- Jul 16, 2013
- 255
I was at a tourney this weekend, and I'm proud to say I went 4-1 while taking one of my favorite units: The Coven Throne.
While taking it was definitely a concession to composition, I also think this model is a lot better than people give it credit for. This unit survived all 5 games, and was key for scoring some critical points.
So, here's my full rundown of why and how I play this unit.
So, the basics.
Movement 8 chariot which brings 4 ASF S5 attacks plus 2d6 S3s plus the Vampire riding it. T5 with an inherent 4++, narrow frontage, you can do a LOT of damage with this thing.
So, why don't people take it? Well, it puts a character alone on a single base that you can't protect from cannons that's altogether very expensive. And, as always, it's competing with the Terrorgheist, or maybe just a solid killy block of GG.
Yet, I have almost nothing but good results with it. It's eaten entire block of white lions on its own, it will grind down nearly any core block, and it can punch high armor. It's fast, easy to maneuver, and an undeniable threat.
Here is my preferred rider build:
Vampire
Dragon Helm, Dawnstone
Red Fury
Shield, Lance
Lore of Death
Or I'd suggest possibly going with the Armor of Destiny. I'm experimenting with both still. AoD is better if you're taking high S hits, but anything S5 or below, the 2+ rerollable is better. Personally, I'm more worried about people massing hits, and if I'm playing the throne correctly I should be keeping him away from S that high since it's only T5/4
One of the main reasons I think people have poor results is that they fall for the trap of Battle of Wills. It offers some really impressive options, and so people try to build around that by taking a vampire rider with AODM to maximize your leadership difference.
As I've learned, Battle of Wills is a throwaway ability. As unbelievable as the bonuses SEEM, you're relying on what is essentially 1 die roll. With a VL's inspiring presence AODM you're probably rolling 2 higher, so it seems like you'll pretty easily get one of the better 2 bonuses, but then you'll get to an important combat and it'll whiff. You don't win by gambling on good dice swings, you win by playing conservatively and benefiting from good dice swings.
Focus your Vamp on straight killing as normal, and just let it run as a super-chariot. You'll find the results are much better.
As for lore, Vampires is good so you have an additional healing battery with Invocation, but I prefer death since it's going to far upfield and it gives some important ranged support against some of the most nasty things you see on the field.
As for running it, I think there's ultimately two options depending on your opponent's force. If they have cannons, run it far forward and have it in combat by turn 2. You should have one or two free turns before cannons hit you in the face because they'll be going after your terrorgheist first. If they go first, hope for a good ward save or a low wounds roll. Don't be afraid to get it into combat, as most units it gets into combat with, it'll start grinding. It'll be vulnerable to counter charging, and you'll just have to take advantage of that by exploiting the awkward positioning your opponent will have to use to flank it.
If your opponent doesn't have cannons, you're in a much better position. Play conservatively with it, holding it relatively close to your general for Inspiring presence and try to send some Spirit Leech snipes at your opponent's war machines or Ward-save-less heroes. Keep it in position to counter charge and break your opponent's combined charges. This time, don't commit it to early, make use of the narrow frontage to outflank and get it headed to either a flank charge or a fight with a vulnerable ranged unit. A swiftstriding M8 is a terrific threat vector, and as a VC player you have the best redirectors in the game. Control position, and you can bring the thunder with an extremely small frontage to respond to.
Anyway, I strongly encourage people to give it a try if they haven't already, it's a fantastic killing unit that doesn't cause the traffic jams of infantry hordes. With some practice, you can make great use of it and answer a lot of VC's worst match-ups.
While taking it was definitely a concession to composition, I also think this model is a lot better than people give it credit for. This unit survived all 5 games, and was key for scoring some critical points.
So, here's my full rundown of why and how I play this unit.
So, the basics.
Movement 8 chariot which brings 4 ASF S5 attacks plus 2d6 S3s plus the Vampire riding it. T5 with an inherent 4++, narrow frontage, you can do a LOT of damage with this thing.
So, why don't people take it? Well, it puts a character alone on a single base that you can't protect from cannons that's altogether very expensive. And, as always, it's competing with the Terrorgheist, or maybe just a solid killy block of GG.
Yet, I have almost nothing but good results with it. It's eaten entire block of white lions on its own, it will grind down nearly any core block, and it can punch high armor. It's fast, easy to maneuver, and an undeniable threat.
Here is my preferred rider build:
Vampire
Dragon Helm, Dawnstone
Red Fury
Shield, Lance
Lore of Death
Or I'd suggest possibly going with the Armor of Destiny. I'm experimenting with both still. AoD is better if you're taking high S hits, but anything S5 or below, the 2+ rerollable is better. Personally, I'm more worried about people massing hits, and if I'm playing the throne correctly I should be keeping him away from S that high since it's only T5/4
One of the main reasons I think people have poor results is that they fall for the trap of Battle of Wills. It offers some really impressive options, and so people try to build around that by taking a vampire rider with AODM to maximize your leadership difference.
As I've learned, Battle of Wills is a throwaway ability. As unbelievable as the bonuses SEEM, you're relying on what is essentially 1 die roll. With a VL's inspiring presence AODM you're probably rolling 2 higher, so it seems like you'll pretty easily get one of the better 2 bonuses, but then you'll get to an important combat and it'll whiff. You don't win by gambling on good dice swings, you win by playing conservatively and benefiting from good dice swings.
Focus your Vamp on straight killing as normal, and just let it run as a super-chariot. You'll find the results are much better.
As for lore, Vampires is good so you have an additional healing battery with Invocation, but I prefer death since it's going to far upfield and it gives some important ranged support against some of the most nasty things you see on the field.
As for running it, I think there's ultimately two options depending on your opponent's force. If they have cannons, run it far forward and have it in combat by turn 2. You should have one or two free turns before cannons hit you in the face because they'll be going after your terrorgheist first. If they go first, hope for a good ward save or a low wounds roll. Don't be afraid to get it into combat, as most units it gets into combat with, it'll start grinding. It'll be vulnerable to counter charging, and you'll just have to take advantage of that by exploiting the awkward positioning your opponent will have to use to flank it.
If your opponent doesn't have cannons, you're in a much better position. Play conservatively with it, holding it relatively close to your general for Inspiring presence and try to send some Spirit Leech snipes at your opponent's war machines or Ward-save-less heroes. Keep it in position to counter charge and break your opponent's combined charges. This time, don't commit it to early, make use of the narrow frontage to outflank and get it headed to either a flank charge or a fight with a vulnerable ranged unit. A swiftstriding M8 is a terrific threat vector, and as a VC player you have the best redirectors in the game. Control position, and you can bring the thunder with an extremely small frontage to respond to.
Anyway, I strongly encourage people to give it a try if they haven't already, it's a fantastic killing unit that doesn't cause the traffic jams of infantry hordes. With some practice, you can make great use of it and answer a lot of VC's worst match-ups.