Kaptain O Posted October 14, 2009 Report Share Posted October 14, 2009 Sonnia Samael Executioner Papa Loco Convict Gunslinger 2*Witch Hunters I have been considering this list and am starting to paint it up, all the models in the Ortega's boxed set seem really good so I have been thinking about sliding them in to my Sonnia list (makes me wonder why I don't just play ortega's though?). If I had another point I would sub out the convict for Nino or the other 7pt Ortega - I suppose I could get that from switching Papa to another Witch Hunter or a Death Marshal... Death Marshals seem a little meh, in most cases I'd rather have a Witch Hunter - maybe I am just underestimating the pine box ability? Quote Link to comment Share on other sites More sharing options...
WEiRD sKeTCH Posted October 14, 2009 Report Share Posted October 14, 2009 It's more the "Finish the Job" ability than Pine Box for me. Pine Box, while really cool, can be a bit rough to pull off. The Finish the Job spell bumps their Dg output to ridiculous levels with their Peacebringers. Quote Link to comment Share on other sites More sharing options...
Zee Posted October 14, 2009 Report Share Posted October 14, 2009 But Finish the Job is only on their melee strikes, sadly. It doesn't boost their ranged powers. I like the DMs for their ability to stay alive longer than normal. Thanks to Hard to wound and Slow to Die, they can be a pain for opponents, and will usually take weak/mod damage from most blows. Quote Link to comment Share on other sites More sharing options...
cerealkiller195 Posted October 15, 2009 Report Share Posted October 15, 2009 The death marshals also do have critical strike on their peace bringers. Though I have to admit the more I use witchlings the more merit I see in them. Being pretty damn good with a CB of 6 means you defintely want them in combat. Where they become quite deadly if the enemy kills them they still take two damage. I haven't really tried mixing the witch hunters yet as my group is still building up their crews. So far our biggest game is 25 as we slowly figure out what combinations we like to run. what are everyone's experiences with papa loco? Quote Link to comment Share on other sites More sharing options...
darkendlight Posted October 15, 2009 Report Share Posted October 15, 2009 Never discount slow to die. You can use it to setup or finish off a master. And it can lead to interesting results when attacking neverborn who have blackblood. Quote Link to comment Share on other sites More sharing options...
Kaptain O Posted October 15, 2009 Author Report Share Posted October 15, 2009 I had a 30ss game last night Sonnia Samael Santiago Ortega Executioner Witchling Stalker Governor's Proxy vs Mcmourning chihuahua nurse 3*belles mortician w/ circular saw convict gunslinger I pulled reconnoiter as my mission so I ended up leaving the stalker back in my own half of the table to make sure I could claim that table qtr and sent the rest of my force up the other side to try to claim both of them. The proxy worked out amazingly, my opponent had 3 belles so there was lots of Lure being thrown around but since my guys had between +7 and +10 on the WP check I was less than troubled by it. Samael blew the mortician away and put some damage on mcmourning before dying, sonnia's flame burst was not very good on the hard to wound models but I did get 2 good bursts off on the clumped up nurse/belles. mcmourning and his summoned flesh golem put a hurting on sonnia, I did manage to kill both of them but sonnia had no soulstones left and 2 wounds so the convict gunslinger finished her off. The convict also got Executioner to 1 wound but thanks to love the job he ate a belle and went back to full. Game ended turn 6, I had: 2vp from controlling 3 qtrs with Reconnoiter 2vp announced guild only scheme Raid!, 3 minions alive vs 1 1vp from hidden scheme Stake a Claim. Opponent had 0vp Failed Treasure Hunt Failed Announced Scheme Army of the Dead Failed Announced Scheme Hold Out So good game for me I guess =P Didn't get to see the Witchling Stalker in action as he passed all game, Santiago was good, but he should have been leading the charge instead of Samael, Samael did a bunch of damage but died. Sonnia was good, her blast spell is very hit or miss and she doesn't really have a devastating attack and the hard to wound really put a dampener on the number of blast markers I threw out. Executioner was also a beatstick, I had been thinking of subbing him out for Nino, but he kept his spot. Quote Link to comment Share on other sites More sharing options...
cerealkiller195 Posted October 16, 2009 Report Share Posted October 16, 2009 i thought about using the governor's proxy seeing as my main opponent loves using seamus and his belles. It would be easier than chucking cards for Sonia's protective bubble. Quote Link to comment Share on other sites More sharing options...
nilus Posted October 16, 2009 Report Share Posted October 16, 2009 Death Marshals seem a little meh, in most cases I'd rather have a Witch Hunter - maybe I am just underestimating the pine box ability? Death Marshals seem meh when you look at them from a special ability stand point. But for 4 points you can't get a much better middle range combat unit(10 inch range guys). They have a decent ranged combat skill and with critical strike and a free ram can do a bit of damage. I have found working them in teams of two, moving them up slowly across the board and keeping them in cover seems to keep them alive and doing damage. They were rock stars in last nights game My crew Lady J Santiago Fransisco Nino 2 Death Marshall My opponent Seamus Sybelle 3 Belles Copy Cat killer Convict gunslinger. I had treasure hunt, Hold out and Stake a claim(secret), Seamus's crew had Claim Jump, Body Guard, and Hold Out. We were fighting in the mountains so the terrain had a lot of elevation, which is good for a shooty army. I got Nino in a nice high position and basically used him to harrass the Res(Making them blow cards to cheat and take a little damage). I moved the other Ortegas and Lady J up the middle to take go for the treasure and generally kick Seamus' ass. And I had the Marshalls move along the side to my claim and to prevent Hold Out. In the end a lucky slow to die lure pulled my DM out of Seamus' deployment zone so he still got hold out. But I manage to wipe out his hole crew and get both my hold out and my stake a claim. So I won 3 VP to 2. Neither of us managed to pull of our Strategy. Quote Link to comment Share on other sites More sharing options...
nilus Posted October 16, 2009 Report Share Posted October 16, 2009 How are you guys liking the Governors Proxy. I worry he is to much of a risk in most games. All I need is an unlucky morale duel with a master and then he gets capped in the back of the head by the GP. Quote Link to comment Share on other sites More sharing options...
Kaptain O Posted October 16, 2009 Author Report Share Posted October 16, 2009 I am worried about that also but with an effective WP 9 I am not likely to fail a morale duel, especially once you factor in cheating and soulstones. If it becomes a problem I will stop using him, but it makes my guys so resilient to spells, Samael is wp7, the ortegas are wp10, executioner is 9 vs undead 7 otherwise, sonnia is 9. Quote Link to comment Share on other sites More sharing options...
Scorpio Posted October 16, 2009 Report Share Posted October 16, 2009 Death Marshals seem meh when you look at them from a special ability stand point. But for 4 points you can't get a much better middle range combat unit(10 inch range guys). They have a decent ranged combat skill and with critical strike and a free ram can do a bit of damage. And they just... keep... going. They're only 4ss, so no, they aren't gamewinners. But they always seem to last a turn or two longer than they should. Hard to Wound plus Slow to Die is good times, I say. Quote Link to comment Share on other sites More sharing options...
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