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  1. #1
    Destroyer of Worlds Draxos's Avatar
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    Default The wold guardian

    So I've seen more than a few posts saying that the guardian is a good beast with pBaldur but I'm not seeing it. Can anyone enlighten me?

    Also who do you like the guardian with? I'm loving it with Krueger and Kromac
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  2. #2
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    The Wold Guardian probably shines the most with Baldur1. Basically, you cast Stone Skin on him, teleport him to what you want dead and he makes it dead. The only other way we get POW 19 in this faction is via Primal from Gorax (which obviously has down sides) or with Ghetorix (which costs more points). Additionally, ARM 22 is going to shrug off a lot of attacks, so putting the Guardian out to kill something also means it will absorb a lot of damage back too. Ultimately though, it just depends on how you play your Baldur1 list, I see that a lot of people prefer the tanky, hard hitting Guardian while others like to have a few more tricks up their sleeves using the Woldwardens.

    Shifting Stones and Blackclad Wayfarers are going to help mitigate the slow speed of the Guardians too.

    As far as casters I like them with, I've played one with Krueger and like it alright. I also like them with Baldur2 and running one with Morvahna has been pretty consistent for me as well. Currently testing what 2 of them looks like in my 35 and 50 point Baldur1 lists though.

  3. #3
    Conqueror Folha Seca's Avatar
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    Try the combination Wold Guardian+Gnarlhorn+Wayfarer+(p/eKrueger/Mohsar). Suddenly the guardians meager threatrange of 7 '' can grow up to an amazing 13'', that without adding his movement created by Ram.

    With p-Krueger it's quite fun to see the Wold Guardian burst into the enemy lines, pummeling down your opponents models, sparks frying any of his auxillary troops.

    With eKrueger and Mohsar there will be some adjustments to your or the enemies' positions necessary before the guardian can go to town. Telekinesis and Gallows do the trick with the Stormlord and Mirage (and sometimes COS) with Mohsar to deliver the Guardian to its rightful target.
    Last edited by Folha Seca; 03-27-2012 at 10:19 AM.
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  4. #4
    Destroyer of Worlds Dark Fledgling's Avatar
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    Quote Originally Posted by Folha Seca View Post
    Try the combination Wold Guardian+Gnarlhorn+Wayfarer+(p/eKrueger/Mohsar). Suddenly the guardians meager threatrange of 7 '' can grow up to an amazing 13'', that without adding his movement created by Ram.
    IIRC, the Gnarlhorns animus can only affect living warbeasts, of which the Guardian is not.

    -DF

    EDIT: This is incorrect.. oops o.O
    Last edited by Dark Fledgling; 03-28-2012 at 10:00 PM.
    Quote Originally Posted by Ysthrall View Post
    I harnessed the raw brutal power of the storm and all I got was this POW 10.

    His name is MohSAR, not MoSHAR! Jeez, please stop the madness!

  5. #5
    Destroyer of Worlds eliassmith27's Avatar
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    Quote Originally Posted by Dark Fledgling View Post
    IIRC, the Gnarlhorns animus can only affect living warbeasts, of which the Guardian is not.

    -DF
    This is not true. The gnarlhorns Animus affects "Target Friendly Faction Warbeast"

  6. #6
    Destroyer of Worlds eliassmith27's Avatar
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    Quote Originally Posted by Folha Seca View Post
    Try the combination Wold Guardian+Gnarlhorn+Wayfarer+(p/eKrueger/Mohsar). Suddenly the guardians meager threatrange of 7 '' can grow up to an amazing 13'', that without adding his movement created by Ram.

    With p-Krueger it's quite fun to see the Wold Guardian burst into the enemy lines, pummeling down your opponents models, sparks frying any of his auxillary troops.

    With eKrueger and Mohsar there will be some adjustments to your or the enemies' positions necessary before the guardian can go to town. Telekinesis and Gallows do the trick with the Stormlord and Mirage (and sometimes COS) with Mohsar to deliver the Guardian to its rightful target.
    The Guardian is also amazing with eKrueger against Warmachines lists, especially Jack heavy lists. eKueger disrupts a jack or 2, T.K.s away, then a Guardian knocks him/them down and away. = useless jack/s.

  7. #7
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    Played a game last night against Lylyth2.

    My opponent was running Striders w/ UA, two Strider solos, two Ravagores, Typhon, Bolt thrower, Gobbers, two Shepards, Forsaken.

    If it wasn't for a playmistake that cost me the game, I was in complete control and I would have won on my following turn.

    What was my mistake you ask?

    I left Krueger1 alone on a hill without a screen with 1 fury to transfer, undamaged, at defense 19, with Flesh of Clay and Deflection up.

    /sigh.

    My opponent agreed though, that had I either screened Krueger with ANYTHING, or had I had one more fury to transfer with, or had he not managed to get a crit knockdown trying to hit defense 19 with his Boltthrower... Well, the game was well in hand.

    And that was entirely thanks to the Wold Guardian in the list. The Wold Guardian plus deflection made it so that Krueger was completely immune to shooting from his Striders. It also really crippled his ability to deal damage to Krueger, since he couldn't knock down the Guardian.

  8. #8
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    Quote Originally Posted by niceas View Post
    Played a game last night against Lylyth2.

    My opponent was running Striders w/ UA, two Strider solos, two Ravagores, Typhon, Bolt thrower, Gobbers, two Shepards, Forsaken.

    If it wasn't for a playmistake that cost me the game, I was in complete control and I would have won on my following turn.

    What was my mistake you ask?

    I left Krueger1 alone on a hill without a screen with 1 fury to transfer, undamaged, at defense 19, with Flesh of Clay and Deflection up.

    /sigh.

    My opponent agreed though, that had I either screened Krueger with ANYTHING, or had I had one more fury to transfer with, or had he not managed to get a crit knockdown trying to hit defense 19 with his Boltthrower... Well, the game was well in hand.

    And that was entirely thanks to the Wold Guardian in the list. The Wold Guardian plus deflection made it so that Krueger was completely immune to shooting from his Striders. It also really crippled his ability to deal damage to Krueger, since he couldn't knock down the Guardian.
    That's just the way it shakes out sometimes. There's hardly anyway the bolt thrower hits def 19 and even less of a chance he hits def 19 and crits. Not much you can do when the odds aren't in your favor.

  9. #9
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    Well, aiming meant that he only needed a 12

    It was a mistake engendered from a lack of sleep. 60 hours of overtime for 7 weeks is a bit much.

  10. #10
    Destroyer of Worlds Menoth's Gambit's Avatar
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    The Guardian shines on its own, no matter who you are playing! It is a great construct, and terrorizes oppoents.
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  11. #11
    Annihilator rpavers's Avatar
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    I like the guardian because it can be versatile somewhat. It can take to the front line as a tank that doesn't have to worry about shooting or with its slow speed can act as a reserve beast. Regardless of how you play it, the animus is great with all casters vs ranged assassination.

  12. #12
    Conqueror Geekly's Avatar
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    You can transfer to the Guardian even when it's full of fury, right? That seems pretty nice. He also has the highest ARM of all our beasts. His punches result in automatic knockdown and 1" movement every time he hits. That's hits, not damages. Boost to hit the first attack, take the second initial attack, and buy two more attacks and you've moved the defender four inches away and pummeled it with four POW 17's. Nasty. With his animus he can advance up the field without taking damage from most ranged ranged infantry. Not many have better than POW 14 attacks, do they?

    With girded you could use him to escort a stealthed model up the field and not have to worry about anything but sprays and melee attacks.

    Also, he looks freaking awesome.
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  13. #13
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    I would say shifting stones are critical to making the Wold Guardian run well too. The teleport is so key - it increases his threat range from 7" to 8"+49mm, which is almost 10", then plus the .5" melee range. Also the teleport saves him from having to charge, and on a 3 fury beast, a fury for charging is pretty costly. With pow 17, you're better off buying additional attacks instead of boosting a damage roll (especially since the model is knocked down once you hit). He doesn't have the greatest MAT, but the auto-knockdown makes him good for putting a lot of damage on higher DEF beasts and jacks (Like warpwolves or Cryx helljacks) - one boost to hit, and then you get the next four attacks auto-hitting for dice even or dice+.

  14. #14
    Destroyer of Worlds magi's Avatar
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    Quote Originally Posted by medward View Post
    Also the teleport saves him from having to charge, and on a 3 fury beast, a fury for charging is pretty costly. With pow 17, you're better off buying additional attacks instead of boosting a damage roll (especially since the model is knocked down once you hit). He doesn't have the greatest MAT, but the auto-knockdown makes him good for putting a lot of damage on higher DEF beasts and jacks (Like warpwolves or Cryx helljacks) - one boost to hit, and then you get the next four attacks auto-hitting for dice even or dice+.
    Of course, this is less critical with the big B, as the charge is free.
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  15. #15
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    Quote Originally Posted by magi View Post
    Of course, this is less critical with the big B, as the charge is free.
    Then it becomes more critical I find with Baldur1 because you probably have Stone Skin on one of them and it can't charge and its SPD is then 3"

  16. #16
    Destroyer of Worlds Dark Fledgling's Avatar
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    Quote Originally Posted by cheddercaveman View Post
    Then it becomes more critical I find with Baldur1 because you probably have Stone Skin on one of them and it can't charge and its SPD is then 3"
    If I'm putting Stoneskin on my Guardian its either A) sitting on a control point, likely being attacked and so doesnt need to charge (its also probably still alive with 22 arm) or B) I'm about too double or single teleport him with my shifting stones to get into range of something. Outside of those scenarios though, Stoneskin usually gets geo'd onto megalith after he charges someone (for free) and usually remains on him, being just as if not more valuable to the list then the guardian.

    -DF
    Quote Originally Posted by Ysthrall View Post
    I harnessed the raw brutal power of the storm and all I got was this POW 10.

    His name is MohSAR, not MoSHAR! Jeez, please stop the madness!

  17. #17

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    Quote Originally Posted by medward View Post
    I would say shifting stones are critical to making the Wold Guardian run well too. The teleport is so key - it increases his threat range from 7" to 8"+49mm, which is almost 10", then plus the .5" melee range. Also the teleport saves him from having to charge, and on a 3 fury beast, a fury for charging is pretty costly.
    I'm a little confused by this, I thought you had to place a teleported model inside the 8 inches, but you're making it sound like you place them at the edge of the 8 inches.

  18. #18
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    Quote Originally Posted by JamesT View Post
    I'm a little confused by this, I thought you had to place a teleported model inside the 8 inches, but you're making it sound like you place them at the edge of the 8 inches.
    The wording is "Within" not "Completely within" so you only have to have a tiny amount of the base in the 8" range, basically giving you an extra ~2" with a large base.

  19. #19

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    Oh, I see! Wow, I did not realize that. I think I lost a game last weekend from this too. I teleported my Stalker towards some Bane Thralls but misjudged is the distance and then he got eaten up the next turn. If I'd placed him like this he probably would've been in range to do damage.

    Good to know, thanks for the info!

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