2 ARM to an enemy 21.5 inch away.
  
 
===Battlebox Fights===
 
===Battlebox Fights===
Line 101: Line 115:
  
 
===Theme thoughts===
 
===Theme thoughts===
With the exception of one small issue between [[the Wild Hunt]] and her feat turn, Tanith is one of the few casters then can run any of the Circle themes fairly well.
+
Tanith is one of the few casters then can run any of the Circle themes fairly well.
 +
 
 +
{{Header|[[The Wild Hunt]]}}
  
<u>'''[[The Wild Hunt]]'''</u>
 
 
* [[Reeves of Orboros]] synergize well with the Affliction + Roots of Shadow combo.
 
* [[Reeves of Orboros]] synergize well with the Affliction + Roots of Shadow combo.
 +
* [[War Wolf]] is a great target for [[Scything Touch]] because of how mobile it is with Sic-Em
 +
* [[Shivers]] not only a cheap shield guard but Shivers fits Tanith’s battleplan by mimicking the animi you will be casting on feat turn.
 +
** add in a [[Woldwarden]] animus to this combo and Shivers can give Tanith Stealth (via Prowl) very easily.
 +
 +
{{Header|[[The Devourer's Host]]}}
  
<u>'''[[The Devourer's Host]]'''</u>
 
 
* [[Tharn Bloodtrackers]] synergize well with the Affliction + Roots of Shadow combo.
 
* [[Tharn Bloodtrackers]] synergize well with the Affliction + Roots of Shadow combo.
 +
* [[Tharn Blood Shaman]] reduces the costs of spells and can cast Rift for you.
 +
 +
{{Header|[[Bones of Orboros]]}}
 +
* [[Sentry Stone]] produces forests to stack with Prowl
  
 
{{Header|Support models - Various themes}}
 
{{Header|Support models - Various themes}}
* [[Druid Wilder]]'s help spread out her army on feat turn, and works in most themes.
+
 
 +
* [[Druid Wilder]]'s help spread out her army on feat turn, and works in most themes. The free upkeep is useful for cycling Scything Touch.
 +
* [[Gallows Grove]] an aggressive spell-caster can always use a grove or 2 and removing tough is useful with Affliction.
 +
* [[Krueger0]] - His clouds can protect her and his damage buff is always relevant. She can also debuff targets for him to shoot with his great gun. Although whatever beast he takes won't benefit from Tanith's feat, the Wild Hunt benefit helps mitigate this. Tanith is a little fury strapped so handing a [[Argus Moonhound]] or similar over to a Jr isn't the worst plan ever
  
 
{{Header|Minions}}
 
{{Header|Minions}}
 +
Tanith runs minions really well as most of her kit is based around debuffing you would think this would make Secret Masters her preferred theme but in truth the model selection in Devourer's Host is just better and the theme benefit of the Wild Hunt fits better with her battle plan.
 
* A [[Swamp Gobber Bellows Crew]] is a cheap way to trigger Tanith's Prowl, or even Loki's.
 
* A [[Swamp Gobber Bellows Crew]] is a cheap way to trigger Tanith's Prowl, or even Loki's.
 +
* [[Croak Raiders]] - The love Affliction because it makes them more accurate and they fix their own damage with Oil.
  
 
===Battlegroup===
 
===Battlegroup===
 
[[File:Loki.jpg|thumb|[[Loki]] is her pet warbeast that she can take in any theme.]]
 
[[File:Loki.jpg|thumb|[[Loki]] is her pet warbeast that she can take in any theme.]]
* [[Loki]] is her pet warbeast that she can take in any theme. She appreciates his shield guard quite a bit.
+
 
 +
* [[Loki]] is her pet warbeast that she can take in any theme. She appreciates his shield guard quite a bit and Admonition can stop him getting tied down in melee.
 
* Tanith has excellent synergy with the any of the Griffons which, on feat turn, can use their high speed and flight to get into position behind the enemy before she channels through them; this allows Tanith to get the backstrike bonus, ignore shields, etc.  
 
* Tanith has excellent synergy with the any of the Griffons which, on feat turn, can use their high speed and flight to get into position behind the enemy before she channels through them; this allows Tanith to get the backstrike bonus, ignore shields, etc.  
 
** Alternatively you might be better off using a [[Shadowhorn Satyr]] instead for its Bounding Leap.
 
** Alternatively you might be better off using a [[Shadowhorn Satyr]] instead for its Bounding Leap.
 
* A [[Wild Argus]] can help ensure that Tanith easily hits with her offensive spells by paralyzing non-reach targets.
 
* A [[Wild Argus]] can help ensure that Tanith easily hits with her offensive spells by paralyzing non-reach targets.
* [[Gnarlhorn Satyr]] + [[Admonition]] = Fun. The enemy moves towards you, then you Admonition away, then you countercharge back in.
+
* An [[Argus Moonhound]] removes stealth and improves ranged accuracy 2 things that work really well with the Affliction Reeve combo as well as her own gun.
 +
* [[Gnarlhorn Satyr]] + [[Admonition]] = Fun. The enemy moves towards you, then you Admonition away, then you counter slam back in.
 
* When a [[Woldwarden]] or [[Megalith]] geomancy [[Bleed]] they can remove d3 damage.  They are also an excellent means of casting [[Rift]]. The Woldwarden's animus is another way to get Prowl.
 
* When a [[Woldwarden]] or [[Megalith]] geomancy [[Bleed]] they can remove d3 damage.  They are also an excellent means of casting [[Rift]]. The Woldwarden's animus is another way to get Prowl.
 +
* [[Storm Raptor]] - Scything Touch on the big bird covers quite a huge area and brings the damage of its melee attacks up to that of a real gargantuan. Alternatively it can use it's gun in melee and only needs to hit the first of its three shots to always hit a target at effective P+S 18 with Dark Shroud and Sky Fire up.
 +
 +
===Starting a 25 point Brawl list===
 +
In 2021.12 Phillip Melvin, one of the LOS authors, put together this list for the [[Brawlmachine]] format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can [https://www.loswarmachine.com/brawlmachine/2020/10/8/brawlmachine-list-building-circle-orboros read here].
 +
 +
'''[[Theme - Secret Masters]]
 +
 +
: '''Tanith the Feral Song''': [+31 WBP]
 +
:* [[Loki]]: [15 pts]
 +
:* [[Feral Warpwolf]]: [14 pts]
 +
:* [[Wold Wight]]: [4 pts]
 +
 +
: [[Krueger the Stormseer]]: [free] {{grey|(5 pts)}}
 +
:* [[Woldwyrd]]: [8 pts]
 +
 +
:[[Blackclad Wayfarer]]: [3 pts]
 +
 +
: [[Farrow Slaughterhousers]]: [7 pts]
 +
: [[Shifting Stones]]: [3 pts]
 +
: [[Swamp Gobber Bellows Crew]]: [2 pts]
 +
 +
{{Brawl}}
  
 
=Other=
 
=Other=
 
===Trivia===
 
===Trivia===
* Released at the start of Mk3 (2016.06).  
+
* Released in 2016.06 in the battlebox set
 +
* Resculpted in 2021 as a standalone model.
 
* Tanith's weapon "The Staff of Fate" is made from one of Wurmwoods living branches and was given to her by her master, Vernor the Nightbringer, when she completed her druidic training.
 
* Tanith's weapon "The Staff of Fate" is made from one of Wurmwoods living branches and was given to her by her master, Vernor the Nightbringer, when she completed her druidic training.
  
Line 141: Line 194:
 
}}
 
}}
  
{{RC Roots of Shadow}}
+
{{RC Warlock}}
{{RC From Beneath}}
+
 
{{RC Magical Weapon}}
+
{{RC Channeler}}
  
 
{{RC Pathfinder}}
 
{{RC Pathfinder}}
 +
{{RC Dark Power}}
 
{{RC Prowl}}
 
{{RC Prowl}}
{{RC Channeler}}
+
 
 +
{{RC Magical Weapon}}
 +
{{RC Blood Boon}}
 +
{{RC From Beneath}}
 +
{{RC Roots of Shadow}}
 +
{{RC Shadow Bind}}
  
 
{{RC Admonition}}
 
{{RC Admonition}}

Latest revision as of 09:33, 21 September 2023

Circle Logo.jpg Tanith the Feral Song

Circle Blackclad Warlock

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

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

Tanith the Feral Song is a harsh enforcer and remorseless killer. Often she is sent on tasks other young druids might shy away from, such as when another member of the druidic order needs to be punished or when it's deemed necessary to cull an encrouching settlement. Tanith is completely devoted to the Circle Orboros and the Devourer Wurm itself and has delved deeply into the mysteries of the Beast of All Shapes. Even among her peers and subordinates she is kept at a distance, perhaps because they know if it was required she would sacrifice them with no hesitation or remorse.

Basic Info

Tanith1
Missing Info
Tanith 2021.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 6
RAT 6
M.A. N/A
DEF 15
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 15
F. Field N/A
WJP {{{wjp}}}
WBP +31
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat: Rites of the Wurm

  1. While warbeasts in Tanith's battlegroup are in her control range, she can channel spells through them.
  2. Additionally, when Tanith or a warbeast in her battlegroup casts a spell, reduce the COST of the spell by 1. The COST of a spell cast by Tanith cannot be reduced to less than 1.
Rites of the Wurm lasts for one turn.

Abilities

Weapons

Jaws of the Earth
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 14
  • Magical dam symbol.jpg Damage Type: Magical
  • Blood Boon - Once per activation, immediately after resolving an attack in which it destroyed an enemy model with this weapon, this model can cast a spell with COST 3 or less without spending Fury points.
  • From Beneath - Attacks with this weapon ignore cover and concealment.
  • Roots of Shadow - On a direct hit against an enemy model, center a 4" AOE on the model hit. Enemy models in the AOE suffer Shadow Bind for one round. (Shadow Bind - A model suffering from Shadow Bind suffers -3 DEF, and for one round when it advances it cannot move except to change facing. Shadow Bind can be shaken.)
Staff of Fate
Sword icon.jpg  RNG   POW   P+S 
2 6 11

Spells

COST RNG AOE POW DUR OFF
Admonition

2 6 - - Upkeep No
When an enemy model advances and ends its movement within 6" of target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3", then Admonition expires. The affected model cannot be targeted by free strikes during this movement.
Affliction

2 8 - - Upkeep Yes
Target model/unit suffers -2 DEF. When a damage roll resulting from a direct hit fails to exceed the ARM of an affected model, the model suffers 1 damage point.
Bleed

2 8 - 10 - Yes
When Bleed damages a living enemy model, this model can remove d3 damage points.
Rift

3 8 4 13 Round Yes
The AOE is rough terrain and remains in play for one round.
Scything Touch

2 6 - - Upkeep No
Target friendly Faction model gains Dark Shroud.
Dark Shroud - While in the melee range of a model with Dark Shroud, enemy models suffer -2 ARM.

Theme Forces


Thoughts on Tanith1

2016 Battlebox sculpt

Tanith in a nutshell

Tanith is the Mk3 "battlebox caster" for Circle. As such she is designed to be relatively simple to learn and straightforward to use. If you're learning the game, it is best to use her vs one of the other battlebox casters because they're all designed to have roughly the same power level.

Tanith is an offensive spellcaster. She is a mid-ranged warlock who focuses on getting the field set up for the rest of her force by applying debuffs.. She has a lot of tools to reduce DEF, making it easier for your force to wipe out the enemy. She has a lower Fury stat than her competition in faction but all of kit is relevant and she mixes well with any kind of army.

Feat thoughts

  • Tanith's feat can either be used early as an alpha strike of powerful Rifts and Bleeds. But it can also be saved for a turn you need to spam support spells.
  • Use Tanith's feat to expand your threat angles and spam the (now cheaper) bleed to assassinate softer casters hiding in the back.
  • Primal costs 1 fury on her feat turn 0 in the Wild Hunt. Putting it on as many beasts as you can would be a serious game changer.

Spell thoughts

Admonition

  • A great spell for protecting Tanith or a high profile beast like Loki casting it on a Gnarlhorn Satyr is also useful as it can then counterslam the model that engaged it.

Affliction

  • Affliction and Roots of the Shadow is a very effective combo, although it does mean Tanith needs to get close to the enemy.
    • it combos well with blood boon on single wound infantry and following it up with a rift can protect her a little bit.
  • Using Affliction combined with a high volume of attacks will ensure that any heavy jack or beast can be taken down with ease. For example with Reeves of Orboros's ROF 2 guns, or any cheap infantry that costs half the points of a Reeve.
  • Sprays also become very effective against single wound infantry, even higher armor units (like shield walled troops).

Bleed

  • Probably the weakest offensive spell in the game, it’s still useful for hunting incorporeal solos who won’t care about the rough terrain made by the more expensive Rift spell - and at a cost of 1 on feat turn it's a very much spammable spell, channelled to zap obnoxious enemy support models with Tannith's effective magic attack of 9 thanks to Dark Power.

Rift

  • Rift is seldom cast by Tanith herself outside of feat turn, but it’s a great spell to Geomancy via a Woldwarden or Blood Boon after a successful ranged attack.

Scything Touch

  • Circle has many solos and units, along with 3 beasts, that have 2 inch melee weapons. These are excellent choices for the spell Scything Touch because it effects a large area and affects all enemies in that area.
  • Cast it on a War Wolf then run him and use sic'em for a -2 ARM to an enemy 21.5 inch away.

Battlebox Fights

She is considered to be one of the best battlebox casters. Her strategy for these 0 point games is to make use of her feat to have a large swing turn with any of the beasts available to her; 1 cost Wraithbane off the Pureblood Warpwolf against casters with DEF/ARM buffs, Primal from the Gorax Rager to either trade off a Wild Argus or throw in the Pureblood if the situation calls for it. Affliction offers a MAT fix against any battle boxes that rely on high DEF, and the animus on the Argus allows for an even better MAT fix, bringing them down to DEF 5.

If you save the feat for an assassination, you can get a DEF 5 target with 3 sets of Bleed with boosted damage into the target. Or you can rock yourself up, shoot with your gun, apply Shadow Bind, and spell away, with bonus points for running two beasts into their back arc, one to channel spells through, and the other to apply dark shroud via upkeep.

Drawbacks & Downsides

  • Tanith has an average FURY stat that will run out quickly even when she feats.
  • Due to the range on her attacks and spells, she is forced to be closer to a fight than is safe. Be careful not to put yourself in a bad position while trying to set up your force.

Tricks & Tips

  • Use Tanith before attacking key targets with the rest of your force, as she makes the targets easier to hit.

List Building Advice

Strategy

Beyond the battlebox, Tanith is primarily a de-buff caster so she can make even mediocre units are decent, and good units really shine. She is however pretty fragile so watch out she isn't too exposed to an assassination. Because she wants to play closer to the action having shield guards, transfers, triggers for her prowl or line of sight blockers are all a good idea. You may also consider putting her Admonition spell on her. That said, getting shadowbind out with her ranged attack is very good and the def de-buff stacks with Affliction.

Theme thoughts

Tanith is one of the few casters then can run any of the Circle themes fairly well.

    The Wild Hunt    

  • Reeves of Orboros synergize well with the Affliction + Roots of Shadow combo.
  • War Wolf is a great target for Scything Touch because of how mobile it is with Sic-Em
  • Shivers not only a cheap shield guard but Shivers fits Tanith’s battleplan by mimicking the animi you will be casting on feat turn.
    • add in a Woldwarden animus to this combo and Shivers can give Tanith Stealth (via Prowl) very easily.

    The Devourer's Host    

    Bones of Orboros    

    Support models - Various themes    

  • Druid Wilder's help spread out her army on feat turn, and works in most themes. The free upkeep is useful for cycling Scything Touch.
  • Gallows Grove an aggressive spell-caster can always use a grove or 2 and removing tough is useful with Affliction.
  • Krueger0 - His clouds can protect her and his damage buff is always relevant. She can also debuff targets for him to shoot with his great gun. Although whatever beast he takes won't benefit from Tanith's feat, the Wild Hunt benefit helps mitigate this. Tanith is a little fury strapped so handing a Argus Moonhound or similar over to a Jr isn't the worst plan ever

    Minions    
Tanith runs minions really well as most of her kit is based around debuffing you would think this would make Secret Masters her preferred theme but in truth the model selection in Devourer's Host is just better and the theme benefit of the Wild Hunt fits better with her battle plan.

  • A Swamp Gobber Bellows Crew is a cheap way to trigger Tanith's Prowl, or even Loki's.
  • Croak Raiders - The love Affliction because it makes them more accurate and they fix their own damage with Oil.

Battlegroup

Loki is her pet warbeast that she can take in any theme.
  • Loki is her pet warbeast that she can take in any theme. She appreciates his shield guard quite a bit and Admonition can stop him getting tied down in melee.
  • Tanith has excellent synergy with the any of the Griffons which, on feat turn, can use their high speed and flight to get into position behind the enemy before she channels through them; this allows Tanith to get the backstrike bonus, ignore shields, etc.
    • Alternatively you might be better off using a Shadowhorn Satyr instead for its Bounding Leap.
  • A Wild Argus can help ensure that Tanith easily hits with her offensive spells by paralyzing non-reach targets.
  • An Argus Moonhound removes stealth and improves ranged accuracy 2 things that work really well with the Affliction Reeve combo as well as her own gun.
  • Gnarlhorn Satyr + Admonition = Fun. The enemy moves towards you, then you Admonition away, then you counter slam back in.
  • When a Woldwarden or Megalith geomancy Bleed they can remove d3 damage. They are also an excellent means of casting Rift. The Woldwarden's animus is another way to get Prowl.
  • Storm Raptor - Scything Touch on the big bird covers quite a huge area and brings the damage of its melee attacks up to that of a real gargantuan. Alternatively it can use it's gun in melee and only needs to hit the first of its three shots to always hit a target at effective P+S 18 with Dark Shroud and Sky Fire up.

Starting a 25 point Brawl list

In 2021.12 Phillip Melvin, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about it's playstyle and expanding it beyond 25 points, which you can read here.

Theme - Secret Masters

Tanith the Feral Song: [+31 WBP]
Krueger the Stormseer: [free] (5 pts)
Blackclad Wayfarer: [3 pts]
Farrow Slaughterhousers: [7 pts]
Shifting Stones: [3 pts]
Swamp Gobber Bellows Crew: [2 pts]

For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • Released in 2016.06 in the battlebox set
  • Resculpted in 2021 as a standalone model.
  • Tanith's weapon "The Staff of Fate" is made from one of Wurmwoods living branches and was given to her by her master, Vernor the Nightbringer, when she completed her druidic training.

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

Video Battle Reports

Rules Clarifications

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Rules Clarification : Feat:Rites of the Wurm

  • When combined with other abilities that change COST (such as Lamentation) use normal maths: double/halve first, then add/subtract. (Infernal Ruling)


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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • 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)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.


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Rules Clarification : Channeler  and/or Arc Node     (Edit)
General

  • It is possible to channel a spell with a range of CTRL. The control range is still measured from the caster though, so channeling it has zero effect ... unless you've got something like Empowered Arc Node or Reaction Drive. Stuff like that can trigger. (Infernal Ruling)

Channeling in melee

  • A channeler that is engaged by an enemy model can not channel.
  • A channeler that is engaging an enemy model can channel. (For example, the channeler is standing in the enemy's back arc.)

Channeler - LOS

  • You use the channeler's abilities when determining LOS (such as whether you can see your target through a forest).
    • If the channeler has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to LOS (but not to the DEF bonus).

Caster - Attack roll

  • You use the caster's abilities when determining attack roll modifiers (such as whether a target standing in a forest gets +2 DEF or not).
    • If the caster has an ability to ignore LOS or DEF bonuses (such as Eyeless Sight), then you only apply that "ignorance" to the dice roll (but not to the LOS).

Stealth - It affects both LOS and the attack roll

  • Since Stealth has both a LOS modifier (stealth models more than 5" away aren't intervening models) and an attack roll modifier (stealth models more than 5" away are auto-missed) things get a little complicated.
  • If only the channeler ignores stealth, then all stealth models count as intervening models and block LOS, but the caster will auto-miss models more than 5" from the channeler.
  • If only the caster ignores stealth, then only models within 5" of the channeler block LOS, but the caster won't auto-miss no matter what you target.
  • If both channeler and caster ignore Stealth, it works as you'd expect.
  • Stealth Examples     [Show/Hide]
    • Caster has Eyeless Sight, channeler does not.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model does not count as an intervening model, as per the normal Stealth rules.
        • Attack roll - If you attack it then you don't auto-miss, as the attacking model has Eyeless Sight.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model doesn't block LOS
        • Attack roll - Doesn't auto-miss
     
    • Caster hasn't got Eyeless Sight, channeler does.
      1. Stealth model is within 5" of channeler
        • LOS - The model counts as an intervening model, as per the normal Stealth rules
        • Attack roll - If you attack it then you don't auto-miss, as per the normal Stealth rules
      2. Stealth model is more than 5" away from channeler
        • LOS - The model counts as an intervening model, because the model drawing LOS ignores Stealth.
        • Attack roll - If you attack it then you will auto-miss, as the attacker doesn't ignore Stealth.
      3. Stealth model is more than 5" away from channeler, and you want to target a model behind it.
        • LOS - The front model blocks LOS, so you can't target the rear model.
        • Attack roll - N/A


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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Dark Power      (Edit)

  • Discard Die (Edit)
    • If you're discarding lowest or highest, you have to discard even if you want it for a critical hit.
    For instance: if you discard "the lowest die", need 6+ to hit, and roll a 3, 3, and a 4 ... then you must discard one of the 3s, and you'll end up with a non-critical hit with the 3 + 4.
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Rules Clarification : Prowl and/or Just a Tree?     (Edit)

  • Whether you can trigger this ability is a bit awkward;
    • As long as you have concealment you get Stealth ... even if the attacker ignores concealment (such as with Hunter).
    • If you're standing in a cloud, and the attacker "ignores clouds for LOS" (such as Bird's Eye) you get Prowl/Tree.
    • If you're standing in a cloud, and the attacker "ignores clouds completely" (such as Alchemical Mask) you don't get it. (Infernal Ruling)
    • Similar for standing in a forest.
  • If a debuff removes Stealth, Prowl/Tree do not reapply stealth... But this ruling is being rechecked. (Infernal Checking)
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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.


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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.")
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Rules Clarification : Blood Boon and/or Rites of Blood and/or Ritual Slaughter and/or Soul Food and/or Blood Weaver and/or Meat for the Beast and/or Reckless Arcana     (Edit)

  • General
    • The free spell doesn't interact with abilities that change the COST of a spell. (Infernal Ruling)
      • For instance, if you trigger it while being affected by Lamentation then you can still cast a COST 3 spell (even though if you spent focus to do the same thing it would cost you 6 focus/fury).
    • (Rites of Blood only): The Priestess doesn't need to be in the caster's CTRL range to use her ability.
    • (Blood Weaver only): It's not tied to a specific weapon, and it can be triggered multiple times per turn.
    • (Reckless Arcana only):
      • You can trigger it once during your turn, and a second time during the opponent's turn (via a free strike, countercharge, etc)
      • The model doesn't need to be in your control range to trigger it.
  • Timing
    • With reference to other abilities that occur "after the attack is resolved", the timing sequence is:
      • If you choose a non-offensive spell then it's resolved at Step 12.
      • If you choose an offensive spell then it's resolved at Step 14.
      • If you have another ability that triggers at Step 12 (such as Iona1 having Overtake), you can either cast a non-offensive spell and resolve both things at Step 12 in any order, or you can resolve the other ability at Step 12 then cast an offensive spell at Step 14. Note that you cannot cast an offensive spell at Step 14 then go back to Step 12 to resolve the other ability.
      • (Infernal Ruling for all of the above)
  • Multiple Attacks
    • If when you destroy the model, you get a free melee/ranged attack as well as the free spell (for instance you cast Black Spot on them), then you need to follow the "attack-generating abilities" rule in the core rulebook and make sure you only make one bonus attack:
      • You can cast a non-offensive spell (step 12) then get the free melee/ranged attack (step 14); or
      • You can cast an offensive spell (which is an attack) and forgo the free melee/ranged attack.
      • (Locked Thread)
    • If the model that triggered the free spell has Berserk and something is in its melee range, you don't get a choice of offensive spell or non-offensive. You have to choose either
      • a non-offensive spell plus the compulsory melee attack, or
      • no spell at all plus the compulsory melee.
      • (Locked Thread)
  • Spells outside of caster's activation
    • Some versions of this ability let the caster get a free spell when something else kills something. In this case:
      • The caster can channel the spell if they want. (Infernal Ruling)
      • The spell is cast during the other model's activation, so that model can potentially trigger any of their own activation-only abilities.
        Specifically, if one of Deathchev's warjack triggers Meat for the Beast, and Deathchev casts Abattoir for all warjacks to get a free attack, then the active warjack can boost the Abattoir attack, use Overtake, etc.
        (Infernal Ruling)
      • For similar logic, spells that "can only be cast once per activation" (such as Abattoir) can be cast twice per turn via this sort of ability. (Infernal Ruling)

Rules Clarification : From Beneath - None yet. (Edit)

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Rules Clarification : Roots of Shadow      (Edit)

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Rules Clarification : Shadow Bind , Force Hold, Force Lock, Quagmire, and/or Crawling Chaos     (Edit)

  • Models affected by this ability may still advance 0" and thus abilities that trigger on "ends their movement within ..." or "after this model advances ..." will still trigger (for example Slipstream, Countercharge, etc).
  • Models may still be placed, so abilities like Apparition will still work.
  • The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
  • Shadow Bind only
    • If you manage to free strike a charging model and Shadow Bind it, their charge movement ends because they can no longer advance. At that point, you check whether their charge movement was successful or not.
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Rules Clarification : Shadow Bind , Force Hold, Force Lock, Quagmire, and/or Crawling Chaos     (Edit)

  • Models affected by this ability may still advance 0" and thus abilities that trigger on "ends their movement within ..." or "after this model advances ..." will still trigger (for example Slipstream, Countercharge, etc).
  • Models may still be placed, so abilities like Apparition will still work.
  • The restriction applies to all advances: normal activation, bonus in-activation (like Overtake), and out-of-activation (like Energiser).
  • Shadow Bind only
    • If you manage to free strike a charging model and Shadow Bind it, their charge movement ends because they can no longer advance. At that point, you check whether their charge movement was successful or not.


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Rules Clarification:  : Admonition      (Edit)
(Click Expand to read)

* What does trigger Admonition
    • Admonition triggers off any advance, not just in-activation stuff. You could even trigger your Admonition off an enemy's Admonition!
    • Standing still but changing facing is an advance.
  • What doesn't trigger Admonition
    • Aiming, or forfeiting your movement, is not advancing.
    • If a model doesn't move, doesn't change facing, doesn't aim ... does nothing but skips straight ahead to its Combat Action, this is not an advance. (Infernal Ruling)
    • Being placed (such as Teleport) is not an advance.
    • Involuntary movement (being slammed, thrown, or pushed) is not an advance.
  • You don't have to trigger Admonition the first time an enemy moves nearby - you can save it until it best suits you. (Infernal Ruling)

  • Countercharge during your own activation (Countercharge vs Admonition etc) ( Edit )
    • You can trigger Countercharge during your own activation, but only if an enemy model moves during your activation. For instance, you move towards a model who has Admonition and they trigger that to try to move away. (You do a normal move, they trigger admonition and move, you trigger countercharge from their admonition-move.)
    • However countercharge always counts as being out-of-activation, no matter when you trigger it. (Infernal Ruling)
    As a result, you can't trigger only-during-activation effects (such as Critical Shred & Sustained Attack).
    • On the other hand, you can potentially get two charge attacks (one for your normal charge, one for the counter charge). (Infernal Ruling)
      This ruling still applies even after the 2018.07 update (Infernal Re-ruling)
  • Countercharge plus Admonition
    • If a model has both CC and Admonition, it can trigger both at the same time. A model moves nearby, it admonitions away, then countercharges back in.
  • Countercharge Inception
    • If a model [A] has Countercharge, and it charges an enemy model [B] that has Countercharge and Admonition, then ...
      • Model [A] charges and triggers CC and Admo on [B]
      • Model [B] Admo moves but before it can resolve its own CC, it triggers CC on [A]
      • You now have two models that have triggered CC simultaneously. So the Active player gets to resolve their one first.
  • Battlegroup members (Edit)
    • Spells that target/affect "models in the battlegroup" can also target/will also affect the caster, the caster's unit (if they have one), and the caster's Companion (if they have one).
    • It won't target/affect models which are Attached, though.
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Rules Clarification : Blight Storm and/or Anatomical Precision and/or Affliction     (Edit)

  • With an AOE, only the model directly hit by the AOE will take auto-damage, other models in the AOE take normal damage.
  • You don't get auto-damage on stuff which isn't an attack, like Electro Leap and Flak Field.
  • If someone is immune to damage, you can't trigger the auto-damage vs them. Because you never got a damage roll in the first place. (Infernal Ruling)
  • When this ability is triggered by a spell (ie Blight Storm or Affliction) then that does not change the source of the damage to the caster, nor change the damage type to magical.
    It merely changes the result of a damage roll. (Infernal Ruling)

Rules Clarification : Bleed - None yet. (Edit)
Rules Clarification : Rift - None yet. (Edit)

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Rules Clarification : Scything Touch      (Edit)

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Rules Clarification : Dark Shroud      (Edit)

  • Dark Shroud only applies to your melee range, and this doesn't include behind you. Refer to the latest errata.
  • The ARM debuff still applies during a free strike.