M2E+Dr+Grimwell


 * Dr. Grimwell, Guild Henchman**

=__Overview__= The (other) good doctor is a mobile henchman who brings a fearsome melee presence and a little added mobility to his crew.toc

Despite being a Guild model, Dr. Grimwell is a mercenary, so anyone wanting a strong melee presence with a little utility can hire him for the usual 1 stone price hike.

=__Mobility__= With a walk of 5 and charge of 7, Dr. Grimwell looks fairly average for a guild model. However, he has both unimpeded AND nimble, making him one of the most maneuverable guild models around.

His **Doctor's Orders** action does not affect his mobility, but does improve the mobility of his crew. For the cost of a card, a nearby friendly model can move 4 inches for free. Do be aware that the action can only be taken once each turn.

=__Offense__= Offense is the main selling point for Dr. Grimwell, with two different melee actions that have good to great damage tracks and good range.

The first attack is **Skull Saw**, which comes with a good Ml stat and a damage 2/3/5 damage track. On its own, the attack is ok, but not what you would expect for a 9 stone henchman. However, it does have two triggers: the standard Guild Critical Strike trigger eats into your (likely already strapped) supply of rams, and on a mask you get **He's Gone Mad**, which forces the target to discard a card after damaging.

The second attack is **Lobotomy**. The selling point of this attack is its 4/6/10 damage track and its great Ml, tied with Lady J and the Executioner for effectiveness. However, the attack has no triggers and takes 2 AP to use. Fortunately, with nimble, Grimwell can still move and use Lobotomy.

Dr. Grimwell also has the **In My Care** ability, which gives him a positive twist to disengaging strikes. Given his strong Ml stats, this makes it difficult to get away from the good doctor.

=__Resilience__= Resilience is not Grimwell's strong suit. He has ok Df, average Wp, and typical wounds for his cost. He has no built in defensive abilities, nor any healing. The only protection he gets without upgrades or other models around is through burning stones for prevention.

=__Upgrades__= Grimwell has a personal upgrade, **Research Grant**. This allows the good doctor to add a Soulstone to his crew's pool when he kills an enemy. It is generally a worthwhile upgrade, as it will pay for itself after a single kill, and Grimwell is pretty capable at removing enemy models.

Of the available general Guild upgrades, three bear mentioning: Plant Evidence can make Dr. Grimwell into a passable scheme runner while he's out sawing people's brains out. Since Dr. Grimwell wants to be in the thick of the fighting, and with **Unimpeded**, he may often be in a place where you would want a scheme marker.

Expert Sleuth gives Dr. Grimwell a (0) action that improves his already considerable mobility (and he lacks a (0) action of his own anyways), and can allow his crew a once-per-game initiative bonus if you really need to go first in a pivotal turn.

Lead Lined Coat can (as always) improve his painfully average resilience, but it is an expensive upgrade and you may have better uses for those stones.

=__Tactics and Tips__= The best use for Dr. Grimwell is surgical strikes, haha. He does not have the durability to go toe-to-toe with other beaters, though he does have the ability to put a hurting on most any model. Because of the power of his Lobotomy attack, your opponent will try as hard as possible not to leave any of their models within 7 inches of Grimwell (the distance he can move and still attack with lobotomy). However, do not be obsessed with pulling off the home run strike, even with his humbler Skull Saw, he can still bring the pain, especially if you cheat a few rams in (or burn stones for suits).

Because of his mobility, you should be able to choose your targets, and to be able to attack from surprising vectors (remember, he can move before charging, and ignores sever terrain so he has charge lanes that other models don't).

Due to his Lobotomy action, it is a good idea to field him with models that can move him around. Perdita can use Obey, the Enslaved Nephilim can shackle him toward another friendly model, McMourning (two doctors, what a housecall) can infuse him into position (and get a scheme marker out of the deal), McCabe can give him fast (bringing his mobility to silly levels), the Judge can pull targets into range, and Death Marshals can Pine Box him into position (which also helps with his relative frailness). Also don't forget that Lucius can move him around via What Lackeys are For.

Models that can improve his defenses and melee capability are nice to have (but not really necessary on offense). Lady J can inspire him (and the Scales of Justice can improve his average Wp), Franscico can improve his mediocre defenses to elite levels, and Papa Loco can have him Hold This, making Lobotomy one of the single scariest attacks in the Guild. Guild Lawyers are also a good option, to improve his Wp-related issues with Terrifying targets.

Dr. Grimwell is at home lurking at the edges of battle, taking out targets of opportunity and acting as a living zone that your opponent will want to avoid unless he has a solution to Grimwell's presence.

=__Leading a Crew__= (With subheadings, usually referencing specific spells, abilities and important combos)

Strategies and Schemes
(General overview, then maybe specifics on what strategies/schemes are good and bad)

Building a Crew
(What sort of minions might or might not work well with the Henchman, overall advice.

=__Playing Against Dr. Grimwell__= As stated, he is pretty fragile for his cost, and he will die from the attentions of a dedicated melee model of comparable cost. Most damaging masters can see him off in an activation or two, and even a number of enforcers or even minions such as teddy, executioners, Izamu, or even a humble Punk Zombie (when properly positioned/buffed) can take him out without too much difficulty. It is probably best to attempt to kill him from a distance (if a melee character fails to kill him, he can attempt a lobotomy that can one-shot almost anything on a red joker damage flip/cheat), but due to his Unimpeded, he will likely be hanging out in cover. However, his willpower isn't great so if you can lure (or otherwise move) him out into the open, feel free to light him up. He is a powerful melee model with a fair amount of mobility, but he just isn't that tough.

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