M2E+Monk+Of+Low+River

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 * Monk Of Low River, Ten Thunders Minion**

=__Overview__= Opposites of their High River Monk brothers, the Monks of Low River prefer a non-lethal, healing approach to their studies.toc

=__Mobility__= The Low River monk has a respectable **Wk** of 5, but won't be winning any races, yet can keep up with many of his fellow Ten Thunders. They don't have a **Cg** stat though, so whenever you have to move to engage somebody, you'll only ever get one attack.

=__Offense__= The Monk of Low River has no offensive abilities that do direct damage, his one **MI** action however brings a nice control effect to a Ten Thunder crew

Over The Pebbles
The Monks only **MI** action has a very high **MI** of 7, and instead of dealing direct damage it removes a condition of the Monk's choice. With the monks focus abilities this can become a very hard attack to duel against for an enemy.

=__Resilience__= They are **Df** 5, **Wp** 5 and have **Wd** 5, but when you add their abilities into the equation, this is where the Low River Monk shines.

Stand Ground
When this model decides to use **Defensive Stance** the Monk does not need to discard any cards, perfect for keeping him swatting away any attacks that target him

Rapid Waters Timeless Voice
Should an enemy try to disengage from the Monk, not only can you remove a condition from them, but the monk will increase his **Defensive** condition by 1 should you succeed.

Reading The Wind
Another bonus from the Low River temple, the first time a Low River monk gains the **Focus** condition each activation, he will gain an additional +1 to it.

Brutal Sensei
Condition spammers beware, the Monk will simply ignore and is immune to **Burning**, **Slow** and **Poison** conditions.

Calls Unto the Chi
A very handy 0 action that can heal the monk for each model with a **CA** action in range. This can be friendly or enemy, and can help the Monk lock down threatening targets.

=__Tactics and Tips__= The Monk's primary roles are Condition Removal and to a lesser extent Scheme Running and Locking.

Condition removal has two benefits, the first being defensive and the other offensive.

Defensive will use the monk to remove any nasty conditions on your friendly crew members to help them survive an impending doom. Removing a large **Poison** count before McMourning can expunge or putting out a friendly with a high **Burning** condition count are just a few examples. The amount of conditions and models that give out conditions (like Nurse's for example) is very high. **Blight**, **Slow**, **Brilliance**, **Swill**, the list goes on and the Monk can remove them all.

Offensively the Monk runs the risk of getting up close to enemies and getting nasty hits in return, careful planning and using his **Stand Ground** ability, **Brutal Sensei** and healing can lighten the threat. When removing conditions from an enemy it helps to take away things that help the model. Major conditions like **Reactivate** and **Fast** can be removed and will lower threats significantly. Removing **Burning** from a Rail Golem can prevent any serious **Locomotion** runs, removing **Poison** from Flesh constructs can stop them healing and being exploited by Resser masters.

The Monk surprisingly can hold down an enemy or two in addition to his main feature when you really need to buy time for other models. His defense isn't high but with **Stand Ground**, and gaining further bonuses should the target try leave the combat he should have an easier time surviving any attacks, or at least reduce the chances of receiving a severe damage flip. Using his healing action when engaged with a lot of casting models can bring him back to full health easily.

=__Playing Against Monks of the Low River__= First thing you have to consider when you see a Monk of the Low River is if his condition removal will be a problem for you. If the answer is yes, they should be removed with a certain sense of priority, where their distance to the rest of their crew or your own dictates how high that priority may be. They can be annoying when they have **Defensive** but outside of that they are very soft models, so a good burst should kill them quickly. Do be wary of leaving a Monk with 1 **Wd** though, since they can easily heal back up with **Call Unto The Chi**, specially if either his crew or your own is full of models with **Ca** actions.

If you don't care about condition removal, they tend to be more of a nuisance than anything. They may not cause damage, but their **Ml** is very high, so disengaging from them can be a waste of time. If you don't really want to muster the resources needed to kill them, engaging with a fodder model of your own will probably keep them honest the whole game.

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