The following is an updated tactica for Sorscha 1 with the
new edition in mind. Your mileage may
vary. Feedback and heckling are welcome.
I have mixed feelings concerning Sorscha
1. On the one hand, she’s a hell of a threat. She’s fast, has a great feat, and
definitely brings the noise. On the other hand, she’s a high defense squishy
warcaster in a faction that favors beat stick melee powerhouses—and then
there’s the matter of her older colder version. I can’t pick up her new model
without remembering her younger days.
Back in the early
days of MKI, a friend said he had a surprise for me. He pushed three models
across my kitchen table. We spent the next few months slugging it out between
my Khador and his Cygnar battle box. I fell in love with the Motherland when I
took a sip of bourbon and said for the first time “Sorscha pops her feat and…”
Sorscha wasn’t just defined by her feat; her feat made her the bar by which I
measured all comers. She froze everything in her control area. Back then there
was no way to shake stationary affects. She would walk up, pop feat, freeze everything
within her control range regardless of line of sight, and use tempest to knock
things down. Then she, the destroyer, a hand cannon, or a raiser wind would
drop on your caster. If you survived that, the next turn you stood there and
did nothing. Then, with your pieces still knocked down, you’d watch while
Sorscha’s entire army unloaded for a second turn—terminating your warcaster
with extreme prejudice. It was the single most ball bustingly hard core feat in
the game. Sorscha wasn’t just a faction defining model; she set the standard
for bad ass. Khador dominated national tournaments with variants on that
strategy over and over again…feat, knock down, kill caster. She was so good
that I felt bad playing her against all but my most competitive adversaries.
Now a days,
freezing the enemy battle group is not as game breakingly harsh as it once was.
The line of sight restriction and the ability to spend focus to unfreeze and
stand up renders icy gaze powerful but tolerable. Never the less, playing
Sorscha in MKIII feels like going back to your home town and finding out that
the captain of the football team who gave you swirlies, took your lunch money, and
stole your girlfriend is the guy manning the drive through window at McDonalds.
You don’t want him back the way he was…but it steals the mythic proportions
from your nostalgia.
Sorscha is still
all about her feat—especially in larger games. There are a couple reasons for
this. First, she brings very little qualitative enhancement for her forces. Fog
of war is a great passive bonus in the early game but does not play to Khador’s
strengths of high armor and devastating hitting power. PButcher and PVlad are
fantastic casters because they throw the opposing warnoun into the hurt locker
with authority and they offer excellent support spells—signs and portents, wind
wall, full throttle, fury, and iron flesh. They make already good units amazing
while simultaneously posing major threats on their own—and that’s not even
taking their feats into account. Sorscha can set up attacks with freezing grip
and tempest, but she doesn’t boost Khador’s specialties to epic levels or gloss
over its weaknesses. Further, setting up those attacks requires her squishy 14
armor base to be dangerously forward. On average, she’ll die to 2 attacks worth
45 boxes (essentially 2 unboosted P+S 15 hits.) The upshot is that there’s
Sorscha and there’s her army. Outside her feat, the rest of your points are on
their own.
Second, the ice
queen is greedy. She wants to throw down wind rush, tempest, boosted hand
cannon shots, multiple critical freeze generating reach attacks with shatter, move-boosted
freezing grip-wind rush to safety, and boundless charges at ridiculous
distances. Every once in a while, she’ll have a focus or two to throw at a jack
or boundless charge a model; but those are the exceptions. She doesn’t “share”
well.” So, between her lack of support spells and a dearth of spare focus, her
two defining characteristics are her feat and her speed.
If you accept
these limitations, PSorscha is an excellent warcaster. She won’t be supporting
a huge battle group but Khador has plenty of independent units and models to
make up the difference. Some jacks, like the marauder, can happily run on the
power up focus alone. I prefer taking
focus efficient jacks anyway. Anything that can make do with single focus runs/charges
is helpful. The Kodiak is an excellent choice with free run, pathfinder, the
ability to threaten massed infantry with vent steam, LOS blocking cloud affect,
and a chain attack which auto triggers on her feat turn. Likewise, the devastator is a great choice
for holding zones, threatening large units, and slamming/bulldozing stuff out
of the way.
Sorscha operates
best on the theory that the best defense is a strong offense. Her spells and
mobility predispose her to a front-line role. You can use wind rush to advance,
act, and then retreat, but at some point, you’re going to need to freeze/knock
down something that will require her to extend into risky territory. Thus, she
likes infantry that are independent, can make use of her feat turn, and that
keep constant pressure on the enemy. The winter guard deathstar is an obvious
candidate, but certainly not the only one. I like widow makers with marksman,
gray lord outriders, gun carriage, MOW Drakhun, Uhlans, eliminators, field
guns, Hutchuck, and the elf to start. These models force your opponent to play
defensively or take heavy casualties.
It’s tempting to
build an all ranged, all melee, or similarly hyper focused force to maximize
the benefit of icy gaze. This is a mistake—especially as point values increase.
Skillful players will deploy in such a way as to limit Sorscha’s pre-feat
movement and line of sight while maximizing counter charge lanes and fields of
fire. You are better off building a combined arms list which does its own heavy
lifting—using icy gaze to swing the tempo at key points, capitalize on an
opponent’s error, or force your opponent into sub optimal model placement in
order to minimize its impact. In this way, the threat of icy gaze can be of
more use than its execution—either your opponent deploys to minimize IG’s
affect or they risk disproportionate losses.
Do not
underestimate the value of freezing grip.
Beyond her feat, one of her best moves is move, boosted freezing grip key
model/unit, wind rush away. This was not
possible in previous editions but with FG’s reduced cost, S1 is hell on wheels
against any kind of massed infantry.
So, let’s talk
about icy gaze. I think of Sorscha’s feat thusly. “Once per game, Sorscha can
threaten up to 19 inches. At certain points in that movement she will make
every enemy model within LOS and 12 inches easier to hit.” Some models are
immune to cold. Models with focus/fury can shake off stationary. Some casters
like Harkevich have spells that completely negate IG past your turn. Because of
this I celebrate the games where Sorscha lets me run amok for two turns—but I
don’t count on it. If Sorscha is popping her feat, it’s because I’ve found an
assassination lane or because doing so will let me permanently swing the
correlation of forces in my favor. You use icy gaze to make sure victory is a
foregone conclusion or you don’t use it at all. In most cases the feat comes
out to set up an assassination.
The process runs something like this:
1. I remind myself that I am in control of when the ice
queen makes her move. Bating Sorscha is a time-honored sport raised to an art
form by experienced players. The longer you go without popping icy gaze, the
more you want to. I start every turn asking myself, “can I win the game with
Sorscha this turn?” If not, no feat.
2. I measure 12 inches. Sorscha’s charge range is 6
movement+3 charge+2 reach. Put another way, any model completely within her
control range is fair game.
3. I assess lines of sight, relative distances out to 19
inches, and difficult terrain. If completing an assassination charge is going
to go through terrain or put Sorscha’s base between 9-11 inches, then I’ll need
to cast boundless charge. If I don’t start my turn with LOS to the opposing caster,
then the rest of my army needs to make a road or I am going to need to use wind
rush to reposition. If the target is outside 13 inches, then I’ll need wind
rush to put me in range. Note that the riskiest feat turn is one where you use
wind rush and boundless charge. You’ll spend 2/3 of her focus getting to the
target—seriously reducing her destructive output.
4. I use wind rush if necessary. If yes, I check her threat
range again. Even if she has to use boundless charge, her maximum threat range
is 1 inch beyond her current control range. I want to be absolutely sure that her charge target
is within her grasp before going all-in.
5. Boundless charge if required. If not, charge.
6. Feat. Note that you always want to pop before the charge
if it will catch more models in Sorscha’s LOS.
7. Attack. On average boosting damage is only worthwhile if
your target is arm 20 or greater. Most of the time you’ll be better off buying
extra attacks. Keep this in mind when
you are doing the math before charging.
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