Seeing as you're throwing out tidbits, any chance of throwing us a bone to scout out what Woldwrath's Animus might be? :P
Wishful thinking, but I did have a thought yesterday, something that's a Woldwrath sounds angry, what about Rage? Now I mention it, that's not wishful thinking, that's unrealistic. POW 20 Woldguardians? POW 23 Warpwolves? Yeah, not going to happen![]()
I'd trade primal for rage in a heartbeat.
Aw yeah, placed templates! Love me some board control.
I am hoping that the WoldWrath gets some kind of SELF animus that is an AOE, akin to what Megalith has but a buff for friendlies rather than a debuff. This would fall in line with his function according to his previous incarnations, and would make him an anchor for your army, which seems to suit his function well.
Maybe this:
Canopy
SELF: While within 3" of this model, all other friendly models gain +2 Def and +2 arm against ranged attacks.
Balance is up for debate, but that's what I'm theorizing.
So was there an actual ruling on this or was it a general consensus?
Found said thread and seems fairly conclusive. Rule Quote and then the thread was locked.
http://privateerpressforums.com/showthread.php?109682-Birds-Eye-and-Fields-of-FIre
Last edited by eliassmith27; 06-11-2012 at 12:55 PM.
So a superstructure or head-mounted laser/lightning storm weapon would gain 360 but that is about it for the Woldwrath
Sad, sad panda. Good bye, Argus. I almost pulled you out of my bag. Unfortunate.
Charging...
Charging...
Charging complete!
Fire Teleforce Cannon? Type Y/N: |
It isn't a matter of the Woldwrath facing its target, rather than its target is behind him and for some reason, you don't want to or can't (example, stuck in melee or you prefer to face another enemy because a frontal charge from it is a bigger threat than one from the guy you're going to shoot).
Back strikes don't really matter against Gargants and Colossals. If you're shooting, you're not making melee attacks. the rare time when you might want to take attacks in 3 different directions (Left, Right, and Rear) are so extremely situational that you'd never want to build a list with this in mind.
Swinging for the fences, shed shifting stone everytime it takes damage, turns it into a solo. >.>
I'll tell you one single thing that would make the Woldwrath worth putting on the table for me (I don't like how it looks). Two words say it all, "ranged disruption." Give us a main gun which knocks off Focus and disrupts.![]()
Do pillars of salt block los to gargantua?
" Atop the first wall at civilization's dawn, a Paladin stood vigil. "
Pledges-
- To buy the max FA of any Order of the Wall Warcaster/unit/ua/solos/jack/etc.
- Purchase a unit of Cephalyx as soon as they are made to work for a mercenary faction
Yes they block LoS to and for everything. if you create a wall of 4 you could essentially hide your giant base completely. Mohsar....I <3 u
Well I was thinking, with one + lightning templates plus a pilar or two, we can deny the alpha even better than the stormwall
" Atop the first wall at civilization's dawn, a Paladin stood vigil. "
Pledges-
- To buy the max FA of any Order of the Wall Warcaster/unit/ua/solos/jack/etc.
- Purchase a unit of Cephalyx as soon as they are made to work for a mercenary faction
It depends a LOT on the ARM and how many boxes this thing has. It is very easy to destroy the Pillars so I wouldn't put too many eggs in that basket. It will certainly slow people down as you get closer and I think it is a great idea. I'm just very circumspect about relying on it.
At the very least, it denies the number of models able to reach the WWrath in combat, which is a big deal. Plus, shots that can destroy the pillars are usually high powered shots, and most armies do not have an overabundance of those to both take out a pillar or 2 and do much dmg to our garg. If our garg has regen, couple that with stone healing and it can actually regen pretty good. On top of that, the baldurs can heal it if need be but rarely do i do that with them.
Ok so here is my take on what I think is goin to be the Wraths stats and rules. he might get all that is described but i think we have to see the glass half empty on this one and espect one less special rule, im goin for no Nipplegun tipe of ranged atack marked with a *
Spd: 4
MAT: 5/ mabye 20% chances to be 6
RAT: 5
DEF: 7
Arm: 19
Body: 26
Mind: 15
Spirit: 15
total boxes: 56
Fury: 4
2 open fists with aoe 3, kd, pow 3, STG + POW of 18
2 ranged 12 pow 14 aoe 3 magical atacks with fertilizer, or 1 ranged atack with some sort of snaring effect.
Geomancy
Animus: Self, HiperRegeneration (same as Thypoon)
__________________________________________________ _--OR--
Regeneration like trolls or like megaliths, inclining chances over normal Reg.
*(NippleGun kind of d3 medium ranged medium pow, coud maybe have aoe cover templates but I seriously think we wont get that.)
An unknown animus (hope for something cool and new)
PC: 19
Im really hoping he gets fertilizer or snaring on the ranged options, that woud make him a auto buy.
Last edited by ticklord; 06-15-2012 at 01:11 AM.
I'm really thinking this thing will be mat 6. Lower fury than mountain king, and trolls have many more buffs that can effect the MK compared to circles buffs that work on constructs.
We don't know they will be places lightning templates, TBH Krueger 1s feat as a gun would be a bit good.
So guys I found some one cool enough to let me test my take on the WoldWrath and i have some new toughts on it.
First, ranged options are to op on him so im guessing maybe 1 Main shot with max rng 12.
Posible options that seem not op are: Aoe with fertilizer on the main target or some sort of lighting coiling ability like the fulcrum.
Geomancy is a big NO, It woud actually be bad on him.
and thats about it...
I disagree that ranged options are OP on him for the same reason they aren't on the Colossals: 18-20 points better damn well be able to put some power down on the tableThink about Conquest, which is decried on the Khador forum yet has serious warcaster buffs for his ranged (Harky extra shot, Fire for Effect, Signs and Portents etc.). I'm rather new to Circle but I've yet to see a caster that gives him that kind of boost in the ranged department.
How, pray tell, is Geomancy actually bad other than possibly eating another possible rule? It's actually one of the best rules in the game for the fact that it gives a warlock 2-4 free fury to cast spells out of activation.
And stuff.
------
about.me Profile
Because a model with geomancy is not goin to have huge amounts of ranged options, if he gets geomancy it will be instead of a huge amount of ranged output, and we currently need stuff that can shoot, not more magic.
he is not goin to have the same amount of ranged power than a stormwall, ever, cuz wall is the quintaessencial ranged huge based model, Conquest can be buffed in ranged but he packs not that many special rules himself so is balanced.
Im asuming Woldwraths roll will be diferent sort of terrain generating (via fertilizer kind of whay) or lighting aoe placement, maybe a thunder atack with electro leap and some whay of healing it and protecting it form ranged. geomancy on top of that woud be great! but if we are goin to pay for less shooting or less new rules overall for geomancy, then geomancy is bad on him, we have a beast currently with geo and megalith, i woud like to see new stuff not old things glued together with more hpts, but that seems to be the patern with collosals, maybe gargantuas will be diferent.. a man can dream.![]()
Geomancy is bad in general. On a 9 point beast you basically have to force to use your gun (And with only 3 fury too!) and it gets typed as a spell instead of ranged. Wardens are fast falling out of use as we find more and more they just aren't worth it (Not yet though) because they simply aren't as good as other factions ranged options.
Circle also has maybe 3 casters with spells that are better than the average heavy beast/jack ranged option. those casters make geomancy worth it, but otherwise its just a fury intensive bad gun.
The utility side is often better (Casting buffs and stuff) but barely makes up for the cost of the beasts with it.
So yeah, an extra 2-3 fury is the wrong way to think of it, its generally just a bad gun, compare it to other ranged options to see if its really worth it (A 9 point beast with a RNG 10 POW 11?)
I never compared him to or said he would be equivalent in ranged power to a Stormwall; please put that strawman back in the closetThe Conquest is the weakest Colossal by a country mile, and I have to disagree that he was balanced properly (he's basically one rule shy of being good but still subpar to Stormwall, i.e. something like Big B's sub-cortex etc.). He's not unplayable by any stretch, but my point was that the sub-par Colossal with buffs is still not OP. The point was: as Circle has less ranged options/buffs than even Khador expecting the Woldwrath to have at least as much ranged as Conquest is neither OP nor wishful thinking.
On the other hand I think the 'let's guess the Gargant's stats' threads are just plain bad. The stats, whatever they are, are already in cement. Folks are not going to convince designers one way or the other they were wrong and to reprint cards/mags/etc., and it's going to confuse the hell out of people when spoilers come down the pipe and they think these threads are the real thing (and I've already seen it happen a couple of times). Tossing out stuff like "it could mean this kind of gun" is fun speculation, but trying to guess at complete statlines is a bit out thereIt muddies the water on what we do know, which is "has AOE knockdown fists, some kind of lightning storm, gun Cygnar would drool over (which may or may not be the storms), and rumor from a guy who talked to the designer at L&L says self-healing (although I'm not doubting the convo this is less solid simply because it is second-hand
)." And that's about it lol.
Woldwrath
STATS
SPD: 4
STR: 16
MAT: 5
RAT: 5
DEF: 7
ARM: 20
LIFE SPIRAL
MIND:14
BODY:32
SPIRIT:14
FURY/THRESHOLD
4/-
WEAPONS
2x
POW: 4
P+S: 20
When an enemy model is hit by this weapon, center a 3" AOE on the model, all models in the AOE are knocked down.
2x Thunder Cannon
RNG: 12
AOE: 3
POW: 16
DMG TYPE:
The AOE of this weapon stays in play for one round. Any models entering or ending activation in the AOE takes an unboostable POW 10damage roll.
POINT COST
19
That's what I've gathered so far and I think it's going to be a fair assesment.