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When Sonnia needs a melee monster, you should bring.....


SanguinaryDan

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I played my first game with Sonnia yesterday against a Ramos crew, and ran in to trouble because my opponent managed to charge Sonnia with Howard Langston on turn two. She turned out to be more survivable than I expected due to Absorb Magic and the Governor's Proxy, but I had no way to get her out of melee, so that she spent the game fencing with Howard instead of burninating things.

I like the suggestion of Francisco, and will probably use him next time I run Sonnia. His "Enfrantate a Mi!" can get Sonnia out of a bind like I experienced, and El Mayor has been great in every game I have used him in.

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I try to always have a Handler in my Sonnia list in case they don't cause fire on their own...I could -try- a Peacekeeper (I'd have to borrow him), but I do have an old metal Judge I like to use (I'm dying to get a plastic one because it is such a better designed model) since he does well in melee and range and he can use stones.  Very well rounded, and with the Handler, I can assure that his attacks cause burning/fire.

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Got to admit I rather like the image of Witchling Grenades. :)  Papa Loco?  He's the feller who blows up real good when he dies ain't he?  Have to take a look at him too.

 

And I'm really looking forward to playing 50SS games with all sorts of toys.

 

Papa loco is the one who blows up, which can be very usefull by itself, especially when combined with his "te leviera infierno con migo" (I'm taking  you all to hell with me) ability.   But in the Sonnia crew where he really shines is his plus to dmg flips.  At the start of  his activation he can give a friendly model in 2" + to damage flips.  So when you give that to sonnia and combine it with her Ca of 9 (after confiscated lore) it makes it extremely easy to get strait dmg flips without having to focus.  So if you have a couple of face cards in your hand you can pay a stone to add a tome to your attack flip (to trigger burning on dmg'd models) then cheat in face cards to the dmg flip for 5 dmg to the base target, plus three 3 dmg blast markers (that can be pushed 2 inches from the target model), and 1 burning to dmg to everything you hit.  Do that 2 - 3 times in one activcation and you can wipe out a lot of stuff. 

 

Personally, I find that papa loco is usually worth his 7 stones for that alone.

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Gads but I love eBay.  Grabbed the Lady J crew box (no bases) for $10.00.  So I can add the Judge to the mix or even try Lady J herself.  I grabbed a metal Papa Loco as well.  Straight Jacket + Dynamite = WINNING! :)

 

Sadly it will be May before I get to play again.  But I plan on spending the time wisely.  Reading the friggin' rules, cards and upgrades to get a better feel for their interactions. I'm going to throw down the Peacekeeper in my first 50SS game to see if the Warjack adds enough close range ouch.  Particularly as I plan to keep the Witchling Handler in his shadow.  Then I'll start mixing and matching from the different Guild crews and Mercs as models get painted.

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Today was a great day in Dan's Malifaux land.  Lady J, Papa and the Guardian all arrived.  Earlier this week I got the models I'll be using as Francisco and a Latigo Pistoleer.

 

I figure with all the possible Df buffs I can generate Sonnia should have an average Df somewhere around 237.  ;)

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This is probably the 50SS list I'll be trying out tomorrow night.  I've included a couple of options but will happily accept any input.  I'm still in the learn the rules and model interactions phase of learning which is why I'm pre-creating the list.  I've yet to build any of the models from Lady J's crew, but everyone else is at least based and primed.  And that includes a Pale Rider I forgot I ordered.  eBay is a dangerous place for the crazed collector in me. ;)

 

Guild Crew - 50 - Scrap

Sonnia Criid -- 7 Pool
+Cherufe's Imprint [1]
+Counterspell Aura [1]
+Reincarnation [1]

Francisco Ortega [8]
+Wade In [1]
Pistolero De Latigo [5]
Samael Hopkins [9]
+Witch Hunt [2]
Witchling Handler [8]
Witchling Stalker [5]
Witchling Stalker [5]

Options: replace Samael with a Peacekeeper OR replace Francisco with a Guardian and give Samael a Vengeance Bullet OR replace Samael with a Freikorps Specialist and give Francisco a Vengeance Bullet OR ????????

Edited by SanguinaryDan
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I like the Disrupt Magic upgrade on the Handler......that way once the Stalkers are bogging things down (and when you summon them in the midst of the enemy crew) it really cuts down the casting.

 

I assume the Pistolero is intended to sit next to Sonnia and activate late in the turn to give her the  :+fate  on defense?

 

You could try the list and see what happens. My alternative option would be switch 'Cisco for the Guardian and give the Disrupt Magic on the Handler instead of the Bullet. The Pistolero is an option, but he could be another Stalker instead.

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Are there specific factions where Disrupt Magic for the Handler will be more useful than against others? I can always just spend the SS or drop Witch Hunt to pay for it if it's truly a "must have".

I was slightly uncertain where I'd use the Latigo's Df bonuses. Obviously Francisco is meant to buff Sonnia's defenses. But I wasn't sure if the Pistolero would be better helping Samael or the Handler instead of adding to Sonnia. Both of them are very important to the offensive power of the crew. And both are likely to be more forward than Sonnia. Of course I could just drop him for another Witchling, but I can create more Witchlings. :)

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There are some crews spread around that are light on Ca Actions....mainly some in Outcasts and some in Guild.....but others have plenty of Ca actions around....Arcanists have a lot (I really haven't researched it, just what's in my mind). I wouldn't say it's a 'must have' but it's pretty darn good. I don't know if I'd drop Witch Hunt for it.

 

The Pistolero is a pretty good all around model.....he would certainly benefit from the Handler's 'Burn them all' Aura....you really want him activating later in the turn either way.

 

Bear in mind that I don't play Sonnia exclusively, some others may have better advice.

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There are some crews spread around that are light on Ca Actions....mainly some in Outcasts and some in Guild.....but others have plenty of Ca actions around....Arcanists have a lot (I really haven't researched it, just what's in my mind). I wouldn't say it's a 'must have' but it's pretty darn good. I don't know if I'd drop Witch Hunt for it.

 

The Pistolero is a pretty good all around model.....he would certainly benefit from the Handler's 'Burn them all' Aura....you really want him activating later in the turn either way.

 

Bear in mind that I don't play Sonnia exclusively, some others may have better advice.

Witch hunt is good. I like it. It is generally 3 solid damage that ignores cover, even if not burning, from decent range.

 

However, if you have other means of getting burning out, such as a well defended Handler, it might be worth dropping witch hunt in and of itself for more SS for other upgrades. Sam works best as a damage dealer, and if you can get rapid fire off, chances are something is dead.

 

Disrupt Magic is surprisingly useful in most crews. If nothing else, it will really annoy a lot of people trying to use tactical actions. I don't have time to count myself, but I'd wager that most crews have at least a couple of Ca actions they plan on using. Even Von Schill, who is fairly low on Ca actions has the librarian and Hannah.

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However, if you have other means of getting burning out, such as a well defended Handler, it might be worth dropping witch hunt in and of itself for more SS for other upgrades. Sam works best as a damage dealer, and if you can get rapid fire off, chances are something is dead.

I like this line of thought. If you go the Pistolero route, parking him next to the Handler would be a solid play........she has a high Df, so his buff will really help her....then later she can put up her Aura and he will get plus flips to hit already activated models to dish out some burning.

 

I also like the Pistolero as a finisher......if Sonnia has spread some blasts around and there are weakened models, the Pistolero is great for hitting them with that last shot to finish them off. It's late turn, both players are low on, or out of cards and he gets plus flips to hit....with a decent damage track....yeah.

 

Something else I want to bring up. Diestro on 'Cisco. The one time I took him with Sonnia, he was engaged by turn 2 and stayed engaged for 3 turns. I know Diestro is expensive, but I really wished I had had it in that game. I know it puts him at 12ss, but I think it's worth it most times....especially if he is with a bunch of other decent shooters....in this case, Sam obviously....the Handler is surprisingly good with a high Sh, decent damage and potential Crit Strike.....and the Pistolero. Sonnia benefits as well since she doesn't have to randomize on him (regular Sh actions get better because the enemy suffers a neg flip on the defense....Ca actions don't get that, but they can still skip the randomizing).

 

'Cisco also tanks really well. Someone engages Sonnia, Sam, or the Handler.......'Cisco goes "Face Me!" (Enfrentante Me.....or something like that).....pushes all friends out........uses (0) Finesse......and potentially a (1) Defensive Stance.....now he is super-defensive and any friend that wants to can shoot into the melee...and they're free to shoot anywhere else......particularly useful when the opponent throws a chump tank in to engage you just to keep you from targeting his more valuable pieces.

 

I seriously regretted the lack of Diestro last time.

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Diestro does look good. But 3SS is harsh. Maybe if I was running pure Familia? But that high a cost scares me. I really get the feeling Sonnia needs as large a soul stone pool as possible.

I'd rather, at this point in my comfort level, throw another model into the combat. Cisco and any of the other non-minions in a single combat should be more than enough against most opponents, shouldn't they?

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'Cisco has a 2" reach. If he has Wade In and Diestro and all he does is engage two or three models with (0) Finesse up and maybe Defensive Stance or the buff from the Pistolero then he is doing his job.....even if he doesn't attack at all. Those enemy models will be in serious hurtsville when the rest of the crew shoots into that combat.....and if you have the Handler giving out burning (or Sonnia can hit the blast with her Burning Trigger), then there are a lot of potential Stalkers coming out of there. If you can do that just one turn then you should have at least two new Stalkers right there.........would that be worth the 3ss cost? I think so.

 

It's worth a shot anyway. It won't work every single time, but it does have a pretty high chance I think. Just don't let him get more than the 10" away from Sonnia that Reincarnate needs. And yeah, of course it's worth it with more family, but what is its purpose? To de-buff enemies against shooting and to engage them while still allowing your shooters to fire into combat.........this Sonnia list has just as many shooters as an Ortega list.

 

I'm not saying this is what you should be doing.....only that I think it is a valid tactic and you may want to try it once or twice to see if you like it. I know the next time I bring 'Cisco with Sonnia that I won't be leaving Diestro behind.

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