Fun unlimited with commonwealth gnomes, Jonglers sold separately - Gnomish Guest Article
Commonwealth is a
straightforward faction with little to no tricks. Wrong! Gnomes are the perfect
blend of jank and brute force. Not too complicated to learn, but learning all
the subtle tricks takes time and practice. I can tell you for a fact, It is well
worth the effort. So let's find out why gnomes are fun to play and how to make
the most of each model.
Mama Gimble
Mama Gimble, alone a
pitiful model with no real offensive presence. With gnomes, she is the bane of
your opponent's existence. As Mama is a gnome, she has the typical gnome health
and energy distribution: 6 health with all 3 of her energy at the lower end of
her health. Mama is simply a support model for gnomes, with a passive 4"
bubble that provides other friendly gnomes a +1 to melee, a +1 to arcane and -1
resistance from magical damage. So all gnomes like to stay around Mama for
those sweet sweet buffs. Likewise, Mama also likes having gnomes around as all
damage is reduced by the number of friendly gnomes within 3" of her (this includes
herself as well). This makes Mama extremely hard to kill as for the majority of
the game she can easily have 4+ damage resistance from all damage, if
positioned correctly.
Apart from being a
buffing model, she functions as a primary healer with two methods of healing:
Her arcane ability and her active ability. Her arcane is a typical 2 energy
cost action that heals a friendly model within 8” for X+1. Off her arcane of 6,
this may seem like the best way of healing but spending 2 of your 3 energy on
one action is very costly. The alternative, however, uses her active ability
called mother’s love, which is truly the way to go. With a cost of 1, a range
of 10” and healing for 2 without a flip, it is reliable, cost effective, has a
longer range and has additional benefits of movement by pushing 2” towards the
target model. It also pushes the target 2” towards her. So this can either be
used to make up for Mama's awful movement speed with some positioning
shenanigans or, in a pinch, an out of position model can be healed and come back
to the safety of Mama. The only caveat to mother’s love is that it can only
affect a gnome, which should not be a huge problem as who would bring Mama
gimble in a non-gnome list? The last thing to consider about healing is the fact that
Mama can use both mother’s love and her arcane healing in the same turn, for
healing on one or more models if needed.
As touched on before
Mama is a model with the slow trait, meaning she can only jog 2". Mother's
love is the primary method of moving Mama as it essentially moves Mama 2"
for 1 energy. The other movement option Mama has is her signature. It allows
Mama to change places with a friendly model within 4". In a pinch, this can
get Mama out of threat ranges of an opponent's model and get a more suitable
model into combat. However this is best used as a last resort, as a melee stat
of 2 is bad and 4 on the attack just feels mediocre, but in a pinch can save
Mama from danger.
Finally comes the
best ability on Mama’s card: Mother’s wrath. This one ability can change the
course of the game. By spending a single energy on Mama, all other gnomes
within 3” gain an energy and all enemy models suffer 2 wounds. This ability can
only be triggered once per game, as it would be far too good otherwise. Seeing as
many gnomes are balanced by the amount of energy they have limiting the number
of actions that can be taken. At the end of this article, I will exactly
describe how the turn Mama uses this ability shapes the entire game, but for
that, I’ll need to describe the other gnomes first.
Mama is a solid model
that thrives in any gnome list, being the most important model in the troupe.
Her strengths come from being a very tough model to kill and the huge potential of
healing on the turn she activates. Her weakness is positioning. If she is away
from her gnomes, she becomes one of the easiest models to deal with (2 melee,
melee range of 1" and 6 wounds). So be wary of models like Boom Boom
McBoom and Kaufman. Also, models that negate abilities when they attack like the
Vicious Midget’s and El Capitano’s signature attacks that ignore passive damage
reduction which can kill Mama so be wary of those too. Note: Mama is a
great holder of moonstones as she is already slow, so movement being impeded is
not an issue, and having huge damage resistance means she is extremely hard to
kill.
Morris
Morris the miner, the
name that fits and says what this model is all about. He is arguably the best
model to dig up moonstones in the game as he has the unique ability to harvest
any stone for 1 energy. Along with that, he has 8 wounds and the ability to heal
2 wounds at the start of his turn meaning once he has the stone it can be
difficult to take them off him. He only has 2 energy, which at times can feel
like very little, but they are at the end of his health so it is unlikely that
you'll have fewer energy at the start of the round.
Apart from his
mining, Morris has a respectable range attack. Though it may cost 2 energy, the
main goal of the attack is not really to damage the target but is to apply slow
to them. This means a valuable target can't run away, or a scary melee attacker
can't get into range. Also, it deals wounds as opposed to damage so there is no
passive damage reduction to worry about, which is quite handy. He also has a 0
cost, once per turn ability that moves a target model 2” away. This can be used
to either move a model up the board or away from harm. It can also be used on
enemy models, but being limited to a 1” range, which means it’s best used
defensively to attempt to move dangerous melee models away.
Morris is a strange
one when it comes to melee. He has a lackluster melee stat of 3, 4 if Mama is
around. He has no damage reduction and deals no damage on a slicing attack.
But, he does deal +2 damage on an impact attack. Now, rising attack and falling
swing can both be impact, and if you predict correctly, will swing the melee
combat in your favour. Also, his signature, on the falling swing, ignores
passives so it would deal a minimum damage of 4 on the target, except against a
high guard. The only attack that has to be slicing is sweeping cut. Now if you
can predict the thrust, this can allow you to deal massive damage with either
the rising or falling on the follow-up attack, but an incorrect prediction is very
costly. Due to his poor melee stat, melee is more dependent on the luck of the
draw than most, including myself, would be comfortable with. So it is
ill-advised.
Overall, Morris is a
niche model whose selection is really dependent on the moonstone drop. I can
see two reasons to have Morris. The first is if there are many high depth
stones in your deployment. Morris can go and scoop them up. The second is if
there are more stones on your side of the deployment and you want to slow the
enemy so you can quickly pick them up. This is riskier, but denying your
opponent the opportunity to get near the stones can entirely win you a game.
The biggest problem with Morris is that he specialises in a very niche task,
which makes his selection difficult for teams and even harder in a tournament,
but he has the potential to do well.
Graddock
Graddock is a gnome,
militia model (yes the militia is important for later). Graddock can be summed
up as truly rage-inducing to play against. Similar to Morris, Graddock has 8
wounds and 2 energy at the bottom of his health. He also recovers 2 wounds at the
start of each of his activations. His passive auras are a part of why he can be
devastating. Firstly, if a model within 2" of Graddock (friendly or foe)
is targeted by an arcane ability by the enemy, the card played must be
revealed. So, it's a 2" bubble of no lying. This means there will never be
a recasting if you guess incorrectly. Models with trickster can't get extra
energy. The intrigue of the arcane guessing game is non-existent when the
opponent casts. The second essentially flips the script. It's a 4" aura,
where friendly models may ignore catastrophe effects. This means the only
consequence of lying is that the arcane ability will not go off. So this is
where the mind games begin. Calling a lie incorrectly means the ability will
get recast (no downsides so why not) but not calling it means that any card can
be played down. It's a win-win situation where the opponent really needs to
think carefully and where overthinking can be devastating.
If you thought that
was all the awful things Graddock had, think again, or more accurately forget
about it. Forgetfulness will make opponents rage as key abilities are unusable
for a whole round. It costs 1 energy, so it can be used twice a turn, and without
any kind of flip, an active or arcane ability is removed from a character.
Limited to only 8" (which is still quite far) this ability can stop
enemies from shooting, healing, reloading, etc. The list is endless and so it
the havoc created when this ability is used correctly.
Graddock has a ranged
arcane attack that may seem lackluster but it does have its uses. Off an arcane
of 2, 3 is Mama is around, it deals X damage but has a fantastic range of 14”.
It also ignores evade and cover, which means this is one of the few attacks
that can target evasive models (like faeries and Natty). It may cost 2 energy,
which is expensive but can also be that final blow to kill a pesky model
running away with all the stones.
Finally, we have
Graddock in melee. He’s got a melee of 4, which is respectable for gnomes.
Graddock has no damage modifiers and his signature will probably be used more
for the movement, rather than the damage. Basically, he’s not a model for melee
combat but he is also not entirely helpless if it happens.
Overall, Graddock is
basically used for his auras and the ability to make enemy models forget key
abilities. He counters faeries and other models that rely heavily on a single
arcane attack of active ability. He also helps gnomes with ranged attacks as
having the ability to lie without the fear of the catastrophe is very strong
and can be very annoying for the opponent.
Young Jack
So Jack on the surface seems like your basic melee model, sporting good melee damage modifiers
and a shield that reduces all damage by 1. But if you scratch the surface, he
is so much scarier and should be respected when played against. So Jack is a
gnome, noble and militia model. Gnome means that Mama’s auras affect him while
being a noble means that Eric the squire and bodyguard models also have a use
alongside him. We’ll get to why militia is the reason he is so good. Jack has 7
wounds and 3 energy at the bottom of his health, which is decent for gnomes.
So Jack has some of
the following incredible abilities that allow him to function well. First, let's
talk about magical brew. It’s an arcane ability that costs 1 energy, where a
blue will heal you and a pink will provide you with energy. Off his arcane of
2, 3 with Mama, this may seem unreliable but this is where his active ability
comes into play. Lucky is one of the few abilities that let you look at the
arcane deck. It lets you see the top 5 cards of the deck and you can place any
number of them at the top and bottom of the deck. This can be used in
conjunction with magical brew, which can be used to set up for an attack next turn by
a friendly model or stop an attack from an enemy model. It is versatile and
only cost 1, which is worth the cost. Also, it is not once per turn, so Jack can
use it to place a blue card on the top of the deck, heal using magical brew and
use Lucky again to set up for the next turn.
So Jack is primarily
a melee model. Having a melee of 4, may seem low but can be increased by Mama
and Eric’s auras (both being 4”). His true weakness is his 1” range, so you
really need to move Jack so that he is base to base with his target, so they
can’t step away. His slicing damage is increased by +2, and piercing is
increased by +1, so all but his signature is modified. His signature is on a
low guard and deals respectable damage to all attacks apart from thrust and has
the added bonus of moving the target 2” directly away from Jack. Now, why is
Jack annoying to deal with? Well, all his strength comes from his ability to
increase his melee to silly levels. With Mama and Eric, he can have a melee of
7, 9 on the attack and being a militia means it can be boosted even further.
This heavily skews the melee combat in favour of Young Jack. Also the merits of
Jack’s signature cannot be unstated. Turning a guard into a damaging move is
disgusting, especially when you consider the following: If a rising attack is
played, Jack can counter and follow up. If a falling swing is played, Jack can
turn it into damage, still making the card effective. It’s one of the few
attacks that can damage though both guards as well. The ability to move an
enemy model 2” after the attack (multiplied by the number of low guards played)
means you can shove a model away from a moonstone you want to harvest or move
a dangerous melee model away from the rest of the team. The only card that counters
this signature is a thrust, which both players should be very wary of. Mostly
due to the fact that a sweeping cut off Jack hurts as it gets +2 slicing damage
and is good against thrusts, rising attacks, and falling swings, but there will
be damage dealt to Jack.
Overall, Jack is an
incredible model that should be considered in almost all gnome, militia and
even noble compositions. His melee capabilities are vasts and are only limited
by his 1” range. Magical brew is a useful ability, but without support, it can
be chaotic and unpredictable. Lucky is a great ability with a near unlimited
amount of uses and ways to influence the game. Jack also has one of the best
armours as it blocks damage from all sources and is very good at keeping him
alive.
Billy
Gnomes are slow,
right? Well take a quick look at Billy and this misconception will be
shattered. Billy is a typical gnome with 8 wounds and 3 energy on the lower end
of his health. He has 4 melee and 4 arcane, all very standard for a gnome, but
the true strength of Billy comes from his abilities. Billy is the only gnome
(so far) that has an evade stat of -1, which is a nice touch to show his speedy
nature. Apart from being a gnome, Billy is a militia and also has the animal
trait. The militia is a great trait to have as a gnome and animal means that he
may see some use in commonwealth animal/faun lists in the future.
So Billy has an
active ability and an arcane ability. His active ability, ramming speed, costs
3 energy and allows Billy to move 6” towards an enemy model. If base contact is
made, the target is dealt X+1 impact damage and the target is moved X” away. So
this ability has many factors to consider. Now, this essentially has a 10”
threat range to engage/damage an enemy model, which is crazy. This can also be
used to push enemies away from moonstones or possibly off the board (which is
incredibly funny when it works). However, the pushing on this ability is
entirely dependent on a blind flip of the arcane (unless lucky is used prior).
There’s a 1/7 chance of catastrophe occurring but this is usually a risk worth
taking, as this ability is mostly used as a hail-mary or some ludicrous
half-baked mad plan. The arcane ability is something that should be used often
as it is one of the best movement techs for the gnomes. Off Billy’s arcane of
4, 5 with Mama, and going off two colours, it allows Billy to move 2X”. More
often than not, this means Billy is moving around 4”, or more if you find a 3
or your opponent calls a bluff incorrectly. This allows Billy to move very
quickly, even if he is carrying a moonstone. This is where Billy truly shines.
Having the ability to move on turn 1, such that he can pick up a low cost
stone, then on turn 2, he can run away holding the stone. If the moonstone gods
bless the stone scatter, Billy can sometimes have the potential to pick up 2 or
3 stones before the opponent can react, and his evade means that shooting him
is not that reliable.
In melee, Billy is
decent. He deals +1 damage on slicing and takes -1 damage on slicing due to his
armour. This seems decent but Billy’s true strength comes from his signature.
On the falling swing, it becomes an attack where each critical hit deals an
extra damage meaning if you play 2 cards it deals an extra damage and if you
play 3 you deal two extra damage. Along with its very uniform damage
distribution and the fact that it’s also slicing damage makes it an extremely
reliable attack. Also, the end step really highlights why it's a great defensive
attack. Being able to move the enemy model that initiated the melee up to 3”
away is great. Also being a militia means his melee can be increased, also
helping with his survivability.
Overall, Billy is
possibly the most fun gnome to play with, as he whizzes around the board
collecting all the stones and being a general nuisance to deal with. Probably
my favourite gnome that is mostly dependent on the stone drop at the start, in
my opinion. With a plan, Billy will shine. Without a plan, Billy is versatile
and provides options. What more do you want from a model?
Gnomish
airship
The airship is one of
two dedicated ranged damage dealers in the gnomes. Having no melee stats and
the unique ability of avoiding engagement. It also cannot harvest moonstones or
get any benefits of cover. The airship has 8 wounds, 3 energy at the
bottom of its health and an evade of +1. Also, it has no damage resistance so
it's a model that's easy to hit with arcane abilities. Even with all these
negatives, it is still a great model and fulfills the unique niche of range
very well. Sporting an arcane of 3, 4 if, near Mama, it looks underwhelming. But
if you analyse its arcane abilities you’ll understand why. Especially when you
see that the airship can “fly” over obstacles that would impede other models,
so it can easily maneuver to a favourable location to fire. It also helps that
the airship has the militia keyword as well.
So the airship has 2
arcane abilities. Firstly, there is the main ranged attack of the airship. It
costs 1 energy to fire then a further 2 to reload. With a range of 10” and X+2
piercing damage, the ability is very consistent with a 3/4/5 damage profile.
The attack comes with the added bonus of pushing the target enemy 1” after a
successful attack and the target cannot benefit from cover. Though the overall
cost may seem high, the ability to fire as long as you can draw a line of sight
within 10” is insane. If the airship wants to shoot at a target, most times the
airship will have a viable shot. Also, the cost of getting caught bluffing is
very high. If the airship is not near Graddock, getting catastrophe is
crippling as it ruins the main form of damage the airship can deal. The second
arcane ability is more situational but infinitely more fun when used. It’s a 2
energy cost ability called dropping bombs. Unsurprisingly it’s an area attack
affecting models with 2” of the airship (friend or foe) dealing X+1 magical
damage and pushing the models X” directly away. This ability is great for
damaging pesky, high evade models as it doesn’t target a model. Magical damage
is hardly resisted so that is a huge bonus, especially good against high armour
melee models. The only negative is that calling a bluff against the bombs is a
safe bet, as long as a 2 or higher is played, the follow-up attack will not
have targets to bomb due to the initial attack pushing them out of range. This
is why base contacting key targets is recommended so that on a 1 or 2, they
can still be in range of a follow-up bomb.
Basically, bluffing
this action is not advised as the initial attack may push the target model out
of range from the follow-up attack. So the opponent essentially loses nothing
by calling the bluff as no follow-up attack could be made. The catastrophe for
the airship is suffering 4 wounds, which is steep, so lying is not recommended.
Overall, the airship
is a unique model as it forces the opponent to bring range to deal with it. It
is also very susceptible to range damage but the fear of the airship’s ranged
damage is a huge factor why it is generally successful. If played correctly,
the airship can tear the enemy troupe apart by shooting and killing key models,
but mispositioning or getting caught lying can spell absolute doom for the
airship. Basically, it’s an all or nothing model with great potential and is
worth the risk to bring.
Quarrel
Quarrel is the other
dedicated ranged model in gnomes, but he offers so much more than just range.
Like most gnomes, he has 8 wounds and 3 energy at the bottom of his health. He
also has a mediocre melee stat of 3, with a range of 1” and an arcane of 3 as
well. He also has the unfortunate joy of starting with slow, so movement is not
one of his strengths. Then why is he possibly the second most important gnome
available in the game (after Mama obviously)?
Well, Quarrel has a
typical ranged arcane attack and a unique active ability. The arcane attack is
a 1 energy cost, 14” crossbow with a simple 2X piercing damage profile. This
gives him a 2/4/6 damage track which is incredible on the higher end but the
lower end leaves something to be desired for a dedicated ranged attacker. The
attack also pushes the target 1” away after a successful hit which is a nice
addition. It does cost 2 energy to reload and you cannot reload if Quarrel is
engaged. Crossbow has an outrageous range of 14”, so even though Quarrel is
slow, he has the ability to shoot models from the start of the game (the
minimum distance between deployments is 16”). The biggest obstacle for shooting
at long ranges is positioning, especially your own models. Remember, the
crossbow does not ignore cover, so if you can draw a line from each base that
is obstructed, the target gains cover. If you position poorly, shots will be
obstructed probably by your own models, so you’ll give the target cover from
the shot, which is undesirable. On the flip-side, if the opponent poorly
positions a model, Quarrel can easily take a shot to potentially deal massive
damage. Quarrel’s other ability is why he is so dangerous. Brothers in arms is
a 1 cost ability that targets a militia model within 4” and gives them +2 melee
and +1 arcane. That would be enough but the target can also spend an energy and
affect Quarrel. Enough? Of course not, as this is not limited to once per turn
it can affect the same target multiple times, so it can also affect Quarrel
multiple times as well. This in conjunction with mother’s wrath and the models
that this ability can affect are the reasons why Quarrel is dangerous and is a
top priority for any opponent to kill as soon as possible. Near the end of the
article, I have explained in depth how to properly abuse this ability, as it is
too much to write here.
Melee is truly where
Quarrel lacks, only having a melee of 3 is woeful and increasing it to 4 when
around Mama will help, but not much. Quarrel has no damage resistance and only
increases slicing damage by 1. His signature suits him as it’s on a high guard,
reduces damage suffered by 1 per copy and moves him 2” per copy. Getting
multiple high guards is only achievable on the attack, which already implies
things are not going well. But if luck smiles upon Quarrel, he can move faster
than he’d ever imagined.
Overall, Quarrel is a
great ranged attacker as he sports a 14” with the potential of great damage on
the mid to higher end. Predictably, Quarrel has poor melee stats and there is
nothing special about them. However, in my opinion, if his card was blank and
only had brothers in arms, he would be an auto-pick in militia comps. Having a
base of 3 stacks of brothers of arms, on the surface, on certain models is
scary. See the brothers in arms section to see how it can be abused along with
the other militia models and the correct support.
Loci
Loci is a gnome and a
rogue. He has 8 wounds and 3 energy at the bottom of his health track. With a
melee of 4, melee range of 1" and an arcane of 3, Loci seems to be a
typical gnome. Loci increases impact damage by 1, but cannot deal piercing or
slicing damage. This vastly limits the offensive presence of Loci in melee. His
defensive passive allows him to reduce the first instance of damage dealt to
him by X. This can situationally be very helpful, but due to its inherent
inconsistency, you can't rely on it to protect Loci all the time. It also only
works once per round, which severely hampers the survivability of Loci. He is
also a model with trickster (as his name would already suggest). This means
that if he successfully bluffs on his activation, he gains an extra 3 energy
to spend. This essentially means that he can be a 6 energy model, but it
shouldn’t be relied on all the time. This is best used as a terror tactic and
play mind games with the opponent, making them incorrectly call bluffs so that
Loci can recast an ability for free most of the time and once in a while bluff,
just to see the face of the opponent drop in awe of your risky play.
Loci has some very
useful arcane abilities that can help the team. First is verdant growth. This
costs 2 energy and allows Loci to place a wooded patch within 4X”. This patch
remains on the board till the end of the game. This patch can have a few
different applications. It can simply be used to provide cover as it is a 50mm
base, which is very handy against ranged heavy teams. It can also be used to
block paths for the opponent, either stopping them from coming towards you or
some stones, but also can stop models from escaping. This can be very good as
it can isolate weaker models or those carrying stones from the rest of their
team. But beware, faeries are still able to freely traverse over these patches
as they are essentially forests in design. The other for these patches is to
provide Joanna a method of using her arcane ability to deal damage to opposing
models. So a niche but versatile ability. Loci’s other arcane ability is a 2
cost ability called one with the wind. This allows him to move a target model,
friend or foe, X+1”. This allows Loci to move models around outside their
activation, which is a great boon at times. As gnomes generally struggle to
rush towards stones in the middle of the opposing deployment, this can be used
to move models towards the stones, in an attempt to harvest them or stop the
opponent from having essentially having a free stone. The other is that if a
model has a stone or is getting buffs from other nearby models, this can be
used to drag them away, in an attempt to try and deal with that model. This
ability is generally why Loci is selected, especially if you are the player
with initiative (so didn’t choose table edge) and the stones are slightly skewed
on one side of the board.
As stated previously,
Loci does struggle a bit with melee as he can only deal impact damage. This
limits the options of cards he can play as both thrust and sweeping cut don’t
have an impact damage option. Luckily, Loci has a strong signature attack on a
falling swing. It deals at least 0 damage to all cards played, which is always
increased by 1 due to his weapon. It also ignores passive damage reduction, so
all damage dealt will reduce the health of the opposing player. Its end step
effect is optional as you may move the enemy model 1” (per falling swing). This
is great as it can be used defensively, or used to move models away from
stones. It is a move so it can be used to reposition the opposing model away
from their team and in the middle of the gnome scrum, which will severely
reduce the effectiveness of that model in melee. Also, the signature attack will
either deal 1 damage or 3+ damage, so prediction is everything. So, in melee,
Loci can do great work but is also not his original purpose on the team.
Overall, I believe
that Loci is a hidden gem in the gnomes. The ability to move the gnomes faster
is alone enough to include him in teams, especially if you have the initiative.
Also, the mind games with trickster and harassing the opponent with wooded
patches is quite fun. So a model that should always be considered, even though
he doesn’t have a ranged attack or particularly shine in melee.
Muridae
Muridae is the only
commonwealth gnome, that is also a part of the dominion faction as well. He also
has the rogue trait, which itself is unimpressive but allows him to interact
with a wider pool of models than just other gnomes. Muridae has 8 wounds and
similar to other gnomes he has all 3 of his energy on the lower end of his
health track. He has a melee stat of 4 and a range of 1". He also has no
arcane stat as he has no arcane abilities. He does, however, have a great aura
which gives all friendly rogues, within 6", a +1 in their arcane stat. He
also has a pelt that deduces magical and slicing damage by -1 and a dagger that
increases piercing damage by +1. His aura lets him synergise well in rogue
teams (both commonwealth and dominion ones). He is also one of the few
characters that reduces magical damage, which once you understand his role,
makes a lot of sense for this character.
So what is Muridae
all about? Stealing stones. His abilities and even his signature are all about
this one job he should be doing. He sports a variety of abilities which allow
him to maneuver around models and get away with his theft. His main ability is
obviously his robbery. This costs 2 energy and allows Muridae to take a
moonstone off that model (friendly or foe). It is limited to a range of 1"
and the target must have fewer wounds remaining than Muridae. Even so, this ability
is integral to the role he plays and helps his team deal with certain threats.
Models such as the revenant and some faeries can take stones and there are few
ways to get the stone off them. Robbery offers a method of taking stones
without killing the model holding it. The revenant can't die and killing a
faerie, in melee or at range, is difficult, luck-dependant and can be energy
inefficient. So Muridae is a very important character. His other abilities
include sneaking, squeaking and sewer rat, which all cost 1 energy each.
Sneaking gives Muridae an evade stat of -2, which in conjunction with cover,
makes him an evasive, undesirable target to attack at range. Especially
considering that his pelt is designed to resist magical damage (which is the damage
type primary used by faeries at range). This is his primary method of not dying
before he can get close enough to use his next ability. So, have you wondered
how Muridae could actually get within 1" of models to use robbery yet? For
a lesser model, this would mean you would have to touch bases with the target
model with the stone. But not Muridae, he has a trump card called squeaking.
Squeaking targets an enemy within 6" and moves them 1". It sounds simple
but then the opposing player can’t use a reaction step in response to this,
which is huge. This gives Muridae some options to deal with some particularly
annoying scenarios. The first is simply trying to get in range to use robbery.
So Muridae can jog within 1”, then use squeaking if the opposing model tried to
reaction step away. The second is conversely when Muridae wants to escape from
engagement. If he has a stone but is engaged, he can’t jog away. The opponent
can reaction step back into engagement if he tries to step away. Using
squeaking to move the model away and since they would ordinarily reaction after
that, escape becomes a feasible task. Other uses include moving an enemy to
engage another model, moving an enemy so that harvesting a stone is possible
and using the enemy as cover to block or provide cover from a ranged attack.
Muridae’s final ability, sewer rat, is a means of escape once he has stolen as
many stones as possible. It allows him to essentially remove himself from the
board for a turn if he is in a building, then return back the following turn in
any building. This has two uses, running away or running in, as it can be used
early in the game to place Muridae in a favourable location. It is once per
game, so use it wisely to make the most of Muridae.
Muridae in melee is
an interesting one, with a melee of 4 and 1” range, he can feel lackluster
seeing as it is his only method of dealing damage. His signature is on a
slicing cut, which upgrades to hamstring. This attack can deal damage
regardless of what the opponent plays, even the 0 damage on the low guard can
be increased. If more than 1 wound is dealt, the target also gains slow and
can’t take steps or reaction steps for the rest of the turn. Two things to note
here, first, it’s slicing damage, so he cannot increase the damage of hamstring
himself. The second being you have to wound the enemy, so it has to deal more
damage than the damage reduction of the enemy and some signatures entirely
reduce all damage dealt (the faerie ones specifically). If you can deal a
successful hamstring attack, it can cripple and opponents plan and make the
target vulnerable for theft or a follow-up attack by any model.
Overall, Muridae has
a niche role in the gnomes and in rogue lists. He shines in harassing the
opposing player and making them work around what he can do. He is hard to
shoot, hard to run away from, difficult to chase and not to forget that he will
steal stones. A great pick in certain games for both commonwealth and roguish
dominion teams.
Joanna
Joanna is a premier
melee model in the gnomes with a few other tips and tricks to keep her
interesting. Similar to other gnomes, she has 7 wounds and 3 energy at the
lower end of her health. Boasting a melee stat of 5 and a range of 2",
Joanna is the best unboosted melee gnome. Since she is a gnome and a noble,
both Mama and Eric can increase the melee to 8 and 10 on the attack, which is
very respectable. She also has an arcane of 3, which is the average for most
gnomes, so it isn't too bad. Joanna also has great damage resistance as all
damage is reduced by 1 for each friendly gnome or animal within 4" (max
3). So if positioned well, she can have 3 damage reduction from all sources for
the majority of the game which is crazy good. Joanna also increases slicing
damage by +1, which for a dedicated melee model would be lackluster, but Joanna
is so much more than a typical melee bruiser.
She has a couple of
arcane abilities, that allow her to have some options during her activation.
First is her pixie-elf elixir. This is a 2 cost, once a turn ability that
allows Joanna to generate more energy on her turn. Providing X+1 energy, you
would break even on a flip of 1 and have again if you get anything higher. The
problem here is her middling arcane stat. With 3 arcane, 4 if Mama around, and
only triggering on a single colour, the odds of fluffing the flip and losing 2
energy is around 25% (with an arcane of 4). Also, the catastrophe is quite bad
as the 3 wounds go through her damage reduction. So is it worth it? Sometimes,
depending on the player. If gambling is your playstyle, go for it. If not, then
the energy can be used for reaction steps or for using the other arcane of
Joanna. The actual chance of getting more energy is just a tad less than 50%,
so be aware of that. Joanna’s other arcane is a 2 cost ranged attack, with a
ludicrous range of 18”, dealing X magical damage and ignores cover. The only
caveat is that the target must be within 3” of a forest or wooded patch. This
is a great way to deal chip damage to targets making them susceptible to being
killed by a strong ranged model. It's also an ability that an opponent either
forgets about, or a moonstone drop position means that they have to move within
a forest range to try and collect the stone.
Now, Joanna's melee.
A melee stat of 5 seems good, being able to get to 10 on the attack, with the
correct support models. She is also unique as she is the only gnome with a
melee range greater than 1", elevating her combat skills further. The only
lackluster part of her melee kit is that her weapon only increases slicing
damage by +1, which compared to other melee combatants (especially in
commonwealth), is poor. Joanna's special is on a sweeping cut with many
benefits. It's an attack that can damage the opponent regardless of the card
played as it deals at least 0 slicing damage, which is innately increased by 1
due to her weapon. Also, the end step effect on the attack is situational, but
an easy one to set up. It deals 2 slicing damage to all models within 2"
that were not part of the combat, friend and foe alike. It doesn't count as
melee damage so it is not modified by her weapon. Also, remember this is for each
slicing attack played, so a maximum of 6 damage can be dealt to all models
within 2". This, along with her melee of 2", allows Joanna to engage
multiple enemies while limiting how many are engaging her, and deal silly
splash damage to all the models. The downsides of the attack are that if Joanna
is too close to your own models, the friendly model will also take damage and
that the attack no longer counters thrust, so sometimes it may not be the best
idea to upgrade the attack to her signature.
Overall, Joanna is a
solid model and with the correct support can be incredibly deadly. With an
innate ability to gain more energy through a variety of sources (her arcane,
Eric’s my hero and Mama’s mother wrath), she can strike fear in a 6+ energy
activation that can easily decimate the opponent at melee or ranged (but
melee is the more efficient option). Also with 2/3 damage reduction from all
sources, Joanna is far tougher than the average model which means she can fight
for longer and the incoming melee damage can be mostly mitigated. A great
inclusion in most gnome line-ups or animal based commonwealth list, or a
mixture of both. Especially with models such as Mama and Eric (obviously) but
works well with Young Jack (another noble, gnome and provides lucky to set up
arcane abilities) and Boris the bunny summoner, due to murder bunnies providing
her damage resistance if they are close.
Mother’s
wrath
So mother's wrath is
a once per game ability that gives all friendly gnomes, within 3", an
extra energy. It also deals 2 wounds to enemy models within that range as well,
which is nice and situational. Most gnomes are balanced by the amount of energy
they have, usually around 3. This ability means that once per game, these
gnomes will have more than their printed amount, which allows them to do so
much more.
Morris and Graddock
are gnomes that only have 2 energy printed on their cards. These two probably
benefit the least out of all the gnomes. With 3 energy, the best that Morris
can do is use sinkhole once and then have an energy left to step or harvest. Likewise
Graddock can only use snare traps once as it also costs 2 energy. So an energy
could be spent using forgetfulness or all 3 can be used on it but really it
will probably not have a huge impact in the game, all things considered.
Young Jack is a noble
so he does have a source of getting additional energy due to Eric, but every
extra energy helps Jack in one way or another. There are no thresholds that
Jack crosses by having additional energy, so generally, mother's wrath helps him
either step more, buy another melee attack or use lucky to set-up for another
model.
On the turn of
mother's wrath, the airship is one of the models that can truly utilise the
effects of having additional energy, especially as there is currently no other
way of giving it energy. Having 4 energy allows the airship to shoot, reload,
then shoot again or drop bombs multiple times a turn. The extra shooting is
helpful early in the game, as it potentially allows the airship to kill an
important model early on, providing momentum and pressure. The double bomb drop
is much more useful in the later stages of the game, where there is a scrum and
reliable damage needs to be dealt to multiple models, just to finish them off.
Quarrel is one of the
biggest users of this turn. It can allow Quarrel to shoot, reload and shoot
again, use brothers in arms multiple times on the turn or a combination of two.
This either makes Quarrel a threat that can easily kill an out of position
model or make someone else a bigger threat using brothers in arms. Both are
grim prospects for the opposing player.
Loci is another model
that greatly appreciates having an extra energy. With 4 energy, Loci can use
two arcane abilities that turn, which means that successfully bluffing either
would allow trickster to provide another 3 energy. This means that Loci has the
option of choosing which arcane ability he will bluff. Also, an incorrect call
by the opponent will let him reuse an arcane for free, allowing you to great
effect out of his activation. If you are clever and outplay your opponent, you
can bluff successfully, and get your opponent to incorrectly guess a bluff in
the same turn. It all comes down to the mind games, and who can outwit the
other.
When Muridae gets an
additional energy, it opens so many fun options for him to do. The simplest to
see is that he can use robbery twice on the same model. This punishes the
opponent if they put all their stone on one model. Other things include being
able to use squeaking twice then robbing, to sneak then squeak then rob or
robbery first, then squeak the opposing model away and finally use sewer rat to
run away with the stone. Basically, an extra energy on Muridae means more
shenanigans he is allowed to pull on that turn.
Similar to Jack,
Joanna is a noble gnome, so getting additional energy from other sources is
possible. However, unlike Jack, she has more offensive options to choose from
apart from melee attacks. With 4 energy, she can use her ranged attack twice,
which can easily finish off or chip away at an enemy. With Eric, she can launch
a third attack as well. Also being a premier melee model means that having 4 to
6 attacks can easily decimate the opponent's models and with her signature as
well… Joanna doesn't need the extra energy, as her arcane ability can give her
some, but she greatly appreciates it and it allows her to consistently pressure
and threaten the opponent without the use of a chancy flip.
Brothers in
arms
I hate to say it but
this one ability changes how deadly the gnomes are. It's a simple ability that
Quarrel has. It costs 1 energy and is not limited to once per turn. It targets
a friendly militia model and gives the target +2 melee and +1 arcane and the
target can also spend 1 energy to make these buffs affect Quarrel. So why do I
think it is so good? Well, it is to do with the models that can be targeted by
this ability and what they can do with it. So Quarrel is limited to 3 energy,
but this is a damned lie. Mother’s wrath means that Quarrel can have and
additional energy and Eric can also give him another energy with my hero. So
Quarrel at best will have 5 energy, but it is more likely that he’ll have 4.
Quarrel and the
airship
These two are the
premier ranged attackers for gnomes. Both have a respectable arcane of 4 if
Mama’s around and will have 4 energy on the turn of mother’s wrath. So Quarrel
can use brothers in arms 3 times on the airship, and the airship can reflect it
back to Quarrel each time. This means both will have an arcane of 7 and can
take a super buff shot. This is especially cruel against models that are
designed to have high evade. So models with an evade of -2 aren’t safe from
these ranged monsters and can easily take massive damage from either. But this
isn’t even the best way to use these models. Since the airship ignores cover,
using Quarrel to just buff the arcane of the airship is better. With an arcane
of 8, you can have 2 shots that ignore cover. Though this is limited to 10” (9”
if the target has room to be pushed). This will kill most models, regardless of
their evade especially if they lack armour or damage resistance. Also, you can
be extremely cheeky and bomb your opponent instead, which is magical damage
(which is hardly resisted) and then shoot them. This is very nasty and is
easily abused.
Quarrel and melee
militia (especially Young Jack)
So this is the true
power of brothers in arms. With 4 energy, a model can get +8 melee and +4
arcane. So if this is applied to a model like Young Jack, he will have 15 melee
if Mama and Eric are within 4” and an arcane of 7. This is silly. On the attack
Jack gets 17 melee, so the opponent will only get 1 card, so there is nothing
to predict and the damage being dealt is mad. If your opponent gets a guard, 8
damage will be dealt. If your opponent is unlucky enough to have a sweeping cut
or rising attack as the only card, 11 damage can be dealt using a falling
swing. If they have a falling swing, 10 damage will be dealt with thrust.
Finally, a thrust would mean that you play sweeping cut into a thrust of your
own, dealing 9 damage. Also the only way you take damage if a sweeping cut is
played, and it's only 1 so nothing a magical brew can’t fix. Talking about
magical brew, with an arcane of 7, getting extra energy or a good amount to
healing is really not a problem.
Graddock and Billy
can also get to a fabled melee of 15, but only if Quarrel gets to 5 energy to
use brothers in arms 5 times. This is possible but not as feasible. Graddock,
generally is not the best target anyway due to his limited energy and only has one
arcane attack a turn. Billy, on the other hand, is a great target in the
correct situation. When Billy wants to go fast or is in real danger, this can
help. Do you want Billy to move more than 10” on the turn of mother’s wrath? If
yes, just put a few stacks on him and see him high-ho silver away. Also, that
melee stat means that most wouldn’t dare get in his way or suffer true pain as
a critical falling swing comes their way. Also, fun note, if you put 5 stacks of
brothers in arms on Jack, he can be engaged by 3 enemy models and still have 17
melee, which is ridiculous.
So, at the moment,
brothers in arms is an ability that a successful team can be built around and
be used to great effect. Especially on the turn of mother's wrath, where the
extra energy elevates this ability from great to absolutely silly.
Some suggested builds
and summary
Melee cores of Mama
Gimble, Young Jack, Joanna and Eric. This is the easiest way to buff the melee
stats of two strong models, provide methods of getting extra energy and two
healers are also appreciated. The only addition would be Quarrel who can abuse
brothers in arms to buff Jack to ludicrous levels (and it helps that he is a
soldier so Eric can heal/buff him as well).
Ranged cores of Mama
Gimble, Quarrel, the Gnomish airship and Graddock. Two ranged models firing on enemy models is a pain, and on the turn of mother’s wrath they can shoot a
total of 4 times which is disgusting. Graddock's aura allows lying without the
downside of the crossbow/bolt thrower being unavailable for the rest of the game.
He is also another source of a ranged attack that can finish off a model in a
pinch. It can also be used as the initial attack to bait the healing or let the
model remain injured and be threatened to be taken out by the other shooters.
All-round gnome list:
Mama Gimble, Young Jack, Joanna, Eric, Quarrel and the Gnomish airship. In a 5
model squad, you drop either Joanna, Eric or the airship, depending on if you want
more range, more melee or a balance of both. This is possibly one of, if not
the best, generic gnome build that abuses mother’s wrath, brothers in arms and
the melee buff for nobles. With two dedicated healers/support models, you can
shoot enemies to shreds and then let the melee gnomes go in for the kill. Truly
a list that should be feared.
YEET that goat: Mama
Gimble, Loci and Billy. A personal favourite where you use mother’s wrath turn
1, to let Loci use one with the wind twice (thrice if you bluff successfully)
on Billy to move him to a stone or stones. Then Billy with his 4 energy can
harvest, move, high-ho silver and potentially harvest another stone (entirely
dependent on the moonstone drop). This gives you a quick lead in stones and is
very infuriating to play against if two 1 depth stones are harvested and out of
reach for the rest of the game. Great with Quarrel and the airship to provide
ranged support and use the 1” push on successful hits to stop enemies from
engaging also brothers in arms for Billy to successfully high-ho silver for 4+”
or for a fighting chance in melee.
Damage resistance
cores are especially possible against faeries and magical damage users. With
Mama, Jonanna, Young Jack and Muridae, all the models have at least a 2 damage
resistance to magic damage, 4 if you are Joanna or Mama. This along with Loci
to move models can allow the gnomes to move fast to try and deny the faeries
the opportunity to get those stones. Also, Muridae allows you to steal the
stones off faeries as he has 8 wounds compared to their 5/6.
Other fun stats
include using Loci to block small chokepoints to harass and annoy the opponent.
One game you may remember the airships bombs are magical damage and you want to
push Joanna and Mama 3” up the board and take no damage. Is it janky? Yes, and
100% usable and you can also do it twice if you want to, just saying. Maybe mix
in some other commonwealth models like Flintlock for more shooting, or Kaufman
for extra movement and throwing money at your problems; very good to start
melee brawls. Also once Boris the bunny summoner and the Jackalope are
available, they can be used in conjunction with Joanna and Jack for bunny
summoning madness.
To summarise, gnomes
are versatile for a commonwealth team, being able to flex between melee or
ranged, fast or bunkering up playstyle. A group of models with many quirks and
tricks, where practice is key for successfully playing them.
Written by Dhimesh
Parmar
Comments
Post a Comment