Wip on my Wraithknight. Im trying to get it finished for a tournament next weekend.
Wip on my Terror tots. I think i finally decided on how Im gonna paint purple skin on my Lilith crew.
I played my Sonnia crew against Raspy for the first time yesterday. The scenario was Reckoning with corner deployment.
My Sonnia crew.
AngelSanguines Raspy crew.
The Lone Marshall fired the first shot and severely wounded the Decembers Acolyte out on one flank. The Marshall was sadly also the first to die in the game, due to the Acolytes slow trigger and a Ice Garmin who managed to get into the forest and thereby allowing Raspy to use her Ice mirror to fire (Ice) though the Garmin at the Marshall.
Unfazed by the death of the Lone Marshall the Judge led the Guild advance. Sonnia blocked the Ice Golem by conjuring up a firewall.
That however inspired the Wendigo to cast Raspys Ice pillar to block Sonnia.
And then Raspy followed the Wendigos lead and Sonnias line of sight was severely limited.
Unable to propetly hurt the Arcanists the Executioner, Sammael and Judge moved up and engaged a Ice Garmin and a Decembers Acolyte.
Sonnia was forced to move up as none of the other Guild models managed to put Burning on any of the Arcanists so she could ignore line of sight. Sonnia managed to finally put Burning and Everburning on the Ice Golem, potentially solving the Burning problem for future turns. The damage flip however wasn’t enough to put up any blasts on other models though.
As the Firewall finally receded the Ice Golem barrelled into the Judge and the Executioner. The Judge was only saved by having Hard to kill. As the times became increasingly desperate Sonnia charged the Ice Golem. The gambit only succeeded due to a Red joker damage flip.
However this wasn’t enough to save the day.
The Guild had this far into the game taken damage on all models. Even with the Ice Golem dead the Guild wasn’t able to prevent the Arcanists from picking them off one by one. First the Judge, then Sonnia and the Withclings. When Sammael fell in turn five only the Executioner was left.
The executioner however killed a Iron Garmin and a Ice Garmin, healed up 9 wounds (The guy just loves his job), followed the trail of gore to a scheme marker, removed the scheme marker and killed a Decembers Acolyte and then both managed to both put out a scheme marker to get a point from protect territory and survive Raspys attacks until the end of the game in turn 6. I don’t think I ever have had the Executioner perform this well before.
When the game ended the Arcanits had managed to get five points from protect territory and Breakthrough. Due to both sides being even on points from the strategy Reckoning the Arcanits won the day.
Finished some old metal Witchling Stalkers for my Sonnia crew. With the new plastic ones I should have enough for some serious summoning.
In desperate need of a Guild guard I raided the bit box and found this guy. He is left over from a Wendigo conversion. The model is a bit large, but after tweaking his pose and a headswap I kind of like him.
50 ss game, the strategy was Squaters rights. Sonnias schemes were Protect territory and Make them suffer. Ramos schemes were Assassinate and Protect territory (announced).
The board and deployment.
It quickly became clear I had made some grave errors. Using the Peacekeeper in a game versus Ramos and several Metal garmins were one. I also didn’t think about that the slow crew I had selected had little to no chance of claiming the Squatters right objective of manage protect territory. Especially as I didn’t think about using Samael correctly. Samael have unimpeded and would have been really useful fighting from a forest.
The Peacekeeper realising he was outmatched tried to hide behind the crypt.
That didn’t do him much good as he was bombarded by Magnetism from Ramos and the Metal garmins. He then got held up by Steam arachnids, limiting his use, and then killed.
Sonnia and the Guild Riflemen turned the middle of the board to a shooting gallery and metal scrapyard as they killed Steam arachnids, Metal garmins and Rail workers.
However I couldn’t stop the Rail golem from charging straight into Samael. Samael tried to fight and survived several rounds, but it was not enough to save the gun line.
Joss braved the hail of fire and bullets and charged in and engaged all three of the Riflemen and started to cleave them into pieces.
At this moment, with my crew about to die horribly and having no chance of gaining more than one or two points for my schemes, the game ended as clear victory for the Arcanists.
- Sonnia is awesome, but she is not Lady J. Use her accordingly and don’t forget her upgrades (flame wall and summoning).
- Sonnia needs fire like fire needs air. I have to make better use of Witchling stalkers and other things that makes burning to boos the crew.
- The crew needs speed, especially in strategies and schemes where I have to interact and drop markers. Death marshals could to that. Remember to think about the terrain while selecting the crew.
- Never use the Peacekeeper if the opponent declears he is using Arcanists.
The thing with fire is it’s catching…
I just finished The Torch and the Blade starter box for Malifaux. I’m so hyped to begin gaming with Sonnia in earnest. The large 50 mm flame bases are for her Flame pillar upgrade.
Just finished most of the Vanguards for my Sedition wars board game. Just the characters and bad guys left.
Malifaux Peacekeeper for Guild. Its the old mark 1 model. After painting it Im actually starting to like the bugger.
Thanks! I tried to paint them in the same turquoise colour that they are in the M2E rulebook and I’m really pleased with them. I still might do some more highlighting on them though.