Tuesday, June 19, 2007

Sorscha Woosh, part 1

In the attempt to be able to at least control the Sorscha Woosh or at least limit it's propagation, I am going to attempt translate and put into writing something that comes to me intuitively while playing the Sorscha Woosh.

It strangely happens at anytime that I see the opportunity to do an assured caster kill with the Woosh. I wish I could do something similar with Deneghra, but it's just not yet hardwired into my brain (in fact I have yet to figure it out).

The Sorscha Woosh can be done easily by any new player to the game and it leads to an easier entry into the game, even against veteran players. Sorscha is given relatively decent stats and has become the standard stat line for warcasters. But what makes her work best is that she has a set of spells that make for great synergy. She is indeed the best warcaster made. Menoth might have the best units, but Sorscha will always be the most powerful and flexible caster.

basics

The important thing to realize with her is that she has a very extended threat range. She has a charge range of 17 inch charge range, 24 inch feat range, 24 inch shot range and basically a 22 inch ranges attack range.

This means that far extended targets at range 24 would need other ways of getting damage unto the target. But you have to realize that the effect playing field on a regular gaming table is less than 20 inches in diameter. Basically we would commonly see the first 2 shorter range assassination runs over the extended one, which can be relatively risky with the changes in prime:remix.

Each run also has a corresponding damage potential which decrease the farther you go. Given that the remaining 4 focus is used for extra melee attacks, boosting shots and razor wind.

The melee run gives us an average of three pow 12 + 11 (3d6) attacks. Computations should show that on average you would kill off all focusless prime warcasters save the butcher on the feat turn. You have to remember that you actually get an extra turn of conking the warcaster the turn after. It seems reasonable to think that any run made in that 17inch ensures an autokill.

The razor wind option gives two pow 12 + 11. This makes a lot of casters still able to survive a bit. And if they actually hold on to a little focus, they will survive. Lucky rolls however can get to a lot, which happened to my game last tourney.

The last option will only happen as a last ditch effort, or when the rest of the army is actually in a position to take out the caster, or it seems a good time to ruin the opponents changes for a scenario objective win. Damage is negligible.

Frostfang
range 17 damge 23 x 3
Razorwind + Hand Cannon
range 22 damge 23 x 2
Hand Cannon
range 24 damge 23

1 comment:

micheeled said...

I think most people would do the same when they are headed with the situation. Woosh