Holy crap. This is already more than 3000 words and I
haven’t even finished. So let’s make this intro short, shall we? ;)
Hey look, it’s Sonnia Cridd! She finally got some cool
models to go with her extra cool Witchling Stalkers, so with what is rapidly
turning into me just playing all the Guild Masters one after the other, I
thought I’d give her a whirl for the Rainbow Challenge. This game was against
Kyle. Poor Kyle, who’s rapidly becoming my most regular opponent! Much like our
Lady Justice game Kyle went for McMourning, this time as a Resurrectionist.
The Paint Job
While I always loved the Witchling Stalker models, I never
liked the metal sculpts for Sonnia and Samael. Sonnia’s hair just never seemed
to work in both her incarnations, not to mention her proportions just seemed a
little off. As for Samael, my feelings were well echoed by the nickname a
friend of mine gave him – Captain High-Pants.
Some proper basing will come later...maybe even this year if I'm lucky. ;)
With the new plastic models I finally, finally had some
sculpts for her crew I could get excited about! Of course I always feel a
little wrong building a crew without a theme of some kind, and Sonnia was no
exception. This time, it was fairy floss (aka. Cotton Candy or Candy Floss for
anyone outside Australia). I have no specific reason why I went with fairy
floss, only that it’s wackier than fire, and that’s all it needed to be!
Anyway, the fairy floss itself was made with cotton wool glued to a paper clip
and dyed with a magenta ink. The cotton wool actually became pretty solid once
the ink dried so from there, it was just a matter of trimming it into shape
with a scalpel blade and drybrushing it with pink and then white.
The Advice
So my impression before this game
was that Sonnia has become a living artillery piece. Basically use Witchling
Stalkers to put Burning onto enemy models, whom I then nuke with Sonnia and
Samael. Sounds simple enough, right? ;) Along with knowing she was relatively
fragile, that’s about all I knew about Sonnia before going into this game.
That said, there’s a lot of commentary
out there on M2E Sonnia. A trawl of the Wyrd threads brought up quite a few
discussions, and I even managed to find a blog too;
Today's terrain setup for the game. I deployed in the bottom left.
The Game
45SS, Standard Deployment
Strategy: Reconnoiter
Schemes:
- Distract
- Protect Territory
- Murder Protege
- Take Prisoner
- Line in the Sand
- Distract
- Protect Territory
- Murder Protege
- Take Prisoner
- Line in the Sand
Recon with Guild vs the
traditionally summon-heavy Ressers. Needless to say, I’d need to take advantage
of my crew’s killing power to keep the crew’s numbers in check and ensure I
keep scoring points.
Mmm. Delicious Candy...
The List
Sonnia Cridd
- Reincarnation
- The Mask
Samael Hopkins
Purifying Flame
3x Witchling Stalkers
Austringer
2x Guild Hounds
- Reincarnation
- The Mask
Samael Hopkins
Purifying Flame
3x Witchling Stalkers
Austringer
2x Guild Hounds
So short story – stick with the starter
box plus Guild Hounds to help with Reconnoiter and the Austringer for the
threat range and mobility tricks he offers. Despite Sonnia’s relative fragility
there was no Assassinate scheme on the table, so I figured I was safe to take
the other upgrade I really wanted to try – Reincarnation. I agonised over
whether to take Disrupt Magic for some anti-magic, but in the end I went for
The Mask, since it gave me the chance to counter some of the high attrition
models Ressers tend to take with some consistent burning damage from turn to
turn.
For schemes, I selected Take
Prisoner (Izamu) and Distract. While I thought I could eventually bring down
McMourning or Izamu, I didn’t like my chances of doing both. So Izamu became
the guy I was going to either ignore or feed fodder for the rest of the game,
while Distract has always been a good choice against any crew who’d want to get
stuck into melee.
Opponent’s List
McMourning (Resurrectionist)
- Spare Parts
- Evidence Tampering
- Plastic Surgery
Sebastian
- Those are not ours!
- Transfusion
Izamu
- Decaying Aura
Zombie Chihuahua
Nurse
Canine Remains
Necropunk
- Spare Parts
- Evidence Tampering
- Plastic Surgery
Sebastian
- Those are not ours!
- Transfusion
Izamu
- Decaying Aura
Zombie Chihuahua
Nurse
Canine Remains
Necropunk
Another match against Kyle’s
McMourning crew and despite being Resser, it was actually fairly similar to his
Guild crew I faced in our previous game (in which I was playing Lady Justice).
Basically the Peacekeeper became Izamu, while the Witchling Stalker and
Austringer became a Necropunk and Canine remains to better support the more
mobile/summoning playstyle Kyle was going for.
For schemes, Kyle chose Distract
and Murder Protégé on Samael (announced).
Result
Turn 1 was the usual positioning
adventures, with me advancing most of my crew (aside from Samael, who I needed
to try and keep safe) while McMourning hung back, not wanting to expose his
crew early. I activated Sonnia last and not wanting to make the same mistake I
made last game, Sonnia went straight for the Nurse, damaging but not killing
her with a Flame Burst. Kyle also summoned a Canine Remains with a corpse dug
up by his own canine.
Turn 2 was the turning point for
the game – Kyle advanced his Canines after using the Nurse to give
Hallucinogens (Ml attacks only) to Sonnia. I put the Purifying Flame into melee
with the Necropunk, finished off the Nurse with an Austringer and I failed to
hit a Canine remains with a pistol shot from a Witchling. The rest of Kyle’s
crew advanced cautiously behind cover and the canines, while Samael continued
to hold back to avoid getting hunted down by McMourning. Once I’d run out of
other activations I used dispel Magic from a Witchling to remove Hallucinogens
from Sonnia (Kyle had forgotten I could do this!), who then proceeded to move
into within 10” of the Necropunk, then take both the ‘Punk and the Canine
Remains to 1 wound with Burning counters. At the end of the turn both models
died, and I dropped two Soulstones to turn them into Witchling Stalkers,
bringing my total from 3 to 5!
At the end of Turn 2 my numbers
ensured that Kyle only claimed one table quarter while I claimed three. This
pattern continued for the rest of the game, thanks in no small part to the
Guild hounds camping out in Kyle’s deployment zone.
In Turn 3 we both started
distracting each other’s models, with me targeting Izamu and McMourning while
Kyle targeted Witchling Stalkers and Sonnia. Unfortunately between one of the
Distracted Stalkers dieing and Sonnia getting pushed out of melee by an
Austringer to (2) remove the distract, Kyle only managed 1 VP from the scheme.
McMourning moved in to start putting damage onto Sonnia in melee and summon a
Guild Autopsy, while the Purifying Flame responded by double-walking into melee
with McMourning to prevent him using any Soulstones with Dampening Field.
Sonnia herself cast Cheruffe’s Shackle onto McMourning and started swinging away
with her Runed Blade, drawing 1-2 cards and healing 1-2 damage with each swing.
I lost one Witchling to some Sebastian-powered poison, but not before killing a
Zombie Chihuahua and damaging the dogs with his explosive demise.
McMourning comes within 2 wds of killing Sonnia...
In turn 4 Kyle once again won
initative (just as he did in every other turn this game!), and came within a
hair’s breadth of killing Sonnia. Two Transfusions gave Sonnia Poison 8, but he
failed to cast Expunge (flipping the black Joker) so after a Scapel Sling
attack, Sonnia only barely survived! I quickly responded by dispelling the
poison 8 with a Witchling Stalker, and then between Sonnia, 3 Witchlings and
the Purifying Flame I dealt enough damage to kill McMourning in response. In
fact to add insult to injury, I even summoned a third Witchling Stalker off
McMourning’s corpse! After that it was mostly cleanup, with the Guild Autopsy
and Sebastian finished off by my Witchlings. In turn 5 Izamu moved up through a
forest and finally put a hit onto Samael, taking him below half wounds with one
swing! Samael moved into his own melee range with Izamu and Defensive Stanced,
at which point the game ended. With that, I scored the full 10 VP for
Reconnoiter, Distract and Take Prisoner, while Kyle managed 1VP for Distract.
...only to fall to a pile of Shattered Rune Blade attacks and join their ranks as a Witchling Stalker!
Post-game Thoughts
After the game, Kyle admitted that
despite having enough corpse counters, he never had the crows on hand to summon
as many models as he was hoping to. Overall he managed to bring out two Canines
and a Guild Autopsy, which actually matched my summoning of three Witchling
Stalkers! I was pretty wary of the number of corpses nearby McMourning, but
fortunately he never reached the required 4 within 6” to summon a Rogue
Necromancy.
McMourning was also pretty unlucky
to have not killed Sonnia in turn 4, having flipped a Black Joker on his
Expunge. That said, by that point Sonnia had done her damage, and even without
her I’d scored enough VPs to secure the win and had enough Witchling stalkers around
to kill off McMourning (or at least tie him up).
A face for radio?
So as to the girl herself, how did Sonnia fare? Well for the first few
turns she did exactly what I expected her to – her crew concentrated on placing
burning counters on whoever they could while Sonnia used her Flame Burst and
Reincarnation to kill, then summon Witchling Stalkers out of the burning
models. In a sense, Sonnia’s blast-heavy playstyle (especially with Pyrokinesis) also added to the mind
games. Not wanting to get burnt up by multiple blasts from Flameburst Kyle
played very cautiously for the first few turns. He hugged cover, made liberal
use of defensive stance and kept the more valuble elements of his crew
(McMourning, Izamu, Sebastian) further back than he perhaps should have. So the
incredible threat range from Flame Burst definitely had more of an effect that
it might look like on the card. In fact the best way to get around it is to get
Sonnia into melee, which brings us to the second half of the game…
Once Sonnia got into melee I was actually
expecting her usefulness to more or less end. Maybe I could take someone with
me with her Inferno spell but other than that, her abilities in melee seemed
pretty limited. To an extent that was true – there’s no way she could have
taken on McMourning herself and when it came down to it, it was three
Witchlings and a Dampening Field from the Purifying Flame that killed
McMourning. Her Runed Greatsword was
the big surprise though – Ml 5 is nothing to write home about but her Absorb Magic trigger (ie. Draw a card
and heal a wound for every Ram in the duel total) proved to be fantastic. With
a few swings of her sword she kept herself alive longer than she should have
and it helped bolster my hand when I needed it most. The option is there to
push her out of melee altogether with a Deliver Orders action from the
Austringer (which I did do, if only to remove her Distract condition), but the
chance for some card draw and healing means that getting Sonnia out of melee
isn’t the only viable option I had.
Confiscated Lore is one of Sonnia’s saving graces when it comes to
improving her resilience, but it’s very reliant on winning the initiative flip
on those critical turns. I would have loved to use the +2 Df when she was
facing off against McMourning, but unfortunately Kyle won initiative every turn
so when those critical moments came, McMourning was activating before Sonnia
did anyway! Not only that, but I found myself preferring to activate Sonnia
later in the turn, once the Witchlings had put out some burning counters. Not
to mention that it also prevents you casting Inferno, which is definitely an
option if you’re thinking she might die anyway. So while the defensive
potential is there, I’m not sure I’d find myself using it all that often in
practice. Instead, getting +2 Ca from Confiscated Lore is just obsene. Just.
Obsene.
Speaking of Confiscated Lore, the
fact that I wanted to use that almost every turn actually made me consider my control hand at the beginning of each
turn in a different light. Normally if I have 2-3 low cards I’ll burn a
soulstone to draw extras. But with Sonnia those low cards are just fodder for
my Confiscated Lore. Add to that any 3+ Tomes for the Witchlings Stalker’s
Dispel Magic, and I could wind up with half a hand of low cards and still want
to keep them. If the rest of my hand isn’t that great either I’ll still burn a
soulstone, but in this game I certainly felt less pressure to do that. It’s
probably a very good thing, considering the soulstones I saved went toward
summoning Witchling stalkers and keeping Sonnia alive!
Moving on to upgrades, Reincarnation was unsurprisingly a
favourite. I really enjoyed being able to summon Witchling Stalkers and while
there were a few hoops to jump through, I didn’t find it to be too difficult in
this game and the return was well worth the investment. It’s also one of those
upgrades that will work regardless of whether Sonnia’s in melee. At a distance
she can throw her fire balls about and summon Witchlings herself, but in melee
she’s still got the WItchling Stalkers to achieve that job, plus she’s drawing
plenty of cards from her Absorb Magic Trigger to fuel the summoning. The only
negative to Reincarnation is that it prevents Sonnia from taking Badge of Office. Not only is Sonnia one
of the most fragile Masters in the Guild, but her threat range and damage
output effectively puts a huge “kill me” target on her head. So more than
anyone else, Sonnia really wants that Badge of Office. I don’t’ really have an
answer to which is the better choice, even if Assassinate happens to be one of
the schemes. Reincarnation felt so useful, it’s pretty hard to justify dropping
it.
As it turns out, The Mask was not quite as amazing as I
hoped it would be. In this game I only got it off on one model (McMourning),
but he died to massed Witchlings before it really came into play. So while I
still think it’s handy, it’s certainly not necessary for Sonnia. By contrast, I
really missed having access to Sonnia’s various anti-magic tricks, specifically
Disrupt Magic and Counterspell Aura.
With it’s negative flip to Ca actions for everyone close to a Witchling Stalker
(basically most of Sonnia’s crew), Disrupt Magic seems like the better deal.
But Counterspell Aura can just shut down a lot of Ca-based attacks that have a
suit on their TN. Lure especially becomes impossible on a non-soulstone user.
The Grounded Magic half of Counterspell Aura seems a little flat though - why
cast that when I could burn something with another Flame Burst? Still, as a 1SS
upgrade I still think it’s worth throwing in. Disrupt Magic though – I do wish
I’d found the points for a Disrupt Magic!
I passed on Cheruffe’s Imprint this game partly because I didn’t rate the
usefulness of Flame Wall, and partly because I figured the Purifying Flame gave
me a Dampening Aura if I really needed it. However after the game, I’m starting
to see how it might be useful in letting Sonnia switch to a slightly more
support and melee-oriented playstyle. I don’t mean melee in the sense that
you’re going to charge her in like she was Lady Justice, but in that it makes
her much trickier to take on in melee. The Soulstone prevention from Dampening
is already a great debuff (as I discovered with the Purifying Flame, below),
but the Flame Wall itself can help disrupt charge lanes and prevent enemy
models from getting too close to Sonnia (or any objectives, of course!). It
also means that Sonnia is going to ge useful whether she activates early or
late. Activate early, and she places Flame Pillars for disruption and uses
Confiscated Lore to boost her resilience. Activate late, and she boosts her Ca
with Confiscated Lore and lets loose on any burning models with her Flameburst.
So as an upgrade, Cheruffe’s Imprint actually makes her a lot more flexible
than it might otherwise seem!
As the game closes, a wounded Samael takes Izamu prisoner...somehow.
As the announced target for Murder
Protégé, Samael took a back seat
during most of the game. He took one or two pot shots at a Burning Canine
Remains and rapid-fired at a Guild Autopsy engaged with a Witchling. But
through either defensive stance or poor luck, he failed to do much damage. His
brief run-in with Izamu did emphasise just how fragile he is for a 9SS henchman
and looking at his offensive stats, he definitely fits the role of a glass
cannon. He’s got some great damage output with Rapid Fire and his Huntin’ Tools
(especially if they’re Burning), but unlike Judge, you don’t want him on your
front lines.
I’ll admit I did think about taking
Samael’s upgrade, Witch Hunt, for
some extra Burning, but to be honest I feel like he needs some extra resilience
rather than more offensive power. So if I was to take anything for him, (aside
from Disrupt Magic) I’d probably go with a Leadlined Coat.
The Purifying Flame was a model I almost forced myself to take, but I’m
very glad I did! Being a Peon made it immune to Distract (an advantage I hadn’t
seriously considered until now!) and the ability to hand out Burning +1, while
small, synergised well with Sonnia. But the real gem was its Dampening Aura to
prevent enemy soulstone use within 3”. This alone proved to be a massive pain
for McMourning, and made him that much easier to take on with my crew. Sonnia
can do the same with her Cherufe’s Imprint upgrade and if I was struggling for
SS I might consider using that instead. But Dampening definitely seems to be
what makes the Purifying Flame worth taking.
I don't really talk about Guild Hounds today but seriously, they're solid gold for Reconnoiter!
Honestly, haven't I talked about Witchling Stalkers enough?! ;) Once
again, Dispel Magic was invaluble in keeping the Poison and Take Your Meds
effects off Sonnia and once again, their punching power in melee proved to be
the undoing for much of Kyle’s crew. The only difference is that in this game,
I took three (well, six after I summoned three with Reincarnation) and with Sonnia's
pro-burning playstyle they went from a second line support minion to my front
line fighters. After all, if they die then they're just spreading more burning
around, which is exactly what Sonnia wants!
From memory, I believe the Austringer used his raptor attack for
just one activation, against the Nurse. Other than that he was using Deliver
Orders every chance he got to push my models into better positions or simply
force interacts to achieve Distract. If
I’m being honest I probably didn’t need the Austringer for his shooting. He
doesn’t add any Burning to the crew and Sonnia’s potentially LoS and
cover-ignoring fire balls might give you all the threat range you need. Deliver
orders is just that good though, especially for getting Sonnia out of melee as
I mentioned above. Mind you, if I’m mainly taking the Austringer for Deliver
Orders, perhaps there’s another option that could replace him? Nothing comes to
mind, but I’ll probably keep an eye out for alternatives.
If or when I pull out Sonnia again,
there are definitely a few more models I’d like to try with her. The Witchling Handler is definitely one,
for obvious reasons, but I think the Brutal
Effigy has a lot of potential for complementing Sonnia with his (0) Fear
not the Sword action, which both helps heal her in melee and potentially gives
her more cards to draw. Fire Gamin and
Iggy are the other ones. I have the
models but without her Avatar, I’ve never given them much thought in a Sonnia
crew. So that will eventually have to change! Finally, there’s the Freikorps
Specialist. There’s been plenty of discussion on using him in a Sonnia crew
already,
Sorry, she's a little upset I didn't use her in the game.
Final Impressions – The Master who Dies.
Going into this game, I initially
expected Sonnia Cridd to be a little flat in her playstyle: Basically put
burning on stuff with Witchlings, Flame them to death with Sonnia, rinse and
repeat. However much to my delight, there was some hidden depth to her
playstyle that I hadn’t actually seen until I saw her in action on the table.
She still has the potential to be the living artillery piece I expected her to
be, but her fragility, combined with all the anti-magic and some neat melee-oriented
tricks opens up a whole new aspect to her. She’s a fragile Master with a
massive target on her head, so you have to play cautiously with her. But then
again, she’s got some neat ways to punish opposing models for getting close to
her, even if she dies in the process!
At this stage I’m kind of thinking
of Sonnia as the “Master Who Will Die”. Sure, you might be able to play
cautiously enough to keep her around for the game (which isn’t a bad thing). But
against a good player, her threat level is high enough that I’d expect her to
end up in melee, and then dead by the end of the game. So the question, then,
is how much of your opponents crew can she take with her? This gets into a
whole other level of metagame here, where your opponent is trying to avoid
losing too much to Sonnia’s Inferno pulse while still having enough models engaged
to kill her.
Anyway, it’s late and I’m dangerously
close to just posting useless ramblings about Sonnia (well, MORE useless
ramblings!). ;) Suffice to say, I REALLY enjoyed using Sonnia in this game. Her
playstyle was a big surprise for me and I feel like I’ve only just started
plumbing the depths of what she can do. For a Master I thought might be a
little simplistic on the table top, I have to say I’m impressed. J
Till next time,
Adrian