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On a Ram, Stampede, after damaging the model suffers 1 damage and then must charge the closest non-Pig model, which it is not engaged with. This allows the Pig to charge out of combat with one model and into combat with another but can only be declared once per activation to minimize a pinballing Pig wrecking enemy crews.
On a Crow, Eat Anything, after damaging they heal 1/2/3 damage. This is great for the Piglet and useful for the Warpig if it cannot kill the model it is engaged with.
On a Tome, Grab On, This causes the Slow condition on the target and causes the Pig to end its activation.
On a Mask, Bowled Over, after you succeed with this attack push the target 4-inches directly away from the pig and then push the pig into base contact. This is useful for getting Line of Sight and Charge lanes to take advantage of with Stampede.
They each have a (2) Action attack, Trample, as well both with 1-inch ranges, the Piglet does 2/3/6 damage while the Warpig does 4/5/6 damage. Honestly, I haven’t ever really seen a use for these actions though I am by no means an expert in Pigs.
The only Tactical Action that the Pigs carry is Truffles; this is a Ca of 4 with a TN of 10. It allows a target friendly Gremlin within 8-inches to be pushed its Wk toward the Pig casting this spell. This is useful for repositioning Slop Haulers and Hog Whisperers to be able to ignore the Set’er Off ability.
Pigs can be a useful model but you must build a crew with them in mind. Be aware of the Set’er Off ability because it can be easy to put your own models in danger from a Pigcharge. Warpigs are a serious threat and when they get to the enemy, they often will do a lot of damage to the enemy crew. Piglets, combined with Bayous, can lead to the out activation of the enemy. This crew build allows the pigs to Stampede into the enemy with no chance for a response from the enemy. Be aware of the beast characteristic when facing Arcanist crews, when facing Marcus they are are better left out of the crew.
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