Stewbert Posted June 12, 2017 Report Share Posted June 12, 2017 Just wondering if I have missed something with the below interaction. Death Marshal pine boxes Sonia, Brutal Emissary can now take Sonias (1) actions such as Flamestrike or Flame wall seems a bit too good to be true. Anyone able to point me to a reason why this wouldn't be possible? Quote Link to comment Share on other sites More sharing options...
Ludvig Posted June 12, 2017 Report Share Posted June 12, 2017 It is entirely possible. 1 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted June 12, 2017 Report Share Posted June 12, 2017 Not sure why people don't do it more often. It requires some minor setup to get the most out of it but 6ss for two extra master ap isn't too bad. You don't get her ca 9 though. Quote Link to comment Share on other sites More sharing options...
Adran Posted June 12, 2017 Report Share Posted June 12, 2017 It also gives you a bit of activation restrictions on the next turn. You can't activate Sonnia when you want, and if you're hoping for the extra attacks from the Emissary then he also needs to go before sonnia that turn. 1 Quote Link to comment Share on other sites More sharing options...
Stewbert Posted June 12, 2017 Author Report Share Posted June 12, 2017 Not to mention its a quick way of having Sonias flamewall markers removed for that extra point of damage on anyone with 1" Now to find if there is a way of getting more AP out of the brutal Quote Link to comment Share on other sites More sharing options...
Ludvig Posted June 12, 2017 Report Share Posted June 12, 2017 7 minutes ago, Stewbert said: Not to mention its a quick way of having Sonias flamewall markers removed for that extra point of damage on anyone with 1" Now to find if there is a way of getting more AP out of the brutal Student of conflict and Aionius, the latter is so expensive that it's probably not worth it but the former could work. You can do a nice chain of having Loco give Sonnia the buff turn 1, she goes turn 2 and blasts with + to damage, then you activate Loco and move the buff before activating your fast emissary that also has + to damage and blasting three more times. It's a large chunk of your crew though. 1 Quote Link to comment Share on other sites More sharing options...
4thstringer Posted June 12, 2017 Report Share Posted June 12, 2017 5 hours ago, Ludvig said: Student of conflict and Aionius, the latter is so expensive that it's probably not worth it but the former could work. You can do a nice chain of having Loco give Sonnia the buff turn 1, she goes turn 2 and blasts with + to damage, then you activate Loco and move the buff before activating your fast emissary that also has + to damage and blasting three more times. It's a large chunk of your crew though. A combo wombo that is most of my crew? That is just my style. 2 Quote Link to comment Share on other sites More sharing options...
4thstringer Posted June 12, 2017 Report Share Posted June 12, 2017 One big difference is not having the extra 2" of reach on Sonnia's blasts too. Quote Link to comment Share on other sites More sharing options...
Ludvig Posted June 12, 2017 Report Share Posted June 12, 2017 7 minutes ago, 4thstringer said: One big difference is not having the extra 2" of reach on Sonnia's blasts too. Hadn't even thought of that Quote Link to comment Share on other sites More sharing options...
trikk Posted June 12, 2017 Report Share Posted June 12, 2017 You can also take Papa Loco and T1 give the buff to the Emissary and T2 after shooting the Emissary give it again to Sonnia Quote Link to comment Share on other sites More sharing options...
Ludvig Posted June 12, 2017 Report Share Posted June 12, 2017 15 minutes ago, trikk said: You can also take Papa Loco and T1 give the buff to the Emissary and T2 after shooting the Emissary give it again to Sonnia Blasphemy, it goes against all sense of propriety! 1 Quote Link to comment Share on other sites More sharing options...
4thstringer Posted June 12, 2017 Report Share Posted June 12, 2017 Shame it is limited to (1) actions. Inferno on the emissary would be really interesting. 1 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted June 13, 2017 Report Share Posted June 13, 2017 6 hours ago, 4thstringer said: Shame it is limited to (1) actions. Inferno on the emissary would be really interesting. Hmm, the combination of any (0) and any (1) from different buried models makes you think. Would be wonderful! 2 Quote Link to comment Share on other sites More sharing options...
AK1979 Posted June 13, 2017 Report Share Posted June 13, 2017 hmm adding hermanos on papa will give you the extra mobility that Sonia and the brutal needs. Adding Abuela can also make the emmisary walk Quote Link to comment Share on other sites More sharing options...
Gnomezilla Posted June 13, 2017 Report Share Posted June 13, 2017 22 hours ago, Ludvig said: Blasphemy, it goes against all sense of propriety! Does not. It kills things dead. That fits the Guild sense of propriety much better than that silly "debilitating condition" nonsense. 1 Quote Link to comment Share on other sites More sharing options...
4thstringer Posted June 14, 2017 Report Share Posted June 14, 2017 So does this mean I can triple flame wall plus traps to attempt to stick my opponents on their side all game? 1 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted June 15, 2017 Report Share Posted June 15, 2017 Yeah but I think they go away when you are removed from the game so you need to be careful about activation order. You need an effect that can make the marshal bury Sonnia out of activation each turn so the emissary can flame wall first and then you need to let Sonnia out by making thr DM try to attack something else to let her place her own. That means our enemy will have several activations without Sonnia's walls on the table. Quote Link to comment Share on other sites More sharing options...
EnternalVoid Posted June 15, 2017 Report Share Posted June 15, 2017 46 minutes ago, Ludvig said: Yeah but I think they go away when you are removed from the game so you need to be careful about activation order. You need an effect that can make the marshal bury Sonnia out of activation each turn so the emissary can flame wall first and then you need to let Sonnia out by making thr DM try to attack something else to let her place her own. That means our enemy will have several activations without Sonnia's walls on the table. You are likely right, the out of activation would be the best way to do it. So you can do it pretty well with Abuela. She goes first, uses her (0) to Obey the DM to bury Sonnia. Then the Emissary does its thing. Then when the DM activates, at the beginning of its activation you have the Wp vs Wp with the DM and Sonnia which you make sure Sonnia wins. That spits out Sonnia and lets the DM do other things. Finally then Sonnia can activate and do her thing. 23ss plus Sonnia's upgrades. Also painful on Cards as you need an 8+ for Abuela, likely a card for the Unboxing *though if you fail you could always try it against something else to force her out so that might be worth it too*, then of course those you might need for Sonnia and the Emissary. Also having Papa loco would up it to 30ss plus upgrades. Would be interesting to try out at least to see how it does, likely better in somewhat like Extraction when you know they have to group up at least a little bit. 2 Quote Link to comment Share on other sites More sharing options...
Ludvig Posted June 15, 2017 Report Share Posted June 15, 2017 If you could completely block of the scoring zone it would be pretty powerful but the cost of that combo should keep it in line. Quote Link to comment Share on other sites More sharing options...
Adran Posted June 15, 2017 Report Share Posted June 15, 2017 2 hours ago, EnternalVoid said: You are likely right, the out of activation would be the best way to do it. So you can do it pretty well with Abuela. She goes first, uses her (0) to Obey the DM to bury Sonnia. Then the Emissary does its thing. Then when the DM activates, at the beginning of its activation you have the Wp vs Wp with the DM and Sonnia which you make sure Sonnia wins. That spits out Sonnia and lets the DM do other things. Finally then Sonnia can activate and do her thing. 23ss plus Sonnia's upgrades. Also painful on Cards as you need an 8+ for Abuela, likely a card for the Unboxing *though if you fail you could always try it against something else to force her out so that might be worth it too*, then of course those you might need for Sonnia and the Emissary. Also having Papa loco would up it to 30ss plus upgrades. Would be interesting to try out at least to see how it does, likely better in somewhat like Extraction when you know they have to group up at least a little bit. You can avoid needing a card on the unboxing, by just making the death marshal target something else with pine box on its turn, will automatically unbox Sonnia. Worse case, you replace her with something els., but since its probably somethign you have activated, its less of a problem. You could even have moved it forward so the death marshall can charge then unbox sonnia 3 Quote Link to comment Share on other sites More sharing options...
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