FakeBritishPerson wrote:...
So, I have a painting question. The Feral Warpwolf and the two Arguss, I was going to paint the both of them white because I thought that would look cool, but I know that the Winter Argus and Pureblood Warpwolf are both white, there are differences between them I know, but neither wolf has a weapon and it seems to be a headswap between them, same with the argus, I was wondering if it would be a poor idea to do that to my beasts just to avoid confusion, because sometimes mistakes are made, and people forget stuff.
Winter Argus havea more lupine head and the Pureblood actually has a muzzle on its jaw to help it look different from the Feral, but the coloring indeed might be a tad confusing. Something I have done is that there's more than one shade of white out there, so my Pureblood is much more a "pure" white, while the Winter Argus is a little blue-grey and a more cream/egshell white with a couple other white furred models in my army. That said, just pointing htings out helps, and as noted, you'll likely not use one of the Argus for long after you get other beasts anyhow.
FakeBritishPerson wrote:My other question is a little more broad, in case I decided that I want to expand Circle beyond the little battlegroup. ...
Some personal thoughts:
FakeBritishPerson wrote:... I know things like the Wolves and Druids are popular units, as are Skinwalkers but are Reeves and Shifting Stones any good? ...
The most commonly seen Circle units I would argue are:
- Shifting Stones + Stone Keeper
UA
- Druids of Orboros + Overseer
UA
- Tharn Bloodtrackers + Nuala
UA
- Warpborn Skinwalkers + Alpha
UA
Other units are typically seen only in one or two lists with specific warlocks, such as Sentry Stones with Bradigus and some Kromac builds, Wolves and Reeves with Epic Morvahna and so on. The reasons they're taken is kind of as follows:
Shifting Stones as already noted, are kind of Circle's biggest workhouse unit. They're relatively cheap and have a great deal of utility. They heal, provide fury management, block charge lanes, contest zones and are annoying to kill, especially with the
UA granting Stealth and even a spell attack as needed. They also have the Teleport rule, whcih is extremely powerful and allows massive repositioning and extended threat ranges that can be hard to predict for opponents. You often see two sets (one with
UA, one without) in many lists, although some can get away with one and I have played lists with none even in the last year. But I think this will often be the first unit you get for Circle.
Druids of Orboros are another support unit that also can do a lot for your army. They can protect it with clouds and Countermagic, have some really good control with Force Bolt and are actually surprisingly survivable at times. The
UA gives them bigger Countermagic, more attacks, more clouds or immunity to some fairly annoying effects. The biggest issue is they're expensive pointwise, but as a personal highlight here they're in half my current lists in some form, which shows how strong they are I think.
Tharn Bloodtrackers are the most flexible and one of the simply strongest hybrid units in the game. They're fast, adaptable, have good threat range and take to buffs really well for many Circle warlocks. With Nuala they have really good infantry-sweeping ability and are hard to tie-up, and also get great repositioning ability. They're the most taken, as I gather, "work" unit. THey don't support, they don't tar-up, they kill and they can if you play them will do it really well. At least right now on War Room I have lists with them for a third of my warlocks.
Warpborn Skinwalkers damned near require the Alpha to be worth their points, but with it they provide a nice alternative offensive option to the Bloodtrackers. They lose-out on threat range projection and ranged attacks but make up for it quite nicely in staying power. Give them any
ARM buff and they become rally hard to remove and they can wear-away a lot of opposing armies I have found. They're also cool looking and fairly inexpensvie for what you get pointewise and monetarily on the table for what they do.
Other units folks like a lot and which can be good include: Druid Stoneward & Woldstalkers, which are much more a finesse unit that can do amazing damage in pairs; Tharn Bloodweavers, who are niche and fragile but hit really hard at the right things and warlock-independnet Dispel.
The other units (male Tharn, Wolves and Reeves, Sentry Stones) really depend on whether you think they synergize with a particular caster. Right now as I have seen they're not found often save with one or two warlocks who have really good synergy with what they bring, like Reeves and Morvahna2 or Sentry Stones and Bradigus. This isn't at all universal though and it's worth testing htings out. But I think the list of the first five units up there are going to be things you can try in a lot of differen lists.
Lord of the Feast is a fine starting solo. He is hard to kill for his point cost, and if things go right can reap havoc about. The main issue for me and him is he's
really prone to dice swings. He's a high risk/high reward piece.
Una as noted is kind of an advanced piece. She supports beasts who open up weird angles, but in the end you need 1) The beasts specifically for her and 2) the things those beasts support already about. She's good but probably something to hold off on until you have a more complete force.
Good solos I would argue for beginning are Gallows Groves, Blackclad Wayfarers and the Druid Wilder,
IMHO. Gallows Groves help you get spell sout, Blackclads have scads of useful abilities and the Wilders are great for warbeast support.
FakeBritishPerson wrote:... And are the Satyrs worth looking into? I don't really know enough about the faction to know the things to avoid, so some advice would be much appreciated.
Satyrs are again advanced pieces. Even the beaty Riphorn is good but not really as straight-forward as the Feral Warpwolf you have already. The other two are all about finesse use and are kind of niche.
The best warbeasts to get from where you are now I think are:
- Gorax
- One of each other Warpwolf (Pureblood, Stalker, Ghetorix) or a magnetized Warpwolf kit and Ghetorix (He's kind of hard to magnetize).
With that you pretty much ahve a really good basis of beasts for all your warlocks, who often use a mixture of those. The only one you see in pairs often are Warpwolf Stlakers, but I don't think that' sstrictly necessary for many people. Other beasts really depend on what warlocks you want to expand to and what you want to do with them. Only avoidances right now I suggest is Woldwyrds, Woldwardens and Scarsfell Griffons when it comes to warbeasts, though things might change in the future.
Additionally, I think that you might do well with at least the Swamp Gobbers Bellow Crew Minions unit. There are plenty of other options there, but Circle is not especially, I think, reliant on many Minion models to get through life.
Hope this helps.
And stuff.