M2E+Dead+Doxy


 * Dead Doxy, Resurrectionist Minion**

=__Overview__= toc This is the story of a gal that wanted to be star... and ended up tagging along with the wrong crowd, got shived and got raised back to undeath. Oh Seamus you crazy scamp!

Leaving aside a Doxy's origins, they are the cousin of the Rotten Belle, with shorter ranged control and less resilience, but make up for it with higher damage and being more mobile. That she also has one of the nastiest debuffs in the game as a trigger helps too.



=__Mobility__=

Mobility is the name of the game with a Dead Doxy. Just by stats she has a Wk of 5 and a Cg of 6 which is pretty standard mobility. It's when you look at her actions when things get interesting, **Take the Lead** to be precise.

Take the Lead
This is a (0) AP Ca 6 action that targets Wp, needs a 7+ to work and has a range of 10". What it does when it connects is push the Dead Doxy up to her Wk towards the target and then pushes the target it's Wk in any direction. It can be seen as a shorter range **Lure** that happens to move the caster, but that would be underplaying it's potential. First important thing of note, you are using a push, not a move, this means that unlike **Lure**, models cannot zigzag to avoid obstructions, but on the other hand, they ignore the **Severe** trait of terrain during the push, so it's kind of a wash. Second important thing, it is in any direction, this by itself opens a ton of possibilities for moving models, be it friendly or enemy. The third important thing, already mentioned, but still important to emphasize, is that the Dead Doxy gets to push too and it is also a (0) action, this means that the Dead Doxy can be blazing fast, covering a total of 15" with ease while also helping another friendly model push it's Wk or forcing an enemy model to an unwanted place. Finally, you don't have to push the full Wk of either the Doxy nor the target, giving you a lot more precision about where you want to place both models.


 * Take the Lead** also has a very, very nasty trigger in **Confusing Feelings**. It requires a Mask but gives the target model - flips to all opposed duels where it is the defender. This debuff is incredibly powerful and can be curtains to any model that doesn't have any access to + flips to it's Df or Wp. Using a high Mask to put the target model in a bad spot, while also applying a very mean debuff and maybe even triggering a **Pounce** or three is well worth it.

=__Offense__=

Some of the Dead doxy's offense has already been covered in Mobility with the **Confusing Feelings** trigger on **Take the Lead**. Outside of being a debuffer, she knows how to hit people with that **Fancy Cane** of hers.

Fancy Cane
This is the Doxy's melee attack action, with a nice Ml stat of 6, targets Df has a damage spread of 2/3/4 and only a Melee Range of 1" that shouldn't really be much of a problem if you play your cards right. The damage spread is average, though the severe is a bit on the low side, but she makes up for it with the potential to get extra attacks from **Pounce.** When an enemy model ends a push or move within the Doxy's engagement range that is not part of a Walk or Charge Action, she may take a 1 AP Ml Attack Action against the model without spending AP. which shouldn't be too hard thanks to **Take the Lead**. She also has the **Cut to Ribbons** trigger that gives her a + to damage if she flips a Ram, meaning that if really necessary, she can get some good hits in.

=__Resilience__=

The Dead Doxy has a good amount of durability, she has Df 5 and Wp 5 which are a tad higher than usual for **Undead**, **Hard to Wound** (damage flips against the Doxy suffer a -) and her Wd stats is a bit lower than usual with 6 Wd but still good. Aside from that, she also has the **Hands Off!** trigger on both Df and Wp, which lets her push 4" in any direction after she is damaged, though she needs a Mask to activate it. This is a fantastic use for low Masks since thanks to **Hard to Wound**, she should be able to still plant a - flip even with a humble 4 and get out of danger.

Finally, she also has the **Final Encore** ability, which gives **Fast** to a friendly model 4" from her when she dies from an enemy attack. This isn't so much a defensive mechanism as much as adding a penalty to killing her, so try to keep her close to friends to get the most out of it and who knows, maybe the fear of giving your master **Fast** will let her live longer.

=__Tactics and Tips__=

The Dead Doxy can be considered another side of the coin when compared to a Rotten Belle. The Rotten Belle excells at bringing models to her, so she tends to be used mostly for targetting enemies and putting them into bad possitions. The Doxy on the other hand gives you free control of the direction of movement, making it a lot more useful to use on your own models while at the same time not having her get left behind. They both can interchange their roles of course, with the Belle **Luring** friendly models and the Doxy using **Take the Lead** on enemies, but between range, casting and movement vectors, they work better when used in the other way.

That last parragraph is to basically emphasize the reason why you bring a Doxy, which is to help your models move up the board. That she happens to be a pretty good fighter on her own right, very mobile if cards are willing, a very nasty debuffer and can give a conditional **Fast** that can target anything is just some awesome icing on the cake.

Aside from **Take the Lead**'s movement based utility, never forget her debuff, it is a death sentence to most models in the game if you are able to follow up on it, be it with the Doxy herself or with other models. This does mean keeping high Masks for her, though shouldn't be too problematic since most Resurrectionist masters don't care that much for the Mask suit.

Thanks to **Pounce** she also makes a great playmate with a Rotten Belle, where one can use **Lure** to get a model into **Pounce** range of herself and a Doxy and then the Doxy can use **Take the Lead** in her activation to push the model at the right spot to get **Pounced** on again. This can quickly become a blender of death the more models with Pounce you put into the equation, not something I would build a list on, but still highly effective, specially if **Take a Lead** triggered **Confusing Feelings**, making it a lot more lethal.

Finally, always try to keep something beefy 4" from the Doxy, in case she dies it would be a tragedy to not get some good use out of her **Fast**, since something like a Fast Seamus or McMourning can cause pure mayhem. You can be more lax with this if you have a low Mask at hand and accept her death, since the **Hands Off!** trigger will push her before killing her, meaning you have greater range to spread the buff.

The masters capable of summoning a Dead Doxy are Seamus, Nicodem and Molly. All three of them will want to bring a Doxy to the table the moment they want some movement shenanigans with some punch, if they also happen to have the Masks needed to get **Confused Feelings** to work, she becomes a clearer summoning option. She can also be summoned by Nicodem and Molly as a budget beater if your hand isn't good enough to summon stronger undead, that Ml 6 with weak damage 2 should be enough to cause some damage to minions at least, specially if you can pull of a **Pounce**, and her death will still give you the benefit of **Final Encore**.

=__Playing Against Dead Doxy__=

A Dead Doxy is mostly dangerous because of the mobility it gives to the enemy crew and for her ability to possibly debuff your crew while also putting you in a bad possition. If you have high Wp you can maybe not give **Confusing Feelings** too much importance, but it's still a good Ca of 6, so late in the turn it can still connect and cause a lot of unwanted pain. Dead Doxy do tend to be card intensive be it because they want Masks or simply because they need a 7+ to move a friendly model, so any form of card discard will keep them honest, or at the very least, praying for the deck to smile at them. They aren't gods of death, but no slouch either in combat and with **Take the Lead** and **Pounce** can get 3 attacks into you, so don't underestimate their damage potential. Aside from that, they tend to die to any form of focused attention, though be careful with the **Hands Off!** trigger since it can stop a sure kill from happening if you didn't account for maybe needing another model to finish her. Finally, be weary of what she can make **Fast** with **Final Encore**, depending on who gets that **Fast**, you may be better off paying attention to the model it may possibly buff before taking the Doxy down, again, account **Hands Off!**, since she can do her trigger push before dying and getting into prime position to give out the buff.

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