Warden


 * Warden, Guild Minion**

=__Overview__= Most often found in the company of Hoffman and Lucius, Wardens are effective at tying up enemy minions and chasing down objectives.

=__Mobility__= With a Walk of 5" and Charge of 7", the Warden is slightly above average in the mobility department for a Guild model. While not particularly exceptional, they have two useful bonuses to their movement.

//Mobile// allows them to ignore penalties from severe terrain and climbing, making their above average movement exceptional.

(+1) Relentless allows them to discard a card to immediately make a Walk action. With this and //Mobile//, the Warden will get where it wants to in a hurry.

=__Offense__=

Pursuit
When attacking models that have already activated, Wardens get a positive twist on Attack and Damage. While the Warden may not be as flashy as the Peacekeeper, Pale Rider, or even Ryle, they can get the job done and have the advantage of being much cheaper for what they do. They won't have the raw damage potential that those models can have, but who needs damage when you can just immobilize everything and then punch it to death?

=
The Warden's Mechanical Fist has a range of 2" and a decent Cb 4 of Rams. While a 2/3/4 damage spread may not seem too impressive, they has good odds of getting Moderate or Severe damage against models that have already activated thanks to //Pursuit//. The only trigger on this weapon, **"Toss"**, requires a Mask in the Cb total and pushes the defender directly away from the Warden an inch for every wound inflicted. Though situational, it can be helpful in a pinch by pushing an enemy model into hazardous terrain. With //Machine Puppet// granting **Critical Strike** and increasing the Warden's Cb to 6//,// they have an impressive damage spread up close of 3/4/5 or potentially 4/5/6, all for a five Soulstone model!=====


 * Ranged**

This is where the Warden can start to really be a nuisance to an enemy crew. While the range on his Restraint Claw is a meager 8" with a Cb of 4 of Rams and a mediocre damage spread of 1/2/3, if you have a second Ram in your Cb total you can choose to trigger **"Pinning Blow" -** if the defender suffers one or more wounds from the strike, they receive Paralyzed. Although the low starting Cb of the Warden can make it difficult to hit high Df models, C.Hoffman can increase the Warden's Cb to 6 with //Machine Puppet// to make the odds of hitting very respectable. With a threat range of 18" with the free Walk, they can bog down the enemy crew before walking up to start throwing mechanical haymakers.

=__Resilience__= With a decidedly average 6 Wd and a Df of 5, the Warden won't last long to a sustained assault. However, they are //Immune to Influence// like most other constructs, making them completely immune to any Wp duels where they would be the defender. With //Armour 1// they can stay around for a good amount of time if not focused on. Once they start handing out Paralyze, expect the enemy crew to start opening fire on them and don't expect them to last too long.

=__Tips and Tricks__= Remember to hold onto high Rams for their **Pinning** **Blow** trigger, because the most invaluable part of this minion is their ability to hand out Paralysis if you can reliably get them to hit.

Early on when the game is still developing, it can be useful to pitch an unwanted card to make a free walk with (+1) Relentless. Getting them into position without overextending is key, especially with the below average range on the Restraint Claw.

Taking them in pairs builds on their durability and gives a nice lot of redunancy at 5ss a piece its not a stretch either.

=__Master-Specific Tips__=
 * C.Hoffman** - An excellent pick for Hoffman, as he makes it much easier to hit with the ranged weapon for inflicting paralysis. They can be quick objective grabbers or spread out their debuff before closing in surprisingly quickly to mop up. Just remember that they need to be well supported or your five Soulstone investment could turn into a scrap heap in a few activations. Always remember that the Warden is Ht 2 so he can serve as a quick ride for Hoffman with three Walk actions a turn. The Watcher is still his primary objective grabber, but the Warden can give some serious movement in tandem with //​Override Edict//​ on the last turn.


 * Lucius** - Can have the Warden act as a last minute objective grabber with the combination of Reinforcements and the Wardens innate speed with //Mobile// and (+1) Relentless. Wardens make an effective and (semi)reliable source of paralysis with Lucius as he can buff their Cb with //Advanced Training//. Unlike Hoffman, Lucius must pair //Advanced Training// with //Issue Command// instead of simply using one action, as //Advanced Training// only grants its bonus until the end of Lucius' adctivation. They can also make good bodyguards for Lucius with their 40mm base size, buffing his Df with their close proximity due to //Secret Service//.


 * Leveticus** - A good Minion, relatively cheap, deceptively fast, moderately resilient and will drop 2 Scrap Counters on death. Also, it has no hiring restrictions, so you can field as many as your Soulstones will allow. Keep this guy for late in the turn to take advantage of //Pursuit// and it can make up for its mediocre Cb.

=__Minion-Specific Tips__= (As with Master-Specific Tips, going into any specific Synergies with other Minions.)

=__Playing Against The Warden__= Take advantage of the fact that their Restraint Claw has below average range and keep in mind that while other big constructs may be flashier, the Warden can make your crew miserable while spreading out paralysis. They won't last long under sustained fire, but you still have to be cautious. With //Mobile// and their free Walk, they can hit from deceptively far away and have an effective melee threat range of 12". Because they're capable of excellent damage and handing out paralysis like it's candy, prioritize terminating these minions with extreme prejudice.

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