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I seem to be having trouble using my Black Coach properly and wanted to get some pointers before I write it off in exchange for a Varghulf.
How do people use their coaches effectively? What unit or character do you run them near at the beginning and where should the end up towards turn 5 or 6? I like the model and the idea behind it. Would be nice to see this used effectively.
i use the black coach all the time and it took me a while to get the hang of it, there are a couple of different ways to use it, the easiest is take it in a magic heavy list upwords of 15 pd or so and just feed it the first 2 turns of the game then have it fly around and try to earn its points back for the last 3 turns. Or you can use it as a big fluffy diversioin, alot of my opponents get worried when they see the black coach so they really try to kill it but it is very tough as long as they arn't shooting it with cannons or runed up bolt throwers. so while my opponent is busy trying to kill the black coach the rest of my army does it's thing. what you have to worry about with the black coach are those str 7 hits and rank and file blocks of troops. very rarely will i run the black coach into blocks of infantry, because it will dissapear in 1 to 3 rounds to combat res. i love using the black coach as something to protect the flanks from fast cav slipping around fast has a really hard time getting around it and it will destroy fast cav. i find the black coach to be alot more durable than the varghulf, but the varghulf is faster and does kill more, but my playstyle is mostly competitive and i run points denial lists so the durability of the coach is awesome. I know that was a little scattered but i hope it helps a little. i will give you an example of why i take the black coach just look at a wood elf players face when you place one.
I have found that the most effective way of using one is to use a magic heavy army and keep it close to all of your casters. Usually it will b e filled by turn two so after that I'll use it to charge a unit along with my Wraiths. In my opinion the black coach is two heads up on the varghulf. You have hatred, killing blow, Magic resistance 3, ehtereal, fly, d6+1 impact hits, 4+ ward save, and a 3+ armor save.
Varghulf: Regeneration (which is almost always negated by something nowadays), and Hatred. 25pts less than the Black Coach.
I would rather use the black coach. I've just started using it about 2 months ago and have found it way more effective than my unprotected Vargey.
The coach does not start off with those abilities and having mages nearby does not garentee that you'll have all the abilites. Also by keeping your vampires in a closely confined area they arn't somewhere else assisting the battle or keeping the undead moving. Also the black coach drains your two power dice regardless of weather its maxed out or not so you can still lose power dice (weather thats fatal or not depends on weather you have necromancers).Originally Posted by Necromaster
IMO both are as good as each other seeing they both fill quite similar roles. ie, terror bombs, flank gaurds, charge assists, breaking apart skirmishers and fast cavalry and as tough as nails. The black coach does have the advantage of impact hits, which is great when assisting or breaking through infantry with little to no rank bonus's, but the vargulf is a vampire which can keep those fell bats or wraiths going at a reasonable pace (Great shooting screens for it btw). Both are suseptable to cannons (the vargulf a little less than the coach) and large block infantry, especially those damned unbreakable ones (which should be avoided unless assisted by your own infantry blocks.
I would say it depends what you want really, if your army is a solid spartan block then the black coach would be a nice, or if you're like me with lots of other floaty things flying around the vargulf may be the better choice, but like I said both are very similar. Just be weary of cannons and charging up the black coach by surrounding it with your mages.
As was said never charge it alone into RnF and watch out for S7, Cannons and Stone throwers.
Before its powered up its a very tough chariot and should be used as support for your RnF. Once powered up you can fly it around to harass other units just keep in mind what its week against.
To power it up by turn 2 you need to have a 14-17 PD list with the Vampires keeping within 6".
This means you will most likely be running a raising list so tailor the items and other units around this.
The Black Coach is a great alternative to the other more popular rare choices. It is harder to use, but if used correctly it can be more powerful than the other rare choices.
Being a chariot it is great at negating "always strikes first".
The evocation of death is great at mitigating enemy casting dice. Any opposing army that is generating additional power dice, power vortex ect..., will feel the frugal pinch of the black coach.
High toughness, 3+ armor, 4+ ward...makes this piece a great target. ( Beware of strength 7 or greater)
The additive abilities make the coach even more powerful. (MR3 and hatred and killing blow are real nice upgrades).
The coach has the "Vampire" rule to help with march moves.
Now if you want to compare the coach to the Varghulf:
The coach is a lot tougher. More saves, better toughness.
The coach is slower. No march moves with chariots.
Same psychological impact.
The coach is best at harassing enemy casting.
The coach is a liability against str 7 attacks.
With the evocation of death, the Black Coach can surpass the power level of the Varghulf.
The Black Coach is best used against any army that has trouble fielding str 7 attacks.
Remember everyone loves to shoot at the Black Coach; some armies have no choice but to throw everything they have at it, which is a tactical plus for the VC player.
The Black Coach can be used in a few different ways:
1. Against "elf" armies use the coaches to directly attack thier lines. The low strength and low toughness elves will be forced to deal with a chariot that exploits most of thier weaknesses. They will have to play thier hand early in the game to stop the Black Coach.
2. Against high strength armies, e.g. Dwarves, Chaos Deamons, Empire...anyone who can bring str 7 attacks, the coach becomes harder to use and even more so if those str 7 attacks are ranged. If caught facing one of these armies, then use the coach as bait; it is better they shoot the coach than your general.
3. Use the coach to penalise high power dice pool armies.
4. Use the coach as the haymaker. Hold it back, and then use it on an engagement you need to win.
Edit: I stand corrected. Was going on what my friend who works at GW said rather than check the rule book. Checked the rule book and you are correct. Chariots can't march. Good to know against my friends 'marching' lion chariots.
Last edited by Regnal; November 1st, 2009 at 23:51.