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Ranging far ahead of a main body of attackers, Tharn blood packs move through the densest thickets with speed and agility surprising for such hulking warriors. With massive bows they loose arrows that could be mistaken for small javelins before closing with frightening speed to slaughter their prey.
Basic Info
| Tharn Blood Pack |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Medium |
| SPD |
6 |
| STR |
8 |
| MAT |
6 |
| RAT |
6 |
| M.A. |
N/A |
| DEF |
13 |
| ARM |
15 |
| CMD |
7 |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
N/A |
| THRS |
N/A |
| HP |
5 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
2 |
| UNIT SIZE |
4 / 6 |
| COST |
10 / 15 |
| 2.5 each |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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Abilities
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Pathfinder
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Tough
- Heart Eater - When this model destroys a living or undead enemy model with a melee attack, it gains the destroyed model's corpse token. This model can carry up to three tokens at any time. During its activation, this model can spend corpse tokens to make additional melee attacks or to boost melee attack or melee damage rolls. It can make one additional attack or boost one roll for each token spent.
- Hunter - This model ignores cover and concealment when making ranged attacks.
- Treewalker - This model ignores forests when determining LOS. While completely within a forest, this model gains +2 DEF against melee attacks rolls.
- Rapid Healing - When this model is damaged by an enemy attack, immediately after the attack is resolved remove d3 damage points from it.
Weapons
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| Tharn Bow
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RNG
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ROF
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AOE
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POW
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12
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1
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-
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14
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- Arcing Fire - When attacking with this weapon, this model can ignore intervening models except those within 1" of the target.
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| Bow Blade
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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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11
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Theme Forces
Recent Changes
No changes since 2018.10
Thoughts on Tharn Blood Pack
Tharn Blood Pack in a Nutshell
The Tharn Blood Pack is a powerful long ranged shooting unit as compared to the skirmishing Tharn Bloodtrackers. POW 14 bows allow them to hunt other medium-base infantry and scratch harder targets, while Hunter allows them to ignore most terrain-based DEF bonuses. Although primarily a ranged unit, they have Tough and Rapid Healing as well as Heart Eater, and start with one heart token in The Devourer's Host. Although melee should never be their first option, they're far from helpless in it.
Combos & Synergies
- Kromac the Ravenous appreciates the shooting the Blood Pack provides to trigger Warpath. Although there are better targets for it, Inviolable Resolve on the Blood Pack can make them very resilient to low-POW shooting, especially with Rapid Healing.
- Wurmwood's feat and Rapid Growth activates their Treewalker, keeping them safe while allowing them to shoot out of it. His Curse of Shadows is also a great debuff to enable them to hurt heavies, as well as letting them unjam from whatever is in their face.
- Mohsar the Desertwalker buffs their threat range with Mirage, and Curse of Shadows can be used the same way as mentioned in Wurmwood's entry above.
- Morvahna the Autumnblade's Mortality lets them hurt heavies and lights alike, and they let her put her feat-explosions exactly where she wants them.
- Krueger the Stormwrath can give them Lightning Tendrils for that sweet 2" melee reach (and immunity: electric to prevent them dying from the resounding electro-leaps), but then you're probably not playing the best caster for it, and they're only POW 11 meaning that they won't punch very hard.
- Morvahna the Dawnshadow protects them with Fog of War (which they ignore on enemy models due to Hunter), improves their combat abilities with her re-rolls, and can bring them back at full boxes if they're destroyed.
- Tharn Ravager White Mane gives +1 to hit which helps at RAT 6.
- Argus Moonhound gets both Mark Target and Hunting Howls to light targets up for the POW 14s.
- Wild Argus gets Doppler Bark as a DEF debuff.
- The have a really interesting synergy with the Lord of the Feast - the way Raven/shifter works discourages your opponent from leaving models near their caster, which can leave them vulnerable to the Blood Pack's arcing fire guns (or vice versa).
Drawbacks & Downsides
- On average they are one-shot by an unboosted POW 13. Thankfully multiple low pow attacks won't do it due to rapid healing.
- Unboosted POW 14 doesn't really hurt heavies much.
- RAT 6 will have problems hitting DEF 14 and up on average dice, there are ways to mitigate this in faction however.
- Toughness on the back lines means the enemy shoots something else, which isn't the worst thing.
- With tough and no-knockdown being so prevalent in the current meta, they're as vulnerable to the same tools being taken to counteract it.
Tricks & Tips
- Stand back and shoot, and exploit the trees.
- You only really want them deployed in melee during the endgame as they are generally better at shooting.
Other
Trivia
Released in Hordes: Gargantuans (2013)
Other Circle models
Rules Clarifications
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Rules Clarification : Arcing Fire (Edit)
- Arcing Fire lets you ignore models but not terrain. You don't ignore clouds, forests or buildings.
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Rules Clarification : Rapid Healing (Edit)
- A warlock with Rapid Healing can transfer damage to a warbeast, then still trigger Rapid Healing because they're still considered to have been damaged.
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Rules Clarification: : Assault (Edit) (Click Expand to read)
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General
Step 1: Declare the charge
- Are you in already melee? With any enemy, not just your charge target?
- If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
- If no, continue to Step 2.
- Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
- You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).
Step 2: Move the charging model
- As soon as the movement is finished, determine whether it was a successful charge or not.
- Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
- Do this before resolving your Assault attack.
- Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
- Did you fail the charge? You will get the Assault shot anyway (not yet though).
- Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
- Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
- If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
- If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
- If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
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Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.
You can make an Assault shot even if you charged less than 3".
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Step 3: Make the ranged attack
- The ranged attack is optional.
- Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
- Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
- Make your ranged attack vs your charge target
- If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
- A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
- If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
- Is the target in melee with the shooter?
- If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
- If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.
Step 4: After finishing the Assault attack
- If it was an unsuccessful charge, your activation now ends.
- If it was a successful charge, and your charge target is ...
- still alive, then you get your charge attack (as per the charge rules)
- dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
- Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).
Units
- Move all models in the unit before making any Assault attacks. (Infernal Ruling)
- Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
- Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
- If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
- You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
- Assault & CRA (Edit)
- You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)
Other
- Warbeasts
- Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
- Assault vs Countercharge ( Edit )
- Assault & Drag ( Edit )
- You determine whether a charge was successful or not before making the Assault attack.
- If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
- It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
- You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
- Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
- You won't be able to purchase additionals (because your activation ended).
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Rules Clarification : Tough - None yet. (Edit)
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Rules Clarification : Heart Eater (Edit)
- The attacker needs to be the closest eligible model. For instance if you destroy a Mechanithrall from 2" away but a Necrosurgeon is in B2B with it, the Necrosurgeon will get the corpse.
- Units Buying Attacks (Edit)
- If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
- A model can only buy additional attacks during its Combat Action.
- A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Treewalker (Edit)
- Treewalker does not ignore forest's concealment bonus.
- The DEF bonus doesn't stack with the "intervening terrain vs melee attackers" bonus, because forests don't count as intervening terrain. (Infernal Ruling)
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