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===Warbeasts=== '''Light Warbeasts''' *'''Argus''' - Isn't great, nor is good something you use to describe him. The model has its uses, it can paralyse a larger beast with its Doppler Bark animus, buying time for you to get something lined up to beat it. The standard battlebox gives you two, but paint one white and use it as a Winter Argus (which is, in fact, legal for battlebox-only games!). *'''Argus Moonhound''' - Basically a two headed hunting dog. He will help your dudes see and hit their targets at range. His Animus negates stealth on enemies in 5" which means pairing it with at least 1 ranged unit like Reeves of Orboros, the Celestial Fulcrum, or a Druid Stoneward and Woldstalkers unit. It has an aura that adds +2 to shooting attacks against enemies in 5". Another trick with this beast is to charge an enemy bodyguard unit with the Shieldguard ability which is negated by being in combat, while granting the range attack bonus on the real target. Being cheap & squishy means this is like a once-off buff on a stick, rather than a beast, and your only concern should be positioning missile units to be ready for that one turn of shooting before the Moonhound is killed. Meh in a vacuum, but becomes great the more ranged attacks in an army, easily one of the best light warbeasts in Circle. *'''Gorax''' - If you're running Living warbeasts, you take this guy first. His Animus is amazing on Warpwolves and Satyrs and he himself can use it to destroy any other light warbeasts. He's mostly used for his animus, but when battlegroups collide send him after any utility lights while your heavies focus on the harder stuff. *'''Scarsfell Griffon''' - Has the Long Leash ability which means your Warlock's control area is calculated as double its size for the purpose of controlling this beast, this means that Kaya1 can pretty much cross the battlefield to wherever she wants, while Mohsar can reach anywhere from near the centre of the table. Is a good combat light that kind of invalidates the other 2 griffons, its animus grants dodge so that enemy attacks that miss grant a 2" free move. *'''Razorwing Griffon''' - Has Long Leash. He got blades on his wings and can use them to trample everything, vector strike-like. Is kind of meh in combat directly compared to the Scarsfell, and because trample power attacks lack supporting buffs it needs to start close to light infantry which is risky for a light beast. Rotterhorn does the same job but less risk and less predictable. *'''Rotterhorn Griffon''' - Has Long Leash. This bird screams loud enough to hurt, this is it's animus. Once per turn if it kills a model in melee it can use its animus without being forced. Its kind of meh, its suited for killing light infantry, especially blobs where you can cram a lot of bodies into the 2" radius of its scream. *'''Winter Argus''' - Basically a two headed dog that barks ice breath. His Animus is a Self-range buff so you can only use it on the warlock and the Winter Argus, but if you're in a battlebox game and you find yourself fighting Sorscha she suddenly can't feat assassinate you, the cold immunity is niche but applying stationary to anything in 2" is potent whether you're attempting melee assassination or defending against it. Is too niche to take regularly, but ok if cold effects are an issue or you want to go all-in on warlock assassinations. *'''Woldwatcher''' - Bodyguard golem, can shield people from arrows and bullets and harden itself. It also has a pretty solid ranged attack and any living enemies it kills turn into forests, which is nice for most warlocks but with Bradigus and Baldur can be hilariously powerful. *'''Woldwyrd''' - The most niche of the Woldnouns, a specialised anti-magic warbeast, usually taken when you have issues with Druids of Orboros but want to fuck over magic heavy lists. '''Heavy Warbeasts''' *'''Feral Warpwolf''' - You will learn to love this guy, or play pure construct, definitely the workhorse heavy beast of the Circle. He's got the most straightforward Controlled Warping list that makes him faster and tougher than the other Warpwolves and he's got lots of high-POW attacks to wreck armour with. *'''Gnarlhorn Satyr''' - He's a ram, so he loves to charge things headfirst to slam them away. So much in fact he can do it during your opponent's turn. *'''Pureblood Warpwolf''' - Usually run with a Feral at the least, a very common sight. Hits very hard and has bark that is arguably as bad as its bite. He lets your Warpwolves walk through walls to kill people. *'''Riphorn Satyr''' - The bodybuilder Satyr. Tough and strong, he can push people around. *'''Shadowhorn Satyr''' - Light Satyr, he knocks down people who miss him in melee and can jump around. *'''Warpwolf Stalker''' - Usually taken with a Pureblood, a Feral or complementing a Gorax and Argus. This werewolf uses a bigass sword and can go berserk on people with it, or hide really well in the woods. Considered the best non-character heavy currently. His Pathfinder and Animus let him move in, trash something and then back into the cover of nearby trees, sort of like a lurking predator... because you know its a werewolf with a sword trying to be a ninja. If you're only taking one heavy he's usually a strong contender since he's good at killing almost anything. *'''Wold Guardian''' - The big brother golem bodyguard. Slow, but hits hard, immune to explosions and can become impervious to ranged attacks. Pay attention to the knockdown on his melee attacks. *'''Woldwarden''' - One of the more infamous beasts in Circle, Geomancy is a very strong ability and was responsible for Mk1 Kruger's reputation for evaporating infantry from whole metas. He's good in normal lists and the goddamned backbone of Sticks And Stones lists. Also something that is frequently overlooked is that Geomancy functionally makes this guy a shooty beast and having 2-3 of him means you have better ranged output than many Warmachine lists. Keep in mind that he's pretty pillow-fisted and takes support to take on heavy warjacks in melee. Woldwardens heal themselves 1 point every turn which adds a little bit more resiliencey. '''Character Heavies''' *'''Ghetorix''' - Boss Werewolf. He used to be one of the half-furry people but became so angry he flipped off the druids, specifically Morvahna. He was pounded into submission by Kromac, at Morvahna's request, because she needs to see men fighting for her to get off and then was force fed <strike>bong water</strike> the Warpwolf Elixir because Morvahna can't go a day without being a massive fucking bitch. If you want to run 4 Dogs, then this guy is the 4th instead of a second Feral. Hits like a truck etc.. Really just a REALLy strong Warpwolf. *'''Megalith''' - Very good and often the second or first construct purchase for Circle players, subs for a Woldwarden. Baldur always takes him because of their synergy, Baldur1 and Megalith become a solid pair of unkillable badassness, while Baldur2 benefits from being able to run hot on wurm tokens with Megalith's healing mitigating the burn, late game Baldur2 can swing for stupid amounts of damage thanks to Megalith's assistance. Bradigus also likes having him around, as Woldwardens B2B with Megalith heal D3 from their Mending ability instead of 1. *'''Brennos''' - Morvahna's character warbeast, a Satyr wizard who works for the Circle in exchange for their protection for Satyrs in general. He's got a weird assortment of abilities; his affinity is great for EMorvahna, but his animus support and Mage Killer almost make him better in a warbeast-heavy Kaya list. '''Gargantuan''' *'''Woldwrath''' - Huge golem that shoots lightning from his eyes. One punch knocks everyone around on their ass. Is sort of a mixed bag, some warlocks find him a straight upgrade to the mainline Wolds, while others can't really do much due to his Construct nature.
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