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Morgy

Anna Lovelace- do you use her?

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Greetings, I find it hard to find a a good use for Anna. is there a particular crew she is good with? What is she good for?

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She is perpetually on my reserve list, and an always consider, but rarely seems to actually make the cut.

Really all round solid model. Armour, ss use and good df/wp makes her effort to remove. Min dmg 3, 10" range no randomise (suffers cover) means she can hit hard and consistent. 6s for defence and attack + flat damage track limits strain on resources.  

She has a little something for all masters. Rush of magic is good for summoners. Range attack triggers can do incidental summoning of seishin (everyone likes these, but kirai, and Yan Lo in particular) or Mindless zs (summoners, reva), or horror duels (seamus and molly, careful with your own models though). Close combat Poison (she shouldnt be on the front lines so hard to get the most out of synergy with offensive Poison models, but Sebastian likes a body guard), and Bury (Tara theme, but handy for anyone if you can make it work), choose wp (seamus, smell fear)

These are all nice perks but not something to actively build around imo.

What will put her in the crew is her push/place denial, and vortex. She will really contribute to vp scoring in Area holding or marker flipping/dropping pools. I find the better the player, the more I anticipate movement tricks to be part of their game plan. She is potentially worth it just to mess with this.

However, she competes for my 10ss slots, which are usually the models that dictate the rest of my crew and which have a more specialised role e.g Toshiro for summoning etc. Then there is the emissary which does her role of board control (shards), summoning, range dmg as good or better.

I guess that is the crux, if I could get of my emissary crutch I would be taking anna

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Quite frankly with how hard she is to remove, her decent melee, her amazing ranged and her rush of magic she is worth the stones. Her little aura thing is pretty cool but a lot of crews can play around it and the more dangerous pushes tend to be the ones affecting your models, not the enemy.

I use her frequently and recommend her for any ressur seeking ranged potential thanks to her non-randomization, which as a faction with a lot of melee is very important.

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She offers a lot of utility and good raw damage. 

Her push attack can mess people up badly.

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I use her quite a bit, in Ressers, NB, Outcast, and Arcanist. Her push/place denial for enemies, ranged attack (and potential summons) that doesn't randomize, and her Rush of Magic make her quite useful to my play style. 

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I like to play her against ten thunders as they tend to push their own stuff alot and she annoys my opponent alot when placed around the informant marker...

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Anna with My Little Helper usually finds her way in most of my Resser crews.  Pop MLH, get her in the right position with two high cards and her (0) push can really mess up an opponent's carefully placed crew.  Then she's in a pretty safe place to take two shots with min 3 damage.  I find everything on her card useful.  She was great right out of the gate because opponents didn't know what all she did.  Now she's become a priority target so I can use her as a distraction.

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I find she works well with Molly, like everything it depends on the schemes and strategies you choose.  She adds a bit of firepower and her ability to move things away from scheme markers has occasionally tipped games my way.  With Molly quite often I taken Sybelle, but I have found a use for Anna if I don't need to actually kill everything in front of me.

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I've used her to excellent effect in Headhunter. Completely shutting down movement-based Triggers and things like Leap just ruins people's day. She's a fantastic model when you absolutely need to deny movement, her lack of keyword synergy really hurts. With no Spirit/Undead/Ancestor/Horror spending 9+ ss is a very expensive price tag. 

Tomorrow I'm playing Extraction against Ten Thunders, and I'm strongly considering Anna & 1 Ashigaru (Brace + Pushes +Push denial) with Graveyard Spirit to hold the marker. They seem incredibly painful to shift. Depends what my scheme pool is though

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I really enjoy using her with Seamus. Her vortex us usefully for breaking up clumps of models in combat so Seamus can get his shot off. She's usually around at the end of the game, so great for holding down an area. And min 3 damage is always nice.

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Are her abilities really that strong? The way I envision this working is the enemy will simply push/place to the aura range then perform a charge or walk. 

I’m trying to figure out how it works before I buy her but I’m guessing this is the type of model I’ll just have to play to evaluate. 

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19 hours ago, azgadil said:

Are her abilities really that strong? The way I envision this working is the enemy will simply push/place to the aura range then perform a charge or walk. 

I’m trying to figure out how it works before I buy her but I’m guessing this is the type of model I’ll just have to play to evaluate. 

The difference can be pretty big, some models have places/pushes during their own activation like leap. Anna can force them to charge your flesh wall instead of leaping over it and going straight for your support models. There are also a bunch of models with defensive triggers that push them away when you attack and Anna can set up a death trap for those. 

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I don't play Resser but I merc her in, and haven't been disappointed yet. Her aura is better than you might give credit for. You may not notice the effect, but your opponent probably will. Make them play on your terms. For example, in my last game with her against Gremlins, she shut down squeal pretty hard in a pretty large chunk of board. Gremlins are much more squishy when you can actually hit them twice. It also stopped his pigapult launching 3 stuffed piglets into my deployment zone turn one. She easily paid for her 10 stones, and maybe even more

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People often overlook or underestimate her, as most of us build a crew to achieve something rather than to prevent an enemy from achieving something else. Yet, as you guys rightly observe, she can be invaluable in some matchups and thus should be considered whenever you're facing at least three factions, namely Gremlins, Neverborn and Ten Thunders.

Speaking about mercing her, I have also seen her once in a gimmicky Lilith list where she provided third Rush of Magic and her Vortex (that action which pushes models, not sure if I remember the name correctly) was used to trigger triple trapper shot from Changelings.

 

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In a match, she completely annoyed the Hoffman crew I was playing against. Between terrain and her aura, even if you don't place her with that on mind, she condition the enemy movement a lot. Plus not random when shooting to melee is pretty nice

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