M2e+Banjonista


 * Banjonista, Gremlin Minion**

=__Overview__= What's that sound coming from the swamp? It's the foggy bayou hoedown of the Banjonistas! Banjonistas are banjo-playing Gremlin support models who increase their crew's mobility and card draw while also being able to put out some mid range damage and a little bit of control.toc

=__Mobility__= Banjonistas have a standard Wk of 5 and Cg of 6 with no personal mobility boosts. What they do offer, however, is their **Foggy Bayou Hoedown**, which allows all friendly non-Rooster Gremlins within pulse 6 to push 2" when the Banjonista activates. It's only a small push, but it can help you get up the field a little faster. It's also very useful once the fight has started, 2" is usually enough to push a weak model out of engagement, or a beater into engagement. It doesn't seem like much, but it really adds up.

=__Offense__= While it's not their focus, Banjonistas are still fairly good damage dealers. They have a **Banjo Bash** melee attack that deals 1/2/3 damage and can deal +1 damage on a Crow at the cost of ending the model's activation, but it's not particularly useful because their other attacks are more powerful and can still be used while engaged.


 * Banjo "Music"** is probably the Banjonista's staple attack. It's a moderate ranged cast that deals 2/2/3 armor-ignoring damage. It also has no projectile symbol so can be used freely regardless of engagement, which is very useful to put out some more damage on engaged foes without risking hitting your own models. It also has three triggers, for either Burning +1, Reposition (a 4" push) and take the action again with no triggers. Although the damage track isn't massive, between the burning and take it again triggers, Banjonistas can pack quite a punch.

Their third attack is **Pluck the Strings** which gives out the Paranoid condition to the target, and enemies near the target must take a TN 14 Wp duel or also gain Paranoid. The next time a model with Paranoid activates, it must either discard a card or take 2 damage. This attack is more for card denial or against large groups, since Banjo "Music" deals more damage and Paranoid does not stack. It's also slightly longer range than Banjo "Music", and has a Mask trigger that allows another friendly Banjonista to take **Pluck the Strings**. This trigger does not have any limits, so theoretically if you kept succeeding and you had multiple Banjonistas, you could keep going until everything in range had Paranoid.

=__Resilience__= Banjonistas are as resilient as you would expect for a 5 stone Gremlin model. 5 Df & Wp and 6 Wds gives them the same defensive statline as a Lightning Bug. They also have **High Pitched** **Squeel**, a 4" push away from an enemy after resolving a Ml action, which is one of the better Squeels as it does not require the Banjonista to be damaged. As a Gremlin, Banjonistas have access to Slop Hauler healing.

While not exactly a defensive ability, Banjonistas have the **Bayou Blues** ability, which works similar to Som'er's **Survival of the Fittest:** When a friendly non-pig model dies within aura 6 of the Banjonista, you draw a card. This doesn't stop your opponent killing your models, but it does give you a little consolation prize for it and might make them think twice about killing chaff without wiping out the Banjonista first. This ability doesn't stack, however, so regardless of whether the dead model is in range of one Banjonista or five, you will still only draw one card.

=__Tactics and Tips__= The Banjonista obviously combines best with Gremlins, since the Foggy Bayou Hoedown only works on Gremlins, and Bayou Blues works on non-Pigs, and both of these abilities work nicely with high model counts, so they are a natural fit for Som'er, particularly when running him as a summoner. He will likely use **Do It Like Dis** for a Mask, which synergises nicely as nearly every Banjonista trigger is on a Mask. Also, you can kill your own models near Som'er and a Banjonista in order to draw a whopping 3 cards, which could potentially change the course of a turn.

While she's not a Gremlin, Zoraida also works quite well with Banjonistas, as they can use **Pluck the Strings** on the Voodoo Doll - this gives the condition to both the Doll and the currently hemmed enemy. When it comes to activate the Doll, obviously you choose to take the damage, so the hemmed enemy takes the damage, and //then// they also have to deal with Paranoid on their own turn, basically allowing you to double up.

Using **Pluck the Strings** on an ally who is surrounded can be quite useful - you can relent so you are sure that the enemies will have to take the TN14 Wp duel or gain Paranoid, the downside is that your target is also sure to gain Paranoid. As already mentioned, the Voodoo Doll is a good target for this since you //want// the Doll to gain negative conditions, but Lenny is also an option because he is immune to conditions. It can be a good way to spread out some fairly high TN Wp duels.

=__Playing Against Banjonistas__= Just kill them. They're not particularly strong defensively, and they bring a fair amount of utility to a crew. To be extra sure, try to hit them with Ca or Sh attacks, or any attacks that target Wp, since **High Pitched Squeel** only works on Df against Ml attacks.

The other option is to push or threaten them out of the 6" range they require to affect allies with their Abilities. Since they're fairly easy to kill, Banjonistas like to sit back behind scarier allies. If you can make them sit far enough back, their scary allies will no longer receive the Banjonista's benefits.

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