M2E+Manch+Roja

// "Lucharrrrrráááááán!" - traditional Luchador fight-starting call, literally meaning "They will fight!" //
 * Mancha Roja, Gremlin Henchman**

=__Overview__= toc

//Maaaannnnnchaaaaaa Rojaaaaaaaaa!// Gremlin Luchador extraordinaire! Really, he's a Gremlin wrestler, not sure what else needs to be said.

=__Mobility__= Mancha lacks the **Reckless** ability, but he has **Melee Expert** instead.

He has the standard Gremlin **Wk 5** (which he can raise to **7** with the **(0) One Thousand Masks** Action and a discarded Mask). Usually, he also has only **Cg 5**, but his **Rebound** Ability gives him an incredible **Cg 12** when he's in base contact with impassable terrain (like a wall) but this requires a lot of setup and doesn't come into play very often.

=__Offense__= Mancha is all about offense. Whether it be whacking people with Gremlins or using bone crunching holds, let us count the ways Mancha can dish out damage.

__Melee Expert__
Firstly Mancha is a Melee Expert which makes up for his lack of Reckless a bit. It's not as good as Reckless, but it does give him access to 3 AP, and he doesn't need to take damage to use it!

__Grapple__
Next Mancha loves to Grapple! A Melee attack which will inflict **2/5/6** on an enemy, but the real treat here is the triggers.
 * Get a Ram and Mancha has hit a //Crushing Strike//, giving you positive flips to damage for every Ram in the duel total. Keep in mind Mancha is a Henchman so he can get up to two Rams in a duel total on his own (even more when paired with Lenny and Som'er)
 * On a Tome, Mancha puts the opponent in an //Arm Lock//! After damaging, the target suffers a negative flip to all defense duels.
 * With a Mask Mancha will //Piledrive// the opponent forcing them to pass a Df 12 duel or be paralyzed
 * Manage to get a Crow after damaging a Paralyzed opponent, Mancha uses the //Finisher// to kill them entirely.

One technique to use with Mancha Roja: He will often have three attacks in a round. Cheat in a Tome (or spend a Soulstone) on the first attack to get //Arm Lock!.// This will make the later attacks much more likely to hit since your opponent likely can't cheat.

__Whacked With a Gremlin__
For a (2) Action Mancha a 2" attack that can do 4/6/7 damage, with a trigger on a Tome to push the target up to 4" in any direction

__One Thousand Masks__
This counts as offense but also is a defensive ability. For his first (0) action, depending on the suit of the card Mancha discards you can gain **+1 Ml**, **+2 Wk**, **+1 Df**, or be immune to Slow and Paralyzed. This will help his mobility as well as his Ml actions making them even with Lady J's sword for reliability and damage.

__Challenge__
The other (0) Mancha can force enemy models to pass a TN14 Wp duel to target any models besides Mancha, if they fail the duel the Action fails. This can protect other models, but definitely paints a dashing and brightly colored target on Macha Roja's chest. Mancha Roja is not afraid of such threats!

=__Resilience__= Mancha starts with a solid **Df 6, Wp 5. One Thousand Masks** helps with Mancha's survivability since he can get to a very solid **Df 7**. Mancha is **Hard to Wound** as well, which can help his **Wd 10** last longer against a sustained assault.

As a Henchman, he can use Soulstones for damage prevention, or to get a positive twist.

=__Upgrades__=

__Extra Gremlin__
This gives Mancha another trigger on his (2) Whacked With a Gremlin. If you can get a Ram in the duel total this will allow Mancha to take the same action again, against the same target, after damaging the target. If this is used as the first attack Mancha can get minimum damage 8 if both hits connect and still leave him (1) more AP to do something else.

__ Mud Toss __
Ends a Condition on a target. Requires a 6 or better of any suit, and is resisted by ** Wp **. If you've got a friendly Gremlin within 3", you can do 1 damage to the Gremlin cast it a second time on a Tomes trigger. Very nice utility at 1ss. Be cautious about what conditions this get's used on, spending Mancha's AP to remove Slow for example is typically not worth the time.

=__Tactics and Tips__= Mancha Roja is a powerful melee combatant, with a lot of different options and ways to improve. Be especially aware of your suits: they each do different things, both for his **One Thousand Masks** self-buff and the Triggers on his **Grapple** action.

If you can Paralyze an enemy model, either with another model (like Bayou Gator) or Mancha Roja's //Piledriver// trigger, you can then use a Crow to kill the model. This requires extra setup, but can be a rude surprise for a resilient enemy. Do be aware that the killer combo can be quite difficult to get off: it generally takes a lot of setup and specific suits that could be better spent simply reducing the enemy model to 0 wounds. Think of it as a nice bonus when it does turn out rather than something to rely on.

Mancha Roja is fairly resilient. He can become even more resilient if you give him the **Dirty Cheater** Upgrade so he can heal when he cheats damage. This Upgrade is in pretty high demand in a Gremlin Crew, though, so weigh your choices carefully.

Mancha Roja can get a lot of threat range when hired with Zoraida or Brewmaster, who can **Obey** Mancha Roja into position to use his **Rebound** Cg 12 range. Zoraida also synergizes nicely, as Mancha Roja can hand out Paralyzed and Arm Lock through the Voodoo Doll, as well as overcome his somewhat low minimum damage 2.

He can be rather scary when paired with Mah Tucket, she can give him an extra +1Ml if she flips a ram for initiative, and if he then uses **One Thousand Masks** to buff his Ml again he can attack with a frightening 8Ml.

=__Leading a Crew__= Mancha Roja is tempting in a Henchmen-led game, with a lot of resilience and an extra AP for Melee actions.

Strategies and Schemes
Mancha Roja can do very well in a Turf War, since he can hold territory well and fling enemies out of the territory. He also does enough damage to be very frightening for Reckoning.

One Scheme worth noting for Mancha Roja is **Plant Evidence**. Since Mancha Roja sometimes likes to move into base contact with terrain to prepare for a **Rebound** Charge the next turn, he might as well drop a Scheme Marker while he's there and rack up some VP.

Mancha Roja also makes a good choice for **Bodyguard**.

Building a Crew
Mancha Roja doesn't have any particular synergy with other Gremlin models, except perhaps the Bayou Gator. As a leader, he's likely to want to hire other models that provide ranged support, healing, or objective-grabbing.

=__Playing Against Mancha Roja__=

Mancha Roja boasts tremendous melee capabilities. He's resilient, but a concentrated attack will kill him if it's worth the APs to do so (such as if you suspect he's a Bodyguard.)

If he moves into base contact with terrain, you can safely expect he'll be setting up for a Charge. Get ready or at least hide.

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