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Tactica: Sonnia Criid


yames
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I'll get us started and anything that people post I will compile into this post so it will all be in one location for easy access. I hope this will help and provide a better understanding of my favorite master story wise

Strengths

Magic damage: Criid has one of the best if not the best spell output of all the guild masters not to mention also having a magical weapon.

Anti Magic: With disrupt magic and he ability to counterspell. If you can't stop magic your not going to take much damage from it or you might even just throw it back in their face

Blasts: she has the ability to make a large number of blast at extended distance from the original target, what's not to love.

Weaknesses

Def: that's right she has a Df of 4, a 2 point dead puppy has a higher Df than you, always remember this. Combine this with her 10 wounds and only a small ability to regain them you're fairly squishy

Soulstone use: You will burn through them so fast and will always crave more. It is easy to burn something like 4 of them during her turn, which is half of the maximum pool you can bring into a scrap with you.

Her Abilities

Statline: She has a decent statline, other then her poor Df, with a high casting and a willpower that will make it easy to resist spells

Advanced Counterspell: this is a beautiful ability, you won't use it often because people will avoid casting spells near her due to it. It's a great deterrent.

Magic Resist: When they do risk casting this is great, coming into effect if they get the spell off or you get hit from a magic blast to give you more protection.

Magic Seeker: A great ability, but it doesn't come up as often as you would think (at least in my experience). Its great vs Rasputina who likes to hide behind all those ice constructs.

Confiscated Lore: Most turns when your going on the offensive this is what you'll want to use for the tome and the +1 Ca.

Nullify Magic: This ability is amazing versus anything with a spell, mostly because it stops them cheating even if they channel. It's even better for all those spells that need a suit. on a normal turn if I don't use Confiscated Lore I'll pop this ability just in case.

Triggers

Explosive burst: what makes her so lovable in my eyes, honestly getting to place those blast markers an extra 2" away from a target means they will either have to spread their forces way apart, so you can divide and conquer easier, or risk taking more damage.

Absorb Magic: This is your healing ability for when they have moved into base contact with you, it also makes them discard a card and allows you to draw one, can't go wrong with that can you. Unfortunately it triggers off her sword which isn't amazing, but you do get a flip if they have a Ca of 6 or more, which will help you hit but will in no way insure it.

With some new found experience this trigger is amazing if you have some rams in your hand flip your card cheat in your ram and then if you have to burn a soulstone to hit the damage may not be great but you just made them discard 2-3 cards from there hand thats at least 1/3 that can really hurt and you can do it again meaning you could possibly knock 4-6 cards from there hand. Vs crews that are very suit heavy on there cast this is great. Pair it with the govs proxy ability to strip suits and you just put a world of hurt on almost any crew for a turn. also note that both Hopkins and Witchlings have a trigger that makes them discard. as do some other models spells.

Disassemble: Its good as it's a head shot to constructs on either of her weapons but your not going to be using it a lot as her Cb value is average on both weapons, but you will get to draw a card if you get it off.

Reflect Magic: this to is great but with her plethora of anti-spell abilities people tend to not fling spells your way, also you will need a so you probably wont use this as often as you would like.

Spells

Inferno: A decent spell but I prefer to use her other 0 actions. However if you think she's probably going to die soon it can be used to deter them from killing her.$$

second opinion (Bozzy): Inferno can be used to help counter attacking after someone hits a witchling stalker. You can charge hit with the sword heal a little then cast inferno hitting there model and killing your stalker dealing 2 more damage.(Be careful and try not to hit Criid with the stalker)

Flame burst: This is her main damage output. It has a decent range, decent damage, blast markers and a great trigger.

Flame wall: good for covering your movements and halting theirs.

Violation of Magic: good for making stalkers but not much use for anything else . Tho one thing to mention is isn't a ranged attack spell so you can use it when your in melee or the target is.

Tips

Targeting your own crew with your spells can help you get the severe damage and trigger all those blast markers.

Vs ranged units or when they are trying to get to an objective marker, Flame wall helps you by stopping them from shooting or reaching where they want to go

Violation of magic on your own stalker will create a fresh Stalker to replace it and cause 2 Dg to those around it

Positioning is very important, as is choosing which target will give you the best possible results with flame burst

though your defense is low absorb magic can help reduce their hand size and heal you when they are up in your face

Crews

First off I'll post my usual crews and the strategies I use with them . When other people come along and post up their ideas I'll add them to this section.

I only have experience in scraps so far. My games tend to be around 30-35 SS.

The number one priority when I make a list is to always leave 3-4 SS to add to my cache. I tend to shy away from expensive models, this is just my play style. I feel the more costly something is the more it burns you when it dies. So saying that in a 30 point game I always bring along 3-4 witchling stalkers (I have occasionally bought 5) as I feel they really complement her well. They make great targets for your explosive burst and can have good mobility. Lets remember they also add an extra 2 Dg to the mix when you kill them yourself or they just happen to die. They are also good in close combat which ties up their models keeping them from getting to Criid. I also tend to bring one bigger close combat figure such as the Judge or an Executioner, their job is to escort Criid around to deter people from getting to near her to exploit her biggest weakness. As for totem I normally bring the governors proxy, he has good abilities and the extra 2 Wp helps Criid and the Stalkers resist spells and helps with other Wp related things. The Purifying Flame does bring its advantages to you crew, its faster then the proxy and a Spirit, you can use gout of flame to reduce its life down to 1 and then violation it into a Stalker. For a ranged threat i use austringers as they're fairly cheap, have a good range and Cb and ignore cover. Though Hopkins is great at shooting and destroys casters I always feel I have enough anti-caster material on the field, so I don't normally bring him. With this crew you will have decent movement for objectives and a decent model count for activations. I tend to target my own stalkers with Criid's spells more often than not unless I've got a target with a low Df or which is in a better position that I don't have time to move a stalker into.

Another tactic i have been trying out is to use Guild Guard and Lucius. With it I end up going more ranged and find Lucius adds some nice movement tricks into the first turn with reinforcement. For a totem I forgo the usual choices and go with a drill sergeant to help the guards hit. With the Guards halt trigger it helps slow them down and cordon also helps blocking movement too. The guard captain can use menace to keep models bunched up, allowing your blast to hit who you want them to. With this crew I tend to not target my guards with Criid's spells. (they don't have the magic resist so they take more damage from them and they don't tend to be in their face as much) Lucius acts as a kind of escort, however if the stratagey calls for it he can really help out with his 5" walk. ( austringers are also a great addition)

The crew with Lucius is my recommendation now after playing it a few times to any strategy were you need to move a lot. So destroy the evidence, plant evidence, a line in the sand and treasure hunt.

Bozzy:

My main list is usually.

Soniia (don't underestimate how good she is in cc..cast a spell charge in. heal your wounds.. Cast inferno for added damage..has done me well...also violation of magic I love you would be surprised how often models even masters are sitting at one life)

Samuel (i know some don't like um I've always loved him flaming bullets has helped me take down more than one pesky model)

Santiago (Ive tested both him and the executioner for this spot and santiago has fit my Playstyle and out performed him every time for me. him traveling with samuel is just a force for anyone to try to deal with)

Nino (A killing machine in a funny hat...never ever disappointed by his performance..in my opinion one of the only auto includes.)

Witchling stalkers x3 (always love um. can argue some of the other guilds models to good extent but these have always served me greatly..killing machines counter charging for each other..Also don't forget to violation of magic them for a two damage burst and a healthy stalker

MadArcanist:

I actually have great success with a Student of Conflict as my totem for her. Now I know he costs 4 to bring a long with her BUT at the time its needed it can really make up for its cost. I usually love having him activate and give Sonnia fast and watch her obliterate an entire force. For my normal crew (Sonnia, SoC, Sam, Nino, and 2 stalkers) I found out that the stalkers make great harrying unit and will most of the time also be good objective takers. Nino is my minor minion killer with a dab of Master hate (not even lilith can stand up to a CB of 9 from 16" away) and Sammy is my big threat eliminator. Most of the time with Flaming Bullets you can get a min of 15 damage from all three hitting something (and if you point him at something big he will hit all three times) I've also learned that pointing him at the high cast masters always makes them burn SS not to get him ( with a cb of 8 and 6/7/8 damage against a majority of masters) he is something that shouldn't be messed with.

I also always tell sonnia players to max out there Pool, I never wanna go anywhere under 8 SS with her because you will generally need to use them in defense of yourself or to Guarantee you can cheat that severe for damage. I always seem to fight Ressers at my store so H2W gets a little annoying to constantly see when trying to get blasts on the board.

In terms of freikorps I think the librarian would be a good addition. because you can pitch a bad card to its suit generating, and have it give to your master or use it to make healing flips on people that are hurt. it also brings blasts. The only problem is that it costs 9, so it would be good to bring in a big game or if your trying something new

General Advice on models:

Witchling stalkers Work well with Criid for the most part.

Nino and Santiago can also make great family additions and more ranged threats to your Crew.

Don't forget the Friekorps they can add some great models like the specialist (more blasts) ,Librarian (healing and other utility) and Trapper ( forward deployment ranged threat and decent mobility while still firing). Also they have magic res, armor and are immune to blasts

Dark Alleycat:

Samael has a very high damage output which makes him a prime target for a obey if they got it so keep him ethier really close to Sonnia ( in her melee range) or out side his 45's range if they have obey.

Schemes

this is based mostly on Criids abilities your crew can vastly change which ones are better in the right situation.

Assassinate: A good choice depending on there master. Criid does better vs casting masters usually and those with a lower Def. Nico is a decent one to use this against do to his high ca and low def. As Criid can target him threw his fog due to magic seeker. On the flip side Ramos is a poor choice even tho he has a high casting since he has counterspell.

Bodyguard: Criid can be somewhat fragile, generally this is not the best choice tho if you have a ranged crew and play with Criid towards the back of your crew sure it can be done. Also if your opponents strategy is Distract or Contain power this is not a good option. I also do not like this scheme because it has the option of giving you -1 vp if things go downhill really fast making it harder to pull of a tie.

Breakthrough: this varies on your strategy a lot if you have destroy or plant evidence then this isn't a bad choice at all because you want to be on there side of the field anyway. Doesn't synergize well with a line in the sand or Claim jump at all. Also the deployment zones can very the value of this one a lot also as some zone are easier to get to then others. Also doesn't synergize well with heavy ranged crews or slow crews.

Extermination: this one is dependent on your opponents crew a lot if they have three models of one subtype this can be a decent choice (also depending on what the subtype is of course) against rezzers try to never choose undead. Unless its Kirai then you should never choose spirits. Against guild is when this can come in the most handy actually Guardsman can be a good choice if they brought a few or a couple austringers and something else. Death marshals now can be a hard choice if there master is Lady J. Against gremlins pig can be a solid choice but watch out they can make more. The biggest thing to watch out for with this is it used aginst you since Witchling is now a subtype and Criid tends to bring a few of those and they are usually in the front lines.

Eye For an Eye: this is a high risk high gain scheme as it can be extremely hard to pull off my only advice on this one is if your doing it please announce it.

Frame for Murder: this is one I wouldn't announce and would only take against good close combat masters like Lilith or Lady J. Its not my favorite and can be tricky to pull off but it really is a fun one.

Grudge: now this one I love because it can serve 2 purposes you can call it on one of there melee models since you know where there headed. Or put it on one of there models that you kinda want to stay away from you since they will probably play more defensive with that model. Just remember who you picked and watch your aoe damage from Criid or any Witchlings.

Hold Out: I use this as my filler scheme if I cant find one that fits the situation ill pick this. Its simple and effective.

Kill Protegee: Probably my most taken one with Criid its simple and you can kill them however you like (like those lovely blasts) plus theres usually a reason that model is expensive and in there crew.

Stake a Claim: a great one depending on the terrain locations relative to your general objectives just keep a model within walking distance and on the last turn go get your vp. (works really well with Claim jump)

Steal Relic: Once again we see a high risk scheme only the first part easy the second part is the risky part. So you probably don't want a witchling stalker to steal that relic. A good choice can be an executioner backed up by a gov's proxy. Also Criid can be pretty good at stealing that relic just make sure you have some back up to kill the master before they get some revenge on her and once she back in the back were she likes to sit she can be pretty easy to defend.

Round Up and Raid: i'm putting these to together because they are almost the same thing and fit the same situations. The best time to use these is if your opponent has a low model count or if your strat is Slaughter or escape and survive and your that kind of person who likes to have an all or none option when it comes to Vps. Generally speaking I wouldn't take these there like an extermination scheme only you may have to kill more(tho theres no chance for a -1vp)

Subjugate: Fluff wise I love the idea of Criid and this scheme and its really fun to pull off on your opponent I mean who likes to hear that you just turned there master into a 4 point slave to your will. But game play wise this can be hard to pull off not impossible tho You basically have to set up for it. Obviously the higher there CA the easier it can be to set up (except Ramos due to counterspell) You will also want to probably save a soulstone to help beat there willpower if they have soulstones left.

the above still applies but with the new rulebook the scheme is now to turn any 2 enemy models into witchling stalkers (a little easier) can still be a nuisance but by no means impossible check there wp first to see if u need that soulstone to make it harder to resist

this tactica will change over time as other people add there experience. Nut remember which Strategy you flip and who you are facing will change how things play out or what you should bring along. So nothing is ever an answer to everything, except the ability to adapt

Ps: Thanks to Ratty for the editing

Edited by yames
added more input from others
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My main list is usually.

Soniia (don't underestimate how good she is in cc..cast a spell charge in. heal your wounds.. Cast inferno for added damage..has done me well...also violation of magic I love yid be surprised how often models even masters are sitting at one life)

Samuel (i know some don't likem I've always loved him flaming bullets has helped me take down more than one pesky model)

Santiago (Ive tested both him and the executioner for this spot and santiago has fit my Playstyle and out performed him every time for me..him traveling with samuel is just a force for anyone to try to deal with)

Nino (A killing machine in a funny hat...never ever disappointed by his performance..in my opinion one of the only auto includes..somtimes my killing my entire army)

Witchling stalkers x3 (always lovem..can argue some of the other guilds models to good extent but theese have always served me greatly..killing machines counter charging for eachother..Also don't firget to violation of magic them for a two damage burst and a healthy stalker)

Schemes..the obvious ones are always good hold out bodyguard etc.but some uve had success with a lot are subjugate (looks scary to do but isn't bad) assassinate...as well as kill prodigy.killing schemes and strategies work well with soniia.

Wasnt trying to hijack your thread.. Just throwing my two cents in..I mainly play her as a secondary master but do play her a lot...Can start jotting down notes from battle reports if that wil help as well we usually play three nights a week atleast.and have every master anddd henchman accounted for too test against...any questions I'd be glad to help..

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i would love to hear your input. i really liked hearing your results with some family models they are the only guild models i don't own at the moment so i have no exp with them.

P.S. your not hijacking this is exactly what this thread is for.

also for a casting master 4 def is higher then most but in the grand scheme of all models i would consider it low. The low def weakness is something every caster will have.

Edited by yames
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She is a great counter charge model..I've cast inferno charged in smacked things up gained life end off turn inferno goes off hiring models them blowing up a stalker..stalker them blows up give damage all around..don't care who you are that hurts....excluding von schiel..

the family models really help what would otherwise be Tough match..

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Hiring the Korps isn't a bad idea. With thier Magik-resistant armour, they can hold up against friendly fire better than most units. Unfortunately, they won't get to utilize Brutal very often, but they make clever enough teammates. A specialist and/or Korpsman or two really makes a good addition.

Edited by Doctor Amos
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just got back from my turny today placed first after some good hard fought matches won one by a lucky hit from a guild guard so ill be adding some more stuff to the tactica tomorrow on the schemes and some more general advice and idea.

also some major updates to ideas in close combat.

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just got back from my turny today placed first after some good hard fought matches won one by a lucky hit from a guild guard so ill be adding some more stuff to the tactica tomorrow on the schemes and some more general advice and idea.

also some major updates to ideas in close combat.

First off Congrats,

Second,

I just bought her yesterday along with a Judge and the Purifying Flame. Gonna try her with Santiago also, I'll letcha know how it goes. At 35 SS it looks like

Soniia

Samael

Santiago

Judge

2 Stalker

Totem

-32 SS

I know it's fairly close to what you've used but I'm sure in my testing I'll find more models I like for her.

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I can see a lot of people bringing the proxy as a totem, but is there any way for the purifying flame to be usefull?

Only reason I could think of is to use it as a flame thrower and then possibly turn it into a witchling. Have anyone used it to throw any of Sonnia's spells? Spontaneously it feels like they're too difficult to cast, plus you don't want to waste high tomes on a low ca figure anyways.

Thematically the flame feels better, but is there any way to justify using it?

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I can see a lot of people bringing the proxy as a totem, but is there any way for the purifying flame to be usefull?

Only reason I could think of is to use it as a flame thrower and then possibly turn it into a witchling. Have anyone used it to throw any of Sonnia's spells? Spontaneously it feels like they're too difficult to cast, plus you don't want to waste high tomes on a low ca figure anyways.

Thematically the flame feels better, but is there any way to justify using it?

not really.... which always saddens me cuz i love the model but other then an extra blast and a little extra movement due to being a spirit and turning it into a witchling. i havent found much use for it. not saying its a bad model, just the proxy out shines it in utility and generally i use totems as utility pieces

tho i keep thinking there has to be a way to use wreathed in flame to your advantage maybe obeying people to hit it with melee?. We do have granny as a possibilty and perdita in a brawl. Also hamlin has it i belive.

Edited by yames
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not really.... which always saddens me cuz i love the model but other then an extra blast and a little extra movement due to being a spirit and turning it into a witchling. i havent found much use for it. not saying its a bad model, just the proxy out shines it in utility and generally i use totems as utility pieces

There are times you won't want to be running the proxy. Eg against Pandora with her v2 card. It's instant death if she gets off her trigger, or against Jack Daw can you guarantee to pass all those uncheatable morale checks.

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There are times you won't want to be running the proxy.

Negative. The way Morale works at the moment a model failing a Morale Duel is out of the game for 2-3 turns: 1 when it falls back, 1 when it rallies (in case opponent is clever and takes advantage of the "no movement" restriction) and then likely one more to get back into action. Usually the game is over by then so they could just as well have been killed by the Proxy :D.

However, I personally have found Witchlings and Dispel Magic to be a better way to deal with insane Morale Duels. Just dispel the Falling Back state from your models and you're good to go. Only costs one action from a 4 SS model and a medium card.

Sadly the Purifying Flame has little advantages over the Proxy. Governor's Decree, better survivability (enemies don't like attacking the Proxy as it might kill them as well) and the increased Wp are all superior to the speed, ranged attack and minor annoyances the Flame has. If only it had a :tomes instead of :rams for Ca (like the Nephilim has :masks ) then it would be great for Sonnia. But it's not that much worse so using it is just fine. It's no Malifaux Child :P.

-Ropetus

Edited by Ropetus
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