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Sonnia with Brutal Emissary


Hagisman

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Got my second game in with Sonnia Criid and have to say the Emissary definitely made her infinitely more useful for me. I manage to get burning on my opponent's Mysterious Emissary and Candy. This allowed for a lot of blasting going around at Ca9 with my opponent unable to see her.

My opponent and I agreed that even though the Emissary is an Enforcer he is definitely a lot better to take than Hopkins.

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Absolutely agree, Sonnia + Emissary is awesome and I'm using him with Frank in the list too, they make a wonderful bodyguard for Sonnia and can still both use Frank's 12" Sh6, taking cover behind Flame Walls or whatever, until the enemy tries to blitz Sonnia.  I feel like Sonnia + Frank + Emissary + 2 Austringers is the core of the strongest crews I have played to date.

Don't overlook the Emissary's (0) as a way to get his *own* LoS on anything he needs to, as well... his Sh6 2/4/6 is nothing to sneeze at when it's ignoring cover, or using Frank's 12" Sh attack!  I often find I will push Sonnia up Turn1 and establish her Flame Wall and Counterspell Aura, then hold Emissary for my last activation so he can counter anyone who rushes Sonnia.  After that, Sonnia has a wicked area of board control going and all her AP for blasting on Turns 2+.

Anyway yeah love him with Sonnia, for sure.

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Absolutely agree, Sonnia + Emissary is awesome and I'm using him with Frank in the list too, they make a wonderful bodyguard for Sonnia and can still both use Frank's 12" Sh6, taking cover behind Flame Walls or whatever, until the enemy tries to blitz Sonnia.  I feel like Sonnia + Frank + Emissary + 2 Austringers is the core of the strongest crews I have played to date.

Don't overlook the Emissary's (0) as a way to get his *own* LoS on anything he needs to, as well... his Sh6 2/4/6 is nothing to sneeze at when it's ignoring cover, or using Frank's 12" Sh attack!  I often find I will push Sonnia up Turn1 and establish her Flame Wall and Counterspell Aura, then hold Emissary for my last activation so he can counter anyone who rushes Sonnia.  After that, Sonnia has a wicked area of board control going and all her AP for blasting on Turns 2+.

Anyway yeah love him with Sonnia, for sure.

I thought the emmissary didn't have the gun symbol on its attack? It should always be ignoring cover anyway, just not LoS

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Don't overlook the Emissary's (0) as a way to get his *own* LoS on anything he needs to, as well... his Sh6 2/4/6 is nothing to sneeze at when it's ignoring cover, or using Frank's 12" Sh attack!

I thought the emmissary didn't have the gun symbol on its attack? It should always be ignoring cover anyway, just not LoS

Yes!  I didn't mean to imply otherwise... perhaps I should have said "because it's ignoring cover"... as in, it's worthwhile just to use his (0) to get his own LoS, because his Sh6 is a pretty good attack!  Using his (0) he can also of course ignore cover with Frank's Sh attack if target is outside 8" but inside 10".

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Don't overlook the Emissary's (0) as a way to get his *own* LoS on anything he needs to, as well... his Sh6 2/4/6 is nothing to sneeze at when it's ignoring cover, or using Frank's 12" Sh attack!

I thought the emmissary didn't have the gun symbol on its attack? It should always be ignoring cover anyway, just not LoS

Yes!  I didn't mean to imply otherwise... perhaps I should have said "because it's ignoring cover"... as in, it's worthwhile just to use his (0) to get his own LoS, because his Sh6 is a pretty good attack!  Using his (0) he can also of course ignore cover with Frank's Sh attack if target is outside 8" but inside 10".

Just checking since it sounded like you meant it only ignored cover sometimes. Papa Loco also has a fun shooting attack although it's somewhat short-ranged. All in all I can see myself taking the emmissary quite often with Sonnia. My main concern is that it emphasizes everything that is NPE about facing Sonnia so my friends will stop showing up for games. I will probably mostly use them against people using evil lists of their own or who ask me to sparr before a tournament.

Hmm, can the emmissary put burning on the purifying flame or is it only enemies you can target? Don't have the book.

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Hmm, can the emmissary put burning on the purifying flame or is it only enemies you can target? Don't have the book.

It works on any target. Not sure why anyone would play purifying flame though.

Haha! Maybe for fun? I'm aware of the child being superior but I'm not always playing all out competitive to be honest. Sometimes I just try to do quirky stuff. I was thinking of doing this turn 1 to get an extra flaming beacon for everyone to aim at on a cluttered board. On the very same board the child would probably be more effective.

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I had actually asked a similar question before, comparing the Purifying Flame and the Child of Malifaux as Sonnia's totems, and got an interesting response.  You can check out the thread I started here.

Basically, the Purifying Flame is used as an easy target to chain off of when Sonnia needs to hit something indirectly.  It can also be used as a "healing" mechanisim, by using her Runed Sword against it in melee.  Situational at best, but at least it provides some use.

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Hmm, can the emmissary put burning on the purifying flame or is it only enemies you can target? Don't have the book.

It works on any target. Not sure why anyone would play purifying flame though.

Flame has a lot of great uses... I don't think it's a friendly-game-only model at all!

The healing trick for Sonnia is very situational, but the card draw can be game-changing.  The 3SS activation + incorporeal + dampening means you are threatening to out-activate, then send the Flame up to within 2" of a Master or Henchman to stop it from stoning to survive, or from stoning suits for a powerful ability, etc.  At the start of the next turn they have to waste an AP walking away from the Flame or they end up with burning off its death and you have Sonnia waiting for that.

I'm not saying it's the best model in any situation, but if you haven't played it much, you really should give it some more play time before deciding... I find it to be quite effective for 3SS (in games where the extra Wall from Child isn't critical).

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  • 4 weeks later...

You Could potentially get a lot of witch hunt out with sam though right? 

Like do it twice with sam, bury him with em and witch hunt again.

next turn witch hunt again and unbury sam ready to fire on anything left.

I like the idea of the chain activation from the emissary going off in turn 4+ and already having sam buried at the start of the turn and scheme markers in the vacinity. Just so the emissary can double witch hunt, (0) destined, unbury sam in range of victims and have him and sonnia double chain activate and go to town with blasts and eitehr rapid fire with ricochets or a charge from a freshly appeared sam. 

Puts sam right on the frontline if anything is left standing but that's a lot of trouble coming their way that turn.

Edited by Mark Ian Proudlock
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You Could potentially get a lot of witch hunt out with sam though right? 

Like do it twice with sam, bury him with em and witch hunt again.

next turn witch hunt again and unbury sam ready to fire on anything left.

I like the idea of the chain activation from the emissary going off in turn 4+ and already having sam buried at the start of the turn and scheme markers in the vacinity. Just so the emissary can double witch hunt, (0) destined, unbury sam in range of victims and have him and sonnia double chain activate and go to town with blasts and eitehr rapid fire with ricochets or a charge from a freshly appeared sam. 

Puts sam right on the frontline if anything is left standing but that's a lot of trouble coming their way that turn.

I'm not sure on the interaction of the (0) and the fact that Sam is unburied after the activation ends. Can he really be nominated (don't have my book at hand).

Edited by Ludvig
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You Could potentially get a lot of witch hunt out with sam though right? 

Like do it twice with sam, bury him with em and witch hunt again.

next turn witch hunt again and unbury sam ready to fire on anything left.

I like the idea of the chain activation from the emissary going off in turn 4+ and already having sam buried at the start of the turn and scheme markers in the vacinity. Just so the emissary can double witch hunt, (0) destined, unbury sam in range of victims and have him and sonnia double chain activate and go to town with blasts and eitehr rapid fire with ricochets or a charge from a freshly appeared sam. 

Puts sam right on the frontline if anything is left standing but that's a lot of trouble coming their way that turn.

I'm not sure on the interaction of the (0) and the fact that Sam is unburied after the activation ends. Can he really be nominated (don't have my book at hand).

Yes, because the Emissary doesn't have to nominate which two models he will activate after that.

Although, just because something can be done, does not mean it should. The combo seem pretty gimmicky and expensive.

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The Emissary is very expensive. What makes him better then the Pale Rider? I find the Rider very strong.

I'd say the Emissary is a bit less durable than a Pale Rider. Pale Rider gets pseudo-armor +1 per turn, whereas the Emissary gets Regen +1 per Strategy VP. But Emissary is still Hard to Kill and DF6 which is big.

More on point the Emissary is a lot more synergistic with individual masters because of their 0ss upgrades. Specifically for Sonnia the Brutal Emissary can target models out of line of sight to give out burning.

Edited by Hagisman
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You Could potentially get a lot of witch hunt out with sam though right? 

Like do it twice with sam, bury him with em and witch hunt again.

next turn witch hunt again and unbury sam ready to fire on anything left.

I like the idea of the chain activation from the emissary going off in turn 4+ and already having sam buried at the start of the turn and scheme markers in the vacinity. Just so the emissary can double witch hunt, (0) destined, unbury sam in range of victims and have him and sonnia double chain activate and go to town with blasts and eitehr rapid fire with ricochets or a charge from a freshly appeared sam. 

Puts sam right on the frontline if anything is left standing but that's a lot of trouble coming their way that turn.

I'm not sure on the interaction of the (0) and the fact that Sam is unburied after the activation ends. Can he really be nominated (don't have my book at hand).

Yes, because the Emissary doesn't have to nominate which two models he will activate after that.

Although, just because something can be done, does not mean it should. The combo seem pretty gimmicky and expensive.

undoubtedly. I was just thinking of how much burning and crazyness taht could be. The chain activation thing is gimmicky anyway. It could certainly lead to some clutch moments though. Especially turn 4 when the emissary can board teleport people to scheme markers etc. 

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  • 2 weeks later...
1 minute ago, qoob said:

Well, I don't really understand this Sonnia, Emissary combo. 

There isn't really any complicated combo with Sonnia. The emissary can light models on fire without needing LoS, and Sonnia can then proceed to blast those target without needing LoS because they are on fire.

Everything else discussed here is impractically difficult or expensive to perform.

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1 minute ago, Myyrä said:

There isn't really any complicated combo with Sonnia. The emissary can light models on fire without needing LoS, and Sonnia can then proceed to blast those target without needing LoS because they are on fire.

Everything else discussed here is impractically difficult or expensive to perform.

The emissary can burn ppl? How? I'm sorry but I don't know if i'm blind, dumb or both. 

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Just now, qoob said:

The emissary can burn ppl? How? I'm sorry but I don't know if i'm blind, dumb or both. 

All the emissaries have bunch of personal upgrades they can take with specific masters. Sonnia's upgrade gives the emissary an ability to give out burning. You can find the upgrades after the rules for the models in the book.

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2 minutes ago, Myyrä said:

All the emissaries have bunch of personal upgrades they can take with specific masters. Sonnia's upgrade gives the emissary an ability to give out burning. You can find the upgrades after the rules for the models in the book.

Oooooh that makes sense. Ok so i'm just blind...that's fine. Thank you! 

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