the_13th Posted October 24 Report Share Posted October 24 I have been collecting since early M2E but there's a huge part of my collection that has never seen the table and slowly I'm attempting to fix that starting with Big Hat. I have a lot of it but definitely don't have enough to play, I am wondering if there would be some lovely people that could suggest must haves for winning the crew. I know for a fact I need bayou gremlins as I seem to have lost mine and I never had the good ol boys at all so need to fix that. But are there other suggestions of what I must have to take? I know I need all 8 bayou gremlins just looking for advice elsewhere. Is it worth owning 2 spit hogs for example? Quote Link to comment Share on other sites More sharing options...
Brilliance Laced Whiskey Posted October 25 Report Share Posted October 25 1 spit hog should be fine. The problem with big hat, is the crew is quite varied, and is all pretty good. In general, you will be summoning the minions. Lenny, White Rabbit Co, Jebediah, and Ol' Cranky are generally auto-takes. From there it's whatever else you see fit. Once the next Bayou Bash box comes out with Drumstick, I can see that model being an auto-take in So'mer 2 due to it being a bayou gremlin making machine. Crier's have great utility, and can make otherwise insignificant models very good. I generally move skeeters up to behind terrain that many of my models can see, but my opponent can't. Then White Rabbit will tell my models to unpack towards those skeeters. After that you can then use criers and the skeeter's for scoring points. The crier can tell the skeeter to pick up an opponent's bomb or interact with a ballot box. It can be a very potent combo. I also like to have So'mer summon 5 bayou gremlins into an enemy line. And as they disengage, or kill them, spread the survivors out in the enemy backfield. The skeeters are good at jumping from bayou gremlin to bayou gremlin, turning them into scheme markers. Another favorite tactic of mine. There's a decent chance an enemy scheme marker will be somewhere in that mix, meaning you can get another Bayou gremlin/skeeter. Good Ol' Boys are generally muscle, so I don't tend to take them in the list, rather I summon them. They won't be trying to score points, as that job is relegated to other models (unless desperation kicks in). Banjonista's can pair well with summoned Good Ol' Boys to ignore your defensive ability of choice, or just pulse out distracted (as Good ol' boys also like to auto-generate focus). 2 banjonistas in close proximity can dole out a lot of distracted. When you're as squishy as big hat, that's a good thing. It can't hurt to summon a spit hog here and there, as the likes of Lenny start to take damage fast. White Rabbit unpacks the crew and gives out their bonus hats as defense (generally to Lenny and other high priority targets). The crew is a blast and has a ton of flexibility. It has a lot of tools to catch opponents off guard. When it comes to big hat, you kind of need every box, and the Deliverance box twice. The Som'er Core, Hat's Off, and a single Deliverance box are top priority. Followed by Listen Up! and Jebidiah. If you have to pick and choose, Hootenanny can probably wait until last. Quote Link to comment Share on other sites More sharing options...
the_13th Posted October 29 Author Report Share Posted October 29 Awesome thankyou I'd been feeling quite lost this is a great help Quote Link to comment Share on other sites More sharing options...
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