In his delicate state, Papa Loco wins the contest for least defensive Enforcer in the game. With a combined Wp and Df of eight no one else has stats that low without also having a defensive trigger or ability. Whether it's a complete lack of self-preservation, or whether the demons in his skull demand that he end his own life, Papa Loco offers very little resistance to anyone who dedicates themselves to taking him out. Crossing the great open table to get within range of his foes is the hard part. Luckily his Crew is well-equipped for the challenge with several abilities to help him get a head start on his activation. Papa himself has Companion so can launch the assault right after he is given a boost. Hold This returns the favour, giving his ally within 2" a rare bonus to attack that lasts past the end of the turn until the start of Papa's next activation.
Although uniquely vulnerable at before he gets there, once Papa closes to short range he owns his space. Both Throw Dynamite and the close combat Dynamite Punch attacks have significant blast effects that can do a lot of damage close up while "Te Llevare al Infierno Conmigo" can hit everyone within 4" for a whopping six damage, including mandatory damage to Papa himself. This is more often than not part of the plan since his ability Boom! has him do five damage to everyone within 3" when he expires.
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Regardless of how you use him, Papa Loco is unlikely to see the end of turn five, so the trick is to make sure your Crew makes the most of his sacrifice. Capitalizing on the Family's many movement and out-of-activation Abilities, Papa Loco can rapidly launch up the field to the point where his proximity can disrupt your opponent's plan and force him to make difficult decisions. Does he take out the walking bomb and suffer the consequences, or does he burn multiple AP to reposition his entire Crew to avoid the madman? Either way Papa exerts his will on the table, influencing everyone within his significant radius.
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