Wyldfolk are inspired by Celtic cultures. The Wyldfolk and even their gods are closely connected to nature, preferring to live in wilderness areas.
They use hit-and-run tactics, terrain and tamed animals to harass the enemy, along with extensive missile weapons.
However, the Wyldfolk have a great warrior tradition, and possess some great melee troops too.
General Gaming concept:
Shooty, fast, light troops with lots of synergies.
Subfaction 1 – Tribal. This subfaction represents the most common, settled tribes of Wyldfolk, included their druids and Bards and the best melee troops.
Subfaction 2 – Fiannor. This subfaction is nomadic, and they will possess have the majority of Wyldfolk cavalry. They are also closely connected to animals and will have the majority of creatures. In Wave-1 they have the best archers and scouts.
Subfaction 3 – Tuathan. These Wyldfolk have fully embraced Nature, connecting their souls to it. The Tuathan are the most magical of the Wyldfolk, with strong connection to the faeries and spirits of nature. They represent the 3 aspects of nature – life/birth, growth/change and death.
Missile attacks – Already in Wave-2, the Wyldfolk has a starterbox unit with missile attacks (Bladeslingers), and also the best missile unit in the game (Scabhta Hunters). In addition, they have two missile warlords and an Ogre Character with a big bow. Several tactics, abilities and spells are available to buff the missile attacks, and warlords have access to a selection of magical bows and arrows.
Speed – The Wyldfolk have lots of light infantry models and a lot of models who can move fast and make longer charges
Hit-and-Run – Many models can move at normal speed across difficult terrain. This makes them extremely maneuverable. Their core unit also have longer weapons (spears), enabling them to disengage from melee without suffering free attacks. Concealment abilities and secret deployment also add to this aspect.
Synergies – Wyldfolk have more potential synergies than any other warband. This is both from tactics, abilities, spells and talents. Overall Wyldfolk have a greater selection of all of these skills than any other faction.
Less Armor, and only average Life-points – They have in general less armor than any other faction, but this is partly compensated by good DEF. Their models also tend to have average life-points when compared to all models in the game.
No Blocker unit – Wyldfolk also lack any strong blocker unit (compare Halodynes Hoplites, Mortans Legionnaires, Troglodytes Ironhide Brutes, Nordgaard Fjell Warriors). This forces Wyldfolk players to think and play differently.
Average and Below Average POW – Most models struggle to cause damage against high ARM enemies, but their good MEL and MIS stats help compensate for that so do the MAG attacks of the Wycca Warriors. In general you will often find Wyldfolk models using Powerful fighting style to get that extra point of POW on their attacks. Nevertheless, Wycca Warriors have average POW (like Wycca Warriors and Woad Brothers, and they do have an elite unit of Cromlech Guard who can cause massive damage with their two-handed axes.
Synergies and Complexity
Synergies – The Tuathan have numerous synergies (which will feature more in future releases) with Vitae Tokens and also action tokens. So the Banshee can gift extra action tokens and Tuathan models subfaction ability can grant extra action tokens.
The Druid is a spell-caster with a huge range of spells allowing warbands to be tailored for any situation. Their magic can buff melee and missile attacks.
The Cromlech Guard gain bonuses when placed near Ogham Megaliths, and the Bard can give them long charges.
The Farfarer can set up multiple charges, allowing you to activate 2 units on a single round. This can be devastating.
The Megalith allows warlords to store ACT for use later in the game which can set up massive shooting attacks (Farfarer), melee attacks (Pendragon) or aura attacks (Lord of Decay).
Warlords tactics and abilities tend are more towards buffing and synergies with models rather than making themselves better.
The Beasthunter can draw creature into traps where they can be charged.
Besides this, there are the obvious strategic synergies of missile units working to wear down the enemy before a melee charge of the harder models, and there are lots of small synergies, for example a spell to increase MAG, which can make the Wycca Warriors attacks really impressive.
Complexity – Wyldfolk require the most planning and clever play, but when you get it right, you are rewarded with incredibly powerful effects.
Why should I collect Wyldfolk?
If you enjoy clever warbands, the Wyldfolk are for you.
If you like shooty warbands, the Wyldfolk are for you.
Guerilla warfare, deadly ambushes, hidden deployment, maneuverability – these are the ways of the Wyldfolk
What Types of Warbands can I build?
Missile Horde – take 4 units of Bladeslingers, 2 druids, and 2 Banshees. Lead them with the Farfarer warlord. The Farafarer and Banshee can enable the Bladeslingers to shoot 3 times per round X32 attacks. That’s potentially 96 missile attacks per round. Even heavily armored troops will be worn down by probability. Then they can by charged by the Bladeslingers, who (cannot be counter attacked due to their 2-inch spear range).
Elite Shooty Warband – 2 units of Scabhta Hunters, Farfarer, Druids and Beasthunters. Buff the Scabhta Hunters’s missile attacks with the Druids and the Farfarer, giving you 30 attacks at MIS7 and POW4, plus 4 missile attacks from the Beasthunters at MIS6 POW4, and 2 shots from the warlord at MIS8 POW3.
Wall of Death Warband – This is a strategy combining shooting with a defensive line. For this one you should take an Ogham Megalith, a unit of Cromlech Guard, a unit of Scabhta Hunters, Bladeslingers, 2 Druids and a Banshee. Lead them with the Pendragon. Your Cromlech guard advance, leaving gaps for your missile troops to shoot through. Absorb the Charge with Cromlech Guard’s Defiant in Death ability, (and benefitting from the protection roll from the Megalith) then do Circle of Death and wipe out the enemy.
Guerilla War – this is the perfect strategy for a combined subfaction warband, led by the Pendragon. Use Bladeslingers as small hit and run units with their long range spear attacks. Charge out of forests with your long-charge, and retreat back into cover. You will need to buff them with action tokens from the warlord and the Banshees for that. Hamper the enemy with Hails of Hornets, de-buffing them. Draw the enemy apart then hit one unit at a time with your Woad Brothers and Beashunters who have been hiding with Secret Deployment just inside forest terrain. Use the Bard to long-charge your Woad Brothers at the enemy elite troops. The range-2 spears mean they cannot be counter-attacked. Meanwhile Beasthunters and a unit of Scabhta Hunters provide deadly missile support.
You will need 1 unit of Woad Brothers, 2 small units of Bladeslinegrs, 1-2 Beasthunters and a Bard.
Relentless Offense Strategy – Bored of playing Wyldfolk as a guerrilla or shooty warband – no problem, just deploy some Cromlech Guard, a Bard, a unit of 4 Bladeslingers, a Banshee and a Pendragon with Bloodleaf Blades and Elixir of Vigor. The synergies among this warband make it really deadly in offensive melee.
Lords of Death Warband –Tired of facing High ARM enemy troops?
Well teach your opponent a lesson!
Lead 2 units of Wycca Warriors with a Lord of Decay, buffed by the Banshees and Druids. With Leyline Flare spell your Wycca Warriors will be attacks with their scythes at MAG8! And doing 2D3 direct damage, so even if you are facing Legionnaires in Testudo you can still wipe them out. Unleash your warlord’s Aura of Decomposing against your opponent’s warlords and elite models (targeting all models within 2 inches with an attack potentially at MAG8 and POW12!). This warband is incredibly powerful against Shadow Trolls and Undead because of their enchanted attacks. Meanwhile your Banshees are collecting vitae tokens from the dead and unleashing more direct damage attacks.