Rami+LaCroix


 * Rami LaCroix, Outcast Minion** toc

=__Overview__= Brutally straightforward, Rami is a sniper. Nothing more, nothing less. With long range, Reckless, and Dumb Luck he can make down range a very unpleasant place to be.

=__Mobility__=

Scout
Rami may ignore severe movement penalties. Ideally Rami should set up in position with a good view of the battlefield and then provide cover for his shorter range brethren who grab objectives. Scout may help get to that initial position, but afterwards he really shouldn't be wasting AP on movement.

=__Offense__= 16" range and 2/3/4 damage make Rami a very dangerous ranged attacker. In melee he has nothing but a bash attack. As a rapid attacker who generally does moderate damage, armor is a problem for him.

Aim High
Using this ability Rami can fire into melee without risk of hitting friendly Ht1 models, which includes all gremlins except Som'er Teeth. As Rami will often be providing covering fire for his fellows this can help minimize collateral damage and provide a helping hand if Francois LaCroix should end up over matched by an opponent.

Feud
As with the other LaCroix kin, Rami can add +1 Dg against Ortegas. No strategic considerations, just free damage against Perdita's family.

Hunter
Remember how we said Rami likes to take up position and stay there? Hunter helps. He can see up to 6" into obscuring terrain instead of only 3" and ignores cover on targets. This last drastically improves his dangerousness by removing the most common cause of -flips on the attack and thus making it much more likely he can cheat the attack.

Extra Long Rifle
Okay, it's not all good news. If you flip a 1 for an attack with the rifle you can't cheat it and it ends your activation. Since only 4/54 cards are 1s this is a fairly small risk. Nothing much you can do about it unless playing someone like Zoraida who can look at the cards coming up.

Dumb Luck
Doubles rifle attack damage but suffer normal damage. It requires a ram which Ophelia could grant with her Dumb and Lucky action, but generally Pere or Francois are better targets for this. Since you declare triggers after cheating you can gauge the amount to be doubled versus the damage taken when deciding if you will use it.

Gremlin Sights
A (0) spell that adds +2Cb to your rifle (so long as they are at least 8" away)? Yes, please. The spell isn't too hard to cast but is most important because you can use it to range your shots (see Tricks below). The additional Cb from the spell makes Rami's long rifle the single best LaCroix family weapon in terms of hitting.

=__Resilience__= Rami has the least number of wounds of all the LaCroix kin, except Young LaCroix. Hopefully his position towards the rear will reduce the amount of incoming attacks. If possible when choosing where to set up Rami give him elevation and cover. Elevation will make it harder for melee troops to reach him and help him see over obstacles. Cover will, obviously, reduce the affect of incoming fire.

Used to it
When Bayou Gremlins shoot you in the back due to "Woops!" you take substantially less damage. Another ability shared by all the LaCroix clan. When using Bayou Gremlins you may want to alternate them with LaCroix kin to mitigate their ability to harm their own side. Rami however should be behind the front line and so is unlikely to get much use from this ability.

=__Tips and Tricks__=

Helping Cuz
Pere Ravage explodes nicely when killed, except he can't really kill himself and make it work so sometimes he needs a little help. Rami's range makes him a likely "helper." Ideally you'd start with an arragement like this: Rami - <6"- Pere - <6"- Ophelia -> enemies Ophelia can activate and use companion to activate both other gremlins. She fires off an attack and then uses "Oooo, a girl!" to drag Pere in front of her and walks back towards Rami. Pere activates, moves if necessary and does some combo of "Oopsie!", Burnin Stick, and Breathe Fire to damage the enemies and leave himself with minimal Wd. Rami activates, plugs Pere (cheat down his defence if need be), and the uses the rest of his activation to plunk any survivors. Pere's explosion does the same as Rami's severe damage, so trading a Rami shot to blow Pere is worth it so long as you get more than one enemy model in the radius.

Ranging your shots
Rami has a nice trick that should be used to make sure your target is in range if there's any question. His only (0) action is the Gremlin Sights spell which has an 18" range. Cast this on your intended target and as part of making sure the target is legitimate you legally get to measure range to it. If it ends up being more than 16" Rami's rifle will be out of range and you can pick a different target for your attacks, all legal and above board. You don't even have to cast the spell successfully!

=__Master-Specific Tips__= (What it says on the can - any Synergies with other Masters worth mentioning) NOTE: There's no need to discuss every Master that can take him, just the ones worth mentioning

=__Minion-Specific Tips__= (As with Master-Specific Tips, going into any specific Synergies with other Minions.)

=__Playing Against [Minion]__= Threat level, how to kill/neutralise it, what to watch out for etc.

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