M2E+Kentauroi


 * Kentauroi, Resser Minion**

=__Overview__=

Don't worry loves, the cavalry's here! It might be rotting, a necromancer on its back and with parts falling off, but it's here!

Kentauroi are the Resser equivalent of centaurs; half-horse and half-human. Instead of being noble mythological creatures born from the whims of Greek gods, however, Kentauroi are fetid abominations, sewn together in secret labs by the hands of maniacal necromancers.

Kentauroi have the Horror characteristic, and are Undead Minions. toc

=__Mobility__=

With a standard horse Walk of 6" and Charge of 10" gets it around the board easily enough. A Charge value above 6" is very rare in our faction, so having a model who can project a lot of threat range to enemies is especially welcome for Ressers.

Even when a Kentauroi is engaged, it can still declare Charge actions by using one of its 0 actions, as long as the target model is not already engaging the Kentauroi. This helps it maintain a big threat radius even after it has engaged with enemies.

One if its attacks lets it place into base contact with the enemy targeted if successful, allowing for some positional tricks.

It also has an ability to speed up one of its friends. When the Kentauroi declares a Walk action, you can pick a nearby friendly model with Ht 2 or lower within 2", and place it in base contact after the Walk is complete. With his brisk Wk of 6 you will have moved your model a considerable distance. This ability is superb for dragging other important models up the board early and multiplying your AP efficiency. Now your Masters can get where they need to be in style!

It's also a valuable tool for repositioning your models for scoring purposes, and for rescuing a model from engagement since you can put them on the far side of your centaur.

=__Offense__=

A Kentauroi's primary attack is a **Ml** 6 Lance. Though the damage track is awful for an 8 Soulstone model, it gains +2 damage as long as the attack was part of a Charge action, making it a much more deadly attack. It also features the Infect trigger and a built in crow as its sole trigger, so any successful hits are also passing out 1 or 2 stacks of **Poison** onto the target.

Its enormous charge value, a melee reach of 3" and ability to charge even while in engagement make the Kentauroi a very long ranged missile that can't easily be locked down.

They also have a slightly less accurate attack, Rotting Hooves, which does damage to the enemy model, repositions the Kentauroi into base contact with them, potentially forcing nearby enemy models to take a Df duel or suffer more damage with a trigger trigger. Despite a lower Ml stat, this attack has min 2 which actually makes it hit harder than the Lance if you're unable to charge.

=__Resilience__=

A reasonable stack of Wounds and **Hard to Wound +1** is all that keeps our rotting horse hybrid from dying. Anyone targeting **Df** can hit it without much trouble, especially since it's easy to target on a 50mm base with Ht3. At least its Willpower is a solid 6.

It has a **(0)** to discard a Corpse Marker in base contact to heal 2 damage, but it also has an ability that causes it to take 2 damage whenever it charges after completing the activation. If it charges with 2 or fewer wounds remaining, it will die as soon as the Activation is complete. As it both takes damage and drops a corpse after an Activation in which it charged, you do not have the chance to heal from the corpse you drop. Still, it can be worth charging while on 2 wounds as you will get to take your attacks and then leave two corpse markers for other models to use.

Of course, it's entirely possible to end your charge in base contact with another Corpse Marker to consume as soon as you've finished your attacks, provided you didn't need to use the **(0)** which enables you to charge while already engaged.

Kentauroi are rather fragile for their cost to high minimum damage attacks, and are especially nervous around enemies who can pass out Conditions such as Slow or Paralyze. Slow won't kill your undead pony, but it will severely reduce their damage output.

=__Tactics and Tips__=

Any crew that needs to deliver one particular model quickly or likes it when Corpse Markers show up for free, can benefit from Kentauroi.

Take advantage of your lance's reach and try to end your charges exactly 3" away from enemies as much as you can. Otherwise its 50mm base makes it difficult to charge if it gets surrounded. If you get surrounded, don't forget the other attack with the built in place. This can help set up a next turn charge away from combat.

Rescue vulnerable or trapped models from combat by Walking. You only need to be within 2" to pick up a model, and your 50mm base size and Ht3 can keep your other model out of harm's way once you drop them off.


 * Nicodem**

Nicodem's not fond of hobbling around on his one good leg, and Kentauroi can ferry him up the board, so it's match made in heaven. In return for the ride, he gives them immunity to Slow, which is amazing for a model that relies so heavily on charging to get work done. The extra Corpse Marker they drop when they Charge is great for Nicodem if they don't need to consume it.

The immunity to Slow also lets them have 2AP to Charge with as soon as they're summoned in. While this isn't unique to Kentauroi (Nicodem gives this to all his Undead while within 6"), their huge Charge range, high minimum damage plus the "free" Corpse Marker, gives you a lot of value for the modest 12 of Crows summoning cost. Combined with Nico's Love Thy Master upgrade (which grants them Companion) they'll be able to activate and charge fresh from being summoned as soon as Nicodem's finished his activation.


 * Molly**

Molly also dislikes wasting AP by walking, so will appreciate her own undead pony ride to the front lines. If you're playing Horror Molly, she gives them Black Blood, can summon more of them in (though they won't be as appealing as Punk Zombies since they can't Charge this turn) and has another (0) option to give them a (1) action. If that Kentauroi's (1) action is a Walk, it can carry her with it as well, so with a nearby Kentauroi she always has the option to reposition herself in the middle of her activation for free, to a better spot to to summon or attack from, for example.

She has Accomplice so you can have the Kentauroi activate as soon as she's done. She can make the Kentauroi walk the two of them wherever they need to be with her (0), spend her 3 AP however you see fit and then let it Charge immediately afterwards. As a high-end minion, your Kentauroi is also a great target for Molly's other (0) which gives out Reactivate, potentially enabling multiple Charges per turn.

=__Playing Against Kentauroi__=

Its all about the charges. Be aware that it can charge out of engagements, but also be aware that its damage is really pathetic if it cannot charge, so look for opportunities to deny them a charge.

Position your models closely to it to block off charge lanes; its large base size often prevents it from charging if you can get in the way. Kentauroi are also extremely susceptible to **Slow** since it stops them from charging no matter where they are.

Alternatively, you can try to outright kill it. Kentauroi have low **Df** stats and won't stand up to dedicated beater. Bring the fight to them. Even if you can only get it down to 2 or fewer wounds, that's a big deal since then it can't charge without killing itself.

As long as a Kentauroi is able to declare a Walk action, it can freely move a friendly model within 2" of it a deceptively big distance; even if it only goes 0.1" that model gets to place anywhere in base contact afterwards. If there's a specific model you need to Interact with, kill or lock down, prioritise separating it from the Kentauroi or denying the Kentauroi AP to Walk with.

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 * __Ownership__ **