Taelor


 * Taelor, Outcasts Minion [[image:WYR5004_500.jpeg width="280" height="425" align="right"]]** toc

=__Overview__= A woman with a big hammer, capable of dishing out huge amounts of damage. What's not to like!

Taelor is very one dimensional in that she is a combat monster and nothing else. The advantage is that she is very good at what she does.

=__Mobility__= She has typical human speed, with nothing to increase her speed. The only part in her favour here is her Hammerstrike. She can push models directly away from her, which allows her to speed up other models in your force. With the long range on her hammer she has a threat range of 11 inches.

=__Offense__= A true melee expert. Able to make 3 attacks in a turn is very handy. She comes with a good Cb, and a high melee range. Her hammer also has a good damage profile, is magical, has a 3" range, and ignores armor. She has two triggers, Shatter and Knockback. Shatter is useful against constructs for giving plus flips to damage. Knockback allows her to push the defender away from her. This is a less useful ability, as she typically wants to be in a fight, not getting out of one.

=__Resilience__= Taelor manages to tick most of the boxes when it comes to resilience. She has a relatively high defense with Hard to Wound 1 and Hard to Kill as well as 9 wounds. When she is in a fight it is going to take something special to remove her quickly. She also has a high willpower and the Lifer ability, making her immune to Terrifying.

=__Tips and Tricks__=

Being a mercenary, just about any crew can hire Taelor, and if you are looking for good melee damage, or a magical weapon, then she is a great choice. There isn’t much in the way of tricks to using her, she does what she does very well, and not much else. She is great against constructs, gaining bonuses when attacking them.

With Knockback she can be effective in knocking models off of terrain/objectives late in a game to achieve victory points. Often a 3" push is enough to put them out of harms way. It is also good for pushing enemy models out of melee range of your models, allowing them to activate without penalty.

She has a deceptively long melee range. 3" is a long way, especially considering most models have a range of 1" or 2".

=__Master-Specific Tips__= She works very well with the Vic's play style, and is most often seen with them. She can use Student of Conflict to give her some extra movement allowing her to keep pace with the Vics, or another attack if the enemy is close. She works well as a 2nd wave, cleaning up any mess the Vics left.

She is a great value to any master who can take her, even at the cost of one more Soul Stone. A master that can push her with Obey or Lure can increase her scary melee potential by avoiding wasted actions on silly things like walking.

Use her with Von Shill. One of his major weak points is his lack of a big stick (err, I mean hammer) in melee combat. Taelor is happy to help solve that problem.

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

=__Playing Against Taelor__= If you are facing Taelor you know what she will do. She is going to cause problems every model in the game, even tough masters like Perdita and Lilith. Not much will survive 3 attacks from her.

Try and avoid combat with her, her 3" melee range is massive, allowing her to control wide paths of the board at once. Where you can do some damage is with ranged attacks or with magic as she does not have any specific tricks against them. If you can do have to engage, you need to hit her with something big. It will take at least 3 attacks from even your strongest model to take her down. And in that time she is capable of killing just about anything in return.

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