Chuck Dogwood

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Circle Logo.jpg Chuck Dogwood

Circle Blackclad Solo

How much wood would Chuck Dogwood chuck if Chuck Dogwood could chuck wood? You’ll never know—because he’ll teleport your keister into the sun.

Chuck Dogwood! He may look like an insane hobo, but he also is one. Even though the Last Druid of Orboros was driven a tiny bit crazy by all the apocalyptic nonsense.

Basic Info

Chuck Dogwood
Missing Info
Chuck Dogwood.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 6
MAT 6
RAT N/A
M.A. N/A
DEF 14
ARM 13
CMD 6
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA C
UNIT SIZE N/A
COST 4
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Riot Quest - Although this model has rules which allow it to be played in Warmachine and Hordes, it was primarily designed for the Riot Quest boardgame. RQ is set in an alternate and/or future timeline where the Infernals won the war. Some of the RQ models are slightly more goofy than their WMH equivalents.

Abilities

  • Pathfinder symbol.jpg Pathfinder
  • Stealth symbol.jpg Stealth
  • Magic Ability [ 7 ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.
  • Veteran Leader [ Construct ] - While in this model's command range, friendly Faction Construct models gain +1 to attack rolls.

Weapons

Whistling Staff
Sword icon.jpg  RNG   POW   P+S 
2 4 10
  • Magical dam symbol.jpg Damage Type: Magical
  • Banish - When this weapon damages an enemy non-warcaster, non-warlock, non-infernal master, immediately after the attack is resolved you can place the enemy model anywhere completely within 1" of its current location. A model can be placed by Banish only once per turn.

Spells

COST RNG AOE POW DUR OFF
Craft Talisman

(★ Action) 3 - - Turn No
Target friendly Faction warlock. If the warlock is in range, when it casts a spell and is the point of origin, the spell gains +2 RNG. Spells with a RNG SELF, SP, or CTRL are not affected. Craft Talisman lasts for one turn.
Phase Slide

(★ Action) - - - - No
Place this model anywhere completely within 5" of its current location, then this model is pushed d3" in a direction determined by the deviation template. Then this model can make one basic attack.
Puppet Master

(★ Action) or (★ Attack) 10 - - Round (★)
When Puppet Master targets an enemy model/unit, it is a magic attack. You can have one affected model reroll one attack or damage roll, then Puppet Master expires. Puppet Master lasts for one round.

Theme Forces

Thoughts on Chuck Dogwood

Chuck Dogwood in a nutshell

In Riot Quest Chuck is very random and unpredictable, but in Warmachine/Hordes he removes a bit of unpredictablity by handing out a +1 to hit rolls for constructs and re-rolls for key targets. Often he will find himself in a Bones of Orboros list hidden behind a Woldwrath and seldom casting anything other than puppet master.

Banish is a wonderful ability if you can hit with his melee weapon, you can turn the target around, essentially providing a +3 to hit swing to any construct model in charge range. However if he is in melee he is unlikely to survive any follow up from your opponent as his defensive stats are nothing special. All in all Chuck is a good alternative to a Wayfarer if you are running construct heavy. If you aren’t 4 points is a lot to pay for puppet master and craft Talisman when a Gallows Grove could offer a lot more spell based board control for half the value.

Combos & Synergies

  • Bradigus - helps to start the synergy chain with puppet master and Vet leader
  • Baldur1 and Baldur2 both like to run constructs and can protect Chuck in their own way. They also like to throw themselves into the fight in the late game and Puppet Master increases the chances of them applying Weight of Stone to the target.
  • Krueger2 likes craft talisman and Puppet Master when using Telekinesis.
  • All Constructs with weapons; this includes Wold Warbeasts, the Celestial Fulcrum, Well of Orboros, Stoneward & Woldstalkers, etc.
    • Celestial Fulcrum - They give Veteran Leader to each other, so he can cast offensive Puppet masters at M.A. 8. But he probably should not be within 10" of any enemy model unless you want to lose him on the opponent turn.

Drawbacks & Downsides

  • Phase Slides is unpredictable - unless you can fit Chucks base in a clump of other models you will always risk stumbling out of melee range.
  • Standard defensive stats even with stealth a wandering Aoe can take him out.
  • a rather small cmd for a veteran leader.
  • Support Bloat
  • people will continually tell you how they do not like riot quests goofy aesthetic - for those individuals you will feel obligated show them the power of the Wold puppet.

Tricks & Tips

  • Look for models cramped together before using phase shift. If you can fit your base in but can’t move you cannot stumble out of melee range.
  • by considering your order of activation you can make Vet leader work for more of your army. First activate static ranged models, such as the well, then activate Chuck, move forward do Chuck things, then activate melee models like Megalith to take advantage of the +1 to hit on Geomancy and fists.
  • Use Banish to let other models get back strikes - you can also use it as a very weak threat extender by moving the model closer to your army. Finally if you ever see a Seether and you like taking risks you can totally take it out of the game for a turn by charging it, damaging it and turning it completely around - due to the wording of Uncontrollable Rage.
  • If Chuck gets a free strike and damages his opponent you can Banish them away. If they are charging they should immediately fail the charge if you change the direction they are facing.
  • His Veteran Leader has the word "Faction" included in it (unlike most other Veteran Leaders). So he doesn't buff Malvin & Mayhem.

Other

Trivia

  • Released 2020.02

Other Circle models

Circle Logo.jpg       Circle Index       (Edit)
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lesser Warlocks

Krueger0 - Una1

Warlock Attachment

Druid Wilder - Tharn Blood Shaman

Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves
Solos

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Chuck Dogwood - Druid Wilder - Gallows Grove - Kogan the Exile - Krueger0 - Lord of the Feast - Reeve Hunter - Primal Archon - Shivers - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una1 - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Minions
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2021.10

Rules Clarifications

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Rules Clarification : Pathfinder      (Edit)

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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.
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Rules Clarification : Magic Ability      (Edit)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
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Rules Clarification : Veteran Leader      (Edit)

  • Veteran Leaders don't give themselves the buff, because of the "other models within ..." clause. However, if you have two models giving out the buff, then they can give it to each other. (Locked thread)
  • If a model can get Veteran Leader from two sources (such as Vet Leader [Winterguard] simultaneous with Vet Leader [Assault Kommandos]) then the benefit does not stack. (Infernal Ruling)
  • Some versions say "friendly" and some don't. Regardless, Veteran Leader only buffs friendly models. (Infernal Ruling)


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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Banish - None yet. (Edit)


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Rules Clarification : Craft Talisman      (Edit)

  • Lesser Warlocks cannot benefit from Craft Talisman because they are not warlocks.
  • The warlock only needs to be within 3" when Craft Talisman is used. After that, the warlock can move away and still keep the buff.
  • The range bonus doesn't apply to other models that cast the warlock's spells (Spell Slave, Geomancy, etc).

Rules Clarification : Phase Slide - None yet. (Edit)

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Rules Clarification : Puppet Master      (Edit)

  • Puppet Master can be put on a model in a unit, and it will be applied to the whole unit. However, as soon as any model in the unit chooses to use it then it expires on the entire unit (so really it only affects one model).
  • Puppet Master can be used on "secondary" damage rolls such as Electro Leap, Magic Bullet, etc.
  • It can't be used on "stay in play" damage effects like a Scather's AOE.
  • If the same player casts Puppet Master on the same model/unit multiple times it doesn't stack, at all. (Infernal Ruling)
  • If different players cast Puppet Master on the same target, then they both take effect. When one player uses the Puppet Master, the other does not expire. Both players can use Puppet Master on the same roll. (Infernal Ruling)