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Tharn bloodtrackers are savage killers who become even more bloodthirsty and formidable when led into battle by their legendary hero, Nuala the Huntress. Pushed into a veritable frenzy under Nuala’s command, each bloodtracker moves with increased speed and agility, gutting her prey with one hand while pitching sharpened javelins with the other.
Basic Info
| Tharn Bloodtrackers |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Unit / Nuala |
| BASE |
Small |
| SPD |
7 |
| STR |
6 |
| MAT |
6 / 8 |
| RAT |
6 / 7 |
| M.A. |
N/A |
| DEF |
14 |
| ARM |
11 |
| CMD |
7 / 9 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
1 / 5 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
1 / C |
| UNIT SIZE |
6 / 10 +1 CA |
| COST |
9 / 15 +4 CA |
| 1.7 each |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
- Entire Unit
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Pathfinder
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Advance Deployment
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Stealth
- Prey - After deployment but before the first player's turn, choose an enemy model/unit to be this model/unit's prey. This model gains +2 to attack and damage rolls against its prey. When the prey is destroyed or removed from play, choose another model/unit to be the prey.
- Nuala only
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Officer
- Granted: Reposition [3] - While this model is in formation, models in its unit gain Reposition [3]. (Reposition [3"] - At the end of an activation in which it did not run or fail a charge, a model with Reposition [3"] can advance up to 3", then its activation ends.)
- Hunter's Reckoning [ Minifeat ] - This model can use Hunter’s Reckoning once per game at any time during its unit’s activation. When it does, choose a new enemy model/unit to be this model/unit's prey. The previously chosen model/unit is no longer this unit's prey.
- Tactics: Quick Work - Models in this unit gain Quick Work. (Quick Work - When a model with Quick Work destroys one or more enemy models with a melee attack during its Combat Action, immediately after the attack is resolved it can make one basic ranged attack.)
Weapons
| Leader & Grunts
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| Thrown Javelin
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RNG
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ROF
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AOE
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POW
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7
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1
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-
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9
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| Fighting Claw
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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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3
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9
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| Nuala
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- She has the same weapons, but her Fighting Claw has Weapon Master
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Theme Forces
Recent Changes
No changes since 2018.10
Thoughts on Tharn Bloodtrackers
Tharn Bloodtrackers in a Nutshell
Tharn Bloodtrackers are an excellent unit of skirmishers, advance deploying and picking an enemy as Prey to scare them away. Fast moving, accurate, and with Stealth and Pathfinder they do a lot of useful things. They were recently tuned up in the CID, getting very slightly cheaper - and Nuala getting to make their Prey a whole lot more useful. Bloodtrackers are great in any Devourer's Host theme list now.
Thoughts on the CA
Nuala doesn't fundamentally change their game, but quick work allows them to strike deep with their spears after charging. Nuala herself is a murder machine, thanks to weapon master in melee.
Unfortunately in the CID, she lost the ability to give swift hunter to the unit, however quick work offers a whole other game for them to play.
The key thing she gives her unit is the ability to re-target their Prey targets, and this makes her an almost auto-include with them.
Combos & Synergies
- Anything that gives them a decent damage buff.
- Baldur the Stonecleaver - buffs their strength with Stone Skin and shields them from blasts with Solid Ground (though after the 2021.10 change it got a little worse and ARM 17 - with Stone Skin and Solid Ground - might not save them from all blasts anymore)
- Iona the Unseen - with an already naturally high defence Sure Foot doesn’t solve their weakness to blasts but it does make them awkward to remove for some enemies. Add in her feat and you have Pow 14 weapon master javelins versus prey targets. Her leadership bubble is just gravy on top as really they shouldn’t be that near each other after turn 1.
- Morvahna the Autumnblade - they are an excellent choice for Regrowth, and can do utterly horrible things with the help of Mortality.
- Casters with Curse of Shadows can help keep them relevant over the course of the game, as otherwise they're susceptible to getting tied down in melee. Mohsar is particularly good for this, as he also brings Mirage as another means of disengaging them, but they're worth a look with Wurmwood too
Drawbacks & Downsides
- They die to blast damage
- If they make a unit their Prey, the enemy will hide the last model. Prey a solo and the enemy will hide it for the whole game. Although with hunter's reckoning from Nuala it doesn't completely stub out their use of prey, which makes it comparatively better than other prey based units.
- Without Prey, they don't break armor (and generally need help against armor at the best of times).
- Smart enemies will always make Nuala a priority.
Tricks & Tips
- Pick something too big to be hidden from them as their prey. A heavy without a shield or an AD skirmish screen like Trenchers.
- They can still do work with their ranged attacks against non-prey, so if your opppnent keeps back their prey they're do more than just keep a target away
Other
Trivia
Other Circle models
Rules Clarifications
Rules Clarification : Weapon Master - None yet. (Edit)
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Rules Clarification : Thrown (Edit)
- You do not add the model's base STR to the thrown spear, just modifiers. The base STR is already included in the POW of the weapon. (Locked thread)
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Rules Clarification : Advance Deployment (Edit)
- Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)
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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 : Prey (Edit)
- When you declare your Prey target, it has to be used on a model that is currently on the table. You can't use it on models that are in Ambush, Burrow, etc. (Infernal Ruling)
- If you have both Prey and Ambush, then you declare your Prey target at the normal time (even though the Prey-er isn't currently on the table). (Infernal Ruling)
- Prey bonuses apply to "non-attack" damage, such as Electro Leap. (Infernal Ruling)
- If you hit your Prey target, but your attack is "shifted" to a non-Prey model (via Shield Guard etc) then you don't get the damage bonus vs the new target.
- If a model with Prey can return to play, then:
- If the Prey target is still alive when the Prey-er returns, then it stays as your Prey target.
- If the Prey target died while the Prey-er was off the table, you get to pick a new Prey target when you return to play.
- This is based on a MK II ruling.
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Rules Clarification : Officer (Edit)
- Even if they're not on the Officer's card, an Officer can give (and benefit from) any non-standard orders that are on the unit's card (such as Shield Wall). Refer main rulebook.
- When the Officer dies, the Leader model becomes the new Unit Commander (you don't get to choose).
- But if your unit doesn't include a Leader model, then you do get to choose any of the remaining models to be the new Unit Commander. You don't swap the model, but it may be worth putting a token down so you can tell that grunt apart.
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Rules Clarification : Hunter's Reckoning (Edit)
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Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
- Running, failing a charge, or failing a slam.
- Abilities that include "then its activation ends" (such as Reposition and Teleport).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
(Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
- Units: See below.
- In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
- If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)
- Units with "Any Time" abilities
- You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
- A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
- You can use an "Any Time" ability before running, however.
- A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
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Rules Clarification : Tactics vs Granted (Edit)
- Granted = The unit loses the ability as soon as the model that grants it is taken off the table. (think "G for Goes away")
- Tactics = The unit keeps the ability for the entire game, regardless of who dies. (think "Tac-Tick = K for Keeps")
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- Granted [ Vengeance ]
- If the model granting Vengeance dies, the unit will not get any Vengeance attacks.
- It is "If you have Vengeance, and you were damaged last turn, you get a move+attack."
- It is not "If you get damaged, you get Vengeance next turn."
- If you lose Vengeance halfway through resolving Vengeance, then you stop resolving Vengeance immediately. (Infernal Ruling)
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Rules Clarification : Reposition (Edit)
- Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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Rules Clarification : Quick Work (Edit)
- If you're still engaged in melee when Quick Work triggers, you won't be able to make the ranged attack.
- Quick Work specifies "Combat Action" so doesn't work with Impact Attacks or out-of-activation attacks
- Attack-Generating Abilities (Edit)
- From the core rulebook: When a model is granted more attacks as a result of an attack it made, it gains only one. If two or more special rules would grant the model another attack as a result of making an attack, its controlling player chooses which special rule to apply.
- If you trigger two attack-generating abilities (such as Black Spot and Kill Shot) you choose to resolve one and "lose" the other (unless you trigger it again later).
- If you trigger two attack-generating abilities, and one of them is compulsory (such as Black Spot and Berserk), you must choose to resolve the compulsory one. (Infernal Ruling)
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Note to Editors
To edit the CA's tagged abilities, Click here
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