Ogul said:
Hey!
So I've read on this forum several times that the black coach isn't worth taking, why is that?
I used it yesterday for the first time, it was really fun AND it saved the day with a flank charge. It was the impact hit that did it, his chaos warriors with 4 attacks each were barely able to strike back. It also killed a chimaera and a chariot.
The Coach gets powered up pretty quick with the black periapt in the list.
The problem I have with it is that, outside of Impact Hits, it really doesn't do much. Now, this might be forgiveable if it was cheap, but ~200pts is a lot to pay for this.
I mean, first off, it doesn't really bring any utility. And, for a little extra, you could have either a terrorghiest (which has one of the best attacks in the game, and brings both manoeuvrability and range to our army), or a Mortis Engine (which buffs our units, damages enemies, and is about the same in combat).
If the Black Coach still syphoned both players power dice (and stopped them being used), then that would make it interesting in a magic-light list. But, sadly, that's no longer a possibility.
Anyway, if you compare it to the Varghulf (another combat unit with no utility), it still seems inferior. The coach is a little more survivable, but just doesn't have much offensive power. It seems like you're relying an awful lot on the impact hits, since once they're gone, you've got 5 attacks at WS3. Now, even with flaming, killing blow etc., they're still only 5 attacks at WS3.
The varghulf though had 5 attacks at WS5 and S5 (and hatred in the first round), plus a thunderstomp. Considering that the varghulf is 20pts cheaper and about the same speed (and not reliant on winds of magic to achieve its full potential), it just seems like a better deal.
Basically, it's not awful (and gets pretty decent if you roll well), but just compares badly against the rest of our rare choices.