Freikorps+Trapper


 * Freikorps Trapper, Outcast Minion [[image:WYR5046_500.jpeg width="399" height="380" align="right"]]** toc

=__Overview__= The Trapper is more of a loner than the other members of the Friekorps. They get the jobs which send them out into the wilderness alone.

=__Mobility__= The Trapper has good speed for a human, and he also has //From the Shadows//. This allows you to set him anywhere that is at least 12" from an enemy or from the objective of a Strategy or Scheme. The Trapper can make use of his wilderness knowledge to grant //Scout// to all friendly models within 4". Finally, he has a Trigger called //Reposition// built into his Clockwork Rifle. This Trigger gets him a 3" push every time he damages the model he shot. It is very useful at allowing him to move up the field while still putting out damage.

=__Offense__= The Trapper comes armed with a Clockwork Rifle and the Hunting Knife that all Freikorps mecenaries are armed with. He is well trained with the knife, but it does have a low damage of only 1 at Weak. The Moderate and Severe damage is much better. The trapper's main advantage is the 16" range on his Clockwork Rifle, making it one of the longest ranged weapons in the game. It has a positive damage flip against Beasts and Constructs. His low CB with his gun is going to make doing damage a challenge, but he can be a threat to weak models or totems.

When using the Knife there are two possible Triggers the Trapper can get: //Brutal//, which increases its damage for each Tome in the Cb total, and //Skinning//, which is only of use when you kill a Ht 1 model.

The Trapper has //Hunter//, allowing it to ignore cover granted by terrain and to see 6" into obscuring terrain. He also has //Ruthless//, allowing him to ignore //Harmless// and //Pitiful//.

=__Resilience__= The Trapper is fairly durable. He is equipped with the custom-designed Friekorps armor, which provides //Armor 1//. It is also //Magic Resistant 1// and able to ignore damage form Auras, Pulses and Blasts. His own Defense is on the high side, making him quite tough to hit, but he only has six wounds. If he is deployed //From The Shadows// he is safe from being shot or charged until he has taken an action other than pass. He is //Stubborn//, with a fairly high willpower, making spells such as //Obey// and //Lure// quite risky against him. The thing which makes him most resilient is his ability to discard carried Corpse Counters to heal a wound for each counter carried. When this is combined with Von Schill, who can make him //Slow to Die//, he is a very tricky proposition to deal with. The other advantage to him being able to grab Corpse Counters is that it denies them to your opponents.

=__Tips and Tricks__= The Trapper has a moderately extreme damage range on his Clockwork Rifle (1 to 5). This means that expending AP with a normal ranged shot is statistically not as effective as performing one focused shot. On average against a 5 defense model the trapper will do 2.0 damage per round with a normal shot and 2.2 with a focused one. The focused shot has the added benefit of giving you roughly a 70% on each attack (or 7/8 on a hit) to be able to cheat in a higher damage card on the hit. With a 5 damage severe, this allows the Trapper to use up unused severe cards in your hand to pick off, or at least severely wound weaker models in his extreme threat range.

Avoid deploying the Trapper if the opponent is likely to take a lot of //Hard to Wound// models (Resurrectionists) as these models will cause the Trapper to consistenty deal 1 damage a shot, even if using a focused shot.

An important thing to realize is that you do not have to move or shoot the first round (or even rounds!) of the game if doing so can both prevent the Trapper from being attacked AND cause your opponent to move his troops in a non-ideal fashion to avoid the Trapper. On the flip side, utilizing the focused shot trick early in turn one where you are likely to have a severe in your hand that will not be used may incline your opponent to commit forces to the Trapper. In either case, you causing one model to dictate your opponents action is good.

If the Trapper is being threatened, there is no reason not to spend as many turns as possible performing normal shots and triggering reposition in order to distract the opponents pieces as long as possible. The Trapper has good defense and good melee, so do not be afraid to use him as a tarpit unit.

The Trapper has scout and is very mobile with reposition and his 5 movement. Use it to your advantage to sneak around and pick up objectives for your schemes. With one reposition and two moves he be in your opponents deployment zone if he starts in the center of the board.

Overall, the Trapper is a better Freikorpsmann that you can use to either work independently of your crew or march him with your crew using his Reposition to maintain position in crew while still putting out damage.

=__Master-Specific Tips__= The Trapper has very little need for Von Schill's //Slow to Die// aura, and therefore can work in independence of Von Schill's crew - but don't disregard it! A trapper within the //Slow to Die// aura with some corpse counters on hand is nigh unkillable (a recurring theme in Freikorps crews it would seem).

=__Minion-Specific Tips__=
 * Student of Conflict:** The Student of Conflict can be used to give the Trapper //Fast//, but given the Trapper's penchant to move around with Reposition and low damage, there are better uses for the Student.


 * Desperate Mercenary:** The Trapper is an excellent choice to shoot your own Desperate Mercenaries to trigger //Frantic.//

=__Playing Against Freikorps Trapper__= The Trapper is not that much of a threat, and it may be worth the odd wound on a model to just ignore him. If you decide you have to take him out, he can be tricky to catch, but once in combat most melee models should finish him in a turn or 2. Sending a low cost //Hard to Wound// model after the Trapper is the best course of option. The low cost model will keep him occupied while the //Hard to Wound// trait will cause him to do 1 damage, more often than not.

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