
Zoraida’s a crazy broad who lives in the swamps. She makes voodoo dolls and tells peoples’ fortunes. She knows how to manipulate fate and make sure things happen to turn out how she likes. She gives people the evil eye too. Not sure what that means, but it says so in the book.
So just what does she do? Well, she’s primarily a spellcaster, but none of her spells do any damage on their own. She’s all about control and limiting your opponent’s options while maximizing your own. With some luck she can do a fair amount of damage (I’ve won with her by using her in melee before), but that’s not her primary goal.
Let’s talk about her movement first. She’s slow as all get out (only 3”) and she can’t charge, so she’s not going to be breaking any speed records. However, she has a (0) ability called Raven that turns her into a… well… raven. It lets her fly and walk 10” per action, but once she uses it, she can’t attack or cast spells until the end phase when she turns back into a real woman.
For offensive capabilities, she uses the hair pins she has to jab people. She’s not that good at hitting, and if she does hit, it won’t do much damage (1/2/5), but they do cause Poison: 2 to their target, so your enemy will start bleeding out. Also, they have the Maim trigger. If she triggers a hit, she gets a (+) damage flip. An easier way to grab that useful severe damage.
Defensively, she’s sitting pretty on a solid 5 defense. Okay, you’re right, that sucks. But she has a couple of abilities that will help her out. One of them is a trigger that cues off a Mask. If she’s hit for moderate or severe damage, whatever hit her can’t attack her again this round. Okay, that’s decent. But her really cool ability is called Proper Manners. Any attack against her that wasn’t channeled or focused gets a (-) flip. That means no cheating to hit her! Of course there are plenty of models out there with paired weapons, so that ability sometimes does absolutely nothing. Fortunately she has 10 wounds, so she won’t be dying to a stiff breeze. Also, to face off against those pesky mental attacks, she clocks in at the highest willpower in the game with 10. Not easy to pull one over on her.
So far she’s not stacking up too well. But like I said, she’s a spellcaster, and that’s where we should look for her strengths. She’s a Casting Expert, so she can use one additional action to cast a spell per turn, and she’s got 5 interesting ones. She has Crystal Ball, a (0) spell that lets her look at the top three cards of either player’s fate deck and return them to the top in any order. It’s tough to cast, needing a 10 of Masks, but can be useful to see when you should take what actions. She has three (1) spells: Bewitch (target model cannot play control cards until the end of the turn), Repulsive (all models within 6” of her are pushed away from her until they are 6” away from her) and Obey (target model makes a single action or charge). Obey is her bread and butter, at least how I play her, so I’ll talk about that in a minute. Her final spell is Hex (which needs a 9 of Masks) and makes target non-Master model lose one talent or spell until the Hag is removed from the game. I don’t tend to use this spell that much because it’s hard to cast and requires so many action points. But I think I should start using it more early and just locking down an annoying ability off someone.
Back to Obey… this is the spell that makes me really like Zoraida. She can use it to either have an opposing model start screwing things up (like having an opposing model hand a treasure off to my adjacent model or by having an opposing model shoot the person standing next to him in the face), or it can be used to give one of my own models a pseudo-reactivation. I’ve used it many-a-time with my Mature Nephilims, letting them come in with Obey and smack something, and then activate the Nephilim to let him smack three more times. Ouch! Obey can only be cast once per turn, but that means if you try to cast it and fail to meet the target number, you haven’t cast it yet and can try again. But be careful, if you succeed in the target number but the opponent resists, you’ve still successfully cast it and can’t try again.
Now I know I mentioned a few spells that Zoraida has that require high cards, and usually you won’t have that many to play. Fortunately she’s got an ability called Bayou Two-Step that lets her, once per turn, play a card off the top of the discard pile instead of the top of the deck. So if you cheat with a really high Mask to trigger Hex, you can turn around and use that same card to trigger Crystal Ball. Not bad! Or if you’re attacking and cheat a Red Joker to hit, you can immediately use the Red Joker for damage too. Nice!
Okay, so what other random abilities does she have? First off, she has power over the weak-willed. Those with a WP of 4 or less can join her crew as though they were Outcasts. I haven’t tried this yet, but there are a few models I’d like to give a whirl. Nurses from the Ressurectionists, and Papa Loco from the Guild are two. Secondly, at the end of the game, she moves 4” before the VPs are tallied. This means she can slide onto an objective if she ends the game close to one. A nice way to quickly turn the tide at the very end. Won’t matter every game, but at some point, if you don’t forget it, it will save you.
The last ability she has is another of her signatures: create a voodoo doll. Most of the other masters have to pay for their totems, but Zoraida can create one for two actions. When she makes it, she picks a model in LOS. From now on, while she’s close to the voodoo doll, she can target that model regardless of range and LOS, and she gets a (+) flip on casting and damage flips against it. The voodoo doll, meanwhile, can cast any of her (1) spells, so that’s another opportunity to cast Obey (Obey can be cast once per turn PER CASTER, so even if Zoraida successfully casts it, the voodoo doll can still do the same). Also, at the end of every turn, the target the voodoo doll is attached to is filled to 2 poison tokens. So every time that model activates, it’s taking two damage. Sweet!
That’s essentially what Zoraida does. My usual tactics with her have been to put the voodoo doll out on something I want dead quick and let the poison work. Meanwhile, my big hitter will jump up front and Zoraida will obey it until its target is dead. By that point I hope to have enough of an advantage that I’ll win the game. If necessary, Zoraida herself gets into combat and tries to jab things with her needles, but that’s not always necessary. I’d like to use more of her control spells (Hex and Bewitch, for example), but I’m not quite there yet. Soon…












