Last Tuesday
I wanted to tryout kraken and coven combination so I build this list around
those two choices.
The Witch Coven
of Garlghast (+5)
Kraken (19)
Death
Ripper (4)
Death
Ripper (4)
Necrotech
with Scrap thrall (1)
Necrotech
with Scrap thrall (1)
Full unit
of Bane thralls with UA (11)
Minimum
unit of Bile thralls (5)
Full unit
of satyxis Raiders with UA (10)
The coven
offers the kraken Infernal machine giving it a ranged threat range of 23 inch
and a melee threat of 14 inch. It also ups the MAT on the kraken to 8 making
its sweep attack much better. The coven needs an arch node to get of curse of
shadows, which can increase the krakens chance of one rounding heavies. Their
feat is as far as I can tell the only way to give my kraken a round where the
enemy is unable to target it with ranged attacks and charges making them a great fit. I enjoyed using
this against a galleon, which turned out to be loosing the gunfight between the
two. This was done by using curse of shadows and a running bane to reduce its
armor to 17 (it had an ARM buff) and dealing 26 damage in a single round of shooting, after
which it would be unable to strike back due to the covens feat. The Necrotechs
helped repairing most of the damage it had sustained from the galleon gaining
the first round of fire. I added those to the list for that exact reason (as well
as fixing any lost aspects).
While the
coven has an ARM debuff but with the many colossals I am fighting in my local meta I
still needed another strong option apart from the kraken to take out these, and that is why I added
my bane thralls. Banes are however not the best at taking out infantry, especially not
without tarterous, so I went to the bile thralls to take care of this threat.
Finally I got a unit of satyxis raiders with UA. This unit gives me a
zone/objective because of advance deployment and melee threat 12. In my second
game I fought a dwarf player (seerforge) and because of this unit he felt it necessary
to advance in shield wall from turn one. In his second turn he had to use his
jacks to contest the objectives. In my turn three I had killed most of his
infantry with the satyxis raiders, his driller and two gun bunnies with the
kraken and his last heavy with the banes. The biles never made it close enough
to do a difference (due to smart targeting by my opponents ranged weapons). It was the fact
that most of the game got to be on my opponents table half that won me the
game, and that was due to satyxis raiders.
In both
games the kraken did great, not just because it kills stuff, but the
threat of a colossal forces the enemy to hold back much of his army or lose it.
This means that I experience winning on the objective, which is the first
tiebreaker when attending tournaments because of the krakens huge base and
threatening attitude.
With regards
to the coven, I have experienced making a turn 1 caster kill with their offensive
spell stygian abyss. This is done by putting infernal machine on a death
ripper. It can then run 18 inch. I can then use its archnode to cast 4 stygian abyss
spells with range 10 and pow 12. You need a warwitch siren to give the jack a
focus to make the run, so for a 6 point investment you can take out most light
casters in turn 1 if you go second and they are unaware of the danger of this
28 inch assassination threat.
With this
list I have enjoyed putting occultation on my bile thralls making the entire
army hard to get with ranged attacks. I bought them to counter pHaley/stormwall
and I believe that they can do so with much success. I have tried twice and won
one of the times, so better than usual when facing that combination.
Sorry about
the lack of pictures, but both the coven and the kraken are WIP, so they will
have to wait until later.