It was a Saturday, and one of the rare times when my friend Jon managed to make the trek up to Lincoln for a game of Malifaux with me. I had been watching a match-up of Nicodem v. Ortega crew, and when I say watching, I mean trying to keep the two players from throwing down with each other in real life (seriously, if you heard their audio track alone you’d have thought that both players were somehow managing to lose the game and draw nothing but 3’s or lower while their opponent was tabling them.) Jon’s been a Sonnia player since he got tired of having to relearn Leviticus every few months back when he was getting FAQ’d pretty regularly, so I decided to go with some Neverborn action. As Jon had played very few M2E games, I went for Jacob Lynch, who I had heretofore not had any games with and who I had been itching to get out onto the tabletop (being a long time CCG player, clearly a master that lets you customize your hand to the level he does should result in me winning automatically. Right?) We lined our crews up. I advanced with an Illuminated and some Beckoners, confident that I would be spending a good portion of the game drawing enemy models across the board to me with Lure before mauling them to death with the Hungering Darkness. And then Sonnia went, and a third of my crew blew up. On the first turn of the game.
Jon and I exchanged a “holy crap, did that just happen?” look over the board.
And thus began what, I have a feeling, will be a rather lengthy love affair between myself and the Guild’s favorite Flamethrower (which, of course, is the source of the bastardized George Carlin quote titling this post.) I’m just going to put it out there. Sonnia blows things up in M2E. Like, a lot. She ditches 2 cards or a soulstone and pushers her cast up to a 9, which essentially guarantees at least a 2 point advantage over the highest unmodified defense stats IN THE GAME. This was a decent ability in M1.5. It is incredibly strong in M2E where the new soulstone rules prevent masters from pushing their defenses over top of the casting total. This would be a pretty decent boost in and of itself, but you pair that up with her primary flame spell being range 14 now, and you have a recipe for the rapid death of any models that have the temerity to leave their deployment zone at any point in the game. Pair this up with the fact that any enemy model which dies with the burning condition within 10 inches of her (I’ll say it again, ANY enemy model that dies within 10,) can be turned into a free Witchling for the low-low cost of 2 cards from hand or one soulstone, and you’ve got some upgrades for the master that I very much favor. The burning condition is now much more ubiquitous in the crew (in that it didn’t exist when Sonnia was initially designed.) Sonnia is now able to hand out burning with a tome trigger on her spells (something else to use soulstones for? I’m not going to end many games with these left over, I have a feeling), and as another bonus gets to ignore line of site when casting at things that have burning.
Maybe this whole “bonding with Cherufe” thing isn’t so bad, after all.
Sam Hopkins, however, has not blown me away in the playtests I’ve seen thus far. I think he would have been more effective at his job had he been designed to help set up more burning on the field, but instead gains a number of bonuses against burning targets similar to Sonnia, IE ignoring line of sight and doing extra damage with his attacks against them. He can purchase an upgrade which will allow him to burn a target if it is within 1” of terrain, which I think is situational at best. The model’s biggest problem is probably the lack of anything to keep him alive outside of his unimpeded, meaning he’s going to be in deep terrain when you see him on the board. I’m not ruling out using him, particularly if you’re going to need someone to load the Witchling disrupt magic upgrade onto, but I’m not blown away either, particularly when compared to the incredibly stout Francisco Ortega at the same point value. Which leaves us with an interesting quandary: I’m leaning towards building a crew that can set up Sonnia to burn things most efficiently, but I want to do so without leaning the crew so hard in that direction that they’re going to be screwed if anything happens to her. How can we add some more hitting power in that will play nice with the theme we’ve built into the crew.
This is a flammenwerfer. It werfs flammen.
So, in conclusion, I’m looking forward to spending a lot of M2E time setting things on fire for fun and profit. Sonnia was never a master that jumped out of the page at me previously, but she’s definitely caught my eye now. I had actually just picked her up in a silent auction before the start of the open beta, which I now have to look at as a form of kismet.
Now, to go learn how to paint flame effects.