M2E+Som'er+Teeth+Jones


 * Som'er Teeth Jones, Gremlin Master**

=__Overview__= toc Som'er Teeth Jones is a very versatile master. While he can (and often does) specalize in summoning or support with his various upgrades, he has very respectable defensive capabilities and his trusty Boomer and Pig Sticker, so he shouldn't be too afraid to mix things up personally if it's called for.

He fits well into any strategy, and can lead a wide variety of crews to great effect.

=__Mobility__=

__ Baseline Movement __
Som'er's **Wk** is average, at 5 and his **Cg** is decent, at 7 with a 2" melee range. Combined with his 3 master AP, he can get around fairly well, but isn't exceptionally fast.

__ Loudest Squeel __
His greatest mobility characteristic comes in the form of his slipperiness. His Loudest Squeel trigger allows him to push a good distance after any attack is resolved against him, regardless if it hits or misses or whether it challenged his Defense (**Df**) or Willpower (**Wp**). Notably, Loudest Squeel does not require the attacking model to be an enemy, so if you need Som'er to move you can attack him with your own models. This is most common on turn one, where Skeeters or Bayou Gremlins will attack him so he can push up the field, but can be used at any time to spend a weaker model's AP in order to move Som'er.

So as long as you have a Soulstone you're willing to burn or have a Mask in hand to cheat with you can easily push out of almost any engagement, or into cover or out of range of shooting. In this way Som'er is one of the hardest models to pin down, making him very difficult to focus fire.

=__Offense__=

__ Personal Capabilities __
Although Som'er is presented as a support master, when focusing on him as an offensive combat piece, you should find him pretty capable. The relevant abilities and actions you should be aware of are:

__Boomer__
Som'er's ranged attack option. The **Sh** stat is only 5, making it fairly low for a master, and the damage profile is on the low-end of moderate at 2/2B/5BB but offers good Blasts on the medium and severe flips. Importantly it has the Thinkin' Luck trigger available to it, which boosts the damage profile to 4/4B/8BB at the cost of one wound on Som'er. This is on Rams, so he can fairly easily get this from his own Do It Like Dis! action. Combining Thinkin' Luck with a focused attack for a cheateable damage flip can lead to some powerful attacks.

__Pig Sticker__
Som'er's melee attack option. He has a decent **Ml** of 6, and while the damage profile is respectable at the moderate and severe levels it suffers as an offensive option by only dealing 1 damage on a low flip. More often than not if you use this ability you'll be using it on your own troops to turn them into pig feed to summon Piglets and this is where the low 1 damage comes in typically. However, if you find yourself in a hostile engagement it's not a bad resort being your only option. Focusing to use this attack makes it much more powerful, as that allows for a cheateable damage flip - and since Som'er has Bayou Two Card, even if you don't have any cards in hand, you can reflip any weak damage flip.

A 2" engagement range means it can also be useful to shut down shooting and interacts in a fairly large area, without worrying too much for Som'er's safety, as when the going gets tough he can push away with Loudest Squeel, and he can use the (0) action **Warn The Kin** found on the **Can O' Beans** upgrade to ensure friendly models cannot hit him in combat.

It's also something of a counter to **Hard to Kill**, since you leave the model on one wound, Som'er can simply hop in and finish them off, spending either a Soul Stone or a high Crow card in order to turn them into a Piglet.

__Bigger Hat Than You__
Not a directly offensive action, but it can be used to great effect to boost either your crew's overall offensive capabilities or to specifically focus down hard targets. This action forces both you and your opponent to discard your entire hand of Control Cards. This helps you out immensely in terms of odds due to the prevalence of Bayou Two Card on Som'er and one of his typical crews.

So while your opponent essentially gets stuck with nothing to cheat with, you can reflip many lowball cards that come up for you. This can make hitting, and sometimes hitting big, occur with more frequency. It's not necessarily a reliable tactic, as you never know what you'll reflip, but Gremlin crews tend to be larger than average, particularly if playing a swarmy summoning crew, and the odds are often in your favour, particularly if you use focus.

__Do It Like Dis!__
Offensively this ability will more than likely be used to hand out Rams to either your crew or Som'er (he gives it to both, as an Aura, but typically you really want it for one or the other that turn) for Dumb Luck and Thinkin' Luck triggers. Doing this just for Som'er gives him a potential at three Boomer attacks doing a minimum of 4 damage a hit. Not bad at all.

Defensively, Som'er can use it to hand out Masks instead. This will make him incredibly difficult to pin down, and any Gremlin buddies near him with Squeel will also benefit. Giving himself Masks also guarantees the right suit in order to summon with Git Yer Bro!

__ Crew Capabilities __
One of Som'er's greatest strengths, offensively, is the ability to scale the aggressiveness of his crew's offense depending on whatever you happen to need at the time. He accomplishes this primarily through the application and stacking of a number of buffing effects on his card. Additionally, he provides a few more situational offensive capabilities to his crew via a couple of his upgrades.

__ Do It Like Dis! __
While Som'er can use this Action to boost his own personal damage, as mentioned above, it can also be used to boost the damage output potential for his nearby Gremlin buddies via their Dumb Luck triggers. Though it is not limited to just that and can potentially give you any suit you want for any kind of offensive trigger your nearby Pigs or Gremlins may have available to them. The Kin models, Bayou Gremlins, Piglets, and War Pigs are typically the most common models you'll want to buff offensively with this action.

Rams is the most common offensive suit to choose, and Masks has been discussed above. Using Do It Like Dis! for Tomes and Crows is more situational, but can be very useful. Tomes can be a strong pick when running a Piglet heavy crew, as it guarantees your Piglets can hand out slow to the models they're attacking. It also provides Bayou Gremlins with extra blasts on their damage track, useful against swarms of low-wound models, such as Malifaux Rats. Crows is probably the least common, since it is a self damaging trigger for Bayou Gremlins. However, it can be useful for Lightning Bugs, who require a Crow to slow on their attack, or for Sammy LaCroix, who needs a Crow in order to summon Stuffed Piglets. In addition, many pigs have the Eat Anything trigger on a Crow, which allows them to heal, and this can help them survive for longer.

__ Rock To The Head __
Perhaps Som'er's most deliberate and directly offensive buff to his crew this ability is available via the Encouragement upgrade. It allows any friendly Gremlin within a relatively large Aura of Som'er to suffer 1 damage voluntarily to get a positive Twist to an action. This can be an immensely powerful force multiplier for a swarm army of relatively inaccurate and weak minions, particularly when combined with Slop Haulers who can heal up the damage.

__Get Yer Bro__
This is not technically a "buff" in the traditional sense, but the ability to spam-summon models (which this action can do easily) can greatly boost your crew's total offensive capabilities. Additionally, because this summoning in this way causes damage to a target friendly Bayou Gremlin it can be used to kill off a wounded one and draw 2 card via Som'er's **Survival of the Fittest** ability, which can give you better cards to cheat from or remove poor cards you might have flipped with Bayou Two Card from your deck.

While most summoners like to use Soulstones to guarantee that they get the correct suit in order to summon, Som'er can use Do It Like Dis! to give himself the required Mask, meaning that he only needs to flip an 8 for a successful summon, which is pretty easy with Bayou Two Card.

=__Resilience__= Som'er has a respectable 6 in both Defense and Willpower, and 12 Wounds puts him at fairly resilient. Bayou Two-Card makes him able to cheat up low defensive flips without wasting cards from in hand, and combined with **Dirty Cheater** can keep him alive much longer than you'd expect.

His best defensive trick, however, is his trigger **Loudest Squeel**, which allows him to push 4" in any direction whenever he gets a mask on a Df or Wp duel, regardless of who won. This is useful against any attacks, but particularly against close attacks, since he can simply push out of range. If you're expecting your opponent to try to kill Som'er, it's wise to save either a Mask card or a Soul Stone in order to guarantee the trigger, or as mentioned above, you can use Do It Like Dis! for a Mask in order to guarantee the trigger.

=__Upgrades__=

__Family Tree__
Possibly Som'er's Signature Upgrade. For the low price of of a moderately high mask (Or a moderately high anything if you Do It Like Dis!) Som'er can turn one Healthy Bayou Gremlin into two moderately wounded ones. If you choose this upgrade, it will generally change your playstyle, where Som'er takes shelter to churn out Bayou Gremlins for the first few turns.

__Encouragement__
Nearby friendly Gremlins can suffer 1 damage to recieve a positive on an action. It's not something many Gremlins can afford to do constantly because of their low wound pools, but it can be very useful to mitigate cover without using Focus, and of course a Slop Hauler can always heal them back up.

__Can o' Beans__

 * Pull My Finger** is a (0) Action granted by Som'er's Can o' Beans Upgrade. It forces all non-Gremlin models within a short Pulse range to pass a reasonably high **Wp** duel or suffer 2 damage. While this typically will be used more often by Som'er's Skeeter totems, it's not a bad ability if you can spare the (0) action and need the 2 damage to clear something (or multiple somethings) off of Som'er.

This upgrade also gives Som'er the (0) action **Warn the Kin** which prevents friendlies from being able to hit him when randomizing a shot into combat. It doesn't get used too often, but can be helpful when you both want to keep an enemy engaged and shoot them.

__Pig Feed__
This gives Som'er the **Pork Whisperin'** ability, letting nearby friendly pigs ignore the **Set'er Off** ability, making them much more controllable. It also gives him a cast action which can push friendly pigs towards a target, and possibly let them make an attack. It can be useful when running a few pigs in your crew to keep them controllable, but if you're running much more than that, consider hiring in a Hog Whisperer or even playing Ulix instead.

__Liquid Bravery__
//(See the main article: Liquid Bravery)//

__Ancient Instincts__
//(See the main article: Ancient Instincts)//

__Quality Mash Liquor__
//(See the main article: Quality Mash Liquor)//

__Dirty Cheater__
//(See the main article: Dirty Cheater)//

__Stilts__
//(See the main article: Stilts)//

=__ General Playstyles __= Being a very versatile Master, Som'er can slot very comfortably into nearly any crew - it's entirely possible to construct a crew without taking him into account at all. However, here are some of the more common playstyles.

Summon Machine
The general strategy is to sit Som'er somewhere with all the support models that he needs and to churn out 2 or 3 summoned Bayou Gremlins each turn using the Family Tree Upgrade. They are fast, versatile, and expendable minions to then do with as you please. Sometimes this will involve spreading the summoned Gremlins out using the Pigapult, for example to easily score Reconnoiter.

Swarming the board has a number of advantages including:

__Out-Activation__
Having more activations than your opponent can be highly valuable. Primarily it allows you to activate non-essential or less important models early in the turn and save more valuable activations until after your opponent has been forced to move most or all of his crew. Then you can make key tactical decisions with a full view of the turn already complete. It will also deny your opponent the ability to interrupt combos or tricks, or to react to your moves until next turn.

__Mass AP Usage__
While his swarming minions are individually weak, collectively they can wear down the heartiest of opponents. This is a blunt force approach to offense, but if you direct enough attacks at an enemy eventually you're bound to succeed.

__Disposable Models__
Having a high number of relatively disposable or expendable models can also be very useful in denying your opponent whatever he wants to accomplish. Run a Drunk & Reckless Gremlin into an enemy model and they'll be forced to waste AP killing it to disengage or risk a disengaging strike. Additionally with so many models it becomes much easier to bluff your true intentions with expendable throwaway minions, particularly with the right unannounced Schemes available.

Aggressive Gunline
This playstyle typically foregoes the general strategy of the summoning and rather focuses on utilizing the Encouragement Upgrade along with less expendable shooters such as Francois, Rami, Raphael, and the Pigapult. Combined with Som'er's **Do It Like This!** Action and Lenny's **Dumber Luck** Ability to hand out Rams to the crew they can provide an obscene amount of damage via the Dumb Luck trigger, specially with the accuracy provided by a little **Encouragement**. The backlash damage from the triggers will need to be healed either via something like Quality Mash Liquor, Dirty Cheater, or Slop Haulers though.

Generally this style can play much more aggressively and is built around taking the fight to the enemy, rather than playing the longer attrition game of summoning and board control.

Versatile Elite Solo Piece
This playstyle plays Som'er as a selfish model who might bring some crew support, but generally plays as a solo model who adapts to the game state to fill in any weaknesses. For example, if there is a key enemy model that needs killing, he will use Do It Like Dis for Rams and focus to give himself a powerful shooting attack, while if your melee presence gets taken down, he can jump in to fill in. With 3AP and Loudest Squeel, he can even run schemes if required. He will still support his crew indirectly, via things like Survival of the Fittest and any nearby models when he uses Do It Like Dis! on himself, but these are typically an afterthought.

This can be combined with the summoning spam playstyle by attaching the **Family Tree** upgrade to Sammy LaCroix instead of Som'er, who can then go off and play aggressively.

=__Leading a Crew__= (With subheadings, usually referencing specific spells, abilities and important combos)

Strategies and Schemes
Som'er works well in all strategies, but he generally wants to play a particular style to suit the strategy.

__Reconnoiter and Interference (Gaining Grounds__) These are possibly Som'er's strongest strategies, and the Summon Machine playstyle is very powerful here, as he can swarm the board with Bayou Gremlins and outnumber his opponent on every quarter. He is even stronger in Interference, where models must be unengaged to score - he simply hires two Skeeters and uses them to tie up as many enemy models as possible, giving Som'er's crew an even bigger advantage.

__Turf War, and Extraction (Gaining Grounds)__ The Summon Machine playstyle can be useful here, to simply replace any models lost and guarantee models in range to score points. However, Som'er can also play a more elite melee focused crew here just fine, using some of the strategies outlined in the Aggressive Gunline section above.

__Squatter's Rights and Guard the Stash (Gaining Grounds)__ These strategies often require a crew to split up, which means that some of your crew will be out of range of Som'er's support. This can be played around by treating Som'er as more of a solo piece, and sending support off with a different group. Summoning also works well here, to simply flood the board with cheap activations.

__Reckoning__ Summoning is generally discouraged here, since Bayou Gremlins are not known for being particularly hard to kill. Som'er can still work just fine with a more elite crew, though, and he can dish out the hurt himself if required.

__Headhunter (Gaining Grounds) and Collect the Bounty (Gaining Grounds)__ Unlike Reckoning, spamming lots of models can work fine in these strategies.

__Stake a Claim__ Gremlins have a fairly easy time with this strategy in general, and Som'er is no exception - he often hires a large number of models with access to 3AP, which makes it fairly trivial to put down more claim markers, since a model with 3AP can both walk and drop a claim marker.

Building a Crew
(What sort of minions might or might not work well with the master, overall advice.

=__Playing Against [Master]__= (How best to deal with the master, things to watch out for, etc.)

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