Witch Coven of Garlghast: 4

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.

You’re the best evil son an evil dad could ever ask for.

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

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…

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21 Responses »

  1. Witch Coven has always been one of my favorite casters, but as a relatively new player I always thought I didn’t do them justice. Your articles make me want to go back with them especially since I am trying to find a fit for the Kraken. What do you think of this list?

    The Witch Coven of Garlghast (*5pts)
    * Deathripper (4pts)
    * Ripjaw (5pts)
    * Kraken (19pts)
    * Skarlock Thrall (2pts)
    Satyxis Blood Witches (Leader and 5 Grunts) (4pts)
    * Satyxis Blood Hag (2pts)
    Satyxis Raiders (Leader and 9 Grunts) (8pts)
    * Satyxis Raider Sea Witch (2pts)
    The Withershadow Combine (5pts)
    Ragman (2pts)
    Warwitch Siren (2pts)

    • Personally I’d reduce the Ripjaw to a Deathripper and bring a Necrotech. The ability to repair that Krakens arm, or simply give it a bit of added durability, is heavenly.

      Other than that it looks solid, though I wish there were points for a Raider Captain, but I’ll be darned if I can see any :)

      • Yeah those are the same thoughts I had. The only reason I went Ripjaw over necrotech is the added bonus of the ripjaw surprise assassination and whenever I play a necrotech with the Coven it can’t keep up with even the slowest jacks due to infernal machine. I will have to try it both ways and see how it goes!

        • Fair enough, but the Deathripper can kill casters as well, with it’s sustained attack and high P+S, and due to the high MAT with Infernal Machine it can even gamble on not boosting the initial attack, and delivering a lot of high power attacks that are almost certainly unexpected.

          I’ve had no problems keeping up with the Necrotech. In the first round it runs. In the second round it walks in and repairs. In the third round the game is usually over, and if it’s not I haven’t sent the Kraken out of range because it’s either shooting or cleaning up my lines :)

          • So after a couple of games I can’t decide if dropping the witches+hag for another 3 solos (gorman, raider captain and a warwitch) is the better choice. It leaves me short of bodies on the field.

            Also running Raiders without a Captain isn’t too great so I might replace Ragman even if I don’t get rid of the witches. Thoughts?

          • It really depends on what you’re trying to accomplish with the list. Is it meant to be a rapid assault list then yes, but if it’s more of a denial list then perhaps maxing the Blood Witches is the way to go. It’s a tough question that I answered by doing something entirely different :)

  2. A single node isn’t a terrible idea with the Kraken. Most of the witch powers consist of moving upkeep spells around, with only Stygian Abyss and Curse of Shadows requiring you to get close. However, if you’re only engaging a single target, the target should be bound or dead. On the off chance that it’s not, you can keep the node protected with Veil of Mists. Plus you’ll have the Skarlock, so Cursing targets isn’t really a concern since he can do it with effective RAT 9.

    • I think it’s worth a shot anyway :D

    • It would then look like this.

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

      I didn’t really consider the synergy between Nightfall and Steelhead Halberdiers before. If I push them up to screen, as I plan to do, there’s a very real chance that enemy units can declare charges on them from outside Nightfall, but end up within after finishing their charge.

      DEF 13, +2 (Set Defense), +2 (enemy models affected by Nightfall) means DEF 17 Halberdiers if they’re charged. It’s worth considering shifting Occultation to them on the feat turn, because even dedicated melee units will struggle to connect, making them a nightmare to deal with if they can’t be shot either (assuming stealth makes a difference against that particular list of course).

      This could actually turn out to be a tournament build. The only thing that doesn’t really suit me is, that I can’t very well throw an Arc Node away on a long shot assassination attempt, but since I rarely do that anyway it shouldn’t be to much of a problem.

      • Tomorrow I’m going up against Jan, which is pretty much the ultimate test for any Cryx build, as he’s ‘the other’ top level tournament Cryx player. Jan is currently cheating on his main faction with Skorne though, so I get the pleasure of facing Makeda3 for the first time.

  3. Random thought. Drop scrappy. Upgrade death ripper to a ripjaw.
    It’s a thought.

  4. Dang, hit enter by accident.
    My thinking is if your only running one, the synergy between a kraken and the ripjaw is too good to ignore.
    Ripjaw is a flat out mat buff. That’s significant on a whiff tastic model.

    • The Kraken very rarely whiffs anything, and the Necrotech has been bloody fantastic… hmm, maybe you’re reading the Scrap Thrall like a solo choice, but the ‘-‘ indicates that he’s tagged along with the Necrotech :D

  5. So I’m missing something. what are the steel heads (horsies and footmen) offering you that you cant get from in faction? Is it the low point costs?

    • It’s several things actually. The Halberdiers don’t really supply anything that I couldn’t get in faction, but they’re a solid unit for their points, a good screening unit, and they provide the Cavalry with Flank.

      The Cavalry does several things that I find extremely interesting, but they need protection against shooting to work, which I think I’ve found with the WCoG.

      1. They can shoot, and they have a great threat range with their high speed and powerful guns. They have poor RAT, but since it’s just an added bonus it’s not a problem, and with a Stygian Abyss Critical they have an average chance at hitting most things. This has great synergy with the Kraken, as I have the option of a shooting round combined with a feat round to keep them safe(ish).

      2. They have a lot of extremely powerful attacks with flank. Soul Hunters have a bunch of attacks, but SHC will rip apart enemy Colossals. Take a look at the math, it’s crazy how much damage even a single SHC can inflict. This gives me a lot of control in the game, and that’s an amazing thing with the Coven. I hope that Bane Riders will take their place, but until then…

      3. Impact attacks and the ability to kill a screen while getting to the juicy parts. This is something I like, even with the WCOG being notorious for giving anything the ability to do just that, because they do it without using my Focus and activations. Impact attacks are like mini-thresher attacks as well, and can really clear out some models on a good day.

  6. I asked Jan to bring Makeda3 to the table tonight, since I had never faced her before and wanted a ‘feel’. I was winning, pretty convincingly, having lost almost nothing of importance while putting him in some really bad positions.

    Then he killed me…

    I love super solo characters, because no matter what, they can always get the job done themselves. In this case the Tyrant Commander made her a bit quicker, then Marketh killed three models with Eliminator and moved her up six inches.

    Then she walked around a rock and killed a Halberdier (gaining a Fury due to feat), activating Blood Boon and casting another Eliminator (moving two inches and gaining a Fury), then casting another Eliminator (killing one model and moving within range of Eggy), and then it was game over on her second swing.

    I did not see that coming… at all… she was about 18-20 inches away, behind a rock, and I was behind the Kraken and my entire army. I’m not quite sure how to stay out of that range when I’m in a kill box game, and only a serious tank caster can stand up to her many many boosted PS 17 attacks :D

  7. An interesting note though. I charged Molik Karn with four Steelhead Heavy Cavalry, after moving in a Halberdier to provide them with flank, and moving up Ragman to provide Death Field.

    Two of them never even got to swing, and the third only got to swing once… damn those SHC are destructive. The Halberdiers, despite being key models in my demise, also performed extremely well as a screen during Nightfall.

    The single Arc Node approach was less of a success. Having just one meant that I didn’t suicide one on Stygian Abyssing Makeda3, and a Shadow Bind on her would probably have won me the game. I’m not sure what to do about it, but one isn’t enough.

  8. Well you need 4 points. Drop the steelhead halbs to a min unit. They should still be able to assist the cavelry and act as jammers as needed. Then drop gorman. Gorman is awesome but you don’t need his cloud to block LOS to your caster, stygian abyss will have to be your replacement for black oil and take the hit that now you only have ragman to debuff arm. Furtunately ragman could debuff two or more heavies as long as they were close by each other.

  9. Or you could drop WSC, I know blasphemy but they can go in another list easier and give you back your second node.

    Steelhead cav are my favorite unit in the game for a reason lam.

    Note really awesome conversion on steelheads is thus:

    Order ten bane thrall axes and shoulder pads.
    Cut the axe heads off and the halberd heads off.
    Pin the axe heads to the Halberds
    Put on thrall pad on their left shoulder.

    Boom steelbane halberdiers.

  10. Yerstarday i have tested for the first time TWCoG, i have won at 50 points, versus Ossyan, for 6-0 scenario points.
    My impression is that the archnode are vital for the wicthes, but the kraken with infernal machine it’s an incredible war machine, now i take the WCoG for the next tournament, thanks a lot

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