Last time I talked about Meathook it was at a time when no one would talk about Meathook, now everyone is talking about Meathook. She changed a lot in the newest errata. So much so that a paragraph or two cannot added to the end of my last article just wouldn’t do. So lets dive in.
First, a comparison to previous Meathook. I’m going to look at pure damage potential for the comaparison. I’m doing that because every other comparison you can make, Meathook is strictly better now. She either didn’t change or just got better (Hooked, pushes).
Here is Meathook’s old damage:
|Defense/Armor||Regular Attack||Extra Attack||Charge Attack|
And here is Meathook after the changes:
|Defense/Armor||Regular Attack||Extra Attack||Charge Attack|
Her regular attack damage (the damage she does on the first attack on a non-bleeding target) got an increase of .1 to .25 damage per hit. That’s a pretty minor buff if you ignore that a significant amount of time that comes with a push. Her damage after her first hit has increased by .2 to .8 damage a hit. This is what she will be doing more often (2/3 of her attacks if she is loaded up). This buff has more to do with the -1 defense from Hooked that her straight up playbook changes (although she gets to 2 damage and 3 damage earlier now than before). Her charge damage didn’t change much, but that’s not important for reasons I will discuss in a second. The important thing here is she now does more damage on each hit than before, but she can now only make 3 attacks instead of 4. That is a net negative amount of damage from her activation, but the defense debuff she puts out and the fact that she brings an extra influence now makes up for it on the table. Not to mention all those great pushes.
So let’s talk about how to use her.
First there is pure utility: With one influence on her she can do one of two things: Make an attack that puts a -1 def modifier on who she attacks, maybe push them into a better spot, and put bleed on them. The first two things go a long way towards helping anyone attacking that same model, but the last is especially good for Fillet. The other thing she could do is put Tooled Up on someone. This is great when she can’t get to someone to make an attack. There are too many numbers going into whether it is better to attack or tooled up if you have the choice (who’s doing the attacking, who they are attacking, and everything that goes into those two thing, like defense, tac, playbook), but I plan on doing an attack if those are my choices. There is just so much you get out of an attack with her that tooling someone up seems like it’s not as much of a positive. With two influence she can make an attack and tool up. That’s helping out another player kill that model like crazy. That is a better thing to do with two influence for damage output than charging as long as the model you tool up makes at least 2 attacks, and that doesn’t even count in the defensive penalty the target suffers (which probably makes it closer to 1 attack).
So if making an attack and tooling someone up is better than charging, when do we want charge with her? I started looking at the numbers comparing Meathook making a charge vs. just attacking at different influence amounts (for her it’s just 2 or 3 influence). I made a table (of course):
2 Inf (Attacks)
3 Inf (Charge)
3 Inf (Attacks)
|Defense/Armor||Regular Attack||Extra Attack||Charge Attack||2 Inf (Attacks)||3 Inf (Charge)||3 Inf (Attacks)|
The table shows that whether she has 2 or 3 influence she is expected to do more damage from attacking with those influence than charging and making attacks with any leftover. This is at least 1 extra expected damage in the worst case. This all assumes that the target does not start with bleed. It actually helps the case that she should spend influence on attacks if the target does start with bleed. This is because she gets such a boost to every attack after the first. The more attacks she makes after she initially does damage, the better. Bottom line her is that she should make attacks with her influence and not charge if she wants to damage someone.
Does she ever want to charge then? I see a couple cases where she would charge even though damage to the model being charged is less. First, if she’s charging into a group of models and is trying to trigger Scything Blow to put damage on multiple opponents. There are a couple problems with doing this: Scything blow does not trigger Hooked and it’s not super likely to even go off because she will be crowded out for that attack in order to get other models. Second, if she needs the distance to get to her target. This, I feel, is the most likely reason to charge. Even then I would at least consider putting Tooled Up on someone else instead of charging unless they are already bleeding. She just doesn’t do as much on a charge (she does as much damage as when she makes an attack against a Hooked, Bleeding target). Lastly, if you can get a charge off for 1 influence, that is better than spending that influence on an attack. I wouldn’t even bring that up, but now it’s possible with a new plot card.
It is also worth noting that she should not tool herself up and then attack. You lose out on damage doing that (about 2 on average). This is also because of all the buffs she gets after the first time she damages. She wants to make a many attacks as she can after she applies Hooked and Bleed to get the most out of those things.
The way I see Meathook is that she can do a lot for your team with only 1 influence, and it’s ok to just give her that one, but she can do a lot with 2 or 3 as well. I plan on putting her up with the brunt of my force to hand out the Hooked debuff at least, but she’s a good damage dealer as well. She actually does more damage per hit than Fillet and Boiler once the target is bleeding and hooked. That’s pretty good and it makes sense that she cannot hold 4 influence any more.
That’s all I have to say about Meathook for today. I haven’t decided who I’m going to talk about next, so stay tuned for a surprise.