M2E+Mah+Tucket


 * Mah Tucket, Gremlin Master **

=__Overview__= toc Mah Tucket is THE melee master for gremlins. Consequently, she doesn't have any shooting attacks. There are two schools of thought on how she plays. One point of view emphasizes her melee abilities and considers her a very selfish master: All of her abilities are about making her better in combat, anything that others can benefit from is just extra sauce. The other viewpoint considers her an extremely mobile distraction piece that helps her own crew with positioning tricks and pushes around the enemy hampering their synergies. Her Cache is 4, which is, handily, what you will likely be spending on her upgrades.

=__Mobility__= Her nothing-too-impressive movement is pretty average for Malifaux. Her Cg is also not overly impressive, but at least it is more than her Wk. Despit all this, she can actually move around the board reasonably well due to her abilities.


 * Get Off My Land!** - This is an interesting ability which allows her, once Initiative on the 1st turn is decided, to push 8" if she discards a card. OK she cannot cross the centreline or take interact actions. But it does set her up nicely to pressure the opposition as she can, after she activates, be almost across the entire board. This is, however, a mixed blessing, as it gives her a first turn charge threat range of 19" (which is awesome), but will leave her without an ally in sight! Note that since this is done on the first turn, you can catch enemy models that deploy using From the Shadows with this. Or, more likely, it just means that the opponent needs to be careful about where they deploy such models.


 * Let Mah Handle This** - As a zero action in which she discards a card, she can push 6" into base-to-base contact with a friendly model in LoS and then push the target 6" away. This saves her an action as well as allowing her to move the equivalent of her Cg for free. It can also get shooty Gremlins away from combat or put melee models into even better positions. Mah can target herself with this ability as well she just pushes once in any direction 6".

Her **Know the Terrain** upgrade also allows her even more freedom with her movement (see upgrades)

Mah, with all these things to consider, can be in the opponents deployment zone turn one without much effort.

=Offense= I will mention her Chores here as it has mainly offensive outcomes, The suit you flip for during the initiative step each turn will grant various things to the whole crew. They are all nice in a dependent-on-crew sort of way, but for Mah she would really like that Ram. Note that Trixiebelle allows you to cheat the Initiative flip thus helping in getting the suit you want. The Lucky Emissary with the Conflux of Bushwhacking upgrade also enables you to discard a card to add a second suit and chore to your initiative total.
 * Masks - Friendly models get to ignore severe terrain
 * Crows - When a friendly model is killed, anything within 1" suffers 1 point of damage
 * Rams - Friendly models gain +1 Ml
 * Tomes - When a friendly Gremlin is killed you can draw 1 card


 * Do It Right!** - Once per Turn if a Gremlin in LoS fails any Ml Action, she can sacrifice the model to give all other Gremlins a positive flip on Ml actions for the rest of the turn. Now as this is just a failed Ml action you can use a gremlin to miss something on purpose even your own stuff, just to get this going. Naughty? Maybe…


 * Giant Wooden Spoon** – Already a decent Ml value (which can be boosted) and the damage track is reasonable for a spoon. It is not Lady J levels of hurt but still nothing to be sniffed at. She has 3 triggers with the spoon.
 * Mask - Reposition - After damaging she can be pushed up to 3" in any direction
 * Tome - SMACK! - After damaging the target can be pushed up to 4" in any direction. Very useful in, e.g., Turf War and against enemy pieces with buffing Auras and such. Can also be used to make use of the extra Ml range given by **Aim For the Sore Spots** by pushing models out of their Ml range yet retaining them in Mah's.
 * Rams - Critical Strike - Add +1 damage for each Ram in the final duel total


 * Horrible Hollerin'** – This is a nice way of moving a target around to where you want it. It can be used to move enemies out of position or causing traffic jams or off of cliffs and such. It can also be used on friendlies to move them into position for things like Deliver a Message or out of engagement. It's a very versatile tool since, unlike, e.g., Lure type effects, it can be used to Push models in any direction.


 * Aim For the Sore Spots** - This is unusual as it uses Ml as its stat for the duel (this is good when you consider Chores and Do It Right!). You normally need an 8 to achieve the TN which will grant you The Bane of Kneecaps condition, that grants Mah gains +1 Ml and an extra 2" on all Ml attacks. That extra range gives her the much-coveted 3" engagement range which is more than most opposing models and is able to tie up a lot of opposition. This comes with a trigger already but you can also get an additional one from the **Out for Blood** upgrade.
 * Crows - Thwap! - After succeeding she may immediately take a (1) Ml Action
 * (Out for Blood) Ram and Tome - Cripple 'Em - After succeeding immediately take a charge action if able. This trigger may only be declared once per turn.

=Resilience= Mah has reasonable Df, Wp and wounds so she can hang around for a while. She has no defensive triggers of any kind. Note that she is Ht 2 and thus not susceptible to Devour unless Paralyzed.

Her Zero action **Too Much Makeup** does help a little to keep her alive as it grants the Disguised condition (if a card is discarded). This means she cannot be targeted by Charge actions. This makes it harder to get lots of attacks on her, although once she is in the thick of the action she will be vulnerable.


 * Lead Lined Apron** does help with her survivability as Armor +1 is useful. Whil there are plenty of models that ignore armor Gremlins as a faction don't feature it all that much so are somewhat less likely to attract anti-Armor opposition.

=Upgrades=


 * Manifest Destiny** - (MD) is one of Mah's newest upgrades and might as well be stapled to her card. MD grants Mah +1 Range on her Giant Wooden Spoon and allows her to draw a card any time she discards outside of a duel. It also allows the use of Get Off My Land! on every turn and allows models with Get Off My Land! to cross the centerline after turn one. This upgrade removes Mah's biggest weakness of being incredibly card hungry due to discarding on her various abilities and instead allows you to cycle out weak cards instead of using a soulstone at the beginning of the turn.


 * Out for Blood** - This adds a trigger to the Aim For the Sore Spots Action as detailed above. The Cripple 'Em trigger can effectively let Mah get 4 attacks on her activation. Even at weak damage 12 wounds is a large amount to hand out as well as a way to get through to those who are Hard to Kill with 9 wounds or less outside of armor. This is best combined with Get off My Land! and Manifest Destiny to essentially push you into optimal charge range every turn should you desire.


 * Know the Terrain** – Grants Mah the Diving Charge ability. This lets her do Charge Actions while engaged and may ignore intervening models and terrain when making a Charge. This means Mah can literally reach anyone if she has LoS to them.

Paid In Full - After killing a target you can draw a card. This is interesting if you adopt a lot of shooting and keep Mah in view of them. OK gremlin shooting isn't the best, generally, but any bonus is worthwhile. The real power of this upgrade, however, is that it gives the shooty gremlins that must declare triggers a non-harmful trigger for crows. Trixiebelle with her gun upgrade as well as the regular Bayou Gremlins tend to shoot their own with crows, but with this upgrade you can declare Paid in Full and damage only your original target.
 * Bounty** - Allows all friendly Gremlins within LoS to gain the following Trigger to all Sh Attack, based on Crows;


 * Lead Lined Apron** – Grants Mah Armor +1 which gives her quite a bit more survivability.


 * On Yer Tip Toes** – A really good generic that allows you to reset a duel after determining success. This is black joker insurance for yourself and red joker insurance against your opponent. It also increases the height of all friendly height 1 models in Aura 10 to ht 2 which may or may not work against you depending on the terrain.


 * Liquid Bravery** – An upgrade with decent potential especially if you expect WP attacks from your opponent. Mah does take a good deal of minions read Rooster Riders so buffing their WP to a more acceptable six can help against being Obeyed or Terrifying duels in general.


 * Dirty Cheater** – More survivability is good for Mah as she will be mixing it up in the thick of things while trying to stay alive as long as possible. Your dedicated beater models may want this more but should you have the option this is a solid choice.

Mah generally will take Manifest Destiny, Know the Terrain and one generic with The Little Lass being given Out for Blood to be handed back to Mah as the battle progresses.

=Tactics and Tips=

You may have seen the dream set-up for the craziness but I will layout, this is assuming you have taken all the upgrades as mentioned above;
 * 1) Start of the turn, you get a Ram on Initiative flip granting +1Ml
 * 2) A Bayou Gremlin swings at something and you cheat to miss, sacrifcing the Gremlin and gaining plus flips on all Ml actions with her Do It Right! ability
 * 3) Move up a Gremlin to be within 6" of Mah and close to your target
 * 4) Activate Mah and use Let Mah Handle This as your zero action.
 * 5) First AP is then spent on Aim For the Sore Spots spending a soulstone to ensuring you get Cripple 'em trigger.
 * 6) Mah charges for free ignoring everything in the way due to Know the terrain.
 * 7) Mah then gets 2 attack actions from the charge and still has 2 AP to go.

This is the dream, as you have been given a Ml 8 model with positive flips moving 12" across the board with a Ml range of 3" and 4 attacks. There is not much that can handle that.

Admittedly, you will not get this off often but I think you will be aiming to go from point 5 as much as possible even if you need to move first.

The big thing though is timing your attack as she can move so well, it is tempting to stick her down your opponents throat. The problem arises if she doesn't finish her target off, then she will generally be very-much alone, and even Armor plus reasonable stats aren't likely to save her.

An important thing to note, however, is that the +1 Ml from chores affects all friendlies while Do It Right! affects only friendly Gremlin models. The +1 Ml can be huge for, e.g., Pigs and Bayou Gators. As for Do It Right, it is absolutely ridiculous for Francisco and Mancha Roja but can also be used to turn Hog Whisperers and Taxidermists into little green balls of death.

Her main attraction is as a distraction piece. Her positioning tricks can move her into an ideal place to cause the most headache for the opponent while moving around enemy models creating awkward situations for them. Her damage and melee capability are good enough that she is hard to ignore and she is rather durable especially if she has her make-up on and cannot be charged. Meanwhile the rest of her crew should try and make the most out of all the confusion sown by Mah.

=Leading a Crew= A sort of standard opening with Mah is to discard a card for Get Off My Land! and Push into a forward position (though be wary of putting her into danger against, e.g., Lures from the enemy). Then resist the urge to overcommit and charge into the fray but rather use Horrible Hollerin to give your crew a boost in mobility and possibly, if a suitably target presents itself, for Pushing the enemy as well. Though the Ca value of the ability is relatively low, it's mere threat can force the opponent to play cautiously with low Wp models so choose Mah's place with this in mind.

On the second turn you will usually get stuck in nice and proper and start Pushing stuff while hitting them or other things. Always consider where you want Mah and her enemies to be at the end of the round and plan accordingly. Mah has a lot of different ways to reposition herself and other models so always plan on how you can get points for the Strategy while denying them to your opponent when you activate Mah.

Strategies and Schemes
Mah has a lot of Push effects and is extremely mobile thus making her well-suited for foiling opponents in such Strategies as Turf War, Extraction, and Guard the Stash. She isn't bad in Reconnoiter either, as there she can Push enemies into the no-score zones. In Infiltration she has the added benefit of being able to get a very impressive Ml range thus making her ideal for tying up several enemies to deny the Strategy.

Building a Crew
Mah likes melee Gremlins. This list includes Francois and Mancha Roja but also Burt whose Critical Strike benefits nicely from the positive flip granted by Do It Right. Perhaps the most powerful melee monster available to Mah is the Rooster Rider who also benefits highly from the positive flip since it can also be used to avoid unwanted Stampedes.

Second tier melee Gremlins include Bayou Bushwhackers who have a host of nice melee Triggers, Taxidermists who are rather deadly in Melee and Hog Whisperers who can hit extremely hard with their Dumb Luck Trigger. Hog Whisperers can also bring along Pigs who can make use of the +1 Ml from Chores as their Ml values tend to be on the low side but otherwise they are powerful in Melee. Lenny can also be included in this category though he is more of a support piece. Note that his extra Rams can be used to make Mah's Critical Strike extremely fearsome indeed.

Of course, in order to take advantage from Do It Right, you need also some sacrificial Gremlins and the humble Bayou Gremlin is the most obvious choice for this duty. The Little Lass is also a decent choice here for a cheap sacrifice target that also gains you an additional upgrade.

If you wish to shoot into Melee, McTavish is a good choice since he doesn't randomize and deals decent damage.

Finally, since Mah likes to be in the thick of things herself and is relatively squishy, Slop Haulers are golden with her. They are also somewhat competent in Melee and have a very impressive Cg stat so don't be afraid to use them offensively as well.

Since Mah likes to discard cards for various effects, be wary of including too many other models with such mechanics into one force.

=Playing Against Mah Tucket= Mah lacks any real defensive tech (no squeel) so she mostly relies on her solid statline and soulstones to keep her alive.

If she is in LoS of a friendly Gremlin she can sacrifice it after missing a melee attack. This can be used in a pinch for denial if you are banking on scoring a scheme or strat off of her models.

Ownership
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