M2E+Old+Cranky


 * Old Cranky, Gremlin Totem**

__ **Overview** __ toc

Old Cranky is a good option when using a Master that isn't tied to their totem. He can make a good replacement for Young LaCroix or Skeeters. Even Zoraida can use him, since if he dies she can summon a Voodoo Doll in for a (2) action.

Despite being a Peon and a Totem, Old Cranky does not have the **Insignificant** ability, meaning he is able to take Interact Actions.

He provides defensive crew support, card flow, and Soulstone Recovery to a Crew.

=__Mobility__= Cranky has a very Gremlin **Wk 5**. He is a bit less mobile than other Gremlins due to the lack of Reckless.

=__Offense__= Cranky carries a **Walkin' Stick** and a **Sawed-off Shotgun**.

The Stick is a very **Ml 3** with a 1/3/4 damage profile. It's not very useful.

The Shotgun has **Sh 5**, a range of 8", and **2/3B/4BB** damage. With a Crow, Cranky will deliver a Slug instead of buckshot causing an additional 2/3/4 damage, but cannot attack with the Shotgun again that turn.

Cranky carries one (0) action to discard a card to draw a card.

=__Resilience__= Cranky himself isn't very resilient (**Df 4, Wp 5, Wd 4**) but he makes models around him more resilient. The first way he does this is with his **Duck!** Ability that gives other friendly models within 3" a positive to all Df duels. The other way Cranky improves those around him is that he gives out +1 Wp to other friendly models within 6". He also lets any friendly model near him who kills an enemy model add 1 Soulstone to the crew's Soulstone pool, though it is only once per turn.

=__General Tips and Tricks__= Old Cranky helps to make even very cheap models such as Bayou Gremlins difficult to kill. He is especially useful in Reckoning and Turf War, where your crew needs to stand its ground and can clump up to make use of his auras. Activating him early in a turn can be helpful, to discard a low card and hope to draw a better one, and then make sure he is in position to provide his defensive boosts.

Lenny synergizes well with Old Cranky, as between the two they provide lots of defensive support to a crew and each other, making any one model even more difficult to kill. This combination is particularly powerful when a scheme requires a model to survive the game, such as in Bodyguard or Entourage. Adding a Slop Hauler can be worth it too, to heal up any hits that do manage to get through.

=__Tips and Tricks with Ophelia__= Cranky synergizes well with what Ophelia wants to do, kill models. He can give her Wp 7 and positive flips to all Df duels as well as 1 SS a turn from any enemy model she kills. She can move him around with her (0) action of Ooh a Girl to keep him hanging around her. Often a good choice is to activate Cranky first then (0) Let Me Tell You a Tale, Sonny... and pick up a card. If a enemy model is in range and you have a high Crow you can focus to attack the enemy gaining a positive to the attack and damage flips. This can net you a 4 Double Blast damage plus a 2/3/4 flip (that can't be cheated). If the model is still alive you can Companion into Ophelia, who can Focus, SS for a Ram, then attack the model to do some serious damage, kill the enemy and gain the SS you spent back from Cranky.

=__Tips and Tricks with Somer__= Old Cranky is a decent replacement for the Skeeter. He provides defensive support to a gunline, and gives Soulstone recovery once a turn when killing a model.

=__Tips and Tricks with Zoraida__= As mentioned before, Zoraida can hire Cranky, then summon a Voodoo doll if Cranky dies. If you hire Old Cranky, you miss out on some of the offensive benefits of the Voodoo Doll. However, Old Cranky's Shotgun is a quite powerful weapon and Zoraida can use Obey to allow him to get an extra shot off. His card cycling also works well with Zoraida's **Crystal Ball** upgrade, to make sure your hand is much better than your opponent's.

=__Tips and Tricks with Ulix__=

=__Tips and Tricks with Wong__=

=__Tips and Tricks with Brewmaster__= Apprentice Wesley is a very powerful totem and you will want to strongly consider if you want Old Cranky rather than Wesley. If you do choose Old Cranky, he can make sure that enemies within the Brewmaster's **Drinking Contest** aura have a hard time hitting your models, even if they pass the Wp duel. He can also allow you to use soulstones somewhat more freely in order to provide Masks for Obey, since you can get extra stones for killing enemy models.

=__Tips and Tricks Mah Tucket__=

=__Playing Against Old Cranky__= Old Cranky provides a lot of support for nearby models. If you're trying to kill a model he's protecting, you may want to kill him first, as his own defenses are quite low. If this is not an option, attacking against Wp is recommended, as Old Cranky's Wp boost is not as powerful as his Df boost, and many Gremlin models have low Wp anyway. **Lure** or other forced movement effects can break up the clump and deny Old Cranky's protection to key models, allowing you to take them out without worrying about positive Df flips.

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