M2E+Molly+Squiddpidge


 * Molly Squidpiddge, Resurrectionist Master**

== =__ Overview __=

Welcome to everyone's favorite undead reporter!

Molly is a spell-heavy summoning and support Master who calls, leads, and guides a variety of Undead monstrosities! toc

=__Resilience__=
 * Black Blood:** Does 1 damage to anyone (within 1") without **Black Blood** whenever she takes damage. The single wound this ability does to an aggressor on a hit can deter a low wound enemy model, but otherwise is more of a nice consolation for getting hit than an actual defense. Molly gives this out to her Belles and her Horrors/Spirits with her Limited Upgrades, so she is not hurting her own crew with this, unless they lack the proper Characteristic. Be careful with any of your own models that do not either have **Black Blood** or do not gain **Black Blood** from Molly! A canny opponent can start damaging your own models with this ability if your positioning of non-**Black Blood** models is poor!


 * Df/Wp(Crows) Masterful Dead:** This is the backbone of Molly's resilience. She has the suit already included in her Df stat, but not in her Wp stat. Discarding two cards to take a Red Joker hit from an enemy model to one wound can drastically change the game. Add on her next ability, **Impossible to Wound**, and your enemies are unlikely to be doing much damage in the first place, and any heavy hitters can have their attacks drastically reduced. Also of note, any triggers on enemies that have the timing "after damaging" can be mitigated completely by first discarding two cards with **Masterful Dead** and then spending a Soulstone to wound prevent the last damage, taking no damaging from whatever it was that hit you!


 * Impossible to Wound:** Enemies won't be cheating damage against you regardless. Even if they hit you so hard that they end up on a + twist, your enemy cannot cheat fate on the damage.


 * Accomplice:** This ability will be used frequently. Allowing a model you just summoned from Molly's **The Ones Left Behind** action to activate is terrific. Many times the summoned models will be low on wounds, so unlikely to last with your enemy gaining a new activation in between, unless you **Accomplice** into your shiny new model! This can also be useful to **Accomplice** into a heavy hitter, such as The Valedictorian, Izamu, or a Rogue Necromancy, especially after Molly has debuffed an enemy model with her **Whispered Secret** action!

=__Offense__=


 * Whispered Secret**: This is an extremely powerful debuff that gives an enemy negative flips to all its duels. It is only allowed to be taken once per Turn though, so if you really need this Action to go off, do not be afraid to either use a Soulstone or Focus to cast the spell. If your opponent resists the casting, you don't get to try it again!

this attack for a + on the Damage Flip can be terrific if you are looking for to give out the **Paralyze** condition. **Revelation** also has a number of triggers:
 * Revelation:** This spell has an impressive **Ca** 7 Crow and Rg 8. Note, there is no gun in the Rg of this attack, so it does not suffer penalties for shooting into cover, or for shooting into an engagement. This attack also hands out **Slow** after doing Moderate damage and **Paralyze** after doing Severe. Focusing
 * **Lost Toys**: This trigger is built in. Damage the enemy, draw a card and then discard a card. Unless you are declaring another trigger, or you only have the greatest hand ever, you declare this trigger. You get to draw the card first, so if you draw a crappy card, then discard it, and now it is out of your deck!
 * **I'll Be There:** This can essentially give you two AP worth out of one AP. A five inch push would be the same as Molly's Wk; however, the push needs to be in a straight line. Also remember, you can cast **Revelation** in combat, so if you do not want to be in combat with a big bad enemy, hit it with **Revelation** (maybe even **Slow** or **Paralyze** it) and then push out of combat with this trigger! Further note that Molly only needs Masks for this trigger, she does not need the Crow from her Ca, so even against a model that takes away your suits (i.e. **Counterspell**) Molly is just as easily getting this trigger off.
 * **Intensity**: This trigger increases Molly's survivability. If she is low on health and needs some healing then start cheating or spending soulstones for this trigger and you can start healing your wounds back two at a time.

=__Summoning__=


 * The Ones Left Behind:** This is Molly's summon Action and it is rather unique among summon actions. This does not require a Corpse Marker, rather it requires enemy models (so Corpse markers can be used by other models in your crew, or by other Upgrades on Molly without fear of stopping her from being able to summon effectively). The Model you summon will come into play with one wound for every enemy model within 3" of it when it is summoned. This range is larger than you might expect, so getting two or three enemy models within range is not unheard of, especially if you are summoning something with a larger base size. Models with **Hard to Kill** are great to summon near two or more enemy models, as the **Hard To Kill** is most likely going to force a minimum of two AP out of your opponent to kill it. If this has not been enough to sell you on this ability, all enemy models within 3" of the summoned model take a Wp 15 Duel and suffer 1 damage when they fail it. This is a very high number for most any model, so this summon will usually take a few wounds off of your enemies, or at least a few high cards out of your enemy's deck. Molly's summon options change dramatically depending on her choice of limited upgrades. Her options are listed below.


 * The Ones Left Behind (Belles, no Upgrade required):**
 * Rotten Belle
 * Dead Doxy


 * Forgotten Life (Horrors):**
 * Necrotic Machine
 * Crooligan
 * Guild Autopsy
 * The Drowned
 * Punk Zombie
 * Student of Sinew
 * Student of Steel
 * Student of Viscera
 * Kentauroi
 * Draugr


 * Forgotten Path (Spirits):**
 * Necrotic Machine
 * Night Terror
 * Gaki
 * Onryo
 * Goryo
 * The Drowned
 * Shikome
 * The Hanged

For easy access to summoning, Ratty has made an overview card for the summons and their required card. The download can be found here.

=__The (0) actions__= Molly has one (0) action listed on her card, and another (0) Action on her Limited Upgrade. These two actions both give your other models extra AP. The difference is in the number of resources you put into it.


 * Imbue Vigor**, on Molly's card, gives **Reactivate** to a minion model. This requires a Rams to cast. If you manage to get an extra Mask in the casting (requiring you to Soulstone for either the Mask or for the Rams) you can push the model 3" if it is a Horror, Spirit, or a Belle. This is generally the preferred option of her (0) Actions, as you can then **Accomplice** into this model to ensure the Activation you just gave it occurs. However, it is limited to Minions, and requires a card to cast.


 * Whispers of Past Life** and **Whispers of Future Flesh** are the (0) Actions on her **Limited Upgrades**. Each allows another friendly Horror/Spirit (depending on Upgrade choice) or Belle within 10" and Line of Sight to perform a (1) Action. This does not require a card to cast; it simply happens, and can target models other than Minions. This can be handy to get a heavy hitter into range -- you can make The Valedictorian or a Punk Zombie walk up to an enemy so it can (2) **Flurry**, or you can have Izamu take his (1) Action to heal himself, or make a Belle **Lure** one of your models up so another model can **Flurry**, or use this to Lure Molly herself which makes this like an extra Walk Action!

These two (0) Actions give Molly two options, and she will be happy using either one. Her **Tear of the Gorgon** upgrade can give her Instinctual, allowing her to use both (0) Actions as well, potentially giving a Minion Horror/Spirit or Belle a **Reactivate** and an extra Action. That's three extra AP total on a turn!

=__Upgrades__=

Forgotten Path and Forgotten Life
Molly has two Limited Upgrades, both of which have the exact same wording bar one important key word. **Forgotten Path** uses the key word Spirit, while **Forgotten Life** uses the key word Horror. These upgrades give Molly two abilities and one action. Molly gives out **Black Blood** to all Belle and Spirit/Horror models within Aura 6" of herself with the first ability, and the second ability expands her summoning options for **The Ones Left Behind** to include Resurrectionist Horror/Spirit Minion models. Molly also gains a new (0) Action that allows her to make a Belle or a Horror/Spirit model take a (1) action. The question with these particular Upgrades is not whether or not you should take it, but a matter of which one should you take. Both are very valid choices and will greatly determine your crew build and how you play your crew. Look to the Building a Crew section for more on the difference Horrors and Spirits provide your crew.

Terrible Knowledge
This Upgrade provides Molly with an odd bit of defense on a trigger to her **Whispered Secrets** Action. This trigger will prove most helpful if you want to deter someone from killing Molly. A canny opponent will pressure Molly to simply force cards out of your hand, and this trigger is simply a deterrent against killing Molly, and notably against a higher Soulstone cost or a more lynchpin model from the enemy crew. Any weedy model can kill Molly and then be sacrificed without causing your opponent to care very much; killing a Master for the loss of a 3 to 5 Soulstone model is almost certainly worth it in most circumstances. This upgrade also provides Molly with yet another (0) Action. This action requires all enemies to perform a TN 12 Horror Duel within pulse 4" of Molly. This can be great against a Gremlin crew, or other such low Wp crews, but without any debuffs, specifically Wp debuffs, this will at best force some cards out of your opponents hands. Most likely a reactivate from **Imbue Vigor** or an extra (1) Action from Molly's Limited Upgrade will go further than this, however there are ways around this notable from the last of the Molly specific upgrades, the **Tear of the Gorgon**.

Tear of the Gorgon
This Upgrade is a whopping 3 Soulstones, but provides Molly with even more versatility. **Instinctual** from this upgrade allows Molly to use two different (0) Actions a turn. No, you do not get to Reactivate two Minions a turn, but you can give a (1) Action out and Reactivate someone (using the (0) from Molly's Limited and then (0) Imbue Vigor), for instance. Or you can also use the (0) Action on this upgrade, which will give good ole Molly **Terrifying** **12**. This will take her from one of the few heavy hitters in your list to not have Terrifying, to getting to join in on the fun. This is great as a defense on an already defensive model.

Back On The Job
This upgrade costs 2ss and provides two very useful, anti-scheming tools. The first is a static, once-per-game effect; after both crews have deployed, your opponent has to tell you which Schemes they've picked. You don't get to see what variables they've picked (such as which model they pick for Frame For Murder or Set Up) and it doesn't count as Revealed for encounter purposes. That said, this still entirely eliminates the option for the opponent to play mind-games with you since you'll know which Schemes to focus on denying and which Schemes to ignore even before your first activation of the game.

Molly also gains a (1) Tactical Action that discards a nearby enemy Scheme Marker and draws you a card. The option to eat Scheme Markers at range gives Molly a great boost to her utility, and getting a card draw added in for free is just icing on the cake.

The Tactical Action and automatic pseudo-reveal at the start of the game will both be very powerful in Scheme Marker heavy pools, as you'll know which Scheme Markers can be completely ignored, which can denied just by correctly positioning, which need to be discarded, as well as an easy way to do so.

Forgotten Items
This upgrade also costs 2ss and also does two things: adding some flexibility to Molly's summoning mechanic and provides incidental card draw.

Instead of reducing wounds taken by how many enemy models are within 3", you can have the summoned model choose to reduce wounds taken by how many enemy Scheme Markers are within 3". It goes against the grain of the usual goal of summoning in the midst of your opponent's crew to maximize damage that the TN 15 WP duel and Black Blood inflict. That said, in some scheme pools and against crews that drop incidental scheme markers, you might end up with a very healthy summoned Minion (which is unusual for Molly) in a place they were not expecting it. You also have the option to summon models if no enemy models are nearby, as well as in place directly to deny Schemes such as Claim Jump.

The upgrade also lets you draw 2 cards every time you reveal a scheme of yours, essentially giving you 4 cards as long as you score each Scheme.

=Soulstones= Molly tends to use a heavy Pool. She needs a suit to Summon, a suit to give out Reactivate, and potentially suits for her triggers on **Revelation**. If she has some Henchmen along as well, you will be wanting quite a few stones. In general, Molly does tend to hog her stones, so any Henchmen stone use should be considered very carefully. If it does not directly get you a VP, then let Molly take the Soulstone.

=__Tricks and Tips__= Upgrade Builds: Note that with the exception of the first build above, all of these builds are taking advantage of Corpse markers. This means that if you are taking another model that is gobbling up corpses (such as Toshiro, or Sebastian with their summon upgrades), then you might want to shy away from having Molly and the Henchmen fight over the corpses, there are only so many to go around.
 * Limited Upgrade: The tried and true, nothing beyond the normal, giving you an econmical use of stones in crew creation for either more models or more stones in your pool.
 * Limited Upgrade, Tear of Gorgon, Maniacal Laugh: This build makes Mindless Zombies while not taking away Molly's other (0) Actions. She gains Insticutal from Tear of the Gorgon, so Molly can do any two of the following on a turn: Make Mindless Zombies, Give herself Terrifying 12, Make a Horror/Spirit take a 1AP Action, Give a Minion Reactivate. This can be a great anti-Resurrectionist build, denying your opponent Corpse Markers (which you make a lot of).
 * Limited Upgrade, Spare Parts: Molly is leaving so many corpses behind, might as well put them to use. Making a Rogue Necromancy is a big deal, especially if Molly is taking Forgotten Life as her Limited, as she can then have it take 1AP actions with her (0) //Whispers of Future Flesh// (An extra Acid Breath a turn, or a walk to get it into position is huge, especially since it will be slow when summoned).
 * Limited Upgrade, Corpse Bloat: Corpse Bloat can be on another Henchman rather than Molly, so that Molly's AP can be spent making Corpses, and the Henchman can then blow them up!


 * Whispers of Future Flesh** (Molly's (0) from her Limited Upgrade for Horrors) can make Crooligans take (1) Interacts out of Activation and when they do so the can still Always on the Move!

Madame Sybelle + **Whispered Secret** and/or Yin's (0) Action, //Gnawing Fear//: Molly and/or Yin can put an opponent's model onto negative twists for Wp Duels (All duels from Whispered Secrets). This is great if Madame Sybelle is around to use her (0) Action, //Attend to Personally//. This Action gives the target a Condition that says they must pass a TN 13 Wp Duel when declaring a target other than Sybelle. Not only that, but unless they ignore Horror duels, they are taking a Terrifying 12 duel if they target Sybelle! This means the opponents is doing a Wp duel with a negative twist unless they do something that is not targeting anyone.

Toshiro with **Command the Graves** loves to summon: he gets a ton of Corpse Markers from Molly's Leftover Summons and/or Scrap from the Necrotic Machine! (Komainu are unhirable to Molly, but Toshiro can still summon them, plus they are Spirits!)

//Molly's Fleeting Friends:// Molly can summon her models outside 3" of any enemy model, but doing so would not seem like a good idea, they would simply pop up and immediately die from the summon itself. However, if Molly or her crew can take advantage of Corpse markers, then she could pop a guy from the ground and make it into a corpse simply by summoning "improperly" (NOTE: you do have to successfully make your TN for the summon, if you do not, then the Action fails instead and nothing happens). You can also summon The Drowned and, thanks to their Finish the Job, place a scheme marker (and do so without those pesky, can't be within 4" of another scheme marker restriction or that pesky "walking to where you want it" restriction as well!) This trick can also be used to bring out Killjoy or Bete Noire. Molly could also summon any old model near one or two enemy models and kill it with Revelation to pop Killjoy or Bete Noire out. This can soften up an enemy from the model's Black Blood. Use //Whispers of Future Flesh// if you have it to help out Killjoy and Accomplice into either Killjoy or Bete after Molly is done to chain activate him.

=__Strategies for Molly__=
 * Reckoning**: Reckoning would immediately seem like a bad idea to take Molly in, due to her love of summoning. This is not entirely true however. Molly's (0) actions can be great for getting more activations/AP out of your crew, which is generally made up of fewer, heavier hitting models when playing Reckoning. Molly herself is no slouch in the damage output department, and handing out Slow/Paralyzed on her Revelation action is nice as well (especially since your opponent is likely to have made a list full of higher costed models as well, so activations/AP come at even more of a premium). **Whispered Secret** is another great way to shut down an opponent's model so it is less likely to be killing your models. **Whispered Secret** also makes it easier to kill the afflicted model, so killing two models a turn becomes even more feasible. It is recommended that you still take one of Molly's Limited Upgrades, the (0) action on that Upgrade is too good to pass up, and giving out **Black Blood** is nice, and stops Molly's **Black Blood** from hurting her own crew. You can still summon in Reckoning as well, just be a bit more cautious about it. Accomplice is a great way to get the most out of a summoned model: Have Molly summon in a model, let it take an action using the (0) on Molly's Limited Upgrade, finished up Molly's activation, then Accomplice into the summoned model, so it can do what you need it to do. If, after all this, it is still likely to be killed, you can kill it yourself to deny your opponent the potential VP.


 * Reconnoiter**: This would probably be Molly's weakest strategy. Your opponent is spreading themselves out in order to get VP from the strategy, making it harder to summon in models. Having Molly go later in the turn can help you deny VP, as Molly can simply summon in multiple models right next to enemy models, denying them the quarter. This can make it difficult for you to get VP yourself though, as Molly can only bring in so many new friends a turn. NOTE: The Necrotic Machine (which is the easiest thing for Molly to summon, as it is summoned at an increased range of 10" and is the lowest costed model she may summon) may be **Insignificant**, but is a Minion, meaning that it counts for Reconnoiter points! Molly can also give **Reactivate**, or an extra Walk with her Limited Upgrade's (0) Action, to allow you to quickly change the positioning of your models at the end of the turn to best gather VP. Be wary of getting Molly stuck within 6" of the center of the board. This is a likely place for Molly to want to be, as it will give her the best chance to get to clumps of enemies to summon, but then she herself does not count towards the strategy.


 * Squatter's Rights**: Crooligans are amazing at Squatter's Rights, as they can interact then place themselves and be ready for the next turn to get another Marker claimed. Molly can help these guys along by giving them an Interact or walk with **Forgotten Life's** (0) Action. Remember, models cannot Interact with the Squat Markers while engaged! So why not summon models to keep your opponent engaged? You know where your opponent is trying to go, so make it as annoying as possible for them to get to any of the markers by clogging them down with zombies while your quicker zombies gain you VP.


 * Stake a Claim**: This is the most different of all the strategies, but works fairly similarly to Squatter's Rights for Molly, except she is not quite sure exactly where her opponent is trying to go. Clog your opponent up with Molly's summons and stop them from getting across the line. It's a (2) AP Interact, which is very hefty and generally requires a model to walk across the centerline one turn, and then place the marker on the next turn, so summon a zombie once the model crosses the centerline (or beforehand). Get them to waste AP on your zombies, if they spend one of their two AP killing a model that was summoned with 1 Wd remaining, then that means they're not dropping a Claim Marker! Molly can also waste the enemies AP directly with Revelation, making them **Slow** or even **Paralyzed**. Be careful of any Condition removal your enemy has though! Necropunks are great at dropping Claim Markers for Molly, as they have the (0) Action Leap, allowing them to Jump over the centerline and have 2 AP remaining to drop a Claim Marker. Molly can also reactivate something to get it to walk over the centerline on its first activation, and then drop a Claim Marker on the next Activation (or reactivate that Necropunk, but note that Leap as a range of 6 for the Necropunk, so it cannot place a Marker, Leap and then place another markers, as it would still be within 6" of the previous markers, so you need to plan out a reactivating Necropunk's turn in advance). Alternatively, Molly's Limited Upgrade's (0) Action could allow something an extra walk, say over the centerline, to position it to drop a Claim Marker on its activation.


 * Turf War**: If Molly is still alive and your opponent is in position to gain VP from this strategy, then so will Molly. Simply summon two models into the Turf War zone and profit. Taking your enemy off the Turf War zone is harder to do, but you can clog them up with summons while they are outside of the Turf War zone, forcing AP to be spent on killing weakened zombies instead of getting into the Turf War zone for VP. **Black Blood** will see maximum affect here, as the enemy crew is likely to bunch up in the middle of the board, trying to make sure their Turf War VP can't be taken away. This makes, not only blast damage or other Area of Effect damage good (such as from the Rogue Necromancy, or Jaakune Ubume), but it also makes Molly's summons come in with more wounds.

=__Building a Crew__= The first thing to consider when selecting good friends for Molly is whether she will be taking **Forgotten Path** or **Forgotten Life**. This will determine your summoning options, as well as who is getting (or perhaps more importantly, who is not getting) **Black Blood** from Molly. Below is a list of Non-Minion Horror and Spirit Models. If you want these models in your crew, you need to hire them, Molly does not get to summon these guys. You do not have to limit yourself to simply Horrors or Spirits, however. You can take some models outside of Molly's Upgrade synergy, and those, with their potential uses for Molly, are list below as well.

Enforcers: Henchmen:
 * Non-Minion Horrors**:
 * Yin the Penangalan
 * Rogue Necromancy
 * Killjoy *Outcast, hired as a Mercenary
 * Philip and the Nanny
 * The Valedictorian

Enforcers: Henchmen:
 * Non-Minion Spirits**:
 * Izamu the Armor
 * Jaakuna Ubume
 * Ama No Zako* Outcast/Ten Thunders, hired as a Mercenary
 * Datsue Ba
 * Philip and the Nanny

Non-Horror and Non-Spirit Models of Note:
 * Bete Noire: Much like Killjoy, Bete Noire can come into play when a model is killed. (see Molly's Fleeting Friends above).
 * Chiaki the Niece::Chiaki has Condition removal (to get rid of that pesky **Slow** on your summoned models, note that they still cannot Interact the turn they are summoned, **Slow** is a Condition, the fact they cannot Interact is not) and she has a trigger to heal 2 Wd on the model she just removed the condition from! She also has a neat (0) Action attack, which can give her the Chi Condition to boost her cast and make it easier to remove conditions/heal models. Or better yet she can also pass on the **Chi** condition at the beginning of her activation to an Ancestor within 6" and LoS. This could be Yin, or Izamu could get better at healing himself, or Toshiro can get better at summoning! Johan is another option for Condition removal, but the **Chi** Condition passing around and the healing make Chiaki a more tempting choice, but if you just want some Condition removal and a nice hammer, Johan is your man (they will both compete for Rams from your hand, although Chiaki simply needs the Rams to heal, so if you just want the Condition removal, you can take both).
 * Dead Rider: Want a fast beatstick that gets more difficult to take down as the game progresses? Dead Rider is your man. He is generally fast enough to stay out of your own models **Black Blood** range, and is pulling enemies with a trigger on his attack as well, so he is not in too much danger of being hurt by Molly's crew.
 * Madame Sybelle: While not actually a Belle herself, Madame Sybelle provides plenty of help as Molly counts as a Belle and can be targeted for (0) **Call Belle** allowing Molly to move quickly without spending AP. Sybelle also provide lots of synergy to her gals and good old Molly can bring some more Belles to the Ball.
 * Necropunk: When a Crooligan's (1) Interact with a free placement isn't enough and you need a (2) Interact, a Necropunk is a great choice. With a (0) Action **Leap**, they can move for that (0) and keep their two general for Interacting. Deliver a Message is a perfect scheme for these guys, and they excel in the Stake a Claim Strategy.
 * Toshiro the Daimyo: Toshiro brings a huge buff of giving Minion models within 6" a positive twist to Melee Attack flips. Not only that, but he can give a Minion **Fast**, which is great on its own, but could be used on Molly's Summons to negate out their **Slow**. Not only does he being all this, he is a Henchmen and has a decent damage output himself. His Upgrade, **Command the Graves**, gives him the ability to summon Ashigaru with the Corpses Molly litters about the battlefield, and he can make Komainu from the scrap left from the Necrotic Machine(s)!
 * Komainu :These guys cannot be Hired, but can be summoned by Toshiro with his **Command the Graves** Upgrade. Komainu have the Spirit Characteristic So Molly with **Forgotten Path** can help them out.

=__Starting Molly__= The Molly Starter Box Comes with:
 * Molly
 * Necrotic Machine
 * Philip and the Nanny
 * 3 Crooligans

Pick up some Rotten Belles next, either the separate box of Belles, or if Seamus piques your fancy, you can get the Belles from his box and this will also give you Madame Sybelle who has interesting synergies with Molly. Dead Doxies are the other set of Belles out there that Molly can use.

Then your question comes down to Horrors or Spirits? Molly's starter has a lot of Horrors, so if that is more your fancy, then you're ahead, but the Spirit option does not set you far behind either.

The Drowned is a first good buy, especially if you are still trying to decide between Horrors or Spirits to start, as The Drowned are both!

Horrors
Punk Zombies are a great go-to for Horrors, as they are Hard to Kill.

The University of Transmortis is the next place to look for Horrors, filling out Molly's summoning options and giving her another great heavy hitter in The Valedictorian.

Rogue Necromancy is a great heavy hitter with a ranged blast attack.

Killjoy is an Outcast mercenary who is also a Horror that makes for an excellent (albeit expensive) heavy hitter.

Spirits
Spirit options include Onryo and Night Terrors, who have **Hard to Kill,** as your good cheap base, and Shikome and The Hanged as your heavy-hitting summons. Izamu and Jaakuna Ubume are your go-to Enforcer Spirit Options, as well as Datsue Ba for a Henchmen. (This makes Kirai's Box set a good start place, giving you Datsue-Ba and the Onryo).

From there you are looking at filling out your Summon Options and looking into non Horror/Spirit options.

=__Playing Against Molly__=


 * Play to your Objective:** As always, play to your objectives. Molly can jam up your models really easily, stopping them from interacting or moving by engaging your models, notably with her summoned models. This makes models that can ignore disengaging strikes and/or Interact while engaged high priority targets for Molly's crew.


 * Spread Out:** The Molly player has tools to deal with many situations and can summon to deal with the few situations that the list will not be able to accomplish. Spread out the best you can, but be aware that you are not going to stop Molly's summoning (her summoned models will have one wound for each enemy model within 3" of it, so you'd have to keep your models all more than 7" apart to keep a model from being summoned in with two wounds, that's 3" from each model and an extra inch, assuming a 30mm base size). By spreading out you can make what she summons in weaker.


 * Interact with Summoned Models:** Summoned models cannot Interact the turn they are summoned. (Note that this aspect of being summoned is not a Condition, so cannot be removed.) A summoned model does not get to Interact the turn it is summoned period. This makes taking schemes that target an enemy that they could remove very powerful. Distract or Cursed Object, when performed on a summoned model will not be taken off that model, unless it is killed (and a heartless Molly player may kill her own models to stop you from gaining VP from this scheme, but even if that is the case, then many AP were wasted, some in the summoning and some in the killing). Further note that Minion models with the Insignificant ability are also great targets for the same reasons listed above. The Necrotic Machine and Night Terrors are both Insignificant and Minions, so are great targets for these particular schemes.


 * Force Cards Out of Molly's Hand**: This is easier to do than you'd think. Attack Molly (especially if Assassinate is in the scheme pool, you do not even have to take this scheme, the threat of giving your opponent VP should be enough to force the Molly player into ditching cards). Molly's trigger is great, but drains her hand quickly. Occasionally you may even see an opponent cheat in a card to try to stop Molly from getting hit in the first place, then get stuck having to discard two cards anyway after she is damaged. Molly loves her cards, especially to summon, so getting these cards out of her hand will slow her summoning down drastically.

Unless you are Gremlins, Molly is probably going to out-activate you. Even Gremlin players will find themselves on even Activations after a while. Watch your activation order, and try to take out models in Molly's crew that have not yet activated. Molly' heavy hitters will wait until they can hit and hit hard, try to at least make it difficult for her. Aim for her objective grabbers, these are usually in the crew list to begin with. Molly's summons don't generally last more than a turn, and if they last beyond a turn then they are probably in the thick of things anyway, so Interacting is not really an option for them. Crooligans are amazing objective grabbers (especially if the scheme pool has allowed them to Interact with enemy models, they can jump right out of combat no problem). Take them out, take out the models that are getting Molly her VP. Pay attention to the position of the objective grabbers, they tend to be the models out of Molly's Black Blood giving range (or in the case of Necropunks, might not even be eligible to gain **Black Blood** from Molly if they are not a Horror/Spirit).


 * Use Black Blood Against Her:** Be on the lookout for **Black Blood** on models in general, but the objective grabbers are the most likely candidates for getting sprayed with some **Black Blood**. This means you can try to attack models near the objective grabbers and do damage to them from Molly's models with **Black Blood**. Objective grabbers in particular tend to have fewer wounds. One wound is a quarter of a Crooligan's health! Also be wary of **Black Blood** hitting your models (assuming you do not have **Black Blood** yourself). Models with a Melee range of 2" or more are great for this, as **Black Blood's** range is only an inch. **Black Blood** can add up, especially if you throw your heavy hitter into a swarm of Molly's zombies, then the damage can really add up. However, **Black Blood** shouldn't discourage you from getting what you need accomplished done, if taking a few wounds from **Black Blood** will get you VP, do it. If it denies Molly VP, do it. If doing so would not get you VP, or deny your opponent VP don't do it.

Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. ([|Link])
 * __Ownership__ **