M2E+Monk+of+High+River


 * Monk of High River, Ten Thunders Minion**

=__Overview__=

toc The Monk of the High River is the **Burning** based monk. He's an offensive piece through and through.

=__Mobility__=

The Monk has an average mobility of **Wk** 5 and **Cg** 6, but he also has the very good 0 action **Wander the Earth** in his arsenal, which pushes him 2" in any direction. This gives him a high versatility when looking for engagement angles and charge lanes, gives him an easy way to get out of combat and helps him deal with severe terrain better.

=__Offense__=

Pretty much everything in the Monk of High River's card is dedicated to offense. First, he has **Reading the Wind**, this means that every time he uses the Focus action during his activation, he gets an additional **Focused +1**, the means his focused strikes are very very mean. Then he has **Searing Flames Booming Voice** which just means that when he does a disengaging strike, he gives the model **Burning +2** if he hits, meaning it's very risky to get out of combat from him. He also has Ruthless which makes him immune to taking any **Wp** duels during his activation, a great way to avoid Horror or Manipulative checks.

Finally, his strongest ability is **Call Unto The Flame** which lets him discard a card and when he charges, he gets to do an additional 1 melee attack action. He should be doing 3 attacks against anything he decides to charge as long as your hand allows it.

Over the Flames
This is the only attack action on the Monk of High River. It is a **Ml** 6 melee attack that targets **Df** with a **Melee Range** of 1" and a damage spread of 1/2/4. It's damage spread is pathetic for a brawler model but he sort of makes up for it with his trigger, Ignite, which gives as much Burning condition as tomes in the final duel after damaging. He starts with a tome base meaning his damage spread is closer to 2/3/5 supposing you can wait for the upkeep phase to apply all the burning damage. Attacking with any tome should make it then be closer to 3/4/6 and thanks to his ability to charge and do 3 attack actions, he has the potential to pile a lot of burning on whatever he targets.

Be wary of condition removal, since it reduces his offense to a joke.

=__Resilience__=

The Monk of High River's resilience is incredibly basic with **Df 6, Wp 5, Wd 6,** and no ability or action to help him stay alive. His **Df** is decently high but that's about it. Once he starts getting hit, he will fall very quick.

=__Tactics and Tips__=

The Monk of High River's life blood and reason to live is to charge. Thanks to **Call Unto the Flame**, his charge can be more lethal than most so your objective is to try and get the charge every turn you expect to fight with the monk. **Wander the Earth** helps achieve this immensely, since that 2" push can, aside from increasing your threat range, let you disengage with ease and recharge a model again. Don't only obsess about being able to charge thanks to **Wander the Earth** though, it is also a great tool to let them place scheme markers since it makes it hard to actually force to him to stay in combat.

If **Wander the Earth** can't help you get out of combat, it should at least let you push closer to do an **Over the Flames** without having to waste an AP walking into engagement range. Also, without being able to charge, you are better of just using **Focused** and attacking the grand majority of times unless you have a couple of high tomes you can use on him to pile in the burning, since the ++ to attack and damage should give you an easy time to hit and your severe damage is twice your moderate, so without adding burning into the equation, your damage potential is simply higher on a focused attack and tends to require less luck and resources to achieve results. Of course there are exceptions like models with **Hard to Kill** where the extra damage may be wasted.

Finally, try and keep the Monk of High River in reserve, their defense is very bad but they have a very solid total threat of 9", so they really shouldn't be in the front line asking to be charged, layer your advance a bit to let them engage and once there, well try to burn everything you can before they burn out themselves.

When taken with McCabe they can make great use out of his Glowing Sabre upgrade and their **Call Unto The Flame** Ability. If you've also given them Reactivate with the Badge of Speed, they can use Walk the Earth to get out of engagement, and Charge back into the fray!

=__Playing Against Monk of High River__=

Hit them hard and hit them fast. Their resilience is very low and will not hold up to any focused effort to kill them. With **Cg 6**, **Wander the Earth** and Melee range of 1" he has an effective threat of 9" as well as being able to adapt to a given situation thanks to the push. The Monk of High River is dangerous if he charges (and he can push out of combat then charge again), but outside of that his damage potential for a 6SS model is pretty tame. Also, even though engaged they lose a lot of omph, thanks to **Reading the Wind**, whenever he uses uses **Focus** it will hurt, so do keep in mind that potential 6 damage they can achieve throughout the turn.

Putting anything on the field that they can't declare a charge against, especially something with a decent damage profile in return, (I'm looking at you Ronin!) is always a good option.

Condition removal really helps against a monk of high river.

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