M2E+Cojo


 * Cojo, Arcanist Enforcer**

=__Overview__= Aside from how fun it is to pound on your chest making various grunts and howls, there’s quite a bit in this model.

He is and he isn't a standard beast. He’s one of the first beasts designed as a football (American football) line-man. He's fairly average on offense and defense, but he brings some excellent area control to the table.

Please note that the original Cojo cards were printed with him having a 40mm base, and some box sets provide this base for him also. This has [|since received an errata] making him 50mm.

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=__Mobility__= He isn't. Walk 4, Charge 6 is not too great. **Unimpeded** helps him a bit but look to other models to help him get around. This isn't really all that bad because his job is not running across the table....he really only needs to get about half way there, to where his other abilities will be most useful.

=__Offense__= His standard attack is average, but has a massive 3” reach….looking at his Charge he seems a small threat to quicker models, but this reach makes that a bit deceptive. The automatic trigger gives him some control ability with its any direction push.

His Rampage is a bit different, with a great damage track and a very high Ml stat of seven. Again, it has that same massive 3” reach. It’s a (2) action, but Loping Charge lets him use it on the charge….of note, is that it can be used for disengaging strikes….not much escapes from that Ml stat.

Again, nice controlling trigger on this one although not built in…..a push directly away that he can follow up on. This could give him a nice boost in speed and can help him to get into the position you want him in. Pesky sniper hiding behind a blocker? Push that blocker back into them, follow up and engage them all.

The other trigger is great if you need to insure some good damage....granting a plus flip on damage. Again unfortunately not built in.

=__Resilience__= Average stats and only eight wounds. He does, however, have Hard to Kill so he can hang on a little while waiting for someone to come heal him up a little.

He has two Tactical Actions that double as both defensive boosts and Area Control and denial.

First is his **Mark Territory**. This (0) Action requires a five of anything to succeed and discards all Scheme Markers (friendly and enemy) within a 3" Pulse. Not only is this great Scheme denial, but for each one discarded Cojo gains //Defensive +1//. Adding this to Myranda's defensive buff makes him pretty hard to hit.

His other is **Pound Chest and Howl**. It's also a (0) Action so it's one or the other.....this one doesn't require a cast, it's automatic and Pushes all enemy models in a 3" Pulse 4" directly away from Cojo.

3" doesn't seem all that big, but combined with his 50mm base it's quite an area.

=__Upgrades__= About the only one I consider for him is Imbued Protection….and that’s only if I plan on using him to hold his ground. Unlike the Cerberus, the 2ss cost for Df 6 makes sense on him…..he doesn’t have the speed of the cat to help protect him, and his Hard to Kill makes it even more worthwhile. Df 6 with Hard to Kill coupled with either Myranda's Df buff or his own Defensive Stance (or both) makes him stick around for a while.

He is often at the heart of danger and isn't resilient enough to carry Pack Leader. He doesn't need to get anywhere in a hurry usually, so Imbued Energies is wasted on him.

=__Tactics and Tips__= I love him for Turf War the most. But he is also good for Squatter's Rights and if there are Schemes that require interacting anywhere you want him to be (except for Distract, Deliver a Message, and Cursed Object). His 50 mm base and 3" melee range shuts down a massive area of the table. Teaming him up with a Waldgeist or two lets you engage models over almost half of the table.....no Interacting, no shooting, no charging, and limited mobility due to potential Disengaging Strikes.

For Turf War especially, but useful elsewhere as well, I generally try to Activate him later in the turn and use his Rude Sign Language to Push enemies out of the scoring area. I play Marcus predominantly, where Cojo can gain the Beast buffs that make him better and I rarely play with non-Beast models......however, in Turf War I often take a Metal Gamin that just hangs around Cojo. I mentioned Imbued Protection on Cojo, but for two more SS the Metal Gamin can give Cojo the same defense and is another fairly tough significant model to score points in the center. The Gamin can also drop Scheme Markers for Cojo to Mark his Territory on for Defensive. Nine times out of ten, anyone near there is going to be engaged with Cojo, so the Gamin gains the Burning buff on his damage. It's a very nice team.

Cojo doesn't have the melee presence to be much of an assassin, but he is an excellent target late turn for a Darzee's Chaunt and an Alpha from Marcus. Plus flips on his Rampage allows him to dish out some real damage and you could hit one model with it then push them back with Cojo following up.....then when he Activates again (remember, we Alpha'd him) he could hit something squishier that's been hiding back there....again either with Rampage for the potential 7 damage, or hope to hit twice with his regular attack for potentially more damage.

Or you could simply Alpha him to get two Activations worth of Scheme Marker removal.

I would like to see how he does fulfilling his normal strat/scheme job in a Rasputina crew where she can put Armor +2 on him.

=__Playing Against [Enforcer]__= Cojo's Defense and Willpower are only average, and he pays for his great utility with fairly low Wounds so focusing one or two models (even cheaper models) on him will drop him pretty quick.

If facing him in Turf War, keep your scoring models spread out or backed up to Impassable terrain so he can't push them all out of scoring position.

With his big area control and Scheme Marker removal, if you want to do anything around him you'll need to get rid of him first.

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