Ramos

include page="inc_1.5rules" **Ramos, Arcanist Master** toc

=Overview= Viktor Ramos is the leader of the Miners and Steamfitters Union in Malifaux, but is also secretly the leader among a group of rogue magic users. He and his followers are constantly doing what they can to wrest control of Malifaux away from the corrupt Guild and hand it back to those who should really be in charge: the people. Ramos uses the cover of the M&SU to do his work in the shadows, with the publicity of being the M&SU leader giving him some much needed protection, as the Guild would not dare to eliminate him and incite a riot.

From a gaming perspective, Ramos is typically what is referred to as a Support Caster. As a Construct himself, he is designed to support and buff other Constructs around him. He is also somewhat of a Summoner, as one of his powerful abilities is to summon new Steampunk Arachnids into play. At first he can seem a bit limited, but once you understand the nuances of his play style, you will find that he can actually be quite versatile, and good at handling just about any Strategies.

=Mobility= Unfortunately, this is one of the few places that Ramos is really lacking. He only has a Wk of 3 and a Cg of 5, so he will not be moving very far. For instance, if the Strategy for the opponent's crew is Distract, it is typically best to pick a different Master, if possible. However, it is not uncommon for Ramos to still be able to move far enough to be near the center of the battlefield by the end of the game, as he can often move twice, and still do other actions to support his crew in the later turns.

=Offense= Ramos is typically classified as a Support Caster, but that doesn't mean he is entirely without offensive options.

**Electrical Fire**
This is Ramos' primary attack spell. With his starting Ca 8, it gives you a great advantage over almost any enemy, as most Df values average only 4 or 5. So playing a 12 or 13 out of your Control Hand will guarantee a hit in most situations. The primary advantage to this spell, however, is that it ignores Armor. This goes along with Ramos' theme of him being in control of the mechanical forces in Malifaux, and easily being able to subdue any of these his opponents may be using. In addition, the Rg 12 on this spell helps make up for his low mobility, and it is not uncommon for Ramos to Walk twice, and then use his (+1) Casting Expert to attack an enemy with this spell, which still effectively gives him an 18" threat range. Not bad for a 'Support Caster'.

**Controlled Detonation**
Ramos excels in asset denial. If he cannot have it, then nobody can. The beauty of this ability is that it is an Action, rather than a Spell, and therefore there is no Rst stat for the opponent. In addition, since this kills the target Construct, rather than sacrificing it, Scrap Counters will still be dropped which Ramos can then use for other purposes. Obviously, the downside to this ability is the attrition it causes your crew, as you only have so many minions to work with. It should often be employed as more of a last ditch effort, or only when the maximum amount of damage can be caused, i.e. when the cost of the model you are killing is less than the cost of the models which will be killed by the Action.

**Clockwork Fist**
While the Cb of this weapon is not that great, the damage for it is decent, and certainly better than a general Bash attack, which would have the same Cb. So at the very least, if Ramos gets caught in Melee range with an enemy, he still has options.

**Electrical Creation**
A bit will be included here as this really is a part of Ramos' offensive arsenal. This spell allows Ramos to summon an extra Minion into the fight, but it only lasts so long before it destroys itself, much like radioactive decay. And much like radioactive objects, it is dangerous if you handle it, as it inflicts Wds on any models that it touches, both allies and enemies alike, and then explodes, further damaging any surrounding models. So, some caution must be exercised in its use, but this is another excellent option for Ramos' (+1) Casting Expert action in most cases.

=Resilience= Ramos has 10 Wds, and although he has the lowest Df of all Masters in the game to date, he is harder to kill than one would expect.

**Armor 2**
Reducing damage on every hit goes a very long way to keeping Ramos alive, and he is one of the few Masters with natural Armor to start with. Combined with careful use of Soulstones to make Wd prevention flips, it is not difficult for Ramos to be hit and yet take no damage at all.

**Counterspell**
This ability makes Ramos himself nearly invulnerable to spells. But then, it makes sense that he would be somewhat immune to the strengths of his own faction. Would not want anyone to attempt a coup, now would he? If the opponent's crew has heavy casters in it (like Sonnia Criid, Leveticus, Rasputina, or Colette Du Bois) then it will always be wise to hang onto at least a couple cards to discard for this ability. Typically, you will have 2-3 low cards in your hand that are not worth cheating for other duels anyways.

**Pneumatic Grip**
Large opposing melee threats are probably one of Ramos' worst nightmares. Masters like Lord Chompy Bits, Lilith, the Viktorias, or Lady Justice, who can do massive amounts of damage with multiple attacks, can easily overwhelm Ramos, despite his Armor. This is because they almost never miss an attack due to his low Df. So, here is where it's important to remember the Pneumatic Grip trigger, and keep a Crow or two in your control hand. This can stop an enemy melee monster dead in their tracks, and put a serious dent in your opponent's plans for that round. If Ramos has not activated yet in the round, it also gives him an opportunity to take a Walk action or two and get out of range for the next turn. The trick is, the attacker has to miss the attack, so you will likely need a high Crow, and then spend a Soulstone as well. With Ramos' poor starting Df of 2, you should not rely heavily on this ability, but it is a great one to catch your opponent off-guard.

**Arcing Screen**
This spell is Ramos' other primary defense against melee threats. However, as it is an aura, it will not affect Ramos. So this spell is typically a good use of your Totem's Magical Extension ability. The extra +2 Df will not make that much difference for Ramos himself, but of course, every little bit helps. The second half of the spell is the really great part though, especially since it inflicts Wds and not damage. So while the opponent hits Ramos, and he still gets to take advantage of his armor (in most cases), the attacking model will take 2 Wds which will not be stopped by any armor that they may have. The threat of either Pneumatic Grip or Arcing Screen is often enough to keep many enemies from closing in too much.

**Vs Ranged**
Ramos does not really have any specific abilities that are designed to protect him against ranged attacks. Counterspell can help with this a small bit, but oftentimes a better strategy is to simply keep Ramos behind cover, or out of LOS entirely. He often does not need to have LOS to the battle at all, and can hide behind a wall or inside a structure, summoning Arachnids and Electrical Creations and directing the battle safely from his hiding spot. No, this doesn't mean Ramos is a coward, it is just simply that he knows his own strengths //and// weaknesses.

=Soulstones= Although the M&SU and the Arcanists in general desperately try to gain control of the Soulstone resources in Malifaux, Ramos himself is not all that dependent on them. He only starts with a Cache of 2 in addition to what is left from hiring the crew. So oftentimes, he will have less Soulstones available than an opponent will. However, if played well, Ramos should see very little combat himself in most games, and often, only 2 Soulstones can be more than enough. He does not have any abilities which specifically require Soulstones, and typically, no pieces in his crews will utilize them either. So most times, you will only need a small amount for the occasional case where Ramos needs to make Wd prevention flips. If you really want more Soulstones while in the midst of a game, the Soulstone Miner is an excellent minion to pair with Ramos.

=Tricks and Tips=

**Surge**
Don't forget about this handy trigger! The trigger is automatically successful anytime you use (0) Construct Spider or (1) Electrical Creation. And if you run the Mobile Toolkit in your crew, you are likely getting the double Tome on every single casting flip, regardless of what spell you're using. So make sure you remember Surge and cycle those low cards out of your hand. Your minions will thank you.

**Perfect Machine**
This ability does not come into play all that often, but it is great in situations like when a Freikorps Trapper hits Ramos and wants to get his positive flip on damage against Constructs. Ramos simply says "No sir!" It is an easy ability to forget about, but very strong depending on your opponent and any tricks of their own that they may try to bring against you.

**Combat Mechanic**
An interesting bit that is often overlooked with this spell is that it allows you to either discard a Scrap Counter OR kill a friendly Construct. The use of 'kill' vs. 'sacrifice' is important here, since when you kill a Construct, it drops Scrap Counters, but when you Sacrifice, you get nothing. So, if you really need to heal something, it is often not a bad idea to kill one of your 3 SS Steampunk Arachnids in order to do it, since it will drop a Scrap Counter in the process, which you can turn around and use to summon a new Arachnid!

**Salvage Under Fire**
While this may seem like it is expensive since it costs you 2 AP, it is actually an essential part of Ramos' spider factory in the early rounds of the game. It is not uncommon for your first 3 rounds to be 2 AP for Salvage Under Fire, and then your (0) for Construct Spider. This allows you to bring in 3 more models, which can then Swarm Together to form a Steampunk Arachnid Swarm. This can also be used in a pinch to grab a Scrap Counter and then discard it for Combat Mechanic and a healing flip.

=Strategies and Schemes for Ramos= As mentioned above regarding Mobility, Ramos often has difficulty with Strategies or Schemes which require a high amount of movement from Ramos himself. That said, however, his Minions can actually move quite fast, and typically have no trouble at all with both crossing the table and attacking the enemy at the same time. So in general, Ramos tends to be one of the most balanced Arcanist Masters in terms of Strategies.

Ramos himself will likely not be able to do much in terms of interacting with the Dynamite Markers, but again, his Minions are quite fast, and the Arachnid Swarms in particular are fairly resilient. With their Ht 1, it is often easy to approach completely out of LOS from your enemy, depending on how your terrain is set up. Just remember, most of Ramos' minions tend to be heavily melee oriented, so don't spread out your pieces so far that they can't support each other once your opponent starts to zero in on you.
 * A Line in the Sand [Moderate to Difficult]**

Your best bet with this strategy is likely to have Ramos spend all 6 turns pumping out Arachnids. This would allow you to have 2 extra 9 point Minions near the Claim marker toward the end of the game. It can be tough to defend a single point, but try to put the marker in an area where your Ht 1 Arachnids will have lots of cover. Force your opponent to come to you and then let your (+2) Melee Master swarms do all the work. This is a good Strategy to use the Steamborg Executioner, activating his Steam Cloud ability early in the round whenever you can.
 * Claim Jump [Moderate]**

This is probably one of the tougher Strategies for Ramos to complete, as you must depend on your minions to do the killing for the most part. A smart opponent will save their Soulstones to defend against your minions attacks, who will likely not be able to cheat high enough to win the duels. This is a good strategy to try and advance Ramos a little more than normal, so that he can bring his Electrical Fire to bear on the Master when possible.
 * Contain Power [Moderate to Difficult]**

Ramos is no less powerful in this Strategy than most other Masters. However, you will need to depend on a Minion to pull this off, due to Ramos' low mobility. Thankfully, many of Ramos' best minions are fairly survivable. So you can reliably run up a minion at the end of one turn, and be fairly confident that it will survive long enough to complete the strategy, even if you lose Initiative. The Brass Arachnid can actually be a better totem here than the Mobile Toolkit, for the option to Reactivate a key unit to pull off the Strategy.
 * Deliver a Message [Easy to Moderate]**

This is likely one of the tougher Strategies for Ramos to complete, since it requires movement deep into the opponent's territory, and Significant models to Interact. Arachnid Swarms are typically some of the best tools for a strategy like this, since they can cross the map relatively quickly, and their Ht 1 and Self Repair helps them stay safe longer. However, it is not uncommon for Ramos to only have 3-4 Significant minions in play in most games, so you have to protect them carefully.
 * Destroy the Evidence [Moderate]**

This strategy ends up being similar to Contain Power many times. Again, the resilience of Ramos' Arachnids, and the threat of the Steamborg or other minions can do quite well with this Strategy. Oftentimes, you can combine this with the Assassinate Scheme (depending on the opposing Master and their Strategy) which can serve to doubly punish your opponent if they bring their Master into your half of the table, and within reach of your crew.
 * Distract [Easy]**

This is a Strategy which seems perfectly made for Ramos. You want to start out your crew with more Swarms, and less individual Arachnids when possible, as the rules for this strategy say that new models brought into play by sacrificing another model __do__ count toward the victory conditions. So, in a 35 Soulstone game, you start with your Steamborg, 2 Arachnid Swarms, a Totem, and a boatload of Soulstones. You then have only 5 models to start the game, and so must keep 4 of them alive in order to get your full 4 Victory Points. As long as you keep one of those swarms, plus one other model, well hidden in a corner or something, you can simply Scatter the swarm in the last turn of the game. Throughout the game, use Ramos to summon at least 3 more Arachnids to make another Swarm and let that swarm be the first one to meet your enemy when they attack.
 * Escape and Survive [Easy]**

Similar to Destroy the Evidence, this Strategy is probably one of the harder ones for a Ramos led crew to pull off. Definitely use whatever fast and resilient models you can here. This is also a perfect scheme to combine with the Sabotage Scheme, and then you can Interact twice with the same piece of terrain for 3 points total.
 * Plant Evidence [Easy to Moderate]**

This is one more that Ramos can sometimes have trouble with, because it requires several Significant models. You will definitely want to summon more Arachnid Swarms in these games. You might also consider some of the cheaper Significant Arcanists like the Large Steampunk Arachnid or the Gunsmith. Choose a couple of Significant models that can spread out on your half of the table (assuming standard deployment), but still support your Swarms/Steamborg which advance onto the other side. In order to win this Strategy, you will always end up doing a fair amount of killing your opponent's pieces. So this is also a good strategy to try and set up Ramos (or move him a couple of turns), so that he can easily support your front line attackers.
 * Reconnoiter [Difficult]**

Ramos' bread and butter. Granted, summoning in new units for your opponent's crew to kill over and over again is typically seen as a bad thing in Slaughter matchups. But oftentimes, you're only summoning a max of 9 extra points worth of models (3 Arachnids). Ramos' minions can dish out quite a bit of damage before they are killed themselves, so here is where you carefully advance with models behind terrain, or when utilizing the Steamborg's Steam Cloud, until you can pounce on the weakest models, and let the Steamborg pound them. Meanwhile, your Arachnid Swarms should be able to do an excellent job of tying up other pieces, and their minimum 3 damage is wonderful here, as is the Overwhelm trigger. Once you've paralyzed a key model, move away and attack something else (remember: Paralyzed models cannot make disengaging strikes!). The Electrical Creation has a cost of 'S', so be sure to use it constantly in this strategy. Often times, your opponent will waste actions killing the Electrical Creation, which you can just summon again, so that it doesn't get in the middle of their crew and blow up. This can help keep crucial damage off your other pieces.
 * Slaughter [Easy]**

Remember that the Supply Wagon is Ht 4, blocking, impassable Terrain, so it provides perfect cover for your Arachnids and Steamborg to advance along with it in relative cover. Make your opponent come to you. Your opponent will be wary of getting too near your forces, knowing they can all pounce at once.
 * Supply Wagon [Easy]**

This strategy can be a little more difficult than others for Ramos and his crew, but again, with careful use of his Ht 1 minions, it can often work out well. The nice thing is that many Constructs have Abilities like (+1) Melee Expert, so you can often carry the Treasure Counter, move some, and still attack incoming enemies. Arachnid Swarms are once again good here, since they have a Wk of 4 to start with, can self-heal, and can use their (+2) Melee Master attacks first, to try and kill or paralyze an engaged model, and then make a run for it. Once a piece is back in your deployment zone, either keep them healed via Ramos or your Totem, or hand the Treasure Counter off to Ramos. This is a good Strategy for him to just sit in the back and pump out Arachnids anyway and create a defensive perimeter.
 * Treasure Hunt [Easy to Moderate]**

This is a medium difficulty strategy for Ramos, and typically devolves into a Slaughter-style match anyways. So, in that regard, he can do quite well. On the other hand, as noted before, it's not uncommon for Ramos to have less models than an opponent, and in order to have more models, they are often Insignificant (for instance, scattering a Swarm into 3 individual Arachnids). Obviously then, you will typically need to kill at least some of your opponent's models, or at least go for Paralyze and other effects to keep them on their own side of the table. Ramos will likely not make it to the other side of the table, so use the Electrical Creation and Electrical Fire to punish anyone who does end up making it across the line.
 * Turf War [Moderate]**

If you get the option to choose a Strategy for Ramos, it is likely best to stay away from the ones which require a heavy amount of interacting, or require you to have a lot of Significant models. As always, it will be somewhat dependent on the faction your opponent is playing, or the Master you think they are likely to run. In general, the best options for Ramos seem to be either those where he must kill the enemy, or protect his own pieces.
 * Player's Choice**

=Ramos in Brawls= With his 'Support Caster' designation, Ramos does exceptionally well in Brawls, particularly if he is paired with another Master that can do more of the front line duty. He also has nice synergy with most of the Arcanists in general, and good synergy with some of his non-faction possibilities. One of the best things about Ramos in a Brawl is that he typically does not use very many Soulstones himself, so you can sort of use his Cache of 2 as an extra 2 Soulstones for your second Master!

**With Rasputina**
When paired up with Rasputina, Ramos can become quite impressive. They are the classical pair of sorcerers, with Rasputina's ice and Ramos' electricity and fire. The Arachnid Swarms have Evasive, which allows them to easily run amongst enemies, and not have to fear Rasputina's December's Curse spell too much. Also of benefit, is that some of Rasputina's minions are Constructs as well (Ice Gamin and Ice Golem) which give them further synergy with Ramos for things like Combat Mechanic or Arcing Screen. Lastly, the Mobile Toolkit is excellent here as well, with both Ramos and Rasputina having the Surge trigger, so you have lots of card cycling, and are typically guaranteed to end up with good cards for your triggers like Overpower or Overwhelm.

**With Marcus**
Marcus is probably the least synergistic with Ramos, but it can provide an interesting mix of pieces. Marcus is incredibly fast, which nicely offsets Ramos' weakness. So while Ramos and Rasputina are like two peas in a pod, Ramos and Marcus are akin to the yin and yang of the Arcanists. In some situations, this could work out well, for instance, if you have a strategy where you need fast movement and need to get on the other side of the table, but your opponent needs to get on your half. Ramos and his typical minions can play excellent defense, while Marcus and some of his minions can go run the errands. There's an interesting trick here as well involving the Malifaux Raptor and then a Guild Lawyer, Secretary's Aide, which can allow you to turn your own pieces into 'un'-friendly beasts. Along with the Brass Arachnid totem for Ramos, you can effectively get 3 activations out of a single Construct in one turn!

**With Colette Du Bois**
This is likely one of the nastiest combinations with Ramos, simply because it allows you to put the Mobile Toolkit into the same crew with Colette. The Toolkit can grant Colette a second Tome to her Ca, meaning that if you have any Tomes in your hand already, Colette can typically VERY easily pull off her Mannequin Replacement trigger on Disappearing Act. Opponent's should fear this tactic. In addition, Ramos provides excellent support for the Coryphee Duet by providing them another source of healing, that is, if they are near enough to him. This matchup also works well in that your Arachnids will be looking for cards with Crows, while the showgirls primarily utilize Masks. So, there is not much overlap in card suits, especially if the Toolkit is giving Ramos the extra Tome he needs anyways.

**With Leveticus**
There are many excellent things about the pairing between Ramos and Leveticus. Because you are restricted to Constructs anyway thanks to Leveticus, they are obviously a natural pairing. And when any of your Constructs die, either Master can summon new units to the fight. In addition, Rusty Alyce can work with either of them, and it's a lot easier to keep her near Ramos for the free 2 cards, which allows Leveticus a lot more flexibility in his own movement. Lastly, it allows you to hire some Constructs that Ramos normally would not be able to play with (for instance, the Hooded Rider), so that can add some additional fun to the game. One downside of this pairing is that many of Leveticus' pieces tend to use cards with Crows, so they can sometimes be at odds with the Arachnid Swarms. On the other hand, Leveticus' Blessings of Desolation spell can grant those Arachnid Swarms the +Crow to their Cb, giving them full-time access to their Paralyze trigger - a nasty, and powerful tactic.

**With Viktorias**
There is not as much synergy here as with the other options, but it as least worth mentioning as a possibility. This pairing does fair well, considering the note above regarding Ramos' lack of heavy Soulstone use, leaving the majority of your pool available for the Viktorias to use instead. This might be a good pairing if your Strategy is Slaughter, as you can use the Arachnids and Steamborg to soften up an enemy, and then let the Viktorias clean up.

**With C. Hoffman**
This pairing bears mention here, but it must be noted that your faction must be declared as Guild to start with, and then you hire Hoffman first, followed by hiring Ramos. Similar to Leveticus, this is an obvious combination of Masters, with the two prolific Construct Masters greatly complimenting each other. There are some neat tricks with the Totems in this combination as well. If you run both the Brass Arachnid (connected to Ramos) and the Mobile Toolkit (connected to Hoffman) then you can have the Toolkit give an extra Tome to the Brass Arachnid, and then it only needs an 11 of any suit, instead of an 11 of Tomes, in order to cast Stoke. Combined with Hoffman's Override Edict, this allows you to pass out Reactive to 2 different pieces, which can be quite powerful. If you decide to use the Mechanical Attendant with Hoffman, it gains Scrap Counters whenever nearby Constructs are sacrificed. So, if you have some Steampunk Arachnids either Swarm Together or Scatter, then the Attendant will gain an appropriate number of Scrap Counters. This quickly primes the Attendant to be ready as a walking time-bomb for Hoffman's Detonate Scrap ability. Be careful though, as all Arcanist Constructs will still cost 1 extra SS to hire when building a crew this way. So while some of the tricks are fun, the extra points can cost you.

=Building a Crew=

Models Ramos Can Hire
A full list of models available to a Ramos crew is shown here.

Obviously, Ramos has many abilities which work well with Constructs, so whenever you are building your crew, you will want to look for units with that characteristic. That is not to say he cannot work with non-Constructs though, it is just that your crew will have more overall synergy if you stick to that theme. In general, the Ramos box set is a good base crew, with most players only simply adding a totem, the Electrical Creation and perhaps one or two more sets of Arachnids (look around the Wyrd forums for some excellent examples of magnetized Arachnids, to minimize the number of blisters you need to buy). Typically though, you can stick to just Steampunk Arachnids and Swarms, and then the Steamborg Executioner, and handle just about anything.

Otherwise, there are several other Constructs that can work well with Ramos. Joss is a typical choice, and is a good option if you prefer to not run the Steamborg. The Ice Gamin and Ice Golem, as mentioned above, offer some additional options, though for their points, they are hard to justify as better than Ramos' typical minions. The Mechanical Rider is a fun Construct which can be quite helpful in strategies like Treasure Hunt, if you need a fast model. Also, don't forget that both the Guild Hunter and the Guild Guardian can be used in Arcanist crews, thanks to their Arcanist Ties ability, and the Guardian can be exceptionally good in Strategies like Escape and Survive.

As for non-Construct pieces, Rusty Alyce is always an interesting option, since she can take advantage of Ramos' Ca stat, grants the extra 2 cards during the Draw Step, and gives a little ranged firepower. The Arcanist Henchman, Kaeris, is an excellent choice for ranged support as well, since she can utilize the cheap 3 SS Arachnids to help spread Burning Counters. She also has nice synergy with the Mobile Toolkit as well. The Arcanist Gunsmith is another good option, as well as Hans, if you feel the need for more non-melee attackers. Johan, Renegade Steamfitter is a nice fit as he does not cost extra points, and will get his M&SU bonus whenever near Ramos (or Joss, if you run him as well). So he can be a good, cheap piece for helping protect Ramos when necessary. There are quite a few other Outcast options like Taelor, Convict Gunslinger, Freikorps, etc., but none of them grant any particular benefit to Ramos' crew to be worth considering. ==

=Starting Ramos= The Miners and Steamfitters Union, the box set for Ramos, is an excellent starting point. This box will give you 28 total Soulstones of minions, and if you carefully magnetize your Arachnids, you might be able to get away with not buying any more Arachnids at all. In general, for a 35 SS game, you will find you need between 2-3 Arachnid Swarms, and then 6-9 individual Arachnids to go along with those Swarms, for the rare instances where you decide to Scatter all of them. You will certainly want to purchase the Electrical Creation, and then should consider buying either the Brass Arachnid or the Mobile Toolkit. Beyond that, anything added to the crew would be simply for specific Strategies/Schemes, or personal preference.

=Playing Against Ramos= One of the first things you want to look for when facing Ramos, is which of your characters have abilities that can ignore armor. Also, Ramos himself will often never leave his deployment zone, so if your strategy requires you to reach him, be prepared to fight through his minions first.

The Steamborg is the primary damage source of choice for most Ramos players, with Joss being a typical alternate option. Either one can output massive amounts of damage, with decent striking range, unless you concentrate your efforts to take them down. However, once you can catch them, be sure to finish them off. In general, against a Ramos crew, you will want to focus fire on a single target at a time whenever possible, and kill it before it has a chance to be healed by Ramos or use its own self-healing abilities.

Another thing to watch is the distance between Ramos' minions and your more weak characters. An Arachnid Swarm can move 8" and still attack twice, with minimum damage 3, and the Steamborg can Charge 8", and has a Melee range of 2". Since it has (+1) Melee Expert as well, it can also make two attacks, and with it's minimum damage of 4, these are two ways you can very quickly lose models with low Wds or low Df stats.

Since many pieces in a Ramos crew are melee-oriented, you will want to do your best to use your own ranged attackers to do as much damage as possible to them before they get too close. Also, using terrain to your advantage here can be very helpful, if you are able to get on top of some elevated terrain. However, remember that many of his pieces have the Arachnid ability, so they will be able to climb quite fast.

Lastly, anything that can be used to deny Ramos his Scrap Counters can be very helpful during the later stages of the game. This can prevent Ramos from summoning more Arachnids to either form more Swarms or blow up in your face, and it can prevent him from healing any of the Constructs still surviving.

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