Witch Coven of Garlghast: 3

Tonight I’ll try something entirely different. There was a lot of good suggestions in WCoG: 2 post, but true to my usual self I’ve ignored every single one of them in favor of something that is almost guaranteed to fail.

I did… I know… I’m sorry…

A while back I bought a bunch of Steelheads to use with pDeneghra. The Cavalry got themselves shot to shit without really doing anything, but the Halberdiers were great. Then last night I sat around thinking about things to put occultation on, and suddenly…

The Witch Coven of Garlghast
– Deathripper
– Deathripper
– Kraken
The Withershadow Combine
Steelhead Halberdiers (Leader and 9 Grunts)
Steelhead Heavy Cavalry (Leader and 4 Grunts)
Gorman di Wulfe
Necrotech
Ike the Scrap Thrall
Ragman
Warwitch Siren

I’m uncertain about including a Warwitch Siren instead of a Skarlock, but in most games the Skarlock has saved me a Focus every turn but done little else, while the Siren has saved a game and done pretty well in all others.

Assuming it’s not a Cygnar opponent this list might do well. In any case I’ve won three consecutive games with the WCoG now, so knowing that the Bane Knight setup works it’s time to move on.

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6 Responses »

  1. I faced pGrim… luckily he’s new to Trollbloods, or I would most likely have been run over. In the end the Kraken got to Grim, with a full stomach and Dark Shroud up… squish!

  2. I have put a lot of thought into using steelheads with cryx, but not the coven I confess. How did the steelheads themselves perform?

    Also as an aside so you find yourself getting much use out of the krakens guns with the coven? I imagine it gets stuck in and killing stuff pretty fast with the coven.

    • The Halberdiers were down to four remaining members since they were tasked with stopping the full unit of Kriels from flanking me. They did give almost as good as they got, killing five Kriel Warriors before the game ended, and lending a hand to a couple of Cavalry that needed help hitting Pyg Burrowers.

      The Cavalry were at full strength although several members were pretty banged up from blast damage, but they put some serious hurting on Grim himself after I managed a Critical Shadow Bind on him (and they shot him… no room to melee).

      Quick rep.

      He got first turn, and ran up. He Burrowed the Pygs to avoid having them Krakened (it’s fun having ranged threats), which meant that a drifting Unicorn-gun killed his Runebearer instead. Then I ‘first turn feated’, so I could move up (kill box) without losing to a combination of Battle Wagon, Pyg Burrowers, and Grim shooting the Coven.

      The feat took care of the Pygs as I parked outside 5″, and with -2 RAT they weren’t much threat with ranged weapons either. He should probably have run away with them there, but he decided on jamming me. Even with shit dice, the many many attacks of the Cavalry cleaned up nicely.

      When he jammed me he sent the wagon over to shoot Gorman, but he got a toe within my feat range and couldn’t. That meant that Gorman could Black Oil his Earthborne, and I got away from the game without losing anything major.

      The game ended when Grim moved up for an assassination, my opponent having decided that he was way behind on attrition. I still think he should have kept with the attrition plan, but he didn’t. His plan didn’t work, and he was within nom-nom range of the Kraken.

      The end…

      As to the question about Kraken shooting. So far he’s been shooting one or two rounds every game, but the most important thing is that he has the option. You don’t have to send him into melee if it will get him killed, and when you go second he usually gets a kill on the first turn (against Hjelmen it was his Warmonger War Chief, this time it was his Runebearer, and killing something important is usually easy enough).

  3. One thing about the Coven’s feat. Since the last errata it’s been clarified that you can check LOS whenever you want, including during movement. This means that during the Coven’s feat you can force the Coven’s player to measure control area to determine where you need to move to get out of range.

  4. How bout that?

    The Witch Coven of Garlghast (*5pts)
    * Deathripper (4pts)
    * Deathripper (4pts)
    * Kraken (19pts)
    Bane Riders (Leader and 4 Grunts) (11pts)
    Bane Thralls (Leader and 5 Grunts) (5pts)
    * Bane Thrall Officer & Standard (3pts)
    The Withershadow Combine (5pts)
    Gorman di Wulfe, Rogue Alchemist (2pts)
    Warwitch Siren (2pts)

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