I have been thinking about how best to make use of the Woldwyrds I recently bought and painted. What it comes down to, is I need to apply their gun in the best way possible, a slightly difficult task because they’re RAT 6 (for giggles, here’s the card because I can totally do this now!)
Clearly Woldwyrds have zero issues actually getting to where they need to be (7 inches of scoot coupled with pathfinder makes it super easy to go where you’re needed) but the RAT 6, it’s rough. Normally, I’d be unconcerned. It has three shots and can boost….but it only has 2 Fury with which to boost with and that’s a problem. There are a few easy ways to handle this, but the point I’m trying to make is this: Warmachine is won by maximizing your consistency and minimizing your opponent’s consistency.
We, as players, do this mainly though buffs and debuff. We want to make the process of removing out models as unlikely as possible while maximizing the chances we remove our opponent’s models. For the Woldwyrds specifically, there are three methods I can think of off the top of my head.
First and easiest, the green version of the Cygnar Rangers, an Argus Moonhound. +2 RAT to anything within 5″ and line of sight of the Moonhound.
Second, aim bonus! While not the easiest thing to apply due to their range, it is almost always an option.
Third, slams. Probably my favorite power attack and one that is largely captilized upon by attacks (instead of heavies), Circle has a beauty of a slambot at 12 points, the Gnarlhorn Satyr. Knocked down models have a DEF of 5, slammed models get knocked down. That’s typically a DEF of at least 7…plus Gnarlhorns have Counterslam which I suspect is just this side of amazing (since being knocked down on your own turn is horrendous).
Maybe I should just suck it up and make a list for this…I’m already 40% of the way there…