Monday, 20 May 2013

50 points witch coven army list


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.

No comments:

Post a Comment