My MKIII Goal has come and gone! I’ve played 20 games with the coven to start off the edition, and I am excited to shift into a different focus – Using all the warcasters in the stable a few (probably 4-5) times to get reps with the entire faction.
Before that, though, I want to go through a bit of the experience with the Coven and what I learned from playing them, how I play them, and what I want to see them with. I’ve talked about them a ton, but I think, maybe, one more hash over their well trod ground could be good.
Back last week, during the look at the upcoming errata, I was more focused on trying to define the top 5% of models. This week, I want to look deeper and take a candid look at what can be done about Cryx and their inability to survive into a gunline.
The Coven, as ones who have perused this column on more than a slight occasion will have noticed, are getting a lot of play from me. Its not a situation unique to me, or my meta. The Coven are getting the nod from players -those that are left of our now decimated population – across the country. I’ve opened dialogue with a few of them, and many are of the same mindset. The Coven is the answer to the gunline.
I disagree. Come, let me explain. This one is a little wordy and rambling, so be warned.
Despite my ability to consume rules and absorb them pretty steadily, I do have a problem in seeing the best way out on the table. Often, This is because I am focused on wining the game in the most expedient way possible, and not necessarily taking a long view and looking at the end state of the game, and where it can lead me.
Well, I was, in MK II. with the release of third and finally having some dozen games under my belt, I’m starting to see what I’m doing wrong, on a much more macro level than I was previously, and I hope this is the start of the pull out of this miserable tailspin I’ve been in. I want to take a look at the Coven first, how I’ve been misplaying them, and how I see my game evolving with them.
I may have mentioned before that I am a huge fan of the Coven and because of that I am going to spend a great deal of time rumination on how to best play them, as well as putting them on the table to see how they actually perform. We should start that now!
Last time, we took a quick look at the Coven’s basic stat line, concepts, Feat, spells and special rules. It was a general overview of their use and power. In the previous edition, they were slightly weaker than I would have liked, and the chance to use them again is extremely compelling. While they’ve not changed much in their overall form, the dynamics of the metagame surrounding them indeed has. The world that we live in, game wise, seems to be dominated by Gunlines and Warjacks. Nothing says no to a gun line like the Nightfall.
However, I’d not put together a solid list, and had been defeated both times at Lock and Load. This time I’d managed to think a little bit about the list and was going to get a game in against Cygnar. This was going to be a test, indeed!
Lock and Load, PP’s convention out in Seattle each year, is my chance each year to step away from running events, judging, and general overseeing in order to play the game I enjoy and get more than a few games in at a time. Last year I managed to pick off 18 Iron Arena games while also judging masters and playing in the team tournament. This year, though, I’ve managed to get into some awesome tournaments.
When I originally stole the list from Midnight Carnival, I made a slight change to add in the Soulhunters, Darragh Wrathe and Soultrappers while dropping the Satyxis Raiders, the Raider Captain, and a Warwitch Siren. This list, below, was an awesome list that I really enjoyed.