The E.Baldur tierd list can be a bear of an army to fight against. It stands firmly in place, never giving up ground while steadily grinding away at the enemy. Baldur is strange that he shifts gears depending on what role you need. I find in early turns he takes on the role of a support caster, while in later turns he functions as a beat stick or assassin.
First I'll review E.Baldur
Statistics:
Baldur's stats aren't bad but aren't amazing. He has a good MAT and ARM, but his def leaves quite a bit to be desired. A low SPD for circle, but with reach on Tritus or with shifting stones you still have a respectable threat range. You will feel fury starved in early turns, and in later turns you'll likely want to keep all of your fury for yourself.
Abilities and weapons:
Elemental mastery: There isn't much I can say about this that hasn't already been said before with P.Baldur.. You are going to be using this rule quite a bit in the tiered list since you can only field constructs as warbeasts.
Devourer's Debt: Every turn you will get a token which both help and hurt you. You will take damage for each token at the end of each of your activations, but this is easily healed off. In return, you hit harder and harder over the course of the game.
Rite of Renewal: as a action, you can clear all of your wurm tokens. I haven't yet needed to do this in a game, but if your game is running on or you've run out of healing resources you may want to wipe the tokens so you don't die.
Tritus: The sword is amazing. It has a solid P+S that is only going to get better as the game goes on. Weight of stone makes Baldur an effective MAT 10 after he lands his first hit, in addition to gimping your target's movement.
Spells:
Crevasse: A useful spell I usually only cast with a geomancer if a good target presents itself. Generally Baldur won't cast this spell too often as his fury stat will likely want to boost the initial hit roll, leaving him starving for fury for his other spells.
Ground Zero: A great spell in scenario play. Everything near Baldur is going to be hit for a POW13 then get pushed away a random distance. This is your way of dealing with a group of infantry, it's more fury efficient than Crevasse (because there is no hit roll) however it does require you to be extremely close. This is an excellent way of dealing with infantry that have a def of 17+. The spell can also be used to shove anything under the template away from an objective, allowing you to score control points
Rock Wall: This spell is a utility toolbox spell, there are tons of great applications. It really comes down to knowing what your facing off against and placing the wall accordingly. You can use it to provide instant cover to anything in your army or even Baldur himself, which helps to offset your generally low DEF. If you are facing non-reach troops or beasts you can also use the wall to block charges since they won't be allowed to attack over the wall.. If facing an army without pathfinder the wall can also be used to block charges completely. Another use is to place the wall behind a target you want to slam for bonus damage (a great synergy with the Woldwarden's chain attack).
Roots of the Earth: This will likely be the spell you cast most often. Target ff model will gain +3 ARM and isn't going anywhere. . This is how you claim objectives or win the attrition war. You can all but ignore irritating spells that move you models such as telekenesis or gallows.. Anything that can knock you down is also ignored. In early turns Baldur will likely be casting this spell 2 or 3 times a turn. Bear in mind once you cast this spell on something, that model cannot move.. So be sure to do all of your moving before handing this out.
Feat:
The feat is simple really, it applies Roots of the Earth to everything in Baldur's control area. An excellent feat that will usually leave your opponent with some difficult choices. You should probably activate Baldur last on turns you intend to use your feat.. As stated above, you won't be able to move with anything affected by Roots of the Earth.
Tier Restrictions:
I don't think there is much in the tiered restrictions that I wouldn't want to use anyway. It is a solid and versatile list of units. I would suggest putting more emphasis on your battlegroup and supporting it accordingly. That really is the strength of E.Baldur's tiered army.
I will give a brief review of each unit and what it offers Baldur
Megalith: We may as well get him out of the way first. He is a requirement to meet tier 3. He should ALWAYS be taken with E.Baldur due to the nature of wurm tokens. The bond will heal Baldur each turn which helps to mitigate the damage you will be taking. Megaliths Animus is always useful, and there is no difference in this list. He shouldn't be a front line beast, have him function as support to your other beasts and act as a reserve. It's very likely Megalith will be assisting Baldur with casting roots of the earth, or a random crevasse if you have a target that is too good to pass up.
Wold Guardian: This is an excellent beast in the tiered army. The more I use them, the more I like them. They have the highest base pow of any of the constructs and auto-knockdown on a hit. The animus is helpful against high POW shooting since it's pretty likely people won't usually miss you when shooting at you, so the reduction of damage helps. The Guardian is able to hit extremely high levels of ARM with roots of the earth, and should probably be a front line workhorse. The only real downside is a miserable threat range of 7.5".. So you may find shifting stone support is necessary to teleport them into melee.
Wold Warden: I like the warden, but he isn't my first pick with E.Baldur.. Prime Baldur loves his Warden's, but with epic all you'll really be doing is looking at more geomancy. I would consider one in higher point games (50+) but lower than that you should stick with the Guardians and Megalith. The Warden's chain attack can synergise with clever rock wall placements to give you extra damage. He also becomes extremely durable with Roots of the Earth, comparable to a Khador heavy. The real downside is there isn't a way of buffing his STR in this list, so he won't be hitting very hard.
Wold Watcher: A toolbox beast. Two lights are required to meet tier 4 and as a result all of your lights will recieve a discount. The Watcher can hit the highest ARM in the list by using Stone form+Roots of the Earth (ARM 24!). This can make him an absolute pain to remove from an objective. Shield guard is always welcomed in a army full of models with a miserable DEF stat. Canny players will be able to position their models so they can't see your watcher. If you have multiple watchers, you can make this trick very difficult for them to pull off. The animus is normally very useful, but not so much in Baldur's army due to Roots of the Earth.. If you don't need the ARM from roots, but still want to avoid knockdowns you can place this on your watchers or even baldur. Two low pow fists are nice for punching infantry and can create forests with fertilizer. The ranged attack is also welcomed in a primarily melee army. You have just enough fury to fully boost the shot which can either create a forest if you kill a living or undead model, or possibly put some damage on a caster. As the old adage says "boosted pow 12's kill casters". The creation of forests is always useful to gum up line of sight or to slow down non-pathfinders.. Look at fertilizer as a perk and not the main function. The main function in your tiered list will be to hold objectives and never shift. Lastly, you have two open fists which will allow you to do weapon locks or throws. The more annoying and unappealing you can make your Watchers to kill, the better. If I've made my opponent waste a few of his heavy jacks/beasts to kill them, I'm generally pretty happy at that point. If he ignores them, make him regret it by using the versatility this beast brings to the table.
Woldwyrd: The Wyrd has an odd place in the tier. The point reduction makes it possible to field several of them, but at the same time they will be the softest target amongst your beasts. If you opponent can't do much to your heavies its likely he/she will shift their attention to your Wyrds. Adding one to your army will give you some versatility. Adding several will give you some formidable firepower. It is the fastest of your constructs with a SPD of 7, and a total threat range of 17". The animus is great if you can get the Wyrd in position to cover their caster, anything that can manipulate someone's resource use is always useful. Arcane suppression also synergises nicely with Witch Hunter, so you are not only making them pay double to cast a spell but also punishing them with a shot if they do. Other prime targets are any units or solos that cast spells (battle mages, druids, Orin Midwinter, etc). Purgation means anything with an upkeep is also going to be a excellent target since every shot you make will gain an additional die to hit and damage, if you also factor in boosting this could give you 4 dice to hit or 4 dice to damage. Very nasty


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, he also can cause a couple of CMD checks with terror. It usually takes alot more effort for your opponent to kill the LotF than he will want to spend on Turn 2, even without Roots of the Earth. Last time I did this, he killed a couple of Slaughterhousers, knocked down Targ (kept making his Tough checks), injured Sturm and Drang, and hurt a Gun Boar plus kept it from using its Watcher animus that turn. It took the Gun Boar (a 5pt model) 3 fury to kill the LotF and kept him out of position for a turn.


