Druid Wilder

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Circle Logo.jpg Druid Wilder

Circle Blackclad Solo - (Warlock Attachment)

Deeply devoted to the beast path of druidic magic, druid wilders are a natural inclusion into any warlock’s battlegroup. Their close affinity to these wild beasts allows them to evoke the latent powers of a warbeast’s animus to lend strength to the pack. When not tapping into the innate arcane powers of the Circle’s warbeasts, wilders assist in directing the actions of the pack or in calming a beast that is consumed with battle lust.

Basic Info

Druid Wilder
Missing Info
Druid Wilder.png
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 6
STR 5
MAT 5
RAT N/A
M.A. N/A
DEF 14
ARM 11
CMD 6
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 1
UNIT SIZE N/A
COST 3
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Attached - Before the start of the game, attach this model to a friendly Faction warlock for the rest of the game. Each Faction warlock can have only one model/unit attached to it.

Abilities

  • Pathfinder symbol.jpg Pathfinder
  • Arcane Support - While this model is in its warcaster/warlock's control range, the warcaster/warlock can upkeep one spell without spending focus/fury.
  • Herding - While this model is in its warlock's control range, that warlock can force, leech, reave, heal and transfer damage to warbeasts in its battlegroup that are in this model's command range.
  • Magic Ability [ N/A ] - This model can cast spells. Normally this uses up the model's Combat Action and as such is limited to one spell per activation, but exceptions do exist.

Weapons

Staff
Sword icon.jpg  RNG   POW   P+S 
2 3 8

Spells

COST RNG AOE POW DUR OFF
Medicate

(★ Action) B2B - - - No
Target friendly Faction living warbeast. If it is in range, remove d3 damage points from it.
Shepherd's Call

(★ Action) - (★) - - No
Remove up to 1 fury point from each friendly living Faction warbeast currently within 3" of this model.

Theme Forces

Recent Changes

2021 10 Mega Update

  • -1 point

Thoughts on the Druid Wilder

Druid Wilder in a nutshell

The Druid Wilder is an attachment that provides a free upkeep for your warlock and does a little healing or fury management for living beasts only. She also extends your warlocks beast control.

Because of her paper thin armour she is often dead if something can get a bead on her, making it difficult to get the most from Herding.

As she lives in totally different themes to the other available warlock attachment she still has a niche, but it is sometimes hard to justify 3 points for what is essentially a free upkeep a turn and spells reminiscent of a single shifting stone; added clauses of being spells (not effects) and only affecting ‘living’ warbeasts make it a even less favourable comparison.

Combos & Synergies

  • Any warlock with an upkeep spell (i.e. most of them)
    • Kaya2 deserves mention here as her feat allows lots of models to be in 1 rough area, perfect for shepherds call.

Drawbacks and Downsides

  • If you don't want the free upkeep, Shifting Stones do everything else better, with the possible exception of fury removal if you have 4+ beasts needing fury removed.
  • Tying into the above: Most high level players consider all but a few living circle warbeasts to be below the curve and inferior to Wolds, and her usefulness is very much tied to said living warbeasts.
  • Herding is very situational. Don't count this as an extended control range for your beast, because CMD 6" is pretty small and she definitely does not want to be within 6" of a beast that just committed.
  • Can’t help construct warbeasts with either spell. In Bones she is mostly a free upkeep.

Tricks and Tips

  • She can be taken for free in any theme she can be played in, but won't be, because all of them have better and more expensive cards available.
  • While it won't come up often, her weapon is magical with 2 inch reach and she threatens 11 inches on a charge.

Other

Trivia

Limited Edition sculpt.

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:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
RC symbol.png

Rules Clarification : Attached      (Edit)

  • Attached models are not (normally) part of the warcaster's/warlock's battlegroup. (Infernal Ruling)
(You need the Companion rule to become part of the battlegroup).
  • Thus, attachments are not affected by battlegroup-only effects such as Energizer (unless they're a Companion).
RC symbol.png

Rules Clarification : Pathfinder      (Edit)

RC symbol.png

Rules Clarification : Arcane Assist and/or Arcane Support     (Edit)

  • Arcane Assist: The caster needs to be in the support model's CMD range.
  • Arcane Support: The support model needs to be in the caster's CTRL range.

Rules Clarification : Herding - None yet. (Edit)

RC symbol.png

Rules Clarification : Magic Ability      (Edit)

  • Combat Action
Nearly all Magic Ability spells require the spellcaster to use their Combat Action to cast the spell. As such it is not an "at any time" ability (like it is when warcasters/warlocks cast spells). This means ...
  • You must complete your movement before you use a MA.
  • A model in a unit cannot use its Combat Action to cast a spell until all members of the unit have completed their movement. (Infernal Ruling)
  • You cannot make initial ranged or initial melee attacks on the same turn you use a MA.
  • You cannot buy additional melee/ranged attacks after using a MA special attack. Refer to the core rulebook, "Special attacks listed as a rule of the model itself are neither melee attacks nor ranged attacks. The rules for these special attacks indicate the nature of any additional attacks that can be made afterward, if any."
  • You cannot use a MA on the same turn you charge. Because a charge must (almost always) be followed by a melee attack.
  • Non-Combat Action
There are a few models that can use a Magic Ability without using their Combat Action. These models get around all the restrictions listed above.
  • Models with Geomancy or Necromancy can use a Magic Ability at "any time" just like a warcaster/warlock.
  • Models with Battle Wizard or Necrophage can make melee attacks then get a bonus "free" spell.
  • Models with Combat Caster can cast a spell before charging, then do a normal charge + melee attack.
  • Note that Battle Wizards, Combat Casters, etc have the option to use their Combat Action to cast a spell. Their special rule is in addition to the normal spell casting, not instead of.
RC symbol.png

Rules Clarification : Medicate      (Edit)

  • You can heal any spiral, they don't all have to be the same spiral.
  • You don't need LOS to the model you're healing.

Rules Clarification : Shepherd's Call - None yet. (Edit)