Madame+Sybelle


 * Madame Sybelle, Resurrectionist Minion** toc

=__Overview__= Madame Sybelle was once the Madame of the establishment that Seamus went into and decided to murder everyone inside. Since that day she has followed Seamus loyally and often does his heavy lifting. She is a unique character Belle and benefits from being such. She also has the honor of possessing one of the most desirable physiques in all of Malifaux.

=__Mobility__= Sybelle is not very mobile with a mediocre Wk of 4 being increased if she is close proximity to Seamus but she does not benefit like the Rotten Belle with shambling, she finds it just as difficult as the next bountiful rotten corpse when moving across difficult terrain. Unlike the Rotten Belle though, Sybelle does have a charge.

=__Offense__= Sybelle has actually has quite a decent offensive punch and can prove to be quite a valuable addition to most crews. She has 2 melee weapons, a 2" melee range, flurry and a variety of nice Cb triggers that puts her in pretty good stead.

This is her first melee weapon that has an average Cb (suited) and although it doesn't have the highest damage profile it's solid and when combined with the triggers she can get (needing an additional crow) and a potential flurry she can inflict up 12 points of damage in a single activation (although I have to admit this is pretty rare; you will generally inlfict about 8 Dg but it is possible if all three attacks connect and you get 3x severe Dg) -**Rot** (Trigger) This needs an additional crow but if you get it you can apply a + to your Dg flip, the downside is for the same additional suit you can get ... -**Rough Trade** (Trigger) This trigger ties a model up, making them unable to do anything but pass unless they pass a Wp 13 test. This can play havoc if its a living model and you are playing Seamus who can pop up a -2 Wp aura making it more difficult for them to win the duel, in addition if they are within the melee range of a Terrifying model (which Sybelle has) they have to make another Wp duel (this time a morale duel) and succeed before they can even do anything. You are making your opponent burn through their deck and maybe even their Control hand just to activate so its often the nicer trigger to go for except for models that are Immune to Wp duels.
 * Riding Crop**

Not as impressive as the Riding Crop but another melee weapon none the less. It has a better Dg profile than the Riding Crop but suffers from only having a melee range of 1" along with a lower Cb. It does however have a nice trigger in **Fester** which drops the tragets Wk adn Cg but -1 and it is cumulative.
 * Iron Fan**

A final offense ability that is often overlooked is **Shriek**, one of Sybelles ranged spells. From looking at the model you would not guess that she has a ranged attack but she does and its actually quite impressive. It requires an 8+ to cast, has a range of 12" and has a severe Dg of 6 which will drop most spirits in one hit and when you combine that with her solid Ca of 6 you have quite a nice spell. It also targets Df which is nice as the crews that Sybelle is usually a part of are quite dependent on targeting Wp. A final little note with the spell is that if you inflict Dg on a living model they take a Wp 11 morale duel.

=__Resilience__= In short Sybelle is a tough model, she has 9 Wds, Regen 1 and Hard to Wound 1 plus a surprisingly high Df of 5 (I know its not that high but looking at her model and relative to the rest of the Resurrectionists it is quite good). Yes she is durable but can be taken apart relatively easily if she is the target of a concentrated attack. She also has Slow to Die so can make that one final swing or Shriek that can often be quite beneficial.

To make her even tougher think about taking a Grave Spirit in your crew.

=__Tips and Tricks__= This is a hard spell to get off requiring a high mask (9+) but in a game that so often relies on board position it is fantastic. The spell has a 14" range and if successful it pushes a friendly Belle to within 3" of Madame Sybelle. You can redeploy some of your crew, sling a Belle onto an objective, reinforce an area of the board, it has a lot of uses**.** It is a very tactical spell that you can use to your advantage in certain strategies.
 * Spells**
 * (0) Call Belle**

This spell is especially useful for objective grabbing early in the game. Companioning a pair of Belles along with Sybelle allows one to Lure Sybelle up, Sybelle can take two walk actions, then using Call Belle the unactivated Belle can be placed near whatever objective is at hand, giving the Belle her full two AP to interact with the objective.

Another spell with decent range (12") and it helps out most Resurrectionist crews quite well (except perhaps McMourning). The target gets no benefit from Armor if the spell is successful. This is great as Armor is one of the defensive abilities that the Ressurectionists as a whole struggle a little bit with, the only downside is that it is a Wp resist and often the models with loads of armor are constructs with Immune to Influence. This can be mitigated somewhat by hiring an Onyro to strip away Immune to Influence. While not often relevant, remember that Hard Cover provides Armor +1, and should you plan on doing a lot of shooting for a turn, you can strip that away as well.
 * (1) Crave Punishment**

Just like the Rotten Belle's spell of the same name, the only problem is that it requires a 6+ of masks for Sybelle to cast as she does not gain the same benfits as the Rotten Belles (which I think is a little unfair ... shes a pretty girl too :)). Generally I would save your masks for Call Belle.
 * (1) Lure**

It is easily overlooked since it is the Rotten Belle who has Companion (Sybelle), but Sybelle is the linchpin of a Belle alpha strike. Remember that Belles cannot Companion with each other, which means Sybelle must activate first and must be within 6" of all activating Belles.
 * Companion**

=__Master-Specific Tips__=
 * Seamus**: Madame Sybelle works well with Seamus as she takes advantage of his Wp debuffs with terrifying, crave punishment and lure and gives him a model that can perform reasonably well in melee. Plus she fits with the really tough, brick like nature of most of his typical minions.


 * Nicodem**: Nicodem makes Sybelle really good with bolster undead so puts her at a very solid Cb and makes hr even more durable, with a Df of 7! Suffic e to say that is a little scary.


 * McMourning**: McMouring benefits from Sybelle being another reasonable close quarters minion plus she is a good meat shield for him to hide behind (although most times a Flesh Construct does better due to his bigger base size)


 * Kirai**: If you can turn Sybelle into a spirit (via Lost Love) she can prove to be a very durable model that can be wherever you want her to be and adds a couple of tricks but generally you can find better choices for Kirai, although not at only a 6ss cost.


 * Molly**: She buffs all types of Belle, Sybelle included and Molly is even able to summon Madame Sybelle! More to add here once more Belles/Horrors are released to see if she stays being a solid addition with something to offer Molly.

=__Minion-Specific Tips__= (As with Master-Specific Tips, going into any specific Synergies with other Minions.)

=__Playing Against Madame Sybelle__= Sybelle is a very cost efficient minion that has a few tricks and provides some good resilience and solid melee capabilities acting a bit like an anchor for the rest of the crew to operate around. Don't forget that she is Terrifying and is capable of the Belle slingshot TM as detailed above, plus she does have a pretty nasty ranged spell that often take people by surprise. There's not a lot to say about taking her out but try and get her isolated (make sure she isn't just baiting you) and then concentrate attacks on her until she is dead, anything less and she will slowly come back at you and make you regret you didn't finish the job. Do not attack her piecemeal.

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 * __Ownership__ **