M2E+Fingers


 * Fingers, Gremlin Henchman**

=__Overview__= toc

Fingers, a crafty Gremlin, babbles incessantly about nothing and pretends he doesn't understand what anyone else is saying. Basically he's that annoying drunk guy at the bar, babbling incessantly about nothing. In play, he's a support and scheme-running piece, providing speed and possibly the best Scheme Marker manipulation in game. He gives bonuses to friendly models' healing flips, though he doesn't heal himself. Instead of damage, he gives targets Poison, which synergizes well with a Brewmaster Crew.

=__Mobility__= Fingers is a Reckless drunken Henchmen. He stumbles around rather well for a drunk guy with a walk of 6 and a charge of 8. With his Reckless, he can get 18" in a round, which gets him where he needs to go.

=__Offense__= Fingers isn’t a damage-dealing model. He has exactly one attack action and it fits in well with a Brewmaster led crew. Fingers can convince another model to **Try Some!** at **Ml 7** and give the target **Poison +3**. On a tomes he gets the //Round on the House// trigger that, after succeeding, all enemy models with a pulse of 4" must pass a TN 12 **Wp** duel or gain **Poison +2**. Since Poison only does one damage a round, this doesn't do much more than soften up most targets, but it sets up targets for manipulation from the Brewmaster (if you're playing in a Brewmaster Crew).

If you're using Fingers to try to kill other models, you're probably doing it wrong.

=__Resilience__= Fingers has good defensive stats of **Df 6 Wp 6**. He also can use the trigger //Loudest Squeel// against any attack actions allowing him to push to safety. He's not a tank, but he'll often slip away from danger and frustrate opponents trying to drop him.

=__Scheme Manipulation__= This merits its own section, because Fingers has a lot of tricks that deal specifically with Scheme Markers and **Interact** actions.

First, he's got **Don't Mind Me**. He can take Interact Actions while engaged. This can be really handy, since he can march right up and perform a variety of interacts.

Meanwhile, he also stops enemies from doing the same with **Chatty**. They can't drop Scheme Markers, or get rid of **Distracted** or **Cursed Object,** or **Deliver a Message**. Keep this in mind. Fingers kills enemy VP.

He also has **I Saws It First!**, an incredible tactical action that places a friendly Scheme Marker in base contact with an enemy Scheme Marker, then discards the enemy Scheme Marker. Note that this isn't an Interact, so an enemy's Chatty doesn't stop it. It's great for Spring the Trap, Plant Explosives, or just spoiling enemy Schemes.

Put all this together, and Fingers is basically a one-stop VP-turning machine of tiny drunken babbling greenosity.

=__Upgrades__=

__Drinking Problem__
This upgrade gives Fingers the Pour Me a Double ability which lets other friendly Tri-Chi models within 6” double the amount of any healing from any healing flips. This works well with his Take a Swig action, as well as with Slop Haulers and the general upgrade of Quality Mash Liquor. Remember that healing can be cheated and the Brewmaster is Tri-Chi, so with a well-timed Red Joker, this upgrade could heal as much as 8 damage.

=__Tactics and Tips__=

Fingers is a good choice when taking Interact schemes for two of his abilities, **Chatty** and **Don't Mind Me**. Chatty reflects Fingers' overall persona and translates into enemy models cannot take interact actions within 6-inches of him. Don't Mind Me allows Fingers to take Interact actions even while engaged.

Fingers is a great addition to a Brewmaster crew for the sheer amount of Poison he can dish out. With Reckless, he can move 18-inches and stop interacts at 24-inches, so he can shut down those first or second turn interact actions. With an always-available Squeel, he can reliably get away from enemy models when he wants to, and still stop interact actions. **Try Some** goes well with the Brewmaster turning Poison to Paralyze (by way of the Brewmaster upgrade Hold Their Hair Back). Don’t overlook Fingers Scheme Marker based abilities when selecting crews, especially in scheme marker heavy scheme pools.

One way to play Fingers is to create a tarball trap with the Brewmaster and **Drinking Contest**, keeping enemies locked up near the Brewmaster and unable to leave, with substantial Wp penalties and difficult doing anything but drinking and poisoning themselves. With the enemy's resources and AP locked up in a Brewmaster tarball, Fingers is then free to run objectives and accumulate VP.

In non-Brewmaster Crews, Fingers can still provide tremendous Scheme Marker manipulation benefits, but not as much Poison Synergy.

=__Leading a Crew__= Fingers can lead a Crew in a Henchman-sized game, but his unusual style of play means you'll need to plan ahead how you will accomplish your VP.

Strategies and Schemes
Fingers as a Leader does extremely well in strategies that require Interact actions, such as **Squatter's Rights** and **Stake a Claim**, since he can take these actions easily, and prevents enemy models from doing so near him. He has more trouble in strategies that require killing, especially **Reckoning**. He'll need to rely on his Crew for these.

Building a Crew
Fingers is in an unusual position when leading a Crew. He has plenty of objective-grabbing abilities, but very little offensive potential or damage-dealing. He'll often rely on the rest of his Crew to take care of non-Interact situations for him, distract enemies, and run interference for him while he wins the game.

If you're leading a Crew with Fingers, you may want to hire some heavy hitters to go with him and compliment his style. The Moon Shinobi and the Whiskey Golem are likely candidates. Some Bayou Gremlins or Bayou Gators might be a good idea too if you want to increase your damage output.

=__Playing Against Fingers__=

Fingers is slippery! It's hard to stop him from taking Interact actions, and it's hard to perform Interact actions near him. Don't leave Scheme Markers around for him -- he'll just convert them to his own.

Killing him can take a lot of work, since he has high defense stats and a defensive trigger to push away before the next attack. Consider Focused high-damage attacks (so the first hit he takes when he slips away matter more) or hanged attacks (so you can keep firing after he pushes). Indirect attacks such as Blasts can also hurt him badly, since he can't use Triggers for those.


 * Fingers will ruin your Distract, Deliver a Message, and Cursed Object opportunities!** You may want to skip these Schemes if you're facing Fingers in an enemy Crew, especially if he's the Crew leader. Even if not, though, keep an eye out and check that Fingers isn't within 6" of you before you try these, or you'll fail and (worse) ruin your surprise. It's better not to take these Schemes if he's in the enemy Crew, really.

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 * __Ownership__ **