M2E+Sammy+LaCroix


 * Sammy LaCroix, Gremlin Henchman**

=__Overview__= toc Sammy is what happens when a Gremlin wants to be like the old Swamp hag herself, Zoraida. While she doesn't have Zoraida's Obey powers or a voodoo doll, she can still dish out plenty of control to your enemies.

=__Mobility__= Sammy is one of the faster models in the faction with a 6/5 Wk/Cg.

=__Offense__= Sammy is a mid range model that is capable in engagement range as well. If she is stuck in Melee she can do two things, she can either attack with her Voodoo Pins, or she can Jynx a model.

While her Voodoo Pins only deal 1/2/5 damage, they also inflict **Poison +2** and importantly, this action has Ml6, meaning it can be a good option to take out low-defense, high armor targets. The poison also synergizes with Brewmaster and Moon Shinobis.
 * Voodoo Pins**

Jynx is a non-projectile ranged attack, which means it can be cast while engaged and will not randomize its target. It deals an automatic 2 damage without a damage flip, and allows Sammy to choose a condition for the target that lasts until the end of the turn: No declaring walk/charge actions; no declaring triggers; or friendly models that activate within aura 3 must take a TN12 Horror Duel. This action is Sammy's main trick and all three conditions are useful. The conditions are much more impactful the earlier in the turn, so Sammy will often want to activate first to get them off. The 2 damage without a flip is also quite good and this action is useful against enemies with **Hard to Wound** or **Incorporeal** as it is unaffected by either.
 * Jynx**

Sammy's only (0) action on her base card allows her to discard an enemy Scheme Marker in order to summon a Stuffed Piglet. You will need at least an 8 of Crows to pull this off though it can be powerful against a crew that likes to use Scheme Markers. Saving a Soul Stone in order to give Sammy a Crow on this flip is a good idea, particularly to discard an enemy Scheme Marker on turn 5, potentially denying them points.
 * Putrefy**

Sammy can cheat fate with the top card of her fate deck. This is useful, as she has Ml6 and Ca6 on her offensive abilities, meaning she is more likely to get them off.
 * Bayou Two Card**

This allows Sammy to discard a card and draw a card, once per turn, when another model (friendly or not) within 6" draws a card. This synergizes well with Som'er Teeth Jones as well as Old Cranky and Zoraida's **Crystal Ball** upgrade, as all of these models have abilities or actions that allow them to draw cards.
 * Winds of Fate**

=__Resilience__= Sammy has excellent defenses, with 7Df and 6Wp, meaning she will be quite difficult to hit. Unfortunately she only has 6 Wounds. Often your opponent won't be able to hit her, but if they do it will hurt.

Sammy has the same Regret trigger that Zoraida carries, it's a nice trigger while resisting on defense, which triggers on a mask (not built in). If an opposing model inflicts moderate or severe damage on Sammy, their activation will immediately end. Its a nice last line of defense if Sammy gets stuck in melee, but it is nothing that should be relied upon, since often Sammy will simply die to severe damage.
 * Regret**

Again, like with her offensive stats, Sammy can use Bayou Two Card to cheat Df or Wp flips, meaning she is even less likely to be hit.
 * Bayou Two Card**

=__Good Student__= Sammy has no special upgrades of her own, however she has the **Good Student** ability. This allows her to attach an upgrade restricted to the Master leading her crew. If she does so, all references to the Master's name count as hers, and no one else can take that upgrade in her crew. This ability means Sammy is a very versatile model and can fill in gaps that your Master leaves. Some upgrades do literally nothing for Sammy to hold, and these are listed as "useless upgrades". Some upgrades have questionable utility for Sammy, but anything that will actually change her in any way is discussed in more detail below:


 * Som'er Teeth Jones**
 * Can O'Beans - Not recommended. Som'er can already delegate the **Pull My Finger** action to his Skeeters, who are a lot cheaper than Sammy. This could potentially be useful for the (0) action **Warn the Kin**, but it is generally not worth it.
 * Encouragement - Taking this on Sammy allows Som'er to get the benefit of the aura. Many Gremlin models have very few wounds and cannot afford to take 1 damage every time they declare an action. Som'er has 12 wounds and so can make relatively free use of this aura, getting lots of positive flips to his actions, which allows him to make fantastic use of his extremely powerful gun.
 * Family Tree - This upgrade allows you to delegate summoning to Sammy, freeing Som'er up to use his support and powerful attacks further upfield. Use this if you want to summon lots of Bayou Gremlins, but also want to make use of Som'er's **Boomer** attack.
 * Higher Proof - Like Encouragement, this gives Sammy a support ability that can help Bayou Gremlins shoot better, but it is generally more useful to bring Encouragement because it is more accessible to the rest of your crew and does not turn off triggers.
 * Pig Feed - Taking this on Sammy will allow her to shepherd your pigs and get a few more attacks out of them.
 * //Useless upgrade: Insectophile//

Taking one of Ophelia's upgrades to use the attack action printed on it is not recommended, since they are discarded after use. However, the tactical actions can be of some use.
 * Ophelia LaCroix**
 * Hooch Igniter - Taking this upgrade on Sammy lets her remove **Slow** or **Paralyzed** from Ophelia and other Kin models.
 * Jug Rocket - This gives a (0) action that allows Sammy to place a nearby Kin model within 8".
 * My Threatenin' Gun - The (0) tactical action allows another friendly Kin model to take a (1) action with negatives to the duel. Sammy can use this on Ophelia to take a **Rough Riders** attack, which inherently has a positive. This means the duel will be a straight flip and can still be cheated.
 * ////Useless upgrades: Metal-Lined Coat,//// //Useless Junk//

Zoraida has two very powerful upgrades which are **Limited**. Sammy can take one herself, and Zoraida can take the other, allowing you to gain the benefits of both.
 * Zoraida**
 * Animal Shape - This helps improve Sammy's mobility and is a very good pick when **Entourage** is in the scheme pool, since Sammy has a better Df stat than Zoraida. Taking it on Sammy allows Zoraida to still make use of Crystal Ball.
 * Crystal Ball - If for whatever reason, you want to take Animal Shape on Zoraida, picking up Crystal Ball on Sammy will mean you still get the benefits of both Limited upgrades. However, Sammy's **Winds of Fate** ability will not trigger if she chooses to draw a card from this upgrade.
 * Hex Bag - Zoraida does not have any (0) actions, and this gives her a powerful one. Sammy can use it well, but Zoraida probably wants it more.
 * Poisoned Fate - This upgrade is helpful to give Sammy a longer range and higher damaging attack which can benefit from her **Bayou Two Card** to make it less card intensive. When not using this attack, she is also likely to be closer to enemy models than Zoraida, so it's more likely for enemies to be inside the 6" anti-cheating aura.
 * Tarot Reading - This can be useful if you need to hire Swampfiends and Zoraida already has three upgrades, but Sammy can hold more useful upgrades, and Zoraida holding this upgrade allows Will O' the Wisps to access the (2) action that it grants.
 * //Useless upgrade: Powerful Control//


 * Brewmaster**
 * A Barkeep Never Sleeps - This adds extra damage to poison in an aura around the holder, as well as a (0) to resummon Wesley if he dies. What is most useful about Sammy holding this is that it allows Brewmaster to use his Drinking Contest on the same turn that Wesley is resummoned.
 * A Friendly Ear - This adds a Mask to Sammy's actions which is useless, but it might be useful to give Sammy a close range pulse attack. However, models are more likely to cluster around Brewmaster, so he will see better use of it.
 * Binge - This is a very powerful action and with a good hand means that your crew could potentially get off //six// Obey/Obey-like effects per turn. It gives Sammy a good option for when none of Jynx's conditions seem appropriate. However, bear in mind that Apprentice Wesley can use Brewmaster's (1) Ca actions, so you're missing out on him being able to use this if you give it to Sammy.
 * Hold Their Hair Back - A downside of this ability is that Brewmaster just doesn't have the AP to do everything, and this upgrade normally loses out. Taking it on Sammy gives you a dedicated model that can try to paralyze an enemy. She can also hand out poison with her Ml attack.
 * Running Tab - A slop hauler is usually enough to keep Sammy healed up, and she wants to save enemy scheme markers to turn them into Stuffed Piglets. Also, most Tri-Chi models are available in the Gremlins faction, so the **Kegger** ability is mostly useless.
 * The Good Stuff - While this can be useful to give Brewmaster an actual damaging attack, Sammy already has a close attack with a better Ml stat and damage track. She does inflict poison, so could get the benefits of the positive flip though.

Mah is very upgrade hungry, and already has The Little Lass to carry one upgrade, but sometimes you want a fifth upgrade or a different totem, and Sammy is useful in these circumstances.
 * Mah Tucket**
 * Bounty - This is a nice way to stop Bayou Gremlins from getting their **Ricochet** trigger on a crow. It also has good synergy with **Winds of Fate**, which will trigger if Sammy is close enough to the killing model.
 * Know the Terrain - This is not particularly useful on Sammy, since her Cg stat is only 5 and she generally wants to avoid being in melee. Mah can generally make much better use of this ability.
 * Lead Lined Apron - This can be useful to give Sammy Armor +1 if you really don't want her to die, but both Mah and The Little Lass are more likely to make good use of it because they are often right up in the fray and much more convenient targets.
 * Manifest Destiny - Useful to add a little extra card draw and allow the rest of your crew to continue to use **Get Off My Land** beyond turn 1, but it is much better suited to Mah holding it, as the range increase and card cycling do much more for her, as well as the card draw from this upgrade can then trigger Sammy's **Winds of Fate**.
 * Pit Traps - A fantastic upgrade that doesn't rely on any of Mah's inherent abilities means this is a great upgrade to take on Sammy, since it lets you use her AP to drop new traps instead of your master AP.
 * //Useless upgrade: Out For Blood//

Wong has three **Limited** upgrades, and Sammy is a good choice to hold one of them, so that your crew can gain the benefits of both. Two of these upgrades boost models with the **Magical** condition, and taking both can supercharge Swine-Cursed and your designated model.
 * Wong**
 * A Gremlin's Luck - This is one of Wong's limited upgrades and is not particularly useful for Sammy, since it gives a positive on all flips during her activation that are not a duel or damage flip. She doesn't have any of these inherently and the only way to get one in a Wong crew is if she also took **Quality Mash Liquor** and used it on herself. Sammy is usually used to hold one of Wong's other limited upgrades while he carries this one.
 * Behold My Effervescense - One of the actions is useless, but the other can be useful in order to use the Ooh... Ahh... action to give your crew some area effects without spending Wong's AP.
 * Ooo Glowy - This is one of Wong's limited upgrades, and it grants **Regeneration +1** and +1 damage to the model you have chosen to give the **Magical** condition to.
 * Sparkly Lights - This is Wong's other **Magical**-affecting upgrade, which gives them scheme running potential with **Don't Mind Me** and **Agility**. Both of these are good upgrades for Sammy to hold, so that Wong can bring either A Gremlin's Luck or the other **Magical**-based upgrade.
 * Three Demon Bag - Sammy can take this to free up Wong's AP for other actions, and to gain a quite powerful damaging attack with some good triggers and a higher Ca stat than Jynx.
 * //Useless upgrade: Explosive Solutions//

Ulix is quite upgrade hungry, particularly if you are using him as a summoner, so Sammy can be useful to hold an extra support upgrade.
 * Ulix**
 * Clobberin' Stick - While using Sammy's AP for **Poke Around** rather than Ulix's might be tempting, bear in mind that **Winds of Fate** will not trigger if she draws the card. Ideally, Sammy will not find much use for the (0) attack, since she will be away from combat.
 * Corn Husks - This lets pigs discard enemy Scheme Markers and Piglets interact as a (0) provided they're in LoS of the upgrade holder. It can be good to put on Sammy if no one else can hold it, but since she is only Ht 1 and other models that can hold this are Ht 2, it's probably better to let them have it for better chance at LoS
 * Huntin' Bow - This gives Sammy a good damaging attack action and also allows her to make friendly pigs take Charge actions. If she holds this, between her and Ulix, your pigs will have lots and lots of out-of-activation attacks
 * Husbandry - This upgrade lets you summon Piglets and War Pigs. Just like Som'er's **Family Tree** upgrade, it can be good to put on Sammy to free up Ulix's AP. However bear in mind that summoning a War Pig deals 4 damage to the summoning model, which in Sammy's case is almost all of her wounds. On the other hand, if Sammy summons, it can be less card intensive as she has **Bayou Two-Card**, which can be used to reflip failed summons.
 * Pig Midwife - Useful to add support to summoning Ulix, allowing pigs to come in without Slow, and she can stand further forward to allow Ulix to summon pigs further away from himself.
 * Pig Sling - This gives Sammy a slightly longer range, more damaging attack that can also move pigs around. Useful to add even more mobility to a pig crew.
 * Throw Yer Voice - Like Huntin' Bow, this allows you to use Ulix's AP to summon, and then use **Disembodied Sooey** to support pigs by pushing them around.

TO ADD!
 * Zipp**

=__Tactics and Tips__= Sammy works well in a lot of different crews, and her tactics will be based strongly on which Master upgrade you chose to take, if any. Generally, she likes to activate as soon as it's safe to do so and use **Jynx** to give conditions to enemy models. Denying walk and charge actions is typically the most useful early on in Strategies such as Turf War or Squatter's Rights, whereas later when models are in combat, denying triggers or forcing Horror Duels is a better use of her actions.

Don't forget to be on the lookout for enemy Scheme Markers to turn into Stuffed Piglets. Provided you save a high crow card or a Soul Stone, you can stop your opponent from getting Scheme Markers on a large area of the board.

=__Leading a Crew__= As a Henchman, Sammy can lead a Crew, but she loses one of her most powerful abilities when played without a Master.

Building a Crew
Sammy has no particular Crew synergies.

=__Playing Against Sammy__= Sammy has really high defenses, but low **Wd**. Indirect attacks (like blasts and auras) or **Focus** attacks will go a long way.

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 * __Ownership__ **