Cthulhu Wars Strategy Wiki
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{{multiple image
<gallery type="slideshow" widths="500">
 
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|direction=vertical
windwalker.jpg|Windwalker faction
 
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|width=400
Windwalker Front.jpg|Windwalker faction card front
 
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|align=right
Windwalker Spellbooks.jpg|Windwalker spellbooks
 
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|footer=
Windwalker Back.jpg|Windwalker faction card back
 
Windwalker Box art.jpg|Ithaqua
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|image1=Windwalker.jpg
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|caption1=Windwalker
</gallery>
 
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|image2=Windwalker (Painted).jpg
== Faction Ability ==
 
  +
|caption2=Painted
'''Hibernate (Action: Cost 0):''' Add +1 Power to your total for each enemy Great Old One in play, but you cannot more than double your current Power in doing so. You can perform no more Actions during the rest of this Action Phase (as if you were at 0 Power). Add your current Power to your total next Gather Power Phase.
 
  +
}}
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'''Windwalker''' {CW-F3} is a faction released with [[Onslaught One]]. It focuses on building up strength until the late game, and then blitzing across the map in a push for the winning points.
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{{TOCleft}}
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{{-}}
   
== Setup ==
+
==Components==
  +
===Faction===
6 Acolytes and a Controlled Gate in one of the 2 Areas with this Glyph, chosen after all other factions, but before Tcho Tcho and Opener (Antarctica or the Arctic Ocean on the Earth Map)
 
  +
{{faction-main|WW|setup=After everyone except [[Opener of the Way]] has set up; 8 Power, 6 {{h|Acolyte}}s, and a Controlled Gate in one of the Areas with this Glyph: [[File:Sigil - Windwalker.png|50x50px]]
 
|unique={{abi|Hibernate|Action: Cost 0|Gain 1 Power for each enemy Great Old One in play; in doing so you may not gain more Power than the amount of your current total Power. You may no longer perform Actions during this Action Phase (as though you were at 0 Power). Add your current Power to your total during the next Gather Power Phase.}}
 
|req1=Awaken Rhan-Tegoth.
 
|req2=A Gate exists in the Area marked with the Windwalker Glyph and in which you did not start.<br>[[File:Sigil - Windwalker.png|50x50px]]
 
|req3=You are the First Player.
 
|req4=Another Faction has 6 Spellbooks on their Faction Card.
 
|req5=Take this Spellbook at any time.<br>Gain 1 Elder Sign for each enemy player with 6 Spellbooks on their Faction Card, to a maximum of 3 Elder Signs.
 
|req6=Awaken Ithaqua.
  +
|spell1n=Arctic Wind
 
|spell1={{abi|Arctic Wind|Ongoing|When Ithaqua uses the Move Action, any or all your Units in the same Area can Move with him for no additional cost.}}
  +
|spell2n=Berserkergang
 
|spell2={{abi|Berserkergang|Post-Battle|For each {{h|Gnoph-Keh}} assigned a Kill in Battle, the enemy must Eliminate 1 of his own Monsters or Cultists.}}
  +
|spell3n=Cannibalism
 
|spell3={{abi|Cannibalism|Post-Battle|After all Battle results have been applied, if one or more enemy Units were killed, you may place a {{h|Wendigo}} or Acolyte from your Pool into the Battle Area. You may do this even if you were not involved in the Battle.}}
  +
|spell4n=Herald of the Outer Gods
 
|spell4={{abi|Herald of the Outer Gods|Ongoing|Pay 5 Power for Windwalker's Ritual of Annihilation, regardless of the number indicated on the Ritual track.}}
  +
|spell5n=Howl
 
|spell5={{abi|Howl|Pre-Battle|Before Battle, if any {{h|Wendigo}}s are present, you may force the enemy to Retreat one Unit (of their choice) out of the Area and into an adjacent Area. This is not a Pain - the Unit may be moved to an Area containing your Units.}}
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|spell6n=Ice Age
 
|spell6={{abi|Ice Age|Action: Cost 1|Place your Ice Age token into any Area. When an enemy Faction takes any Action ending in the Ice Age Area, they must spend +1 Power.}}
  +
}}
   
== Cultist ==
+
===Units===
  +
{{unit-o|Cultist|WW|*}}
'''Acolyte:''' Count 6, Cost 1, Combat 0
 
  +
{{unit|Acolyte|WW|6|1|0|Cannibalism|alt=(Classic)|alt2=(Alternate)|ava=[''Classic''] [[Windwalker]] {CW-F3} (x6), [[Windwalker]] {CW-F3-O3} (x6), [https://petersengames.com/the-games-shop/acolyte-blister-pack/ Acolyte Blister Pack] {RPG-CG-A} (x2)<br>[''Alternate''] [[Alternate Faction Acolytes]] {CW-U12} (x6), [https://petersengames.com/the-games-shop/cultic-set-1/ Cultic Set 1] {EHP-4} (x6)
  +
|quote=From his ancient tome he intones the words of power. Beware, sane world. The realm of madness awakens at his command.
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|etc=The alternate sculpt units replace the classic sculpt Acolytes, and were originally developed for ''[https://petersengames.com/evil-high-priest/ Evil High Priest]''.
  +
}}
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{{unit-o|Monster|WW}}
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{{unit|Wendigo|WW|4|1|1|Cannibalism|Howl|ava=[[Windwalker]] {CW-F3} (x4), [[Windwalker]] {CW-F3-O3} (x4), [https://petersengames.com/the-games-shop/wendigo-blister-pack/ Wendigo Blister Pack] {RPG-F3-W1} (x2)
  +
|quote=Sometimes a person, lost in the tundra, is forced to eat human flesh to survive. This is the monster that results.
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}}{{unit|Gnoph-Keh|WW|4|*|3|Berserkergang|ava=[[Windwalker]] {CW-F3} (x4), [[Windwalker]] {CW-F3-O3} (x4), [https://petersengames.com/the-games-shop/gnoph-keh-blister-pack/ Gnoph-Keh Blister Pack] {RPG-F3-W2} (x2)
 
|cost=Equal to the number of Gnoph-Keh in your Pool. (i.e., if only one Gnoph-Keh is in your Pool, its cost is 1.)
  +
|quote=A furry horned being of the arctic wastes. It waits, patient and potent, at the edge of your vision, for your watchfulness to wane.
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}}
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{{unit-o|Great Old One|WW}}
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{{unit|Rhan-Tegoth|WW|1|6|3| |card=*|ava=[[Windwalker]] {CW-F3} (x1), [[Windwalker]] {CW-F3-O3} (x1), [https://petersengames.com/the-games-shop/rhan-tegoth-blister-pack/ Rhan-Tegoth Blister Pack] {RPG-F3-W3} (x1)
  +
|awa=<br>
 
#Pay 6 Power.
 
#Rhan-Tegoth appears in an Area containing the Windwalker Glyph.
 
|abi={{abi|Eternal|Post-Battle|If Rhan-Tegoth receives a Pain or a Kill, you may pay 1 Power to cancel its effect on him. He can only receive one combat result per Battle.}}
  +
|quote=Harbinger of the Great Old Ones. He waits beneath the arctic ice, to one day sing his threnody for Earth's funeral.
  +
}}{{unit|Ithaqua|WW|1|6|*| |card=*|ava=[[Windwalker]] {CW-F3} (x1), [[Windwalker]] {CW-F3-O3} (x1), [https://petersengames.com/the-games-shop/ithaqua-blister-pack/ Ithaqua Blister Pack] {RPG-F3-W4} (x1)
  +
|awa=<br>
 
#Rhan-Tegoth has been Awakened (he need not be in play).
 
#A Gate must exist in an Area marked with your Glyph. You need not Control the Gate.
 
#Pay 6 Power and replace the Gate with Ithaqua.
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|com=Equal to half of your opponent's Doom, rounded up.
 
|abi={{abi|Ferox|Ongoing|While Ithaqua is in play, your Cultists cannot be Captured by enemy Monsters or Terrors. They are still vulnerable to enemy Great Old Ones.}}
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|quote=God of Outer Space, it seeks to bring the ultimate zero of the cosmos to our world.
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}}
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|}
   
== Monsters ==
+
===Expansion Units===
  +
{{unit-o|Cultist|WW|*}}
'''Wendigo:''' Count 4, Cost 1, Combat 1
 
  +
{{unit|Acolyte|WW|1|1|0| |alt=(Handicap)|ava=[[CW Onslaught 3 Stretch Goal Box]] {CW-E20} (x1)
  +
|etc=This unit is used as a [[Handicap Acolyte]].
  +
}}{{unit|High Priest|WW|1|3|0| |alt=(Classic)|alt2=(Alternate)|cardabi=*|ava=[''Classic''] [[High Priests]] {CW-U3} (x1), [[High Priests]] {CW-U3-O3} (x1), [https://petersengames.com/the-games-shop/high-priest-blister-pack/ High Priest Blister Pack] {RPG-U3-HP} (x2)<br>[''Alternate''] [[High Priests]] {CW-U3-O4} (x1), [https://petersengames.com/the-games-shop/cultic-set-1/ Cultic Set 1] {EHP-4} (x1), [https://petersengames.com/the-games-shop/cultic-set-3/ Cultic Set 3] {EHP-6} (x1)
  +
|abi={{abi|Unspeakable Oath|Ongoing|At the end of any player's Action (even if it is not your turn), Sacrifice your High Priest (return him to your Pool) and gain 2 Power. This may also be done during the Gather Power and Doom Phases.}}
  +
|notes=The High Priest is a new type of Cultist, it is Recruited like an Acolyte. Each High Priest generates 1 Power during the Gather Power Phase, can Create and Control a Gate, and can be Captured. Each Faction has only a single High Priest available.<br>This unit may also be used as one of the [[Unique High Priests]].
  +
|quote=He leads the rites of old. It is time to awaken the great old ones! Iä! Iä!
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|etc=The alternate sculpt unit replaces the classic sculpt High Priest, and was originally developed for ''[https://petersengames.com/evil-high-priest/ Evil High Priest]''.
  +
}}{{unit|Brain Cylinder|WW|4|0|0| |alt=Token|p=*|alt2=Figure|ava=[''Token''] [[Yuggoth Map]] {CW-M3} (x4)<br>[''Figure''] [[Shining Trapezohedron]] {CW-E15} (x4), [[Shining Trapezohedron]] {CW-E15-O3} (x4), [[Shining Trapezohedron]] {CW-E15-O4} (x4), [https://petersengames.com/the-games-shop/brain-cylinder-blister-pack/ Brain Cylinder Blister Pack] {RPG-E15-10} (x1)
  +
|quote=This helpless human, reduced to a mere living brain by the surgical and mechanical skill of the aliens, can now only communicate through electronic devices. What wisdom or warning can he relate?
  +
|etc=See [[Brain Cylinders]] for rules. The Brain Cylinder figures replace the Brain Cylinder Tokens.
  +
}}{{unit|The Dark Demon|WW|1|1|0| |ava=[[Masks of Nyarlathotep]] {CW-U10} (x1), [https://petersengames.com/the-games-shop/dark-demon-green-miniature-stl/ Dark Demon - green Miniature STL] {U10-N4}
  +
|loy=In the Doom Phase, when it is your turn to perform a Ritual of Annihilation, you may pay 2 Doom to obtain this Loyalty Card and then place the Dark Demon matching your Faction's color anywhere on the Map. If you wish, you may also perform a Ritual of Annihilation. Each of the other Factions permanently loses an Acolyte from their Pools (or from the Map, if all are in play) and then adds to their Pools a Dark Demon of their Faction's color.
  +
|abi={{abi|The Summons|Ongoing|Any Faction with a Dark Demon in its Pool cannot take any Action other than Recruiting the Dark Demon. (You can still choose to drop your Power to 0 and take no more Actions this Action Phase instead).}}<br>{{abi|Metamorph|Ongoing|Dark Demons are a new type of Cultist and are treated as Cultists in every way, but they produce 0 Power during the Gather Power Phase. They are Recruited rather than Summoned, so a Controlled Gate is not needed to bring them into play. Dark Demons may Create and Control Gates, and they are worth 1 Power when Captured. They can be targeted by any Spellbooks or abilities that reference Cultists, but not Acolytes.}}
  +
|quote=Nyarlathotep is infamous for his multiple shapes. As the Dark Demon, this pig-like humanoid is terrifying to behold, but the horror it leaves in its wake is far worse.
  +
}}
  +
|}
   
  +
===Buildings===
'''Gnoph Keh:''' Count 4, Cost "Equals the number of Gnoph- Keh in your Unit pool. (i.e. if only one Gnoph Keh is in your pool, the cost is 1.)", Combat 3
 
  +
{{unit-o|Building|Ww|*}}
  +
{{unit|Gate|WW|1|3|N/A| |ava=[[Colour Out of Space]] {CW-U7} (x1), [[Eldritch Gate Pack]] {CW-U9} (x1), [[Eldritch Gate Pack]] {CW-U9-O3} (x1)
  +
|notes=Used for [[Colour Out of Space]]}}
  +
|}
   
  +
===Other components===
== Great Old Ones ==
 
  +
{{comp-o|WW}}
'''Rhan-Tegoth:''' Cost 6, Combat 3
 
  +
{{comp|Faction Card|WW|1| |ava=[Cardstock] [[Windwalker]] {CW-F3} (x1), [[Upgraded Cardstock Items]] {CW-E11} (x1), [[Ultimate Errata Pack]] {CW-E26} (x1)<br>[3mm] [[3mm Die Cut Faction Card Pack]] {CW-E10} (x1), [[3mm Die Cut Faction Card Pack]] {CW-E10-O3} (x1), [[Windwalker]] {CW-F3-O3} (x1)}}
  +
{{comp|Faction Token|WW|1| |ava=[[Windwalker]] {CW-F3} (x1), [[Windwalker]] {CW-F3-O3} (x1)}}
  +
{{comp|Power Marker|WW|1| |p=*|ava=[[Windwalker]] {CW-F3} (x1), [[Windwalker]] {CW-F3-O3} (x1)}}
  +
{{comp|Doom Marker|WW|1| |p=*|ava=[[Windwalker]] {CW-F3} (x1), [[Windwalker]] {CW-F3-O3} (x1), [[Upgraded Cardstock Items]] {CW-E11} (x1)}}
  +
{{comp|Ice Age Token|WW|1| |p=*|ava=[[Windwalker]] {CW-F3} (x1), [[Windwalker]] {CW-F3-O3} (x1)}}
  +
{{comp|Battle Dice|WW|20| |ava=[[Battle Dice - Windwalker]] {CW-U20} (x20), [[All 200 Battle Dice!]] {CW-U24} (x20), [[ALL 240 BATTLE DICE]] {CW-U24-O4} (x20)}}
  +
{{comp|Neutral Unit Identifier|WW|6 (25mm)<br>3 (40mm)<br>3 (50mm)<br>3 (60mm)<br>1 (80mm)| |ava=[[Neutral Unit Identifiers]] {CW-U26} (x16), [[Neutral Unit Identifiers]] {CW-U26-O4} (x16)}}
  +
|}
   
  +
==Strategy==
How to Awaken Rhan-Tegoth:
 
 
===Faction strategy===
# Pay 6 Power.
 
  +
<!--
# Rhan-Tegoth appears in an Area containing the Windwalker Glyph.
 
  +
Windwalker's primary method of gaining Elder Signs is through The Third Eye, requiring Hastur and the King in Yellow to be used in concert; at the latest, Hastur should be summoned by the third round. Similarly, the use of Desecration is fundamental to Windwalker's strategy. As such, it's important to protect the King in Yellow and Hastur, both of which are made easier using The Screaming Dead and Shriek of the Byakhee to ensure a suitable meat-shield at all times. Windwalker is also quite skilled at dealing with enemy Cultists, as they will almost always have the King in Yellow out in the first few actions of the first round, meaning that they can capture Cultists before most other factions are able to build up defenses against it. Even when they are prevented from capturing the Cultist, they can still remove it from the board using Zingaya. While Windwalker has two GOOs, it's usually more profitable to save power for Desecration rather than spending it on Rituals of Annihilation—but this will change if the enemy factions are positioned to eliminate King in Yellow or Hastur in the next phase.-->
'''Eternal (Post-Battle):''' If Rhan Tegoth receives a Pain or a Kill, you may pay 1 power to cancel its effect on him. He can only receive one combat result per battle.
 
   
  +
<!--Windwalker has a major weakness due to two of its Spellbook Requirements, which require it to 4 and 6 power as actions, respectively. It may be worth putting off the 6 power requirement until you get a high roll with The Thousand Forms. As such, obtaining Power is more important for Windwalker than any other faction, which is helped along by summoning Hastur as early as possible.-->
'''Ithaqua:''' Cost 6, Combat "Equals half the Doom total of your opponent, rounded up."
 
   
How to Awaken Ithaqua:
 
# Rhan-Tegoth has been awakened (he need not be in play).
 
# A Gate must exist in an Area marked with your Glyph. You need not control the Gate.
 
# Pay 6 Power and replace the Gate with Ithaqua.
 
'''Ferox (Ongoing):''' While Ithaqua is in play, your Cultists cannot be captured by enemy Monsters or Terrors. They are still vulnerable to enemy Great Old Ones.
 
 
== Spellbook Requirements ==
 
* You are the starting Player
 
* A Gate exists in the area marked with the Windwalker Glyph in which you did not start
 
* Another Faction has six Faction Spellbooks
 
* Take this spellbook at any time. For each enemy player with six Faction Spellbooks, gain one Elder Sign, to a maximum of 3 Elder Signs
 
* Awaken Rhan Tegoth
 
* Awaken Ithaqua
 
 
== Spellbooks ==
 
* '''Cannibalism (Post-Battle):''' After a Battle in which one or more enemy Units were Killed, spawn a Wendigo or Acolyte in that Area, even if you were not involved in the Battle.
 
* '''Howl (Pre-Battle):''' Before Battle, if any Wendigos are present, you may force the enemy to Retreat one Unit (of their choice) out of the Area to an adjacent Area.
 
* '''Berserkergang (Ongoing):''' For each Gnoph-Keh Killed in a Battle, the enemy must Eliminate one Monster or Cultist.
 
* '''Herald of the Outer Gods (Ongoing):''' Pay 5 Power for Windwalker's Ritual of Annihilation, regardless of the position of the Ritual marker.
 
* '''Arctic Wind (Ongoing):''' When Ithaqua moves, any or all of his Units in the Area can be moved with him for no additional cost.
 
* '''Ice Age (Action: Cost 1):''' Place or move your Ice Age token to any Area. When an enemy Faction takes any Action ending in the Ice Age Area, they must pay +1 Power.
 
 
== General Tips ==
 
== General Tips ==
 
'''Elder Sign Acquisition''' - Windwalker has several great ways to acquire Elder Signs. The primary source is going to be your ritual when performed with both faction GOOs on the map. Herald of the Outer Gods locks this cost in at 5, making it an absolute must every round after both GOOs are summoned. The second is his spellbook requirement which can yield up to 3 Elder Signs when taken after 3 other factions have 6 spellbooks. Do the best you can to wait for this opportune moment.
 
'''Elder Sign Acquisition''' - Windwalker has several great ways to acquire Elder Signs. The primary source is going to be your ritual when performed with both faction GOOs on the map. Herald of the Outer Gods locks this cost in at 5, making it an absolute must every round after both GOOs are summoned. The second is his spellbook requirement which can yield up to 3 Elder Signs when taken after 3 other factions have 6 spellbooks. Do the best you can to wait for this opportune moment.
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''Let the walkers ice the world and there will be peace.''
 
''Let the walkers ice the world and there will be peace.''
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{{section-stub}}
[[Category:Faction]]
 
  +
  +
===Spellbook strategies===
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{{section-stub}}
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<!--
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*'''He Who is Not to be Named''': This spellbook is primarily useful in attacking enemy factions.
  +
*'''Shriek of the Byakhee''': This spellbook can be used alongside He Who is Not to be Named or The Screaming Dead to quickly bring a large army to bear against the enemy.
  +
*'''Passion''': This spellbook reduces the incentive for enemy factions to kill or capture your Cultists, making it safer to leave them behind to generate Power from Desecrated areas. It can also be used in concert with another faction using [[Cat from Venus]] to stall for both factions.
  +
*'''The Screaming Dead''': This spellbook can allow the King in Yellow to move into an area and Desecrate before enemy factions can react, and makes the Desecration more likely to succeed by bringing along his Undead horde. --why would you ever move the King in Yellow without his Undead? "You can conserve power by only using this when the King is threatened."--The second Action is not mandatory.
  +
*'''The Third Eye''': This spellbook is critical for taking advantage of Desecration and generating Elder Signs. It should be taken when or before Hastur is summoned.
  +
*'''Zingaya''': This spellbook is very offensive and subverts the normal protections against losing Acolytes. It can be extremely useful when the other factions have run out of power, allowing the King and his Undead to march around weakening the other factions. Make sure to keep a few Undead in your pool in order to take advantage of this.-->
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  +
===Recommended openers===
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{{section-stub}}
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<!--
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== General Tips ==
  +
* '''Elder Sign Acquisition''' - Windwalker can gain Elder Signs through his Demand Sacrifice spellbook. This is completely up to your opponents. Try to tempt bloodthirsty players in battle. If Great Cthulhu is in the game, gaining Elder Signs becomes drastically easier! See below. Fighting Ithaqua alone is often too tempting to resist, so many players will give you the Elder Sign. Then you gain a second one when using Ancient Sorcery to steal Great Cthulhu's faction ability.
  +
* '''Great Cthulhu and Ancient Sorcery''' - As seen above, this is an excellent situation for Ithaqua. Not only can you summon him again for 4 power, but you get an Elder Sign when you do, just like Cthulhu. When you no longer fear losing Ithaqua, he is an absolute menace. Send him on suicide attacks at the beginning of a round. Since his attack is equal to the opponent's power, he can roll an absurd amount of dice ALONE! If you have ''Demand Sacrifice'' as well, it is a lose / lose situation for your enemy. If they kill Ithaqua, you will have been given an Elder Sign and receive another upon awakening him. If they don't give you an Elder Sign, they are open to further assault.
  +
* '''Lethargy''' - Use it! If left unchecked by your enemies, this gives an incredible advantage with many options. Chances are, you will be able to take at least one or two gates using Ithaqua to capture Cultists and Monsters that stand in your way. ''Burrow'' maximizes your efficiency.
  +
* '''Timing''' - You'll need to spend anywhere from 22 to 30 power to get all your spellbooks. Don't put them off, lest the game ends and you don't qualify for victory! Try and get 1 to 2 per turn (e.g. 1st turn "Pay 3: Everyone Loses 1", 2nd turn "Pay 3: Everyone gains 1"), and try to do your ritual before the cost rises too much.
  +
 
== Spellbook Strategies ==
  +
* '''Ancient Sorcery''' - Depending on the factions in play, this can be situationally beneficial, or a game-changing spellbook. Some notable examples:
  +
** Crawling Chaos - Yes, the Windwalker faction can both ''Burrow'' AND Fly at the same time. This lets you move your units across the map extremely cheaply.
  +
** Great Cthulhu - Before Summoning your GOO, place a Serpent Man on GC's faction sheet. You will gain an elder sign for Ithaqua.
  +
** Tcho-Tcho - You should have a Serpent Man on their faction sheet EVERY ROUND. This is a massive boon for the Windwalker faction, and a huge drag for everyone else. They must now make the decision to get two less doom per round, or give the Tcho-Tcho and / or Windwalker extra Doom points.
  +
** Windwalker - If nobody disturbs your Lethargy, keep the slumber party going and steal the ''Hibernate'' ability. This could result in a massive power gain for Windwalker's next round.
  +
** Windwalker - Place a Serpent Man on Windwalker's faction sheet to share in the ''Feast''.
  +
* '''Burrow''' - This is an easy Spellbook to ignore until it is too late. Try to get it even if you don't have immediate plans for it, it will be worth it when the time comes to use it.
  +
* '''Capture Monster''' - This is probably one of the best offensive spellbooks in the game. Your enemies should be terrified of Ithaqua when they are out of power!
  +
* '''Cursed Slumber''' - It may be tempting to use right away, but consider saving this ability for when a gate comes under attack. Often, enemies will forget you have the ability to sink the gate into the depths at a whim. This can also be used offensively on gates you would not be able to defend. Use Ithaqua to capture a cultist off of a gate in the heart of enemy territory, summon a cultist there, then take the gate away.
  +
* '''Demand Sacrifice''' - This spellbook gives your enemy a decision to make, and both options are bad for them and good for you.
  +
* '''Energy Nexus''' - An excellent defensive Spellbook. Especially useful for defending sensitive targets in late game when factions have unlimited combat.
  +
  +
== Opening Strategies ==
  +
  +
===<nowiki/>Opening 1===
  +
A. Sleepy
  +
# 8 Power
  +
# Lose 3 power, each/one/all players Loses 1/Gains 3 Power. Take '''Cursed Slumber'''. 5 Power remains
  +
# Use Cursed Slumber to hide starting Gate (-1). 4 Power
  +
# Build and Occupy Gate (-3). 1 Power
  +
# Summon wizard (-1 Power). 0 Power
  +
# Repeat.
  +
  +
=== Opening 2 ===
  +
A. Early Riser
  +
  +
Turn 1:
  +
# 8 Power
  +
# Move a Cultist somewhere adjacent to starting area. 7 Power
  +
# Build a Gate in that area. 4 Power
  +
# Summon a Formless Spawn at the new gate. 1 Power
  +
# Summon a Wizard at the old gate. 0 Power
  +
# Death From Below the 2nd Wizard to your new gate
  +
Turn 2:
  +
# 10 Power
 
# Awaken Ithaqua. 2 Power
  +
# Lethargy until everyone else is out of power. 2 Power
  +
# Next strategies depend on what spellbook you took for awakening Ithaqua:
  +
## Burrow - If there's an adjacent enemy gate with 1 Cultist, move Ithaqua and 1 Cultist in, then take the gate over. If there's more than 1 Cultist, you can instead move Ithaqua and the Wizard in, then Capture it, then next turn take Energy Nexus so that Ithaqua is safe from reprisal.
  +
## Capture Monster - If there are adjacent enemy monsters, move in and capture them
  +
## Anything Else - There's nothing specific you can do, so it's probably a good idea to summon a Serpent Man in your Starting Area (so that you have at least 1 Combat dice there, to ward off easy raids from others).
  +
-->
  +
  +
  +
==Story==
  +
<!--
  +
 
Windwalker Back.jpg|Windwalker faction card back
  +
Windwalker Box art.jpg|Ithaqua
  +
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<center><font face="mv boli">When the men...went down into N'kai's black abyss with their great atom-power searchlights they found living things—living things that oozed along stone channels and worshipped onyx and basalt images of Ithaqua. But they were not toads like Ithaqua himself. Far worse—they were amorphous lumps of viscous black slime that took temporary shapes for various purposes. The explorers of K'n-yan did not pause for detailed observations, and those who escaped alive sealed the passage leading from red-litten Yoth down into the gulfs of nether horror. Then all the images of Ithaqua in the land of K'n-yan were dissolved...and the cult was abolished forever.<br>--H.P. Lovecraft</font></center>
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<font face="helvetica">Of course it all started with a dame. I don't even need to tell you that, do I? It always starts with a dame. This one had a creepy vibe to her I just couldn't place. I felt she regarded me the way a female praying mantis sizes up a potential mate.<br>
  +
So, she comes knocking on my office door that evening, just as I was getting ready to throw in the towel for the day. As usual, the only phone calls I'd received that whole afternoon were bill collectors and irate drunks. She comes in slinking like an alley cat in heat; gloved fingers tracing lightly over every tchotchke littering this dump.<br>
  +
I motion her to the chair in front of my desk, and try to get to business. I'm expecting the usual: cheating spouses, familial squabbles... I shoulda been so lucky.<br>
  +
A few cool pleasantries are exchanged, and then the weird really begins. She starts in about her uncle who just kicked off. Implies the guy used to be into weird stuff, and she's trying to track down his more... esoteric... possessions. I'm thinking we're talking about vintage Russian snuff films on Betamax, but no. She starts in on an old book. I couldn't spell the thing's name, but she corrected me as "pnakotic." Apparently written by a sorcerer from, get this, Atlantis. Written by "Klarkash-Ton". Of Atlantis, I guess.<br>
  +
So I'm thinking that what I've got is a class-A fruitcake, with an extra helping of nuts. Then something happened that at once made me think I didn't want anywhere near this case.<br>
  +
I'm sitting, nodding, trying to come up with an excuse to get her out of my office without too much drama when I catch a sliver of movement out of the corner of my eye. Something slinky and black—I figure it's the neighbor's cat. Then the room goes dark. I spin in my chair, and there's this... don't know how to describe it. This black gel, ropy black slime which—I'm serious here—is climbing all over the windows, blacking it out. And there's a crack, and then a smash as the window implodes inward. This formless goop comes thundering through the window, a seemingly endless volume. I grab my trusty .44 and pop off a couple of rounds, but it's like shooting jello. It goes right for the dame. It bumrushes her, and she's screaming for a couple seconds, and then she is completely engulfed.<br>
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Now everything is quiet. I'm standing there with my gob hanging open as the blob oozes back to the window. I swear it smirked at me—it didn't have a face, but its surface twisted up like a mad grin. One dropping tendril reaches slowly towards me and I leap back—it stops and ''waves''. The thing takes longer to squeeze out the window, because, just like a python that swallowed a moose, there's a spastically-twitching bulge in the middle. After a few seconds the dame must have run out of air, because the twitching stopped.<br>
  +
I feel like I should report this, but I never even got the dame's name.<br>—Ben Monroe''</font>
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;Epilogue
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''"The end came unexpectedly. I always thought it would be zombies or aliens or nuclear weapons. Instead, it was this ooze. It was as if the earth itself was falling apart, bleeding black tar. You couldn't fight it any more than you could fight the ocean. Slowly, but surely, the ooze dragged us from our homes, from our families. It dragged us to that awful beast's waiting maw. I can still see it, every time I close my eyes."<br>—David Mendiola''-->
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[[Category:Windwalker| ]]
 
[[Category:Catalog|F3]]

Latest revision as of 16:27, 11 May 2022

Windwalker
Windwalker
Windwalker (Painted)
Painted

Windwalker {CW-F3} is a faction released with Onslaught One. It focuses on building up strength until the late game, and then blitzing across the map in a push for the winning points.


Components[]

Faction[]

Setup
After everyone except Opener of the Way has set up; 8 Power, 6 Acolytes, and a Controlled Gate in one of the Areas with this Glyph: Sigil - Windwalker
Unique Ability
Hibernate (Action: Cost 0): Gain 1 Power for each enemy Great Old One in play; in doing so you may not gain more Power than the amount of your current total Power. You may no longer perform Actions during this Action Phase (as though you were at 0 Power). Add your current Power to your total during the next Gather Power Phase.
Spellbook Requirements
Awaken Rhan-Tegoth. A Gate exists in the Area marked with the Windwalker Glyph and in which you did not start.
Sigil - Windwalker
You are the First Player. Another Faction has 6 Spellbooks on their Faction Card.
Take this Spellbook at any time.
Gain 1 Elder Sign for each enemy player with 6 Spellbooks on their Faction Card, to a maximum of 3 Elder Signs.
Awaken Ithaqua.
Spellbooks
Spellbook - WindwalkerSpellbook - Windwalker (Arctic Wind) Arctic Wind (Ongoing): When Ithaqua uses the Move Action, any or all your Units in the same Area can Move with him for no additional cost.
Spellbook - WindwalkerSpellbook - Windwalker (Berserkergang) Berserkergang (Post-Battle): For each Gnoph-Keh assigned a Kill in Battle, the enemy must Eliminate 1 of his own Monsters or Cultists.
Spellbook - WindwalkerSpellbook - Windwalker (Cannibalism) Cannibalism (Post-Battle): After all Battle results have been applied, if one or more enemy Units were killed, you may place a Wendigo or Acolyte from your Pool into the Battle Area. You may do this even if you were not involved in the Battle.
Spellbook - WindwalkerSpellbook - Windwalker (Herald of the Outer Gods) Herald of the Outer Gods (Ongoing): Pay 5 Power for Windwalker's Ritual of Annihilation, regardless of the number indicated on the Ritual track.

Spellbook - WindwalkerSpellbook - Windwalker (Howl) Howl (Pre-Battle): Before Battle, if any Wendigos are present, you may force the enemy to Retreat one Unit (of their choice) out of the Area and into an adjacent Area. This is not a Pain - the Unit may be moved to an Area containing your Units.
Spellbook - WindwalkerSpellbook - Windwalker (Ice Age) Ice Age (Action: Cost 1): Place your Ice Age token into any Area. When an enemy Faction takes any Action ending in the Ice Age Area, they must spend +1 Power.

Units[]

Cultists
Image Unit Quantity Cost Combat Spellbooks
Acolyte (Classic) - Windwalker Acolyte (Classic) - Windwalker (Painted)

Acolyte (Alternate) - Windwalker Acolyte (Alternate) - Windwalker (Painted)
Acolyte 6 1 0 Cannibalism
Availability: [Classic] Windwalker {CW-F3} (x6), Windwalker {CW-F3-O3} (x6), Acolyte Blister Pack {RPG-CG-A} (x2)
[Alternate] Alternate Faction Acolytes {CW-U12} (x6), Cultic Set 1 {EHP-4} (x6)
From his ancient tome he intones the words of power. Beware, sane world. The realm of madness awakens at his command.
The alternate sculpt units replace the classic sculpt Acolytes, and were originally developed for Evil High Priest.
Monsters
Image Unit Quantity Cost Combat Spellbooks
Wendigo Wendigo (Painted)
Wendigo 4 1 1 Cannibalism
Howl
Availability: Windwalker {CW-F3} (x4), Windwalker {CW-F3-O3} (x4), Wendigo Blister Pack {RPG-F3-W1} (x2)
Sometimes a person, lost in the tundra, is forced to eat human flesh to survive. This is the monster that results.
Gnoph-Keh File:Gnoph-Keh (Painted).png
Gnoph-Keh 4 * 3 Berserkergang
Cost: Equal to the number of Gnoph-Keh in your Pool. (i.e., if only one Gnoph-Keh is in your Pool, its cost is 1.)
Availability: Windwalker {CW-F3} (x4), Windwalker {CW-F3-O3} (x4), Gnoph-Keh Blister Pack {RPG-F3-W2} (x2)
A furry horned being of the arctic wastes. It waits, patient and potent, at the edge of your vision, for your watchfulness to wane.
Great Old Ones
Image Unit Quantity Cost Combat Spellbooks
Rhan-Tegoth Rhan-Tegoth (Painted)
Rhan-Tegoth 1 6 3

How to Awaken Rhan-Tegoth:
  1. Pay 6 Power.
  2. Rhan-Tegoth appears in an Area containing the Windwalker Glyph.
Eternal (Post-Battle): If Rhan-Tegoth receives a Pain or a Kill, you may pay 1 Power to cancel its effect on him. He can only receive one combat result per Battle.
Availability: Windwalker {CW-F3} (x1), Windwalker {CW-F3-O3} (x1), Rhan-Tegoth Blister Pack {RPG-F3-W3} (x1)
Harbinger of the Great Old Ones. He waits beneath the arctic ice, to one day sing his threnody for Earth's funeral.
Ithaqua File:Ithaqua (Painted).png
Ithaqua 1 6 *

How to Awaken Ithaqua:
  1. Rhan-Tegoth has been Awakened (he need not be in play).
  2. A Gate must exist in an Area marked with your Glyph. You need not Control the Gate.
  3. Pay 6 Power and replace the Gate with Ithaqua.
Combat: Equal to half of your opponent's Doom, rounded up.
Ferox (Ongoing): While Ithaqua is in play, your Cultists cannot be Captured by enemy Monsters or Terrors. They are still vulnerable to enemy Great Old Ones.
Availability: Windwalker {CW-F3} (x1), Windwalker {CW-F3-O3} (x1), Ithaqua Blister Pack {RPG-F3-W4} (x1)
God of Outer Space, it seeks to bring the ultimate zero of the cosmos to our world.

Expansion Units[]

Cultists
Image Unit Quantity Cost Combat Spellbooks
Acolyte (Handicap) - Windwalker Acolyte (Handicap) - Windwalker (Painted)
Acolyte 1 1 0
Availability: CW Onslaught 3 Stretch Goal Box {CW-E20} (x1)
This unit is used as a Handicap Acolyte.
High Priest (Classic) - Windwalker High Priest (Classic) - Windwalker (Painted)
File:High Priest (Alternate).png File:High Priest (Alternate) (Painted).png
High Priest 1 3 0

Loyalty Card - High Priest Unspeakable Oath (Ongoing): At the end of any player's Action (even if it is not your turn), Sacrifice your High Priest (return him to your Pool) and gain 2 Power. This may also be done during the Gather Power and Doom Phases.
Notes: The High Priest is a new type of Cultist, it is Recruited like an Acolyte. Each High Priest generates 1 Power during the Gather Power Phase, can Create and Control a Gate, and can be Captured. Each Faction has only a single High Priest available.
This unit may also be used as one of the Unique High Priests.
Availability: [Classic] High Priests {CW-U3} (x1), High Priests {CW-U3-O3} (x1), High Priest Blister Pack {RPG-U3-HP} (x2)
[Alternate] High Priests {CW-U3-O4} (x1), Cultic Set 1 {EHP-4} (x1), Cultic Set 3 {EHP-6} (x1)
He leads the rites of old. It is time to awaken the great old ones! Iä! Iä!
The alternate sculpt unit replaces the classic sculpt High Priest, and was originally developed for Evil High Priest.
Brain Cylinder Token - Windwalker

Brain Cylinder Figure - Windwalker File:Brain Cylinder Figure - Windwalker (Painted).png
Brain Cylinder 4 0 0
Availability: [Token] Yuggoth Map {CW-M3} (x4)
[Figure] Shining Trapezohedron {CW-E15} (x4), Shining Trapezohedron {CW-E15-O3} (x4), Shining Trapezohedron {CW-E15-O4} (x4), Brain Cylinder Blister Pack {RPG-E15-10} (x1)
This helpless human, reduced to a mere living brain by the surgical and mechanical skill of the aliens, can now only communicate through electronic devices. What wisdom or warning can he relate?
See Brain Cylinders for rules. The Brain Cylinder figures replace the Brain Cylinder Tokens.
The Dark Demon - Windwalker File:The Dark Demon - Windwalker (Painted).png
The Dark Demon 1 1 0

Loyalty Card - The Dark Demon

How to Obtain the The Dark Demon Loyalty Card: In the Doom Phase, when it is your turn to perform a Ritual of Annihilation, you may pay 2 Doom to obtain this Loyalty Card and then place the Dark Demon matching your Faction's color anywhere on the Map. If you wish, you may also perform a Ritual of Annihilation. Each of the other Factions permanently loses an Acolyte from their Pools (or from the Map, if all are in play) and then adds to their Pools a Dark Demon of their Faction's color.
The Summons (Ongoing): Any Faction with a Dark Demon in its Pool cannot take any Action other than Recruiting the Dark Demon. (You can still choose to drop your Power to 0 and take no more Actions this Action Phase instead).
Metamorph (Ongoing): Dark Demons are a new type of Cultist and are treated as Cultists in every way, but they produce 0 Power during the Gather Power Phase. They are Recruited rather than Summoned, so a Controlled Gate is not needed to bring them into play. Dark Demons may Create and Control Gates, and they are worth 1 Power when Captured. They can be targeted by any Spellbooks or abilities that reference Cultists, but not Acolytes.
Availability: Masks of Nyarlathotep {CW-U10} (x1), Dark Demon - green Miniature STL {U10-N4}
Nyarlathotep is infamous for his multiple shapes. As the Dark Demon, this pig-like humanoid is terrifying to behold, but the horror it leaves in its wake is far worse.

Buildings[]

Buildings
Image Unit Quantity Cost Combat Spellbooks
Gate - Windwalker File:Gate - Windwalker (Painted).png
Gate 1 3 N/A
Notes: Used for Colour Out of Space
Availability: Colour Out of Space {CW-U7} (x1), Eldritch Gate Pack {CW-U9} (x1), Eldritch Gate Pack {CW-U9-O3} (x1)

Other components[]

Other components
Image Component Quantity Notes
Faction Card - Windwalker
Faction Card 1
Availability: [Cardstock] Windwalker {CW-F3} (x1), Upgraded Cardstock Items {CW-E11} (x1), Ultimate Errata Pack {CW-E26} (x1)
[3mm] 3mm Die Cut Faction Card Pack {CW-E10} (x1), 3mm Die Cut Faction Card Pack {CW-E10-O3} (x1), Windwalker {CW-F3-O3} (x1)
Faction Token - Windwalker
Faction Token 1
Availability: Windwalker {CW-F3} (x1), Windwalker {CW-F3-O3} (x1)
Power Marker - Windwalker Power Marker - Windwalker (Painted)
Power Marker 1
Availability: Windwalker {CW-F3} (x1), Windwalker {CW-F3-O3} (x1)
Doom Marker - Windwalker File:Doom Marker - Windwalker (Painted).png
Doom Marker 1
Availability: Windwalker {CW-F3} (x1), Windwalker {CW-F3-O3} (x1), Upgraded Cardstock Items {CW-E11} (x1)
Ice Age Token Ice Age Token (Painted)
Ice Age Token 1
Availability: Windwalker {CW-F3} (x1), Windwalker {CW-F3-O3} (x1)
Battle Dice - Windwalker
Battle Dice 20
Availability: Battle Dice - Windwalker {CW-U20} (x20), All 200 Battle Dice! {CW-U24} (x20), ALL 240 BATTLE DICE {CW-U24-O4} (x20)
Neutral Unit Identifier - Windwalker
Neutral Unit Identifier 6 (25mm)
3 (40mm)
3 (50mm)
3 (60mm)
1 (80mm)
Availability: Neutral Unit Identifiers {CW-U26} (x16), Neutral Unit Identifiers {CW-U26-O4} (x16)

Strategy[]

Faction strategy[]

General Tips[]

Elder Sign Acquisition - Windwalker has several great ways to acquire Elder Signs. The primary source is going to be your ritual when performed with both faction GOOs on the map. Herald of the Outer Gods locks this cost in at 5, making it an absolute must every round after both GOOs are summoned. The second is his spellbook requirement which can yield up to 3 Elder Signs when taken after 3 other factions have 6 spellbooks. Do the best you can to wait for this opportune moment.

Offense vs. Defense - Some factions in Cthulhu Wars are better at one or the other, but Windwalker in particular has both a powerful defense and offence. Typically, WW plays defensively in the early to mid game, then transitions to offensive late game if needed (it may not be!). Focus on Herald of the Outer Gods (see below) to further your position on the doom track in the mid and late game, while using Ice Age and Rhan Tegoth (with his eternal ability) to make your starting areas difficult to assault.

When Ithaqua and your Gnoph Keh are on the board, now you have the option for strong offense. Look for an opportune time to strike. If it looks like you will need to end the game with a big round (lots of gates in the doom phase) then try and hibernate a good amount of power the round before. This will ensure you are have a good amount of power to go on the offensive when others are low. Try to focus on gates controlled by other leading players, taking them down while building yourself up might be the difference between a win and a loss.

Cannibalism - This works even in battles where you where not involved. Be watchful!

Spellbook Strategies[]

  • Cannibalism - If you've managed to Kill an opponent's unit in a battle, you can assign a Kill to one of your Wendigos or Acolytes and spawn one to replace it using Cannibalism. Furthermore, if two enemy factions battled for a gate, and everybody is pained out the area, you can place a cultist or wendigo in the place to stealthily steal their objective (like BG does with necrofagy).
  • Howl - A single Wendigo with Howl that attacks a gate defended with one monster can force an enemy to either move the monster (leaving the cultist open to capture) or the cultist (losing that gate). In big fights, think twice about using Howl, as your enemy can choose to move out a very expensive and important unit (the King in Yellow, a High Priest, ...).
  • Berserkergang - Once all of your Gnoph Keh are on the board, this allows you to assign an additional kill on the enemy for the cost of just 1 power (assuming all other Gnoph Keh survived). Consider the position of Ithaqua's army before using, however, since it may be difficult to get the Gnoph Keh back where you need him.
  • Herald of the Outer Gods - HotOG is an extremely powerful spellbook. Although Windwalker's army can be the most powerful in the game, they are also highly equipped for a defensive strategy. With rituals locked at 5 power, you will be gaining 2 Elder Signs per ritual when you have both of your GOOs on the map. Windwalker can focus on defending 2-3 gates and stand a very good chance at winning when using Herald of the Outer Gods. This strategy is helped further by Rhan Teghoth's Immortal ability making him particularly difficult to remove from an area.
  • Arctic Wind - This is one of the most powerful abilities of any faction in Cthulhu Wars (says this Fandom User). Regardless of army size, you can move them all with Ithaqua for 1 power. This is especially powerful when combined with Independent Great Old Ones, Monsters, and Terrors. The cost to move these extra units keeps them in check for most other factions. Windwalker's power usage, however, is completely unaffected by extra units. A few notable examples include:
    • Atlach Nacha - With a large army able to move with the Spider god for just 1 power, you can place web tokens around the map with better protection than any other faction.
    • Ghatonathoa - When he has his spellbook, whenever you move Ithaqua's army into an area, all cultists there are instantly neutralized. This means your attacks will have maximum devastation on your opponents army and income.
  • Ice Age - This is a fantastic tool to frustrate your opponents. It can be used both offensively to prevent your opponent from fortifying an area, or defensively to make it very costly for an enemy to take your gate. Using a Herald of the Outer Gods defensive strategy, placing the Ice Age token in an area requires your enemy to spend at least 2 extra power to take your gate in a best case scenario, it will likely cost much more than that over a series of battles. That extra power will drain your opponent quickly!

Opening Strategies[]

Windwalker is not the easiest faction to open with. If you look at how you can achieve spellbooks your goal is definitly set on building a gate at the opposite pole you are started at. Maybe and i say maybe early hibernating in the first round can grab you that first player next round but this strategy is quite risky. The downside of early hibernation is that the field is open for the other players the gain ground towards you or even grab some of your cultist. Missing that start player goal will set you trailing other players for big chunks of the game and big change you never catch up.

Opening 1: Grabbing that pole.

Easiest way looks like to move 1 cultist 3 times towards the opposite pole and build that gate with your fourth action. Any enemy monster or GOO following your trail just grab that cultist and take that gate for their own good. So you need somehow have to protect and conceal that obvious strategy. But how? Convoying your cultist with a monster or any other strategy will lack you power for gatebuilding. Making this opening a 2 turn strategy. So move 1 cultist, build a gate, build wendigo and additional moves towards the opposite pole is what you can do in turn 1. With a bit of luck you can build that gate at the opposite pole in turn 2 and a good timed hibernation can bring you at 2 spellbooks at the start of turn 3.

Opening 2: Early Hibernation

Timing when to hibernate is of the essence. If opponents slowly spent power it will need a more patient strategy. First move a cultist to a adjacent area and build a gate, protect it with a Wendigo. You still have 3 power left now. Time to check if Hibernation is a save thing to do at this time. If not build another wendigo and check again.

Which spellbook to pick first? Cannibalism, Howl or Herald of the Outer Gods ''''are the more early game spellbooks. At the moment you can summon Ithaqua the Arctic Wind spellbook will allow you to change your strategy to the offense. The general tips point out clearly what the WW powers are.

Let the walkers ice the world and there will be peace.

Spellbook strategies[]

Recommended openers[]


Story[]