M2E+Piglet


 * Piglet, Gremlin Minion**

=__Overview__= toc The original predators of the Gremlins, they have been domesticated and turned into fearsome weapons when used against their enemies.

=__Mobility__= They are a bit slow for the Gremlins faction at a walk of 4-inches; their 8-inch charge range offsets this, and if you're willing to risk it, charging your own models can help them move quickly.

Many Gremlin models have abilities that allow Piglets to push around, making them more mobile. If mobility is a concern, consider taking one of these models.

Their **Truffles** ability allows a friendly Gremlin to push towards them, which doesn't help the Piglet's mobility, but can make the rest of your crew more mobile.

=__Offense__= Piglets carry the Pigcharge ability that lets them charge as a (1) Action rather than a (2) Action. They also carry the Set’er Off ability that forces the pig to charge if it is not engaged, or within 2-inches of a friendly Gremlin as long as there is a legal target for the charge.

The Piglets attack with a stat of 4. The Gore attack has a 1-inch range and does 1/2/3 damage These attacks must declare triggers, and they have one on every suit, similar to Bayou Gremlins.

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. Note that it can charge your own models, so be careful with positioning.

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 also have a (2) Action attack, **Trample**, which also has a 1-inch range, and just deals 2/3/6 damage with no triggers.

=__Resilience__= The Piglet has a cost of 4 Soul Stones and a better than average defense of 6, and a lousy willpower of 3. Their 5 wounds will often keep them in the fight when combined with defensive stance. The Piglet has Small Target, an ability that causes all Sh Attacks to suffer a negative to the duel that helps the Piglet survive to get into engagement range.

=__Tactics and Tips__= Ulix is a pig-focused Master, and loves to use Piglets as well as other larger models. With the **Corn Husks** upgrade, they can make strong scheme runners, since they are allowed to take (1) **Interacts** as a (0) action.

Zoraida and The Brewmaster both have synergy with Piglets, as they can charge as a (1) action via **Obey** or **Pick Yer Poison**.

If you have a pig-heavy crew, strongly consider taking Old Major, since he will prevent your pigs being able to charge your own pig models, meaning Piglets' **Stampede** trigger will be less of a liability.

Piglets are very good at scoring **Distract** and **Cursed Object**. They can charge from 8" away, and follow it up with an **Interact** to give out the relevant condition, ending engaged with the enemy model to prevent them from removing it.

Charge an enemy and enter Defensive Stance. Whilst Defensive, the Piglet is very annoying to remove even for powerful enemy melee units.

=__Playing Against Piglets__= Targeting their Wp is often the best tactic. They are also very enticing targets for Obey-like effects due to being able to charge as a (1) Action.

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