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Found 50 results

  1. So with summoning being OPT on alot of masters should Sonnias scorched Soul be changed? Should it either have the burning cap removed and changed to OPT to make it consistent. Or another idea you leave scorched Soul the way it is but change it to have a built in trigger that is OPT after killing a model with this ability summon the model following the same restrictions it already has? Which means her Damage won't take a hit but offer balance. Feel like this will encourage use of more of her cards while offering balance to her summoning. Won't take anything away as far as I can tell but will bring her in line with the rest of the game and summoning? Thoughts?
  2. So Sonnia has the Smothering Flame ability: I was wondering how extensive this ability is. Does this ability reduce the range on pulses and auras aswell as ordinary ranged actions? How does it affect something like the "Timeslip" trigger from the Outcast Scavengers Weird device ability? Is the range it can be placed also reduced? Does SF reduce ranges indicated in the actions ability text (As in: it would reduce the 5" range a model pushes when using "Ride with me")? My own initial guesses would be: Yes it reduces pulses and auras. The timeslip trigger would still place within normal range and No the ranges indicated in an actions ability is not reduced. How have you played this ability? (I myself have forgotten it every single time I have played Sonnia )
  3. So as part of the whole "bonus model for Miss Anne Thrope shipping super late" thing that happened recently, I ended up with an extra Vintage Sonnia. I'm looking to trade her, and I'm not picky, so make me an offer! I'm growing my Guild collection, so I'll give preference to anyone offering Guild models. If you're interested in buying, I'm looking for around $20 CAD (yes, I'm in Canada). I do also play Infinity (Nomads and Haqq), so if you've got anything from that game to trade, I might be interested.
  4. Ikiwith

    Guild newie

    Hi wyrdos. After 4 years playing gremlins, I have decided to start with a new faction. I bought some different guild models because I liked them, and now is the moment to start using them. The crews which, I have in my own are: perdita, lady J and Sonnia. Some of my other models are: - abuela. -executtioner -marshal recruiter -bruttal effigy - lone marshal - witchling handler What other models do you suggest me to start with? Who are the mates for these three ladies? I know that Francisco always is a must.
  5. Our gaming group is all set to begin a Shifting Loyalties campaign at the end of February and I thought instead of just transferring my master onto a 50mm base it would look fare better to have an actual Avatar model. Over hear in the UK they are a little hard to come by and those that do pop up on ebay etc I am just not willing to pay the price people are asking. So being tight fisted as I am it is time to set to and make one for myself, picked up one of the old metal Sonnia models at a reasonable price and raided the shops sprue boxes for anything with flames on. This is my progress so far, any hint or tips are more than welcome.
  6. Hello my fellow Guild players. I want to summorize all info about our hottest lady- Sonnia Criid. It will take some time to expand this article but i will do it as soon as possible. What is the concept? She dishes out tons of aoe damage in some funny ways. You can actually kill something within 22 from her with pretty descent flips, and most important u can purge with fire. Remember that she has on attacks against 6+wp, ignores LOS and cover against burning enemies and can fire some 2/3/5 at them while they are failing Ca attacks. You must realize that Sonnia is not a toolkit- she is a freaking flamethrower. She is very, very forthright. She burns the stuff, hates enemy casters and once again burns stuff. Upgrades She has some good upgrades, that have insane value. -Cherufe's imprint - enemies near can not use ss (enemy henchmen within 3 has really hard time sustaining all that damages) (1) flame wall - and here we go. Nice impasible los blocker, that can easily be copied by malifaux child. Great stoper of shooty armies and of various alphastrikes when placed properly. Deals some damage when expires, be careful. -Reincarnation - many guys here think this upgrade sucks, i'm fine with it. Kill burning stuff within 10, get your free witchling for 2 cards or 1ss. Even 1 witchling is great 5ss for 1, 2+ witchlings are unlikely to appear, but man this feels good. Guild summoner confirmed. Main problem is Sonnia already being very hungry for resourses (for cards mostly) now you need to discard extra cards/ss. If you want to use this go with min cash of 6 or more. -Counterspell aura - Removes all in-built suits from enemy casts. Neverborn, some arcanists and all obey/lure models cries and calling suicide prevention line. Also you can make their day even worse. For (1) you can ground their magic, so they almost can not cast at all. -Cherufe's parting gift - sweet one, makes your default totem worth playing it by summoning it over and over for free. Second part is more important: your fellow witch hunters within 12 and los can chain activate. Push Sonnia for 12 with hearthbain then blast everything within los, push sam than let him unleash his righteous fury on enemy, pull thrall with handler then chain activate him to completly wreck anything around. This stuff is VERY good. -No more masks - makes Sonnia a very, very potent melee master with some excuses. 2/3/5+ burning1+ push this model up to 2+ Heal1-3 wounds+ draw 1-3 cards. If you know enemy will try to tie Sonnia in melee- this is a great choise. Otherwise this is more of a meme-tier than a serious one. In some way can solve her hand problem which is very nice. Main supporting models -Francisco is the best way to make your Sonnia healthier and generaly is autoinclude nowadays. he is pretty squishy and you need a little bit of caution to keep this guy alive. Can push Sonnia out of melee which is also good for her. -Malifaux Child is close to autoinclude, granting Sonnia second wall. That's all he is for 3ss. -Papa Loco is nice buffer( on dmg is GREAT) + he generates some good damage with blasts when focused. Be afraid of his on-death effect that hurts alot. -Hearthbane can attack Sonnia to push her then teleport, then push again. This is up to 12 inches (in most cases this means 1st turn 3 shots in the enemy team). 4 damage, but this can kinda fixes her mobility.No inbuilt suits, so card hungry as hell. -Sue +Sonnia with counterspell aura is a death to any heavy casting army. They are done. He can also give some burning to the guys near him. -Effigy is generaly good with any damaging master. And for 4 ss this one is very, very tough. -Emissary is good, giving that sweet burning+1 to enemy without los, but I rarely can see place in my lists for his 10ss ass. He is not witch hunter also, so no chain activation to Sonnia/Sam via parting gift. -Queeg is not tested, but i see him as Hearthbane alternative. He is a henchman for less ss, can not push Sonnia as far as Hearthbane but deals less dmg(9 inches vs 12 inches/3 vs 4 damage), but can push her without any additional cards/suits. Main problem he is not witch hunter, so no chain activation after push. He also has inferior damage track and far less fighty then hearthbane. Downsides Remember the weaknesses: 4 wk, 4 df, 12 hp. She is slow and VERY squishy. Franc is absolutely needed and you need a way to speed her up.There is a problem that can not be solved easily for her: she is card hungry AF. Effigy can help just a little, queller and Jury can draw 1-2 cards,pair of debts are ok way to go, but outside of this- your hand is screwed. You will always have around 0-2 cards. Suck it. To be expanded...
  7. Soooo, the less hyped new upgrade for miss Blastypants McBlastsy. I'm looking to make it work despite it not seeming like a great idea on the surface. I would appreciate some help, here is what I have so far: Sonnia + no more masks, cherufe's imprint, reincarnation Francisco + hermanos, wade in Queeg + promises Effigy Child That puts me at 28ss. I'm hoping that the effigy buff along with the melee trigger will give enough cards to hopefully fuel all her discards and allow a couple of stalkers to show up. Impeint gives both flamewall and takes away enemy soulstone use which seems handy when being so aggressive. I think the other models kind of speak for themselves. Any suggestions to improve or add to the list? Based on the assumption that the melee upgrade stays of course
  8. Hello from Russia, dear comrades! So one of our players asked how this upgrade works, specifically can Sonnia herself be a target of chain activation ? We think no, he thinks yes, can native speakers clear this one for us? Thanks in advance.
  9. I'm a relatively new player (about 6 months) and I've had a bit of trouble finding a good base crew for Sonnia. At current my base 30-ish with her is: Sonnia (Cherufe's Imprint / reincarnation and/or badge of office) Malifaux Child Brutal Emissary (Conflux of Inceneration) Witchling Handler Witchling Stalker Brutal Effigy I liked the idea of using a DM to box Sonnia and then shoot with the Emissary, so perhaps I could dump the handler, but I like being able to drag the stalker around. Is there a better base crew to run with her? I like building burning lists with her, though I know that isn't always the most efficient way to play her, but what lists do ya'll have that really shine with her?
  10. This is the first of I hope several battle reports that will be coming out of our new group here in Osaka. Most of the players are relatively new, but there is already quite a bit of enthusiasm and most players already have fully painted crews. In addition, I will be attempting to dramatize part of the battle reports as more of a story and not just pieces of plastic being moved around a flat surface. I will keep those parts separate from the tactics by italicizing the story for those who aren't interested in such things. With that, let's get into our first game. It is Guild vs. Neverborn. This is the Guild players first time playing a full 50 soulstone game. The Neverborn player is a bit more experienced. Standard Deployment Strategy: Extraction (Greed was used as the informant “marker”) Schemes: Claim Jump, Eliminate the Leadership, Dig Their Graves, Hidden Trap, Set Up Guild List: 8 Members, 3 Soulstones Sonnia (The Mask, Reincarnation, Cherufe’s Imprint), Puryfying Flame, Dr. Grimwell (Research Grant), Samael Hopkins (Witch Hunt, Disrupt Magic), Guild Pathfinder, Orderly, Witchling Stalker X2 Guild Schemes: Eliminate the Leadership, Hidden Trap Neverborn List: 8 Members, 4 Soulstones Zoraida (Hex Bag, Crystal Ball), Bad Juju (Eternal Fiend), Mysterious Emissary (Conflux of Fate), Doppleganger, Waldgeist X2, Bandersnatch, Will o’ the Wisp Neverborn Schemes: Dig their Graves, Hidden Trap Background: “Samael Hopkins Field Report to the Office of the Governor (Reviewed by Secretary Lucius) “This is the follow up report into the investigation of the destruction of the Pig’s Eye Hamlet. As indicated in a previous report, the hamlet was abandoned after several of the locals attempted to murder the others and make off with all the valuables in the village. The final survivor of that night was mostly incoherent, but made reference some kind of music. Guitar music, which ‘filled him with such desire.’” “Well, my Mistress and I were out hunting in the Hag’s territory. Dr. Grimwell had made, and was granted, a request to hunt the bayou. He was hoping to catch some specimens of fast healing Neverborn or swamp creatures and with Perdita off engaged elsewhere Sonnia took it upon herself to help. The Dr. brought along one of his Orderlies as a personal assistant. To help with the capture we also employed a Pathfinder and brought a couple of the witchlings to help carry the traps. “We had been roaming for about an hour before we heard the sound of a guitar echoing on the breeze. Immediately I remembered the report of the vanished hamlet in this area and informed Sonnia of it. She agreed it was worth investigating. Sure enough, we followed it straight to the hamlet and in the main courtyard there stood a woman playing a soft tune. I recognized her as someone that occasionally joined in with us on hunts or other Guild expeditions. “We started our approach to detain her and find out what we could, but then the forest on the other side of the hamlet came to life…” Guild Deploy: Sonnia, Puryfying Flame, Dr. Grimwell, and Orderly deploy in the middle. Hopkins takes cover behind some crates. The Stalkers spread out to the right and Pathfinder deploys further up behind a large building on the left. Neverborn deploy: Mysterious Emissary takes the center flanked by the waldgiests. Zoraida crouches behind a nearby building with the Wisp. The doppleganger prepares to advance on the right flank. Bad Juju and the Bandersnatch take the left flank. “It seemed like the forest itself was marching on us as several towering creatures that looked more like trees than people or animals lumbered into our lantern light. I immediately took cover behind some crates while Sonnia started directing the stalkers to fan out to our right flank and our Pathfinder to our left. The only sound from our side was the mad Doc who started cackling madly. Apparently he thought this was a perfect chance to catch his prize. “Sonnia immediately went about preventing their approach by advancing on them and summoning a great wall of fire between the living forest and the woman we were after. She still threw down the trap she had been carrying for the doc and the Witchlings advanced and did the same seeing a gigantic creature of moss and logs approaching them. “The doc himself was only too eager to get up close to them and take a “sample” personally. I had to run up and cover him since I could see trees and shrubbery sprouting up all along the edge of the courtyard covering the advance of these monsters. I didn’t know what was going to come out the other side, but we needed to be ready. “We lost our pathfinder first. He laid one of his animated attack traps on the far side of the building, then stalked over to the other side to get ready to set another trap. He seemed startled by seeing a small brown homunculus of some kind, like a walking doll, run off into the trees after seeing him. After that though, he suddenly doubled over like he was having a heart attack. I saw him stand again, only to be brought down like he was crushed by an invisible weight. The last I saw of him in mostly one piece, his body was being dragged into the newly grown trees by a woman with camouflaged skin.” Round 1: Neverborn win initiative, force Guild to go first. Sonnia walks and casts a flame wall off her upgrade to block the direct advance of the neverborn, then drops a scheme marker. Waldgiest walks up, places scheme marker, germinates trees to cover the right centre flank. Dr. Grimwell double walks to get into position. Bandersnatch double walks. Pathfinder lays trap covering entry around far left side of building, then double walks to get into position on the other side. Waldgiest walks and places another scheme marker, germinates trees to cover the left center flank. Puryfying Flame double walks to get into position. Bad Juju double walks on the left flank. Witchling Stalker walks and places scheme marker, preparing their Hidden Trap expecting the Neverborn to push far into their territory. Mysterious Emissary uses upgrade action to look at the top 4 card of the deck and draw one. Then walks and summons a Changeling out of a scheme marker. Other Witchling Stalker walks and also places a scheme marker for the coming trap. Will o’ the Wisp walks to the edge of a building and summons a Voodoo doll, copying Zoraida’s ability. The Doll successfully Hems to the Pathfinder. Samael Hopkins double walks forward. Voodoo doll walks closer to Zoraida and other Neverborn models. Orderly walks up and places a scheme marker. Zoraida draws a card with crystal ball. She then casts Obey on the Doppleganger, forcing it to walk forward. She then walks herself forward and casts Hex Bag on the Voodoo doll and pricks it for 2 damage and two damage on the pathfinder. She then fails to cast her last Obey. Doppleganger walks up and places a scheme marker within 4” of pathfinder. The changeling, still slow from being summoned, uses it’s only action to attack the voodoo doll by copying the Mysterious Emissary’s Nature Reclaims All attack. The Changeling cheats high and the voodoo doll cheats its defence low letting the Changeling hit it for moderate damage, killing both the Voodoo Doll and the Pathfinder. The Neverborn gain a VP for Dig their Graves and discard the scheme marker next to the pathfinder (maybe, see end of game thoughts). The dead Voodoo Doll and Pathfinder. The orange disks are Sonnia's flame wall. End of Round 1 Neverborn 1 ; Guild 0 “After seeing the pathfinder, a man I have worked with before and trusted well, crushed and destroyed in such an inhuman manner, well, I was ready to roast some of these freaks. The first one to come crashing out of the foliage to face us was a huge white oak creature with pale green energy flowing from it’s eyes and hands. It extended a hand and immediately some hideous toothed plants sprung up and tried biting at the Doc. It then blasted the doc with some strange green energy that also blew up a trap one of the Witchlings had placed. “Well, the doc wasn’t having none of this, he ran straight past those plant beasts and jumped up with his little hand chainsaw and dug right into the creature’s forehead. He then used his full weight and pulled it straight down ripping into the chest of the creature after completely bisecting it’s head. The thing was still alive though. I knew I had no time to lose so I ran up and aimed as carefully as I could. I could see some kind of pulsing green light inside the things split open abdomen and I shot it dead on. Green goo exploded from the cavity as it collapsed into timber. “I wish I could say that was the end though. But at that point I happened to look over and my heart nearly stopped. There was the hag herself. Worse, she was clutching a little brown doll with a toy gun. I saw her move the gun arm and sure enough, though I prayed it wouldn’t, my gun arm moved with it and pointed straight at the good doctor. “I know I couldn’t have stopped myself at that moment, but I never will forgive myself for that. He looked up at me in shock from the bullet wound, but I was sure he’d be okay. So I hoped but then, of all things, a strange green child walks up to me, looks at my gun and asks me “like this?” and I swear that thing’s arm turned into an exact replica of my personal customized revolver. “And it shot Dr. Grimwell straight in the throat. “He fell over and the last I saw of him, one of the tree creatures was piling dirt over him. “I looked back over at the Hag. She set the doll on fire and handed it over to one of her tree monsters to tear apart. Sure enough, I could feel the heat rising in me as much as I felt the stabs and thrashing of the living vegetable as it tore my effigy apart.” Round 2 Neverborn win initiative, chose to go first. Mysterious Emissary walks through the trees on its left and summons a Hungry Land marker (metal tin). Then uses its attack to hit Dr. Grimwell, getting the tomes trigger and removing a scheme marker next to a Witchling Stalker. Dr. Grimwell bravely walks up to the enormous beast (using Nimble AP) and attempts a lobotomy, flipping a Red Joker for 14 damage. The Mysterious Emissary survives only due to Hard to Kill. A waldgiest walks up and places a scheme marker just behind the Mysterious Emissary. It then Germinates a pair of trees next to the Emissary and the doctor cutting them off from the left side of the board. Samael Hopkins walks up behind crates for cover and shoots at Mysterious Emissary. He has to randomize between it, Dr. Grimwell, and the Bandersnatch that was sneaking around, but successfully hits the Mysterious Emissary, finishing it off. The Will o’ the Wisp walks through a building and summons a Voodoo Doll which hems to Hopkins. A Witchling Stalker walks up and shoots at Bad Juju doing damage and burning. Voodoo doll walks closer to Zoraida while staying within 1” of active flame pillars. The other Witchling Stalker walks and shots Bad Juju but misses due to cover. Zoraida peeks at the opponents hand with her crystal ball, then casts Obey on Samael Hopkins, but failing to the Black Joker. She tries again and this time successfully forces him to shoot Dr. Grimwell for three damage, bringing him down to 2 health. She then uses Hex bag to give both the Voodoo doll and Samael Hopkins burning. Orderly double walks up behind Hopkins. Changeling walks up near Hopkins and copies his gun to shoot Dr. Grimwell, killing him and scoring 1VP for Dig their Graves from the Scheme marker the Waldgiest left. Sonnia double walks, which causes the pillars to disappear dealing 1 damage to the Changeling, Voodoo Doll and by extension of the Hem ability, 1 to Samael Hopkins. She then blasts Bad Juju for Severe damage and chain blasting damage into the bandersnatch and a Waldgiest. Doppleganger fails to mimic Samael’s gun, so just walks and places a scheme marker. Puryfying Flame walks and tries to hit Waldgiest and misses. Waldgiest hits Voodoo Doll for 4 damage, walks and fails to Germinate trees. Bandersnatch runs over to Hopkins and vanishes into his shadow. It then reaches out and attacks the orderly behind him dealing 2 damage. Bad Juju double walks up to Sonnia and a Witchling Stalker, fails to landslide. Activations end. During the upkeep, burning goes off for both the Voodoo Doll and Hopkins killing both of them. Neverborn have several models within 6 of the informant and score a VP. Guild only have Orderly and Puryfying flame, which is a peon and doesn’t count. No VP. End of Round 2 Neverborn 3 ; Guild 0 “I passed out not long after flames consumed both me and the doll image of me. I remember only a few things that seemed to be going on around me. I remember the docs orderly running up to try to help, but a huge black spider came out of the woods and started devouring him. “I also remember the woman we were going after. I had tried to reach for her at my last, but she just turned, still playing her accursed instrument and went to the Hag who smiled when she approached. “I looked over to Sonnia. She was with her Witchlings. They had been using many bullets and energy to hold back the living pile of moss, but it still approached them. The last thing I saw was her and the monster facing off. “Then all light went out.” Round 3 Guild Wins Initiative, chooses to go first. Witchling Stalker charges Bad Juju, and hits twice for 4 damage total, bringing bad juju down to 1 health. Bad Juju activates and landslides. One stalker takes damage and is slowed. Bad Juju flurries into Sonnia dealing severe damage on both the first two attacks. Sonnia soulstones to prevent three on the second attack, barely keeping 1 health. Bad Juju’s last attack is still too much and finishes her. We decided to end the game there as Guild only had only two Stalkers, the Orderly, and the Flame left. Ariel of the board when we ended. Game end “The next thing I remember is waking up in the Guild Hospital. Dr. McMorning was there leering over me. I jumped up and demanded to know what happened. Apparently, the last soulstone had barely saved Sonnia’s life. One of the stalkers had run off with her while the other stayed to hold of the monster. As for me and Dr. Grimwell, well, Dr. McMorning says we were in bad shape, but he’s “worked with worse before.” I mentioned that I saw Dr. Grimwell shoot in the throat and buried and he just chuckles and says it was the morphine talking and that I should still be resting. His nurse pricked me with something and I passed out. “I do not like that man. “My conclusion though, it did not end well. We were lucky, those of us that left alive. I won't say what condition the Pathfinder and Orderly were found in. Even McMorning hasn't worked with anything that bad before. We didn’t catch any samples for the Doctor, and in the end the woman with the guitar evaded us as well. But now we know, and next time I will see that living forest razed to the ground.” ~Samael Hopkins End Game Thoughts The Guild player was hammered with a pretty average and lower hand turn 2 which really did a number on them. Destroying the Mysterious Emissary on turn 2 with a Red Joker Lobotomy was fun. One of the tactical differences that I think would have swung things more in the Guild favour would have been to just ignore Bad Juju and gone straight down the middle for the informant. Bad Juju is slow and can come back if destroyed, so better to just ignore it. This was the second time the Guild player has run the Pathfinder and the second time that it was jumped and destroyed first turn. They are trying to figure out how best to deploy them most efficiently without being overly vulnerable. Changeling was perhaps the most potent little critter this game as he scored VP for the neverborn twice (probably) by destroying the Voodoo doll on the first turn when all other models were out of attack options and again on the second turn by taking out Dr. Grimwell with Hopkins revolver. Will o’ the Wisps were supper useful to Zoraida for summoning dolls and freeing up Zoraida’s AP. Recommended to always have at least one around. The Bandersnatch did very little, but that was expected. The Neverborn player is still trying to figure out how to optimize it. Mistakes (?): It seems that victims of the Voodoo Doll’s Hem ability may not count towards Dig Their Graves since technically it’s a condition damaging the model according to the wording. If anyone can confirm for or against this I would appreciate it. So that is the first report from our new group, the Wargamers of Osaka. Let us know what you thought, did you like the story, the photos, tactical advice, all welcome. Thanks, see you again soon.
  11. So I brought my freshly "assembled" Sonnia crew (except Vintage who was still on the sprue) to the shop for the weekly Malifaux and looked for a sparring partner. One of the guys shrugged and said, "I was going to try out Sonnia today too". Whereupon the other game going took time out to advise on how its Sonnia was doing and which models one of us ought to take that this Sonnia hadn't. Soon a metal Sonnia lineup faced my plastic Sonnia crew. Opponent admired plastic Sonnia for the potential to paint it and I happily gave it to him...then said "wait a minute, I haven't assembled the other yet" and asked for it back for the duration of the game. We each took Eliminate the Leadership. So when his Sonnia (smoking and sizzling from my alpha strike ((severe damage on the bottom of turn 1? yes please)), but sadly still alive) took out mine and I handed it over (permanently this time), he won the mini itself by right of conquest. I expect excellent performance for him out of a mini which was captured on the field of battle. Lessons: Queeg and a pistolero are a sturdy, albeit slow-moving, escort for Sonnia. Pairs well with the slowness of witch hunters. This does mean they'd be left behind on turn 2 in any other, faster-moving crew. I must not put my Malifaux Child and a peacekeeper out in a non-Hoffman crew or I will be trying illegal moves until one or the other dies. Seriously, the peacekeeper (even without machine puppet) was faster than the witch hunters. Focusing, and then managing to flip red and black joker, really blows! Did I mention that witch hunters are s-l-o-w? Performer needs to be deployed closer to a finish the job model to better hand out negative flips. We're Guild. Of course she casts against Df, not Wp. Why am I even asking.
  12. Hello Witchhunters.. I need "some" advice about Sonnia. -What are your favourite playstyles with her? -Which models do you normally add to your Crew? -Which upgrades to take? -Any auto includes? okay...thats more than just: some advice.. Greetz Tobi, aka Frozen Feet
  13. A model with the burning condition is killed by it at the end of turn. Can Sonnia summon off of it or is did the model remove the burning condition before it died? I found an old question about this from 2015, but only two people answered and no consensus was reached. Before someone points to the FAQ there is nothing there about dying from Burning only about if a model without burning is killed when she declares the Consuming Flame trigger: This does not satisfy my question. Model A has burning and is within Violation of Magic's aura. Model A dies from the burning condition in the End of Turn step. What happens? Does Sonnia get a Witchling Stalker or is did the model remove the burning condition before it died?
  14. Thoughts? https://docs.google.com/document/d/1a9pMoXL_Mj5WrvwRZCxsUODrfDyDqmJkksBfGVqvvj0/edit# Honestly I'm not sure if even that is enough to get it on the level of Malifaux Child. Thought it was a thematic way to buff PF into competitiveness given its state as a manifestation of Sonnia's will.
  15. I've been trying to figure out how best to use Guild Hounds outside of McCabe. Since Luna is essentially the Guild Hound Master by getting rid of Insignificant for them it seems a bit like you're taking a hit if you take them out of McCabe crews. Currently my philosophy is that 2 Guild Hounds = 1 Six Soulstone model. So they would be vying for the same place as a Death Marshal, Warden, Austringer(not often), Pathfinder, or Lawyer. Especially since they have to contend with the Insignificant which without it would make them excellent scheme runners at 3ss. Usually I run the Watcher and now after Nellie's release the Field Reporter. How do you guys feel about them?
  16. I've just acquired the following models and I'm wanting to fill in the gaps to make a competitive set of models. What more would I need to get some decent lists going? Lady Justice Sonnia McCabe Lucius Judge Pale rider 3 Executioners 3 Death Marshals 3 Austringers 3 Witchling stalkers 4 Guild dogs 1 Peacekeeper 4 Arachnids 3 Guild guard 3 Guild riflemen 1 Guild sergeant. 1 Doppleganger 1 Brutal effigy I'm not expecting people to make lists for me, just to help suggest where I turn from here to flesh out the options since it's lacking a little.
  17. I played against the below Wong list and I struggled against it. It seems very powerful and seems to do everything Sonnia does but better, and has lots of synergy and some very tough combinations. Could I get some advice on how to build a crew to beat it? WONG with Glowy 1 and Explosive Solutions 2 Lovely Assistant 3 Burt Jebsen 7 Merris 6 Gracie 10 with Saddle 1 Lightning Bug 5 Pigapult 8 3 Stuffed Piglets TOTAL 49 SS What do people think of Wong's force? I'm wondering if it's even balanced. Gracie with the saddle and the Pigapult with stuffed piglets both seem ummm, good. You can fire a stuffed piglet forward 24" ignoring cover and without needing LOS then target it with Wong for mega blasts that stack hugely. Several models get powers to force models to bunch up. Gracie's saddle drags Burt forward for free. Gremlins can generate the extra AP so can easily get the drop on Sonnia and fire first. Anyway, advice please.
  18. New player here. Settled on Sonnia and Hoffman for now. I understand that lists will vary depending on objectives, but I want to throw out my core and solicit opinions on modifications both to the core, and for swap ins on the various strategies and schemes: https://docs.google.com/spreadsheets/d/1hsEggHDlaA4FTdUUAKu_eazZuQkdVy2TQyu-iZc3GYI/edit#gid=0 Idea with Sonnia is to obliterate the enemy crew by hiding behind terrain/flame walls and abusing Visions of Flame + Austringers for cover/LoS ignoring massed fire. Deliver Orders for Scheme placement/mobility. Hoffman is deathball + mobility as needed by granting Peacekeeper or Brutal Emissary Nimble, buffing Howard, and teleporting models via Brutal Emissary cage then + Malifaux Child > Cage on Brutal Emissary via OSA duplicated off Hoffman.
  19. Hello all, fellow Breach dwellers. I have done some research and did not manage to find an answer to the question I bring to thee. Imagine a combat situation in which Player 1 controls Sonnia (with Reincarnation upgrade) and a Witchling Handler both in melee range against the same model from P2, Player 2 controls anything really, let's say a Silurid with Burning+2. My question is, if the Witchling Handler manages to hit and kill the Silurid (reducing him to 0 wounds) and applies her trigger (tomes) to summon a Stalker (paying the ss cost of course), can Sonnia also use her innate skill (from the upgrade) to summon a second Stalker (this one at full hp, also paying the required cost) from that kill, or would only one of both be summoned? Thanks in advance mates,
  20. Hello people, I'm still new to game (have only played 10 games or so) and I have some issues with my main Master - the best fire thrower Sonnia Criid. While being amazing and very fire friendly it seems to me that the crew lacks speed in running its schemes. I want to keep it thematic and I currently have these models for her(outside of box purchases): 3x Witchling Stalkers 3x Witchling Handlers 3x Death Marshall 1x The Judge 1x Brutal Effigy 1x Malifaux Child Freikorps box set Hannah Recently I played a game at 50ss against a Tara player. Final score was 9 7 for him, mainly because I couldn't keep up with the scheme markers. He was always running away and hiding from my LoS using cover etc. So my question is this: should I invest in some guild runners and/or brutal emissary or should I just hire more Marshalls when I need scheme running?
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