- Brutal Charge - This model gains +2 to charge attack damage rolls with this weapon.
Theme Forces
Recent Changes
No changes since 2021.10
Thoughts on the Brighid & Caul
Brighid & Caul in a nutshell
Brighid & Caul are a deadly two-model character unit that emphasizes the Tharn's superior abilities as hunters. As individual models and/or against their non-Prey, they're not exceptional, but when they go against their marked target they can bring the toughest of models down. They can even one-round Gargantuans and Colossals with the right buffs/debuffs and hot enough dice! Although that's not particularly exceptional, the fact that they do so as a two-model unit is.
Combos & Synergies
- Iona the Unseen offers them threat extension with Hunter's Mark, protection via Surefoot and Phantasm, and her feat provides the biggest boost to their damage capability in Circle.
- Grayle the Farstrider can put Storm Rager up on Caul, making him a real monster in combat and a bit sturdier. His feat ups his survivability and gives the twins a nice threat extension.
- Baldur1 provides a damage buff with Stoneskin, forests with Rapid Growth, and protection against Knockdown and blast damage from Solid Ground, which is especially good for the fragile Brighid.
- Mohsar the Desertwalker increases their damage output with Curse of Shadows and speeds them up with Mirage. Curse of Shadows is situationally useful for protecting them.
- Una2 ups their threat range with Mirage and can protect them from shooting via Wind Wall if they stick close to her. Hand of Fate is a great force multiplier for them, and when combined with Divine Inspiration on Caul from the Tharn Blood Shaman, really lets them tear up all but the hardest targets.
- Wurmwood, Tree of Fate & Cassius the Oathkeeper can help unjam the twins and debuff an enemy with Curse of Shadows and provides forest(s) with Rapid Growth and his feat.
- The Tharn Blood Shaman can provide a major boost to one of the twins combat potential with Divine Inspiration.
- The Tharn Ravager White Mane provides a +1 to hit for both twins, useful when going against their non-Prey or high DEF.
- The Boil Master & Spirit Cauldron lets Caul start the game loaded up with corpse tokens, letting him really tear into anything unfortunate enough to be in their path. Spectral Lash and Puppet Master are also great abilities to have with them.
Drawbacks & Downsides
- Lose Brighid and there goes your Prey and Gang bonus.
- Brighid has Stealth and Caul has Shield Guard - but whatever will target this unit, and cannot see through Stealth would hit Caul anyway.
- Also, even with Shield Guard, electro leaps, trick shots and the like can bounce to Brighid and will kill her on average dice. As such you should prioritise protecting other valuable models, that are more vulnerable to shooting, instead.
Tricks & Tips
- As with all the male Tharn, forests are your friend here; you can see them (thanks to tree walker on the unit), and they can't see you.
- Don't forget the fact that Brighid has assault, allowing you a 22" threat in case you need it, and with the right positioning you can keep her safe even while throwing her forward.
Other
Trivia
- Released at Warmachine Weekend (2018.10)
- There's an official short story, A Friendly Reminder by Matt Goetz 2019.02, starring Brighid & Caul.
Other Circle models
Rules Clarifications
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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 : Gang and/or Gang Fighter and/or Tag Team and/or Team Effort (Edit)
- You can gain the Gang bonus on free strikes, but generally only the first "Ganger" will get it.
- For example, if a target is engaged by two models with Gang, when it leaves the melee range of the first Ganger it suffers a free strike with the Gang bonus. Then it leaves the melee range of the second and suffers a normal free strike.
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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 : 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 : 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 : 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 : 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 : 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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Rules Clarification : Tough - None yet. (Edit)
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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 : 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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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 : 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 : Shield Guard and/or Shadow Guardian (Edit)
- You can't use this ability vs spells.
- You shift all effects onto the new model, including stuff that triggers on "when this attack hits".
- When you use this ability vs an AOE attack, the template moves too. Because, with reference to Apdx A, the hit 'moves' at Step 6 and the template placement is determined at Step 7.
- This ability doesn't work vs Point Blank attacks. Because Point Blank attacks are melee attacks that are made using a ranged weapon.
- On the other hand, it will work vs Gunfighter attacks.
- Shield Guard only
- Since Shield Guard specifies "opponent's turn", it can't be used against stuff that shoots in your own turn (such as Watcher or Counterblast).
- The Shield Guard does not necessarily need to be in the attacker's LOS or range.
- The Shield Guarder is always hit even if they have an ability that makes them automatically get missed, such as Stealth. (Automatically missing is determined earlier in the timing sequence than the Shield Guard moving the hit.) (Infernal Ruling)
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Rules Clarification : Weapon Master - None yet. (Edit)
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Rules Clarification : Powerful Charge and/or Brutal Charge (Edit)
- If you declare a charge but move less than 3", then the attack doesn't count as a "Charge Attack" and you won't get the bonus.
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