Today in the Bayou, we discuss Slop Haulers one of the best
defensive minded offensive models in the game.
Slop Haulers are a solid addition to any crew for a couple
of reasons. Their stat block is solid for their cost of five Soul stones; they
have a decent defense of five for Gremlins. They have a high willpower for
Gremlins at a stat of five. The drawback to them is that they are slow for the
faction, having a walk stat of four; this is offset by the charge value of eight
that can make him mobile. Like most Gremlins, he is Ht 1.
Abilities
Now onto the
abilities of the Haulers, they can Bayou Two Card so they can cheat fate with
the Top Card of the deck instead of from your hand. This ability lets them
synergize well with a Somer led crew. Like most Gremlins they can gain an extra
AP for the cost of one wound, this seems to be a bad thing but as we will see
it really isn’t (you will see later), they have Squeel to be able to push out
of melee combat with a mask. Going onto
the back of their card, we see two attack actions and one tactical action;
both attack actions have an average stat of five. The first attack action is a
melee attack with a one-inch range that only does 2/3/3 blast damage. The
second, and last, attack action has a range of eight inches and a weak damage
profile of 1/2 blast/3 double blast. The ranged attack also has a trigger on
tomes.
The great thing about
the attack actions of the Slop Haulers is that they reduce the defense value of
models hit by them to four. Even better the trigger on the ranged attack means
that all models that take damage (important if you get the blasts off) reduce their defense to four as well. The importance of this is shown when looking at two
staple models of Gremlins, Bayou Gremlins and Young LaCroix. These models have
a stat value of four on all their attacks. This makes it a ton easier to hit and
possibly kill those high defense models that are problematic for some of the
little green guys. Now onto the reason most people take Slop Haulers, they have
a (2) tactical action to heal up to four friendly pigs or gremlins within three
inches, since a Slop Hauler is always within three inches of himself he can
always heal back that wound from reckless is you have the AP left to use it. This
makes the Hauler the only reliable form of healing in the entire world of Malifaux.
Movement Tricks
Now remember that Haulers themselves often
won’t keep up with a crew due to the low walk stat so having some types of
movement tricks to get them into advantageous positions is encouraged. Most
people will play the Haulers defensively and use them for healing, this works
especially well in an Ophelia led crew since Ophelia herself can move them
around with her Oooh A Girl (0) action. They are a great addition to a Somer led horde
as well. With them being Ht 1, Lenny can toss them to where they need to be whether
for healing or to drop a targets defense to let a metric butt ton of Bayou Gremlins
tee off onto the target. If you want ridiculous movement shenanigans then
bring the Pigapult. Not only does the defense debuff synergize well with the
Pigapult’s base shooting attack, but the Pigapult itself can place a friendly
Ht 1 anywhere within twenty four inches of the Pult. The placed Ht 1 model
gains the Paralyzed condition so it’s often best used on model that have not activated
in the same turn, so they can clear off the Paralyzed condition on the same
turn and act normally on the ensuing turns.
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