Forum: The Guild
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Thread: aSonnia: underwhelming?
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03-15-2012, 10:16 AM #21Year of the RAM!
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You take damage from Pyres when
You begin an activiation under one
Your move into one(not having one move into you does not count)
You end an action under one
Also it was ruled a while ago that the effects of having two pyre counters on your is not accumulative.
All in all it ends up giving a model 3 undefendable damage when they activate and forces them to move or take more. Technically you could obey a model under a pyre to pass and it would take 3 damage that way as well.
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03-15-2012, 10:18 AM #22Rank: Freakishly Wyrd
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I also must disagree that aSonnia is underwhelming, I feel she is an incredible addition to the Guild and a great upgrade to Sonnia.
I find it interesting that in all the previous posts everyone focuses on Searing Wave and pyres, looking for massive damage to push out. This is purely my opinion, but I think Calmdown (ouch, my fingers hurt from typing that
) is on the right track.
aSonnia is very very good because she keeps Violation of Magic but upgrades her casting stat. She gains Adaptive Mind and a tome on her cast, letting her cast Violation much easier, along with raising her cast to an 8. Being able to reliable cast violation (needing a 9 of rams OR tomes) increases her capability on the table tremendously. I am always looking for opportunities to create a new witchling stalker that I can then position to tie up opponents shooting models.
Burning counterspell is amazing as now she not only stops the opponent from casting but punishes them for even considering the action. Lastly, do not underestimate her melee ability. 2/3/5 ignoring armor is a pretty heft punch. Add Horrific Burns to that and if your facing a living crew it provides a nice touch.
The trick is looking across all of her abilities and combining them. I think the challenge most people have is that Master Sonnia can work with just swinging her sword or just throwing out big blasts. aSonnia needs a combination of her abilities to really come into her own. When you find ways to combine abilities and then add in combinations with your crew, she leaps up the power-curve quickly.Author: Dead Tau Project (Now mostly Malifaux) / Host: Gamers Lounge Podcast
Quoting Karn: "So, and I can't believe I'm saying this (again!), I agree with Nix.."
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03-15-2012, 11:03 AM #23Year of the RAM!
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Its almost like you need to stop playing her like every other Guild model and start playing her like shes an Arcanist.
Its actually funny, I think ASonnia is a big boost for Guild because she gives a much more Arcanist style tool box of abilities to a crew. On the other end of the spectrum ARamos is great for Arcanists because he sheds a lot of his tools and becomes a much more straightforward guild-like master.
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03-15-2012, 11:43 AM #24Cheated Fates Radio
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I think nix and nilus hit it on the head. Avatar sonnia requires a bit of subtlty to use like most of the auto aavatars the change in playstyle combined with her gains in the form make her one od
f the most interrsting and consistent masters in the guild
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03-15-2012, 01:47 PM #25Goes up to 11 Rank: Twisted
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Hmmm. Nix and I actually chatted briefly about this the other day.
I agree with him to an extent, though I've had all sorts of trouble getting my opponents set up for Violations to be a feasible tactic.
I think that I maybe need to be more patient in her use. Certainly in my last game she would probably have been more effective used in a more defensive, cautious manner than full out attack, despite my facing a very nasty ranged crew and having Contain Power as my strategy.
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03-15-2012, 01:53 PM #26Rank: Freakishly Wyrd
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I cannot promise the timing, but I will try and document one of my upcoming games with aSonnia for a battle report. Maybe that will help out some and give everyone something to dissect.
Author: Dead Tau Project (Now mostly Malifaux) / Host: Gamers Lounge Podcast
Quoting Karn: "So, and I can't believe I'm saying this (again!), I agree with Nix.."
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03-15-2012, 04:31 PM #27Year of the RAM!
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03-15-2012, 04:38 PM #28
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03-16-2012, 12:02 PM #29Baby Seal Rank: Strange
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The issue or concern I have is that summoning her can be done with ease on turn 3 and she does get really powerful. However after completing the requirements is she really needed by that point. Causing 10 wounds I did in one lucky blast chain but that also took a lot of punch away from opponent.
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03-17-2012, 12:51 AM #30
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