M2E+Kang


 * Kang, Ten Thunders, Henchman**

=__Overview__= Kang is an excellent model to have around in a lot of different situations. He will hold a position, kill an enemy and support your other models. He's a pretty good target for Bodyguard, and he excels at helping against **Constructs** and the **Undead**. toc

=__Mobility__= Kang's mobility is average--which makes it quite poor for Ten Thunders. He's Wk 4, with no movement abilities at all. He has a Cg of 6, with a **Ml** range of 2, and so can move a reasonable distance if he's trying to get into melee to smack someone. Consider using another model (like Mr. Graves or Lust) to help get Kang into position.

=__Offense__= Kang is an excellent offensive model.

He has a terrific **Ml** 7, Rg 2 attack called **Whomping Shovel**, against **Df** with a damage spread of 3/4/6. This is the attack you'll be using more often than not. It also has a trigger that requires a ram called **Good Whomping** which pushes the target 3" away from him directly away.

His other great offensive use is just by being nearby the rest of your models. His **The Workers Champion** ability gives all friendly living models within aura 6 a plus to attack and damage flips against Undead and Construct models. Remember that this affects Kang himself, making that shovel a lot nastier. If your opponent has declared Ressers, take Kang along. He's a good bet against Arcanists as well.

He also has a short range shooting attack, **Hot Coals**, with a **Sh** of 5, a Rg of 6" with a 2/2B/4B damage spread. On a tome, after damaging it will give all of the targets **Burning**, which can be great for giving Mei Feng her plus to damage flip when she charges. In general, if Kang is within shooting range with his Hot Coals, he may be better off charging instead. Do consider if you may need the blasts though, especially when Undead and Construct models are around since cheating damage should be a lot easier.

=__Resilience__= Kang is incredibly resilient, making him an excellent Bodyguard target.

He has a **Df** of 5, and a **Wp** of 6. He also has **Hard to Wound +1**, so damage flips are usually negative against him, and **Hard to Kill**, which is brilliant in concert with his last defensive ability **(0) Can't Keep Him Down**. This ability allows him to spend a Soulstone to heal a number of wounds equal to the Turn number. Getting 4 wounds back on Turn 4 is amazing, and you should plan on using it if you need Kang to be tanking.


 * Rousing Speech** also gives Friendly Living models within aura 6 immunity to Horror Duels, which is brilliant.

=__Upgrades__=

**Arcanist**

 * Imbued Energies** is a good Upgrade for Kang giving him **Fast** by discarding or 4 cards if he dies, although in an Arcanist crew there tends to be better targets such as the Rail Golem or Mei Feng. If Bodyguard is put on Kang,


 * Imbued Protection** is definitely a worthwhile upgrade for him, shoring up his average **Df** to 6 and providing him 2 damage prevention.

Ten Thunders

 * Broken Promises** is an upgrade that helps to keep Kang alive for a turn. This lets Kang discard the upgrade at the start of his activation the upgrade to gain the **Betrayal** condition. This gives a - flip to all attack actions that target Kang for the rest of the turn. This greatly increases Kang's durability for a turn, but it demands that he activates early to set it up and Kang's activation order can really vary from turn to turn depending on if you need his auras in some area of the table. It can be a very good consideration if you have taken Bodyguard since it can outright make him untouchable for a turn, especially if he has his **People's Challenge** upgrade to make the trigger easier to proc. It is still a very expensive upgrade at 2 SS though and can make Kang's cost skyrocket.


 * Recalled training** is an upgrade that gives Kang a huge burst of damage. It allows him to discard the upgrade at the start of his activation to get + flips on all duels and flips for the rest of the turn. This makes Kang's prodigious damage potential go to very good levels and against Undead and Constructs, it can border on overkill. The + flips on Df will also help him if he takes his **People's Challenge** upgrade. It is a very good upgrade on him to give him a burst to his damage. Don't wait too long to use it though, Kang is very slow natively so you really shouldn't be banking on being able to charge the opponent's most important model.


 * Servant of the 5 Dragons** is an utility upgrade that gives +1 **Wp** and you can discard it at the start of Kang's activation to discard all scheme markers in a 3" pulse from him. It's important to keep in mind that it's at the start of the activation, so you have to get him into position to where you want to use the scheme pulse the previous turn. The +1 **Wp** gives Kang a very respectable **Wp** of 7, so even though Kang doesn't care about **Horror**, against **Wp** heavy crews it can certainly be worth considering. The discard aspect on the other hand doesn't work as well with Kang since he is very slow model and tends to be in the middle of your crew buffing your living models, meaning he isn't in the flanks where most enemy scheme activity is likely to be. It's still worth considering if you have a stone left and either expect a **Wp** attacking crew or the scheme pool is heavy with scheme markers.

Both
Kang has an upgrade specific to him called **People's Challenge** which gives him 2 abilities. The first **Taunt** gives the target a condition whereby it must pass a **Wp** 13 duel to target someone other than Kang. The second gives him a **Df** rams trigger that allows him to strike back at a **Ml** attack that fails. At 2ss, this feels as though it may only be worth it if you are trying to use Kang to protect someone specific, ie if Assassinate is on the table or if you've chosen Entourage on your Master.


 * Hard Worker** is a **Foundry** upgrade that allows models to ignore aura effects for LOS, and gives other **Foundry** models in LOS a **(0)** to ignore **Armor** and **Hard to Wound**. Kang is a good place to put this upgrade if you're going to take it, since he'll likely be in the middle of any fights. Ignoring the two abilities is most useful if your opponent has declared Ressers, and a decent bet against Arcanists.

=__Tactics and Tips__= Kang is a simple tool, and is best while standing in the middle of a fight. He'll tank for a long while, and when against Constructs or Undead will provide support to nearby friendlies. He is not good for Scheme running, or being mobile, so deploy him well, run him up and start swinging.

Before declaring a charge, do consider where you need Kang's auras to be and if you may have a good situation to go for the Hot Coals actions instead since there may be a model who is susceptible to Blast damage, be it because they are hard to hit, or have triggers that help keep them protected (Kirai).

Also, if you know you can't kill a model but really need it away from an area, don't be afraid to use a soulstone to give Kang's **Whomping Shove**l a ram to trigger **Good Whomping**. He is very precise so you shouldn't have a problem connecting and it can be a lifesaver to push a model into another quarter or outside of the Turf War circle. Same applies to **Hot Coals** if you need to spread burning around for one reason or another (usually to help prep something for Mei Feng to hit it hard or simply because the extra damage from burning should finish a model with Hard to Kill for example).

=__Leading a Crew__=

Strategies and Schemes
Bodyguard is a good Scheme for Kang - he'll survive most things an opponent will throw at him because of his healing ability.

Entourage is not a good Scheme for him, with his terrible Wk of 4 he'll have to spend most of the game running across the table.

Kang works best with Turf War, so he can provide his auras to everyone nearby.

Building a Crew
Kang is best with a large number of Minions nearby. Having said that, his optimal use asks more about what your opponent is bringing than what you are bringing. His incredible aura against Construct/Undead and immunity to Horror Duels tend to mean that he does best if your opponent has these abilities for you to ignore.

=__Playing Against Kang__= If you don't kill him early, Kang will heal easily and undo all of your hard work. His **(0)** to heal wounds equal to current turn number, in addition to **Hard to Kill**, will lay to rest most plans to kill him--assuming your opponent has left Soulstones around for this. Having said that, if you can get at him after he's activated and put a solid damaging model against him, he will die. He has no **Armor**, so all wounds count and only 9 Wds total.

It may be useful to bait him into a position where he doesn't want to be. If you have a fairly mobile crew, setting up such that Kang wants to be somewhere to make best use of his melee abilities, but also such that he has a harder time providing support and/or scoring VPs, could distract your opponent into using him poorly. He won't move very fast, so it's possible.

I'd be more likely to ignore him though. If he's using his support abilities, killing nearby friendly models will reduce the effect of his plus to attack and damage flips, which reduces his offense.

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