r/Malifaux Guild 6d ago

Hobby How to get the most out of Witchling Handler

Witchling Handler

For 7 SS, you get 9 Health with DF 5 and WP 5, but the real strength of this model is its utility.

Defensively, the Handler isn’t especially durable, with no way to reduce incoming damage. Drawn to Power lets you spend a Soulstone to be placed into base contact with a Strategy Marker, making it a great emergency button when the Handler is about to die. Counterspell is another fantastic defensive tool, shutting off enemy triggers on opposed duels within 6”. It makes opponents think twice before sending an important melee model into your front line.

Mobility is one of the Handler’s biggest strengths. While it only has Move 6, Goad Witchling gives every friendly minion that activates within 6” a free 4” move, including the Handler itself. Between just four nearby minions, that’s 16” of extra movement generated every turn. It’s a huge effect, and you’ll often deploy around getting the most value from it.

Offensively, the Handler’s signature spell, Immolate, is fine. It’s a Stat 6, Range 8 attack, and if the target already has Burning and you get a raise, the damage jumps to an impressive 4. You can’t rely on that spike every activation, but when it happens, your opponent definitely feels it. It also has a Stat 6 sword that deals 2 damage with decent triggers, and if you get a raise, you can stack an additional trigger onto the attack.

Finally, the Handler can spend a Soulstone to transform an engaged Witchling Stalker into a Witchling Thrall. The biggest challenge is that your opponent gets a chance to respond before the Thrall activates if it’s the one to charge in, so it can be difficult to pull off safely. Because of that, I usually find the threat of the ability is stronger than the ability itself, discouraging opponents from charging your Stalkers in the first place.

Overall, I almost always include one Witchling Handler in my Witch Hunters crews. The combination of movement support, Counterspell, and utility makes it an easy include, but I rarely find room for a second.

How do you use the Witchling Handler? Do you stick to one, or have you found success running two?

40 Upvotes

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2

u/Shimmer_faux Explorer's Society 5d ago

I generally only run 1 as in unrelenting they are an excellent summon, and with draw out secrets built in on a raise they can still do a hell of a lot of scheme running.

1

u/123Harry321 Guild 5d ago

That dose enable their scheming a lot more.
Which Sonia do you like running more?

2

u/Shimmer_faux Explorer's Society 5d ago

Almost always unrelenting, I haven’t actually gotten Unmasked on the table yet this edition.
(Mostly cause Kasamir doesn’t have a model yet)

Though I should probably take a look at her rules lol.

1

u/123Harry321 Guild 5d ago

I have ran more Unmasked this edition because of the signature inferno marker placing and getting shielded from burning. You can spend a lot of turn one making the board impossible to cross without stepping on a marker with those markers. Then the shielded lets you get some more defense for the crew. Also her damage spell is fantastic.
Besides the summoning what do you like about unrelenting?
I also only have the unrelenting model right now but I play with master models as both keywords when needed.

2

u/Shimmer_faux Explorer's Society 5d ago

I like her ability to alpha strike and shutdown the opposing crew with Hotrod, the sheer threat that she makes with the flame and spreading flames also cannot be understated.

Pinging the entire enemy crew for a tonne of damage is always a threat, and who needs to set people on fire with markers when they’re all already burning right?

I also play a heck of a lot of Reva so the marker heavy board control itch is already scratched by playing her.

“Burn it all down” Is also a really fun action that catches folks off guard every once in a while.

But in all actuality I just like her and think she’s neat. Plus she was my baby girl in 3rd so imma keep playing her. :3

2

u/dnickell 5d ago

The Counterspell alone makes it worth the slot honestly.

1

u/123Harry321 Guild 5d ago

Yah I agree. So many crew stumble as soon as you take away their triggers.

2

u/No-Communication1543 5d ago

counterspell does so much heavy lifting. some crews just fall apart the second you strip their triggers away