M2E+Sorrow

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 * Sorrow, Neverborn Minion**

=__Overview__= Sorrows are the backbone of a Pandora crew due to their ability to turn any failed **Wp** Duel into 1 damage, which will chip away at your enemies until they're dead. They can also be a useful addition to any crew that plays around with **Wp** a lot, but need to be taken in groups of 2-3 to be most useful.

They're deceptively fast when engaging other models and normally want to be within 6" of enemies (if not 1") at all times. But they're also very weak and can be killed quite easily, so they can take some getting used to before they reach their full potential.

=__Mobility__= A Sorrow's basic movement isn't great. They've got **Wk** 3, which is awful, **Cg** 6, which you'll almost never use, and **Incorporeal**, which can only help so much. Being able to move through blocking terrain and up/over multi-leveled terrain will help them get out of shooting lines but it's not going to be their main method of transportation.


 * Misery Loves Company** is how they're normally going to get around the table. On a 5+ they can place into base contact with a target model within 8". This can be used on a friend or foe, and it's a Tactical Action so it has no resist. It's also a place, so you won't trigger a lot of push/move reaction abilities. And lastly, note that you can squeeze out a little more range by placing the Sorrow on the opposite side of the target (as long as you're in base contact).

So if you need to engage someone you can teleport a little more than 16" when you need to. But be careful not to overextend as you'll want the backup of your Crew for maximum effect.

=__Offense__= Sorrows won't attack often (if at all), so their **(1) Doleful Grasp** is really only there for disengaging strikes. If you've got nothing else you could **Charge**, but with their basic attack being versus **Df** it's kind of a waste. You're better off using their AP to get into a good position.

Luckily, all their damage is going to come out of two "passive" Abilities. **Life Leech** is a 1" aura that does 1 damage to enemy models when they Activate. It doesn't sound like much, but considering you'll be chipping away at them anyway, it's often the case that a target will only have 1 **Wd** left when they activate. If you pay attention to your target's health and Activation order then you can switch your focus to other models when the target is reduced to 1 **Wd** because they're going to die when they Activate anyway. Combine this with the **Mood Swing** Condition (from Pandora, Candy, and Iggy) and you can get a lot of use out of controlling the opponent's Activation order. It's also a bane to any model with **Hard to Kill**.

The real reason you're taking Sorrows, however, is **Misery**. It's a 6" aura that deals 1 damage to enemy models when they fail a **Wp** Duel. Pandora has the same Ability, and the effect stacks, so if an enemy is inside 3 **Misery** auras then it's taking 3 damage every time it fails a **Wp** Duel (which hopefully will be often). Each damage counts as a separate damage source, so it's tough to reduce as it gets around any ability that reduces damage to a minimum of 1, such as **Armor**, **Incorporeal**, and Lenny's **Big Target**. But it will be completely absorbed by powers that can reduce damage to 0, like **Arcane Shield** (Oxfordian Mage and Angel Eyes). It will also repeatedly trigger **Black Blood**, so watch out for Nephilim.

Understanding **Misery** and using it well is going to make or break your experience with Sorrows. If you're not capitalizing on it then you've wasted the Soulstones taking them. Get used to making sure the target of any **Wp** Duel is inside as many of these auras as possible. That way damage will stack up very quickly, and divide your enemy's focus on primary targets. After a little practice (and geometry), overlapping 12" bubbles can become second nature. When that happens, woe be to thine enemies.

Their last attack, **(2) Doldrums**, can be infuriating for your enemies, and tack on a little damage to boot. It's a **Ca** 5 versus **Wp**, so you'll normally cheat to succeed but it drops **Paralyzed** on target and triggers **Misery**. This is a good way to deal with high **Wd** models that can take a while to chip away at. Park a Sorrow next to them just and just keep dropping this on them. They'll get **Paralyzed,** take **Misery** damage, and when they activate they take another damage from **Life Leech** – all while not getting to do anything. If you can keep them locked down in a position where your Sorrows' **Misery** is still affecting other models then all the better.

=__Resilience__= With only a ** Df ** 3, ** Wp ** 4, and ** Wd ** 4, Sorrows go down fast. They are ** Incorporeal **, but that just means they'll need to get hit twice before dying. **Ca** attacks, blast markers, and pulses will also make short work of them, so keep them away from any models that can throw these around (i.e. Vanessa, Freikorps Librarian, Electric Creation).

Luckily, Pandora and Iggy both have a way to help out. **Martyr** is a 6" aura that lets them take 1 damage to reduce 1 damage on a friendly Woe. So if you've got your positioning perfect, you'll be able to pull damage off Sorrows as they take it. You can then focus what little healing you can find on Pandora/Iggy to keep everyone alive. But good luck, because terrain and reality get in the way. As far as the healing goes, you've got some healing off of Candy and Scion of Black Blood.

=__Tips and Tricks__= Do not forget about **Misery Loves Company**, because it's the only way you're really going to get around. Yet another reason that positioning is so important for Pandora's crew. If you keep your models within 8" of each other you'll be able to slingshot your Sorrows incredible distances. If you don't, however, it'll take you forever to get them anywhere. Poltergeist and Insidious Madness both make really great "anchors" for the Sorrows to use for movement. Both have a lot of movement and are **Incorporeal** so they can get just about anywhere, and they work well together once they're in the middle of the fight.

Stacking **Misery** damage really adds up, do not underestimate it. Do not forget about it. Know where your Sorrows are and which enemies are in the effects of their auras. And every time your enemy is resisting with **Wp** make sure they take 1 damage for each aura.

With a Pandora crew you should always take the **Depression** upgrade on someone. Once they're in a good position Sorrows make great candidates to drop **Melancholy** on choice targets under the effects of **Misery**.

=__Master-Specific Tips__= Pandora is the master to most frequently utilize Sorrows as they have the most synergy with her, so you'll always want to take 2-3 of them with her. Using them together is simple; keep them close to each other and stack **Misery** damage.

Zoraida has a number of high **Ca** attacks versus **Wp** that she's going to be using a lot, so keeping Sorrows around can add **Misery** damage to your targets. She'd also be able to move them around out of their activation with **Obey**, so you'd have more chances to use **Doldrums** on enemies.

=__Minion-Specific Tips__= Minions that trigger a lot of **Wp** duels work great with Sorrows, this includes anything with **Terrifying**, so having those around can be useful.

Insidious Madness is a great duo with Sorrows. Their **Madness Spreads** aura makes it harder for enemies to pass **Wp** duels, their **Psychosis** aura makes enemies flip **Wp** Duels, and their **Neverborn Whispers** attack drops another stacking -1 **Wp** debuff on them. Need I say more?

=__Playing Against Sorrow__= Until you see them in action Sorrows don't look like much. Once you realize how much damage **Misery** can cause you will understand how great a threat these guys are. Fortunately for you they are easily neutralized. Killing Sorrows will significantly reduce the effectiveness of many of Pandora's abilities as her crews can rely heavily on their damage. With **Df** 3 **Wp** 4 it's pretty easy to land a hit. **Incorporeal** will halve the damage, but with 4 **Wd** that doesn't mean much. Two **Ml** or **Sh** attacks, or one good **Ca**, will normally take them down. Also, don't forget about blasts. If they're too close together drop a marker in the right place and the whole lot will pack up and go home.

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