While most Warlocks benefit from having one Woldwarden in the list, Baldur does benefit from having two. He can heal them of course, but he also has a very good spell "Earth Spikes" with which to spam infantry. Moreover, the forest generation increases his assassin potential. I found that three Woldwardens was a diminishing return, but two was just right:
Baldur (+5 Wabeast Points)
Argus *4
Woldwarden x2 *18
Feral Warpwolf *9
Druids of Orboros w/Overseer
I will say that Baldur is best at higher point levels than a mere 35pts. He doesn't have the compact synergy of a P-Kaya or Kromac. Kromac comes with his own anti-magic and P-Kaya is supercharging all the Warbeasts. I'm not saying the list above is optimal but it is highly adaptable which is generally better in a tournament environment.
The Woldwardens carry a lot of the weight of this list (which is only fitting since they take up almost half the points). With Baldur, huge amounts of LOS blocking forest can be generated. They also provide the ability to spam Earth Spikes. They can charge and make power attacks without being forced which ups them to an equivelant Fury-4 with Baldur. They key to this list is to make the most of them EVERY round. They protect your Druids and your Druids protect the rest of the list from magical attacks. The Feral combined with Baldur can get to the same hitting power as if there was a Gorax in the list and the Argus means that you can get it through rought terrain when the need arises. As usual, the Feral is your closer, the thing you use to take out high ARM targets or Warlocks/Warcasters. It is better to activate him last after the Woldwardens have gone because quite often their chain attack will have knocked down choice targets or cleared a path if used right. The Druids can fight but they are far better in their anti-magic capacity, or fishing, i.e. setting up choice targets for your Heavies. Worst comes to worst they can fight but this really isn't advised. They are better off blasting infantry with their magic than fighting them. Finally, Baldur has lots of forest walker, i.e. assassination synergy with the Woldwardens as they can leave forests in their wake. There are a couple of interesting tricks I've worked up but I'm not ready to share them until after Templecon.
Obviously, the Druids make up 9pts of your list and any changes you make can easily be done by cutting the UA or the Druids entirely. If you cut the UA you could add a Blackclad, but without the Shifting Stones his only purpose is a spray that might pump the Druids for melee. I don't suggest this. If you only cut the UA I would consider putting in a set of Shifting Stones just for utility. If you cut them altogether you can put in another Heavy (Pureblood) which allows you to drop the Argus and add a Lord of the Feast and a Swamp Gobbers. Or instead of adding a heay you can drop the Druids w/Overseer and add a Lord of the Feast, Shifting Stones x2, and a Blackclad. This configuration leaves you without the serious anti-magic but provides you with MAXIMUM anti-infantry options.



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