I still haven't had too many games of CoI yet, but I'm looking at running the following:
Nightwitch w/Master of Coin (-1 Req) -Swamp Gobber Chef (+1 Req) Bloodweavers LotF Either a Ravager Shaman or Whitemane. I think I'll go with a whitemane in order to avoid the extra Req costs and keep the hand size of 6.
Costs 24/25 points (6 cards) and hopefully I'll get to to cycle a cards for having a smaller force than my opponent.
Comparing Master of coins versus Mission specialist. I prefer master of coin. It lets me take a Swamp gobber Chef. He becomes my specialist and bring in an extra card. Well worth 1 point. Also when the opportunity presents itself, he is not bad striking in the back. It also gives the nightwitch a +3 CMD which increases the area my Bloodweavers have in order to get the extra attack.
The only other command card that looks interesting is Frontline commander for unyeilding. If on the LotF he is effectively 19 ARM. But if the LotF is my leader then some of the Command cards may not be as effective since he tends to jump into my opponents deployment zone. Thi sleave my other models outside of his command range.
Post by Big Fat Troll on Dec 12, 2017 12:01:19 GMT
I have not actually played this, but it started with the one thing I was sure about. That is, if I do buy Circle models for COI it will be Warpborn Skinwalkers. It did occur to me that they heal themselves and the Blood Weavers can heal them too, so they might stay standing all game.
Alpha Witch 25 points, hand size 4, and 11 models Commander: Night Witch with Mission Specialist Warpborn Skinwalkers, minimum with Alpha CA Tharn Bloodweavers
This would mean more purchases and it's a shame that a list using the whole unit didn't come together very neatly, but I could maybe just play the full unit with CA in 20-point games.
Mission specialist is again super relevant for a low number of activation army and +3 cmd is invaluable for spreading killing-spree and battelplan bonuses.
Wyrd is costly but have 3 quality shots and can leverage the "take aim" and "strike true" drive. With a big hand size supporting his shooting and gunfighter making him un-jammable is a solid beast and add some needed ranged presence to the army.
Stoneshaper is +1 card, repair, card manipulation and 8"spray in a 3 point package. If you take a construct you want it.
Bloodweavers because grevious wounds+killing-spree is a super strong combo for knocking out of game models fast.
List is all about attacks volume and maximize the value of each activation.
Nightwitch: with mission specialist reaches a sizable cmd of 12, spreading killing spree or battle plans on a big area. Lategame can do lot of work with easyer access to boosts tanks to extra boxes. +1 to priority is super valuable given the low model count and how you can leverage gw+killing-spree for reducing the number of enemy activations.
Woldwatcher: your army is super fragile and pillowfisted, you need an anchor on most scenarios and a decent beater for punching hard stuffs. Watcher is good at both role, is cheap-ish and have a decent gun (fertilizer is situationally disruptive).
Wayfarer: prowl help not be focused on approach (main issue with shaman), batte wizard is super reliable with bleeding models around and MA7, pow12, spray8 is a real killer. Hunter mark is situational on CoI but can enable some nasty thing in combination of crush drive.
Bloodweavers: are the workhorses of the list... fast, killing-spreeing,grevious wound assassins. Gang isn't reliable in CoI, but you have an hand size deep enought for help them to do work against well protected models.