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Showing posts with label The Coven. Show all posts
Showing posts with label The Coven. Show all posts

Tuesday, March 27, 2012

Garlghast Girl Power: 1

I've been considering what I learned from last nights game. The first thing is to stay more than five inches away from anywhere anything in my opponents army can reach by walking. That means I need ranged threats, and Duskern suggested Leviathans so I'm interested in seeing what his list looks like.

My new list sadly has no room for the Terror birds, and Eggy being on a medium base is still a problem I haven't addressed. It looks interesting though very vulnerable to massed infantry and at some point I'll cave in and include the Bile Thralls.
The Witch Coven of Garlghast
- Deathripper
- Deathripper
- Leviathan
- Leviathan
Cylena Raefyll & Nyss Hunters (Cylena and 9 Grunts)
The Withershadow Combine
Gorman di Wulfe
Pistol Wraith
Pistol Wraith
Skarlock Thrall
Warwitch Siren
Warwitch Siren
Stealth Nyss Hunters sounds like fun. 

Monday, March 26, 2012

The Coven Vs. eHaley

I've actually had a game with The Coven before, back about a month after I discovered the game, but I still felt like a virgin going in. To make matters worse I was going up against an ETC team partner and he was fielding eHaley: Trial by fire bitches, let's roll!
Major Victoria Haley
- Thorn
- Ol' Rowdy
- Stormclad
Arcane Tempest Gun Mages (Leader and 5 Grunts)
- Arcane Tempest Gun Mage Officer
Black 13th Gun Mage Strike Team
Stormblade Infantry (Leader and 5 Grunts)
- Stormblade Infantry Officer & Standard
Archduke Alain Runewood
Stormsmith Stormcaller
Stormsmith Stormcaller
Stormsmith Stormcaller
Squire
I decided I had to force him to feat, so I ran up and deployed in a way I felt would force him to advance and feat, allowing me to counter feat and negate the worst of it.

Cryx round one.
The Scavenger to the right had Infernal Machine up and being an idiot I put the Skarlock on the other side of my army, but more on that later.

Thinking cap engaged!
Saxon Orrik survives B13: Epic!
Then he advanced and didn't feat. Then I looked back at him and declared the game over. Infernal Machine on a Deathripper, Power booster on the Deathripper, then run the Deathripper 18" and spell assassinate eHaley with Stygians. The upside is that my opponent now knows how that works in case he meets a Coven list at ETC, but the downside was a game that took about ten minutes.

I decided not to do it so we could have an actual game, but in hindsight we should have reset the game completely because I was lined up to force that feat round, and when it didn't come and I couldn't end it because it would suck, I was left stranded. Instead I advanced Malice and promptly missed Rowdy with a drag which would have resulted in a Seether (sigh). Damage control time!

I told you that wouldn't work!
I ran up Eggy and popped feat, then flew the Terror-Bird through his lines of non-fearless troops, but CMD 10 and rerolls meant that didn't do anything. The Seagull flew up to threaten Haley as well, and the other Seagull placed itself to block Thorn and Rowdy, but since I needed Infernal Machine to threaten Haley it was out of range to completely block their path, which ended up being a really bad thing.

Rowdy goes to town!
Rowdy waddles in though he got beaked for six damage when doing so. Then the Stormclad is frigging speed seven (damn cheating Haley, I missed that!), and waddles down to Malice but Nightfall and defense thirteen keeps him alive. Sadly the one hit electro leaps to a witch and takes her down to three boxes (damn they're fragile).

Malice wrecks the Stormclad but since WSC was forced to go first: No Seether!
Then eHaley feats and Thorn comes out to Arc a bomb on Eggy, which brought down the already damaged Witch and I lost the game right there. It took him another round to bring me down with Gun Mages and he was severely mauled by that time, but the game was over when the first Witch died (though the Seagull threatening Haley beaked her for ten damage when she had to move in order to avoid death by beaking the following round). I'm not sure exactly what I learned so I'll think about it for a few days before drawing any conclusions.

/Lamoron

Garlghast Girl Power

I've been threatening you with The Witch Coven of Garlghast for a while now, but I could never really put together a list that would work with the way I usually play (Hjelmen calls it defensive and reactive, which is a pretty good description). I usually design my lists to withstand whatever my opponent throws at me, and then sucker punch him when he overextends, and that probably won't work with the bondage girls.

To the bondage mobile! Power up the greenish floating reactor!
Then I tried figuring out what they needed from an army to, which turned out to be a damn long list of things to include so that didn't work either (not a great caster for a sudoko list attempt). I gave up and found some advice in posts from Vermithrax & Ressurection so I think I'll be trying this tonight (ns = non stealth).
The Witch Coven of Garlghast
- Deathripper (ns)
- Deathripper (ns)
- Scavenger (ns)
- Scavenger (ns)
- Malice
Bane Thralls (Leader and 9 Grunts)
- Bane Thrall Officer & Standard
The Withershadow Combine
Bane Lord Tartarus
Gorman di Wulfe
Saxon Orrik
Skarlock Thrall (ns)
Warwitch Siren
Warwitch Siren
I wanted to include the Scavengers because I rarely get to field them, and with Infernal Machine they could do some damage. In case my opponent brings a lot of non-fearless models there's also the Terror-bird tactic to consider (Ghost Walk + Infernal Machine Scavengers can run 18" inflicting Terror on anything they encounter). I also see some potential in using Nightfall very offensively after running two Terror Birds around his army and planting them both on his caster when they're done.

Screw you puppy, I'm a TERROR bird!
Two Deathrippers because the Coven sadly needs Arc Nodes, but I like the option of killing people with speed nine melee lights if the Arc Node falls off. Malice should have Occultation to keep it safe. Bane Thralls, because I need a train to keep my opponent busy while the tricky parts do their job, and with twelve Bane Thralls coming at him the options to maneuver becomes limited and mistakes occur (hopefully). Sprinkle on stealth support models and it's done but I have no idea how this will play out.

Wednesday, November 9, 2011

Random lists: Warwitch Sirens

Another one of those list I'll probably never run, but I just noticed we can put six Warwitch Sirens on the table. That's a whole lot of headaches for an opponent, and the Slayers all have AD (Tier 4 Coven).

The Witch Coven of Garlghast
- Deathripper
- Deathripper
- Slayer
- Slayer
- Slayer
- Slayer
Skarlock Thrall
The Withershadow Combine
Darragh Wrathe
Warwitch Siren
Warwitch Siren
Warwitch Siren
Warwitch Siren
Warwitch Siren
Warwitch Siren

Technically the tier list can field eight Warwitch Sirens, but it would lose any chance at winning to do that.

Friday, November 4, 2011

I just noticed something.

I'm almost out of spotlight/intervention subjects. That's a bit annoying, but at least I know what to do about it. I'll focus on Game Theory articles for a couple of weeks, while I get in some games with the models I feel able to write about, with just a little more experience.
  • Stalkers
  • Satyxis Raiders
  • Erebus
Since I'm going to field The Witch Coven of Garlghast anyway, I might as well construct a list where I get to use all of those, and that would look something like this:

The Witch Coven of Garlghast
- Nightwretch
- Nightwretch
- Stalker
- Stalker
- Stalker
- Stalker
- Erebus
Skarlock Thrall
Satyxis Raiders (Leader and 9 Grunts)
- Satyxis Raider Sea Witch
The Withershadow Combine
Satyxis Raider Captain
Warwitch Siren
Warwitch Siren