The way I'm going to approach making Sorscha into a tournament threat is roughly following the Power Progression articles in No Quarter magazine. This means starting with the battle box and then working my way up to 50 point lists. Part of why I'm writing this is to help me in my thought process and to explain my thinking for army choices. Note: any time I talk about average rolls I'm using 2D6=7 and 3D6=10.
Because I'm starting at the beginning, I'm going to review Sorscha's stats, feat and spells.
Stats
- SPD 6 Standard speed for Khador troops. If you want faster, you need four legs. The only things slower in faction are Man-O-Wars, Mechaniks and weapon crews. This gives Sorscha a 11 inch threat on charges (SPD6+3 charging+2 Reach).
- STR 6 Pretty much average for Khador.
- MAT 6 Seems to be the breaking point for the more elite troops and melee focused models. This will mean that Sorscha will hit DEF 13 on average.
- RAT 5 This is regular Winerguard RAT. Sorscha will hit DEF 12 on average, so she will be less inclined to be shooting things than attacking in melee. Sometimes the only option is shooting. If it is really important, then Sorscha should be boosting her shots.
- DEF 16 This is the highest defense stat in faction, without the help of spells or effects. The only other model in Khador that has a DEF of 16 is Sorscha's epic version. To be hit on average rolls will need MAT 9 or MAT 6 with boosts.
- ARM 14 Tied for lowest warcaster armor with tho Old Witch. Sorscha relies on he DEF, not her armor.
- CMD 9 Only slightly better than some of the troops that she will be leading. In many cases, it's the same.
- 17 Health Sorscha can take a hit, but not much more than that.
- +5 Warjack Points Nothing for free.
- Focus 6 What I would call the Khador average. There's a few casters at 7, one at 5 and one at D6+1. Gives Sorscha a 12" Control Area. I'll talk more about this with the spells.
- Immunity: Cold This is not going to relevant in most games. Cold effects are limited to a couple of models in Khador, Trolls, Circle and Legion. It's useful to look at your opponents cards if they are playing one of thoes factions to see if this Immunity will come up.
- Hand Cannon RNG 12, ROF 1, POW 12. Just a standard Iron Kingdoms hand cannon. Better than a Blunderbuss in range. The good thing is that it's the same range as her Control Area so that she can always check to see if something is in range
- Frostfang P+S of 13 magic weapon with reach and Critical Freeze. This will make the model hit Stationary for one round unless it has Immunity Cold. Combined with Sorscha's MAT of 6, she is going to want to boost most attacks with this weapon.
- Icy Gaze Enemy models currently in Sorscha's Control Area and LOS become Stationary for one round unless they have Immunity: Cold. What does this mean? Stationary Models is covered on pg. 64 of the Warmachine rule book. Enemies need to be within 12' of Sorscha and she needs to be able to draw LOS to them. So clouds, forests, other models and effects that reduce how effective this feat will be. Timing and placement is important for using this feat. There's a few ways to use Icy Gaze. The first is disruption. Because models that are stationary can't do anything, hitting the enemy army can keep things out of control zones in scenario play. Or it can give you an extra round to set up your army for a better turn. The second way is to use Icy Gaze as an attrition tool. Because stationary are DEF 5 against shooting and automatically hit in melee, this can be a great tool to take out opposing high defense models or large parts of the army.
- Boundless Charge: Cost 2 RNG 6. During its activation, target friendly model can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges. Boundless Charge lasts for one turn. This is a spell that helps get a model into combat. Because it only affects one model, it's not that useful to a unit. It is however a great spell to cast on a Focus loaded jack to have it wreck things.
- Fog of War: Cost 3 RNG Self AOE Control Upkeepable. Models gain concealment while in this model's control area. Helps out against shooting, but it can also help your enemies because every model gains the bonus. It's good for protecting things on the first few rounds of the game, but once things are in melee, it's not needed. The only exception would be if there are a lot of Gunfighters in the opposing army.
- Freezing Grip: Cost 4 RNG 8 Offensive. Target model/unit without Immunity: Cold becomes stationary for one round. This is a great spell to shut down a model/unit for a round. Has the same uses as Icy Gaze, but at a shorter range and needs an attack roll to work.
- Razor Wind: Cost 2 RNG 10 POW 12 Offensive. Standard Khador attack spell.
- Tempest: Cost 4 RNG 8 AOE 4 POW 12 Offensive. Models hit by Tempest are knocked down and suffer a POW 12. This is different from a normal AOE spell in that everything under the AOE takes a full POW 12 and not a blast damage roll. The big part of this is also the knockdown. If Sorscha is 4" away from a small based model, the AOE will not deviate enough to miss and will not come back enough to hit Sorscha. This can be useful against high defense casters.
- Wind Rush: Cost 2 RNG Self. Sorscha can immediately make a full advance and gains +2 DEF for one round. Wind Rush can only be cast once per turn. This spell increases Sorscha's threat range by another 6". I find that this will be cast just about every turn for the DEF bonus alone. It also is useful for getting into better positions as it can be cast before taking her normal movement. Sorscha can Wind Rush, then declare a charge.
No comments:
Post a Comment