I'm not entirely convinced this belongs in a spotlight article, since I'm considering contacting Privateer Press to have her removed from the game (obviously I've got the clout to make that happen), but unfortunately I'm a sucker for flattery so here goes.
How to lose your opponent in ten games
Even though I've been strong-armed into introduce you to Warwitch Deneghra, it was never agreed that I had to be entirely serious while doing it, but the information in the article remains valid, and I mean everything I say.
Warwitch Deneghra is the most powerful caster in the game. There I said it, and anyone who disagrees suck **** by choice. Warwitch Deneghra is so powerful, that she destroys games she's not even in, and I'm not making fun of you either.
I find the most common response to pDenny from all factions is the foetal position. It doesn't help, but it saves time. - CareyBearIf you choose this caster, you will be fleeing a mob of angry gamers with pitchforks, and you will lose whatever friends you had managed to make in your meta.
In clear contradiction with reality, Warwitch Deneghra actually died in the fluff. This is clearly a mistake, since nothing can kill her in the game. As always Battlecollege will answer most of your questions about abilities, but she cannot be locked down, cannot be shot, and she has one of the best spell lists in the game.Warwitch Deneghra: Abilities
Warwitch Deneghra: The WitheringE.B. Farnum: God damned quagmire of piss and bull shit! Withering is defined as being capable of wreaking complete destruction, but also exhibiting a lack of respect, being rude, or being discourteous. It's like the person who named the feat prophesied the actual effect it would have on the game, because this feat is the death of armies and entertainment alike.
The first round we run, and the second round we win the game. It might take your opponent a couple of more rounds to quit or die, but the result is always the same. In most games we simply win, since his caster is taking a nap, and getting hit on anything above snake eyes, while taking five additional damage on every attack, but occasionally we have to settle for killing his entire army and making him cry.
Sometimes we have to charge our own guys in the back for extra range, but only when your opponent decides to lose later rather than sooner, and stays back where he thinks it's safe. Then you shoot his entire army, and he quits the game, burns his miniatures, and the mobbing starts. If the mobbing doesn't start immediately, it's because they're in the alley outside your house with torches.
Warwitch Deneghra: List constructionIn the words of Dick Durkin: We need to get bigger guns, BIG FUCKING GUNS! and almost anything will do. Nyss Hunters, Croe's Cutthroats, Pistol Wraiths, Dougal MacNaile, and the Withershadow Combine are prime candidates, and the more guns you pack into a list, the more your opponent will hate you. I'd recommend Croe's Cutthroats, since it fits well with the second requirement, and most people don't know what to expect from them either. Nyss Hunters will usually do better, but since you're winning anyway, you might as well do it with a unit most people write of as worthless.
Things with stealth, because otherwise you might lose a model before you can win. In one game at the Danish Masters I made a horrible mistake, and I lost a Warwitch Siren (get two of those by the way, not debatable). It was terribly embarrassing, and I had to do it again the following game, so it would look like it was intentional.
Bane Thralls, because the turn you win, they swing with MAT 10, and inflict 32 damage on average dice, each. They can also run up to a napping caster, and inflict Dark Shroud without even giving him the added defense (since he can't engage or be engaged while napping).
Satyxis Raiders are also fun, and even though they don't actually have stealth, they're quite hard to hit so that's fine. They can charge a gazillion miles, and take down Khador heavies with all the debuffs we have, while being immune to blast damage and doing all sorts of crazy shit.
Skarlock is a given, and a couple of chickens for good measure, and then you're done. If you have points left over, bring more guns (Saxon Orrik is nice). If you still have points left over, it's because you didn't bring enough guns, so rectify that mistake. If you still have points left over, include a Lesser Warlock, because killing Karchev on full camp, with an angry piglet, on average dice, is just what you need to make him bring out the pitchfork.
Warwitch Deneghra: List examplesThe list that brought out the pitchforks, had less guns than I would have liked, but that's just because I wanted to avoid winning, until I could win on attrition or scenario instead (incidentally, that makes people even angrier, who knew!). It didn't work though, and I kept winning in round two.
Bane Thralls (Leader and 5 Grunts)
- Officer & Standard
Croe's Cutthroats (Croe and 5 Grunts)
The Withershadow Combine
Bane Lord Tartarus
Master Gunner Dougal MacNaile
Rorsh & Brine
Warwitch SirenWarwitch Siren
Warwitch Deneghra: How to winIn the words of Al Swearengen: Pain or damage don't end the world. Or despair or fucking beatings. The world ends when you're dead. Until then, you got more punishment in store. It's not really that hard, since most games will end with The Withering and a ranged assassination anyway.
If you're up against some heavy duty tanks, you simply destroy their army instead. If you're up against a tank caster with a beast/jack army, you lock him down and annihilate his army with Bane Thralls and angry piglets. If you're up against... ah what the hell, you get the point.
Warwitch Deneghra: SummaryWarwitch Deneghra is stupidly powerful, and designed in a way that will remove all joy from gaming (Yeah, yours as well). Even if an opponent should ever manage to win, it will be by using a Menoth list tailored specifically to taking on your list, and only if he knows the list in advance.