Wild Argus

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Circle Logo.jpg Wild Argus

Circle Light Warbeast

Ferocious two-headed canines whose frames are thick with muscle, argus are keen hunters. They are as impossible to elude as they are to surprise, as they constantly survey the terrain with their acute vision. While their two powerful sets of jaws are an asset in any fight, these beasts are equally valued for their paralyzing bark. This immobilizing howl can stagger even the mightiest of enemies, leaving them open for the kill.

Basic Info

Wild Argus
Missing Info
Wild Argus.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 6
STR 8
MAT 5
RAT N/A
M.A. N/A
DEF 14
ARM 15
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 3
THRS 9
HP 21
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 6
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

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

Bite (x2)
Sword icon.jpg  RNG   POW   P+S 
0,5 4 12
  • Combo Strike (★ Attack) - Make a melee attack. Instead of making a normal damage roll, the POW of the damage roll is equal to this model's STR plus twice the POW of this weapon. (Giving a total P+S = 16)

Animus

COST RNG AOE POW DUR OFF
Doppler Bark

2 SELF - - Round No
Living or undead enemy models currently within 2" of the spellcaster have their base DEF reduced to 5 and cannot run, charge, or make slam or trample power attacks for one round.

Theme Forces

Recent Changes

2021 10 Mega Update

  • -1 point

Thoughts on Wild Argus

Wild Argus in a nutshell

The Wild Argus is a cheap light warbeast with a very useful animus and that is otherwise a jammer with average stats all over.

You will often see the Wild Argus with a warlock who can reliably assassinate his/her opposite number as the threat of being able to Doppler Bark then make several follow up attacks really puts the fear into enemy warnouns. This is a weaker tactic on the Argus itself due to the volume of fury it costs to cast.

Combos & Synergies

  • Kromac the Ravenous - With his Leap and deep Fury reserves, Kromac loves the Doppler Bark to enable him to assassinate enemies. Warpath also allows him to increase the Argus' threat range.
  • Kaya the Moonhunter & Laris - Her personal assassination run is greatly enhanced by access to this animus. She's also probably the best candidate for a janky triple-pureblood double-alpha assassination list.
  • Kaya the Wildheart likes the Argus animus to begin a synergy chain. Reposition 3 is also useful
  • Mohsar the Desertwalker - His sands of fate spell can let him get in, drop the animus, and get out, leaving the target (ideally a Warcaster or Warlock) paralyzed, and easy prey for a ranged-focused list. Of course that costs a model and almost all Mohsar's Fury
  • Any Warlock with a movement buff can make the Argus' animus more difficult to avoid.
  • Pureblood Warpwolf is a particularly good candidate for pulling off argus-enabled assassinations. It's spray ignores target in melee penalties (and can target the enemy 'caster even if they're screened by other models) while assault gives them an absurd threat range. with a POW high enough to threaten casters.
  • Lanyssa Ryssyl, Nyss Sorceress or the Blackclad Wayfarer - Hunter's Mark is an excellent threat range extender that provides free charges.

Drawbacks & Downsides

  • Poor or average stats across the board - it is a animus on a stick rather than a combat model in its own right.
  • His animus doesn't work on constructs.
  • low Mat - it needs its animus to hit.
  • its animus effects models currently when it is cast, this means the Argus can not cast it and use a fail charge afterwards to extend the threat range. If it runs it can’t use its animus at all and if it walks forward, then uses its animus, then attacks its threat range is low and cannot be improved with Hunters Mark or similar.

Tricks & Tips

  • It's possible to get some pretty interesting threat ranges on the Argus with shifting stone teleports. Remember, the Argus doesn't need either it's movement or it's action in order to pull off a Doppler Bark.
  • The Wild Argus can charge and use his animus before the charge attack.
  • Don't underestimate the combo bite.
  • The doppler slam is useful - normally it's harder to slam something larger than you, but the argus can make the slam movement, use its animus, and reduce a warbeasts DEF to 5 before rolling to hit with the slam. Even better if you can slam one beast into another or a beast into a warlock.


Other

Trivia

Released way back in Primal Mk1 (2006)

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

RC symbol.png

Rules Clarification : Combo Strike      (Edit)

  • You cannot make a Combo attack if the weapon is crippled. Refer "Crippled Systems" in the core rulebook.


RC symbol.png

Rules Clarification:  : Warbeast      (Edit)
(Click Expand to read)

See also the Warbeast page for a recap of the core warbeast rules.
  • Forcing
    • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
  • Animi
    • A single Animus can be on several models at the same time. (Infernal Ruling)
    • Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
    • An animi cast by a warlock is an animi and a spell. (Infernal Ruling)
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
  • Frenzy (Edit)
    • You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
    • You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
    • A warbeast may not make an Assault shot as part of a Frenzy activation.
    • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
    • If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
    • If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Circular Vision      (Edit)

  • This only prevents the normal bonus afforded from back strikes. It does not prevent things such as Backstab, which simply requires being in the rear arc.


RC symbol.png

Rules Clarification : Doppler Bark      (Edit)

  • Even though it targets the caster, Doppler Bark does not make other target = SELF animi expire. (Infernal Ruling)