M2E+Hunter


 * Hunter, Guild Minion**

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=__Overview__=

The eternal companion of Hoffman in the fluff, the Hunter is a Guild construct that preys on your opponent's models with a bonus on catching the enemy off guard. It's an all-comers model: fast, resilient and hard-hitting at range and in melee.

=__Mobility__= At first sight the Hunter is an average speed model with Wk 5. However, it comes with two other tricks which can let you get up to another 6" movement out of it a turn. First, its (0) **Pounce on Chest** allows it to target an unengaged model within 3" and push into base contact with the target. It also comes with **Prowl**, an ability that allows it to push 3" in any direction at the end of the turn. These make it quite a fast model which is hard to pin down thanks to its movement tricks.

//Drag// is also a mobility trick (sort of), but as it's associated with an attack, it's discussed under the Hunter's offense.

=__Offense__= The Hunter comes with two main attacks: a ranged harpoon and a melee claws. It gains positive fate modifiers to both attacks if targeting models that have not activated, which puts pressure on the activation sequence of your opponent. This bonus can be especially good for the ranged attack to hit models in Cover.

With an above average Ml stat and good damage spread your opponent should have enough reasons to fear the Hunter in melee. Moreover it comes with the //Critical Strike// trigger allowing it to increase its damage profile even more.
 * Steel Claws**

If you like the **Steel Claws** attack, you will like it even more when you realize you don't need to walk to your opponent to use it. Instead, the **Chain Harpoon** can be used to hit models up to 10" away. Compared to the claws this attack slightly less accurate, with lower moderate damage and no critical strike trigger. However, it does cause **Slow** automatically and on damaging automatically use the //Drag// trigger allowing you to push the enemy 8" towards you. This can severely mess up your opponent's area control or put his models into range of your big combat monsters while staying relative safe knowing the target will be **Slow**. And if you are wondering why you only have 1" melee range if 10" (attack range) - 8" (push range) can leave the target unengaged, read the next bit.
 * Chain Harpoon**

At this point you probably wonder "What is this?" and "Didn't he previously mention that the Hunter only comes with two attacks?". Well, that is true but **Pounce on Chest** can also trigger an attack with your **Steel Claws**. Remember the **Chain Harpoon**? Well, you can place the target model exactly 3" away and if you have a high crow in hand use the **Pounce on** the **Chest** to push into base contact, reduce the targets Ml attack score and perform a free attack with //Rip and Tear// trigger. That attack will receive 2 positives flips on the attack and an extra one if your target has yet to activate this turn for a total of 4 cards flipped, nasty.
 * Pounce on Chest**

=__Resilience__= Having decent damage spread and good movement you kind of expect the Hunter to disappoint on the resilience department. While it's true that it is definitely not the most resilient construct, it still comes with an average Df and Wp and **Armor +1** although a slightly low number of Wd for its cost. Clever positioning and good use of the **Harpoon** are essential for causing maximum disruption and damage with the Hunter, without getting it killed too easily.

=__Tips and Tricks__= As mentioned before the main combo with the Hunter comes from the actions **Chain Harpoon**, followed by **Pounce on Chest** into **Steel Claws**. First shoot an enemy model with an engagement range of 2" or less within 10" (preferably one that has yet to activate), push it 8", stopping just outside engagement range, then use the **Pounce on Chest** triggering //Rip and Tear//, and finally finish with you **Claws**. If 6 Dg on all weak damage on the three attacks won't be enough to kill it, you have a good chance of not having much to fear as the target will now be **Slow** and have -1Ml.

=__Master-Specific Tips__= As usual with Guild constructs they always shine with C. Hoffman as he can make them better as well as heal damage they take. Nonetheless, the Hunter has combos that work independently of the Master, so it will always be useful in crews needing a fast model that cannot be easily pinned down, or crews that benefit from getting models pulled to them, or if you just need a medium costed Minion that can put out some damage. So you could use it to push models into melee for Lady Justice (who can also **Inspire** him to make all his attacks even more precise), into Witchling summoning range for Sonnia, or as a more resilient Minion in a Lucius crew (s. fluffy picture on the right). Lucas McCabe likes models which deal out **Slow**, and he likes Minions for the Badge of Speed, too.

=__Minion-Specific Tips__= The Hunter is one of the few Guild models that can pull enemies into Clockwork Traps, although they will be **Slow** already.

=__Playing Against the Hunter__= The Hunter is a model that can screw your plans easily so should be taken out fast. With an average Df and Wp but a small number of Wds it should fall fast if you have your more elite crew members focusing on it. Attacks that can pull it out of position may be useful as it likes to be able to fight on its own terms. Death by a thousands cuts always works against models with **Armor** as well because the **Armor** cannot reduce damage below one.

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 * __Ownership__ **