In the past I’ve won games with the WCoG, but only by luck or because of opponent brain-farts allowing a Stygian Abyss assassination. I’ve had four games with the ‘new’ WCoG now, and I’ve won all four…
- Kraken eats pThagrosh.
- Kraken is about to eat Damiano but he surrenders.
- Kraken eats eAsphyxious.
- Kraken eats Grim Angus.
The Kraken is downright broken with the WCoG. The stupidly long threat ranges (both ranged and melee) means that you control the game unless something is very wrong, and the durability makes it really hard to deal with at range. The WCoG can actually protect it for a round with their feat, and the rest of their spells is tailor made for the Kraken as well.
I’ve had the Kraken hitting at P+S 25 with full tokens, Dark Shroud, and Curse of Shadows up, and considering that it can engage from eleven inches away by walking it can often swing the full five times. Screening is much harder against it because of the four inch reach, and if that Stygian Abyss lands a Critical Shadow Bind, the Kraken will easily hit most high defense casters.
Last nights list did have some issues though. I did find myself missing the Skarlock in this setup, but the Warwitch Siren is so important for Focus Economy
The Witch Coven of Garlghast
Steelhead Halberdiers (Leader and 9 Grunts)
Steelhead Heavy Cavalry (Leader and 4 Grunts)
The Withershadow Combine
Gorman di Wulfe
– Ike the Scrap Thrall
Finding two points for a Skarlock is tough. If I reduce the Halberdiers it becomes way to easy to remove Flank as an option for the Cavalry. If I reduce the Cavalry the entire point of having them disappears (come on bane Riders, I need you!). The WSC is an option, but they’re just so useful when you really need to hit with Gorman, or really need that critical with Stygian Abyss.
The only real option is Ragman, but he’s actually pretty damn good in this setup, and with the Kraken it allows me to really hurt enemy Colossals. There’s also an interesting synergy between Shadow Bind and the Krakens four inch reach, because you can actually trounce an enemy Colossal from 2-4 inches away, and if it’s not allowed to move it cannot retaliate with melee attacks.
I’m seriously considering a game or two with just one Arc Node…