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Razorwing griffons plunge into battle with the piercing shrieks of birds of prey, diving brutally into enemy formations. Flying just a few feet above the ground, they move like threshers across crops of wheat. The griffons use their sharp-edged blades to slash through ranks of infantry, leaving a bloody trail of the dead and dying to mark their passage.
Basic Info
| Razorwing Griffon |
| Missing Info |
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| COST |
{{{cacost}}} |
| UNIT SIZE |
{{{casize}}} |
| FA |
{{{cafa}}} |
| Warcaster 0 |
| BASE |
Medium |
| SPD |
7 |
| STR |
8 |
| MAT |
6 |
| RAT |
N/A |
| M.A. |
N/A |
| DEF |
15 |
| ARM |
14 |
| CMD |
N/A |
| ESSENCE |
{{{essence}}} |
| FOCUS |
N/A |
| FURY |
3 |
| THRS |
8 |
| HP |
22 |
| F. Field |
N/A |
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| WJP |
{{{wjp}}} |
| WBP |
{{{wbp}}} |
| IHP |
{{{ihp}}} |
| FA |
U |
| UNIT SIZE |
N/A |
| COST |
7 |
| N/A |
| N/A |
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| N/A |
| Warcaster 1 |
| COST |
N/A |
| N/A |
Understanding the Statblock |
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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
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Flight
- Blade Rush - While making a trample power attack, this model ignores free strikes and does not stop when it contacts a model with a medium or larger base, an obstacle, or an obstruction. This model makes trample attacks against models regardless of their base size.
- Threshing Blades - This model gains +4 to its trample power attack damage rolls.
- Trample Power Attack - This model can make trample power attacks.
Weapons
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| Clawing Blades (x2)
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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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4
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12
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Animus
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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| Amuck
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1
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6
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-
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-
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Turn
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No
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| When target friendly Faction warbeast makes a power attack or special attack, its attack rolls are boosted. Amuck lasts one turn.
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Theme Forces
Recent changes
2021 10 Mega Update
- +1 POW on his melee weapons
- Side effect, his weapon P+S is now equal to his effective Trample POW.
Thoughts on Razorwing Griffon
Razorwing Griffon in a nutshell
The Razorwing is a trample machine. For just 2 fury (animus + the trample) it can trample 10" anywhere, attack at MAT 6 + 3d6 and hit at STR 12 + 2d6 - and nothing can stop it. As with most trample-based models, though, you need the opponent to leave their stuff neatly laid out for you if you want a good turn with this model.
It can trade well in a normal melee but, if your caster/playstyle can't set it up with decent tramples on most turns, you may be better off taking the Scarsfell Griffon because of its Stealth and additional initial attack.
Combos & Synergies
- Kromac the Ravenous - Warpath helps its trample threat range, and its trample helps warpath.
- Una the Skyhunter - trampling can set these guys up to provide flank bonuses for other griffons, and the feat means they can catch even more models in the tramples.
- The Wild Hunt - in this theme force its animus is at 0 cost
Drawbacks & Downsides
- You need a landing spot at the end of your trample, which means you can only trample stuff within 8.4" of your start position.
- Enemy don't normally end their turn that close to a light warbeast, lined up in a conga line.
- Enemy that get that close to a light warbeast normally kill the light warbeast.
- There are lots of other options in Circle that fill the "kill infantry" job slot. For example the Rotterhorn Griffon is more reliable at killing infantry.
- You can't buff a trample the same way you can a charge (Hunter's Mark, Blood Spiller, etc). So your threat range is quite predictable.
Tricks & Tips
- Remember it can two-handed throw medium-based models. Although the lower STR makes it less likely to work, most people simply don't expect it from a light warbeast.
- Your trample damage roll is the model's STR + 4 + 2d6. (It's not the weapon's P+S + 4 + 2d6)
Other
Trivia
Released in Hordes: Gargantuans (2013)
Other Circle models
Rules Clarifications
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
- Throw ( Edit )
- See also the Throw article for a recap of the core Throw rules.
- If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
- Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
- Incorporeal vs Slammed/Thrown models ( Edit )
- Incorporeal models cannot be moved by someone trying to slam them.
- Slammed models can move through Incorporeal models.
- If they have enough movement to get past them, no dramas.
- If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
- If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
- For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
- The same logic applies to Throws.
- Collateral Damage
- Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
- It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
- It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
- It doesn't matter if the attacker has crippled weapon systems or aspects.
- Throw - Power Attack
- When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
- If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
- A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
- Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
- Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification: : Warbeast (Edit) (Click Expand to read)
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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)
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Rules Clarification: : Flight (Edit) (Click Expand to read)
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- Flight doesn't ignore:
- Impassable terrain.
- Most hazards. The exception is they do ignore Acid Bath and Burning Earth as long as they don't land in them.
- Templates that stay in play and do damage to models moving through them (such as a Scather).
- Free strikes.
- Trampling with a flying model (Edit)
- Flight allows you to trample "over" medium- and larger-bases.
- Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
- Unless, of course, you have an exception like Blade Rush.
- Flight on a Cavalry model (Edit)
- Although flyers can move over obstacles/models, and horses can pause to do impacts while charging, flying horses cannot make impact attacks while overlapping models/obstacles. You need to pause in a legal position.
- Charging through models (Edit)
- You can't charge all the way through your charge target, with the intention to turn around and face them once you're on the other side.
- Because you aren't able to satisfy the "must keep the charge target in melee range" clause at the point after you are through the model but before you turn to directly face. At that point the target is behind you, not in your front arc, and thus not in your melee range.
- Your melee range only extends to your front arc. Refer to the latest errata.
- You can still "skim" through the edge of their base, if you're careful and smart with your positioning.
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Rules Clarification : Blade Rush - None yet. (Edit)
Rules Clarification : Threshing Blades - None yet. (Edit)
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Rules Clarification: : Trample Power Attack (Edit) (Click Expand to read)
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Can't normally trample
- Sometimes Power Attack: Trample is a special rule given to a model type that can't normally trample.
- If that model is a warjack or warbeast (such as the light warjack Shrike) then it needs to pay a focus/fury to do a trample.
- If that model is not a warjack/beast (such as the Battle Engine Gun Carriage) then it can trample for free.
Trample Movement
- You don't need LOS to your trample direction.
- You cannot change your facing after finishing a trample. Refer main rulebook.
- Unless you have something that allows you to ignore contacting the obstacle or obstruction (such as Flight), your trample will stop when contacting an obstacle or obstruction during a slam and/or trample. (Infernal Ruling)
- If the trampler's Movement system becomes crippled (for instance by an Acid Cloud), this will not stop the trample. (Infernal Ruling)
- Free strikes take place after the trampler has finished its movement, not during the movement. (Infernal Ruling)
- If there is insufficient room to fit your base on the other side of the model, you have to "rewind" along the trample path ... you don't get to pick a different trample direction that suits you better! Yes, this does mean that in a worst-case scenario you might end up trampling 0" !
- Thankfully, in Mk3, you can premeasure to avoid these issues before committing to the Trample direction.
"End Movement" triggers
Contact
- You have to move completely over & past a model for them to be trampled, merely contacting them is not enough .
- You can trample over medium-and-larger based models, if you have some way of moving through them. (For instance, you have Flight or they have Incorporeal.)
- Note that, even though you "trample over" those medium-and-larger models, they don't suffer trample attacks and they do get to make free strikes against the trampler.
Attacks
- Even though your attack target is out of LOS and melee range when you're at your final position, you get an attack anyway because the Trample rules override that. (Infernal Ruling)
- All abilities/buffs/etc involved with the attacks, both the trampler and the free strikers, are based on the models' final positions (except as noted otherwise in the core Trample rules for Shield Walls etc, where the contact point becomes important). (Infernal Ruling)
- So, for instance:
- If the trampler contacts a model and ends in its front arc, it won't get the back strike bonus (regardless of whether it 'trampled into' its back. And vice versa. (Infernal Ruling)
Free strikes vs Trampler
- Resolve free strikes after the trample attacks.
- If a free striker has some sort of 'directly away/towards' movement effect on their weapon (such as Critical Smite) then the direction you move the Trampler is based on the final model positions.
- For instance, you trample past someone with Critical Smite, end up behind them, and when they smite you via the free strike you'll end up further behind them.
Other
- If the trampler has a 'models within [X]" ... ' ability (such as Ruin's Soul Taker, or anyone's Dark Shroud) then it will only apply to models within [X]" of the trampler's final trample location (not every model they trampled through).
- Trampling with a flying model (Edit)
- Flight allows you to trample "over" medium- and larger-bases.
- Although you trample "over" them, you don't get to make a trample attack vs them and you don't ignore their free strikes. Refer the core rulebook.
- Unless, of course, you have an exception like Blade Rush.
- Dual Attack & Slam/Trample ( Edit )
- Power Attack Slam and Trample combine your Normal Movement and Combat Action, and how this works with Dual Attack is:
- Slam: You must resolve the movement, the attack, and moving the slammed model. Only then can you make initial ranged attacks.
- Trample: You must resolve the movement, the attacks, and the free strikes. Only then can you make initial ranged attacks.
- (Infernal Ruling)
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Rules Clarification : Amuck - None yet. (Edit)