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Griffons are predators that combine the sinewy grace of great hunting cats with the ferocity of birds of prey. Druids of the Circle Orboros have long tended griffon fledglings far from civilization and picked out those best suited to their needs. In the Scarsfell griffon they have found a hunter with a remarkable aptitude for stealth and ambush, one able to dive from great heights to surprise even well-camouflaged prey far below.
Basic Info
| Scarsfell Griffon |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Medium |
| SPD |
7 |
| STR |
8 |
| MAT |
6 |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
15 |
| ARM |
13 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
3 |
| THRS |
8 |
| HP |
22 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
U |
| UNIT SIZE |
N/A |
| COST |
8 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here for a newbie-friendly recap, or click here for the full rules.
Abilities
Weapons
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| Claw (x2)
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RNG
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POW
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P+S
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0.5
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4
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12
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| Peak
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RNG
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POW
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P+S
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0.5
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4
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12
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Animus
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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| Elusive
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1
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SELF
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-
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-
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Round
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No
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The spellcaster gains Dodge. Elusive lasts for one round.
- Dodge - A model with Dodge can advance up to 2" immediately after an enemy attack that missed it is resolved unless it was missed while advancing. It cannot be targeted by free strikes during this movement.
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Theme Forces
Recent Changes
2021 10 Mega Update
- +1 POW on its claws
- together with the Primal animus change this means slightly more damage when not affected by Primal and slightly less damage with Primal (compared to before the change)
Thoughts on Scarsfell Griffon
Scarsfell Griffon in a nutshell
The Scarsfell Griffon is just about everything you want from a generalist combat light warbeast. Fast moving, good at ignoring terrain (flight beats Pathfinder), can even ignore Forests, stealth to keep it safe from shooting, 3 initial attacks at a solid MAT and an average points cost.
Combos & Synergies
- Kaya the Wildborne gives the scarsfell higher mat which helps it hunt support pieces and ranged pieces that usually have higher def.
- Baldur the Stonecleaver - creates a forest the scasfell can see through, and cover bumps his def into a range that is exceedingly hard to hit.
- Gorax Rager - primal means the griffon can kill lights and badly damage heavies and it's cheap enough that it is ok to sacrifice.
- Una the Skyhunter - It's the best of the griffons.
Drawbacks & Downsides
- Does little against armour
- It may be a great combat light - but combat lights shouldn't take on heavies or they just get squashed.
- It's so much better than the other griffons it invalidates them.
- It may have stealth but it’s paper thin armour in a faction that does little to improve it.
Tricks & Tips
- If you can't hurt your opponent, throw them away from the objective instead.
Other
Trivia
Released in Hordes: Domination (2011)
Other Circle models
Rules Clarifications
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification: : Flight (Edit) (Click Expand to read)
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- Flight doesn't ignore:
- Impassable terrain.
- Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
- Templates that stay in play and do damage to models moving through them (such as a Scather).
- Free strikes.
- Trampling with a flying model (Edit)
- Flight allows you to trample "over" medium- and larger-bases.
- Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
- Unless, of course, you have an exception like Blade Rush.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Charging through models (Edit)
- You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
- Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
- Your melee range only extends to your front arc. Refer to the latest errata.
- You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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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 : Tracker - None yet. (Edit)
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Rules Clarification : Elusive (Edit)
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Rules Clarification : Dodge (Edit)
- Dodge triggers after any missed attack - melee, ranged, or magic.
- An enemy model with 2" melee range that is B2B with you before you Dodge, will be exactly 2" away afterwards, and thus will be able to attempt a 2nd melee attack.
- If you're missed by an AOE attack, but it doesn't deviate very far and still hits you then: Dodge still triggers, but the AOE does damage before you get the Dodge movement. (Infernal Ruling)
- If an enemy can attack you when you advance and then stop moving (such as Countercharge or Defensive Strike) and they miss you, then you can trigger Dodge (because you're no longer advancing).
- Dodge plus Riposte (Edit)
- If a model has both Dodge and Riposte, you can choose whether to dodge or riposte first. Appendix A Step 13 applies here, because the controller of the model being attacked is not the active player.
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