Cryx Compendium: The Coven
The Witch Coven of Garghlast is perhaps one of the most unusual and potent warcasters in Cryx, if not in all of Warmachine. They have one of the most powerful spells in both Warmachine and Hordes, and have rightly earned a fearsome reputation. For the many enemies of Toruk, take heart; (and for his serfs, beware!) the Coven are far from invulnerable. In true Cryxian fashion, clever generals of the Dragonfather can march the Coven into quick victory.
One of the fist things that one will notice is that there are several figures involved. While Captain Darius has his Halfjacks and mine markers, the Coven have 4 models that all interact heavily with each other: Helana, Morgane, Selene, and Egregore. The sisters boast a relatively high DEF, but a pitiful ARM. The Egregore, however, has an average DEF and an only slightly above average ARM. Combine this with how the Coven collectively take damage, you’ll find that attacking the Egregore is a much more efficient task. Note that extra Focus left over only adds to each of the Witches ARM stat, not the Egregore’s. The Egregore itself has Stealth to prevent a far-off kill shot. Also take note that anything within base-to-base of the Egregore also gains Stealth, which is useful for preventing LOS to the Egregore, without putting the protecting model at long-range risk. Finally, remember that spells and control range are always measured from the Egregore, not the Witch activating.
Next, notice the unusual way the models interact. There are three things to note: While each Witch contributes 3 Focus to the collective pool, any of them can use any amount of Focus given, so if two Witches run, the third can spend the remaining 9 Focus. Second, the models activate independent of each other. Each model has its own activation, and they are not considered a Unit. While this is generally a boon, it can sometimes complicate the order of operations, and one should take pains to keep them in mind. Finally, and perhaps the most memorable thing about them, is that while in Perfect Conjunction (which is defined as all three Witches have an unblocked LOS to both of their sisters, and the Egregore is completely in between the trio,) all magical attack and damage rolls are automatically boosted. Given their large control area and access to cheap and plentiful arc nodes, it can be quite easy to close gaps and create an incredible threat range. Combine that with a possibility of 3 spells that have their attack and damage rolls boosted for free, that can be like having an extra 6 Focus! Complications arise, though: Perfect Conjunction can sometimes mean turning your back on flanking enemy units, and the Witches cannot be protected by the Egregore’s Stealth. Also remember that the LOS can be any range, so it is conceivable that Witches can be a great distance from each other, but still keeping Perfect Conjunction up.
The Coven’s spell list is often overlooked, save for one spell in particular. This is a mistake, however, as many of their spells are potentially devastating.
Ghost Walk: This is a time-honored spell in Cryx, going back to Prime, and is still as powerful today. By allowing a model/unit to bypass terrain effects and free strikes in exchange for the ability to charge is highly valued, and can extricate a key model or allow a Bonejack to loose himself from combat to be a threat from his arc node again. Most often, a Skarlock will be Spell Slaving this effect, to allow further efficiency on the Coven’s Focus.
Stygian Abyss: Here we find the Coven’s signature spell, and the source of their insidious reputation. Not only is this a POW 13 spell (which when considered that many of those will be boosted,) it also has a Critical Blind effect that observant players on both sides of the table should take notice. Blindness lowers MAT and DEF by a whopping 4, prevents magic and ranged attacks, and also robs them of either their movement or action on their next activation. For many targets, this can as bad, if not worse, than being knocked down.
Infernal Machine: An often forgotten or even ignored spell, this little gem is not without considerable merit, given some of Cryx’s most recent additions. Adding 2 SPD to Cryx’s already quick-footed ‘jacks is nice, but adding MAT is extremely rare, and extremely useful, especially for Helldivers either getting those last couple of inches in before the Burrow, or for when they pop up, and need an edge so they can hit their victim. Moreover, Nightmare udner this spell can now charge 11″, and can boast a 13″ threat range. Add to this that he would be a 11 MAT against his prey target like this, and he now can virtually guarantee a killing blow.
Occulation: Another typical Skarlock spell, this gives the rule Stealth to a model/unit. Perhaps not the most game-changing of spells, but it is of use for those early positioning turns and keeps some of the more valuable targets protected from long range fire.
Imprision: What will probably cause most to stop and look is the high Focus cost of this spell. Most tend to forgo it in favor of just throwing Stygian Abyss at the problem until it goes away, but Imprison can often deal with what cannot be dealt with. Imprison has gotten me out of situations such as an Avatar of Menoth with Retribution (or worse, Ward,) or trapping Haley while hanging onto Focus to prevent a spell assassination. Note that her Vortex Spear only works when the spell targets something near her, and Imprison targets nothing. Just forcing your opponent to deal with breaking the wall down can often eat up all too valuable resources, giving you an extra turn to set up a perfect kill.
Puppet Strings: The spell that made Tremulus infamous started here, with the Coven. The ability to re-roll a crucial Pistol Wraith shot for Death Chill or a critical charge attack. Typically, this is another Skarlock option, but it should always be considered when starting a very important combo.
Necrophage: What can be forgiven as arguably the least impressive spell on the Coven’s list, Necrophage can lower the ARM of a warrior model/unit and allow them to explode in a low POW AoE. Obviously, this trick is more for the low DEF, high ARM targets that sometimes block or screen high DEF low ARM targets. Aiyanna and Holt are vulnerable by this. Although the damage from the AoE is unboostable, POW 8 can put on at least the threat of damage.
Feat- Nightfall: Shrinking LOS to 5″ and reducing MAT and RAT by 2 can be huge, especially to prevent retaliation after your first big push, or to lower probabilities on your opponent’s attack. Please note that it is only active in the Coven’s control area, so one can, presumably, walk out and suffer no penalties. Timing on this is essential, as is with all feats.
Mark II:
(Please note: these notes are based on the Mark II Field Test rules released in April of 2009.)
Stat-wise, the Coven have not changed much, although they are now relegated to only Witch A, B, and C. Like all Warcasters, their Ritual Blades are now capable of dealing Magical damage. Black Mantle has been removed, and Perfect Conjunction now works by reducing the cost of spells by one, allowing essentially the player to boost either the attack or damage roll for “free,” or even cast more spells per turn. It’s still very efficient, even if it’s not what it used to be.
The spell list has drastically changed. Stygian Abyss, for instance, is now only POW 12, and no longer carries the threat of Critical Blind. It can now cause Shadow Bind on a Critical! Still useful on the assassination run, but not nearly as punishing to the opponent if they are lucky enough to get another turn. Necrophage, Puppet Strings, and Imprison are now gone, replaced by Watcher (a nice little body guarding spell for ‘jacks,) and Curse of Shadows, which is very handy in getting past a tough front line and into the squishy back lines of an army. Curse of Shadows is also especially useful for Trample power attacks about to happen.
Yes, the Coven aren’t nearly as auto-pilot as they could get in Mark I, but take heart, aficionados of the Cryxian Volleyball Team. Given how prevalent and more powerful warjacks have become in Mark II, the Coven are still very potent, but they will like need to evolve their playstyle a bit in the new format.
Sample List: Mark I 350 Mangled Metal
- Witch Coven
- Deathripper
- Deathripper
- Deathripper
- Helldiver
- Helldiver
- Helldiver
This list has always brought me much success in games. Anything that is threatened by boosted POW 13s must fear everything in the army, between the Helldivers popping up, and Stygian Abyss under Perfect Conjunction. Anything that can’t is mitigated by the Helldiver’s sinkhole, Imprision, or merely ignored. One should not be afraid to sacrifice an arcnode to engage an troublesome model in order for another to move past and set up a more important blow.











































2 comments
Comment by Josh on July 10, 2009 at 6:58 am
Might want to double check the Egregore’s Floating rule. I don’t think it prevents knockdown.
Comment by Stunami on July 10, 2009 at 8:22 pm
Quite right. I don’t know where I got that from. Article has been updated.