Union+Miner

// "If I can't dance, it's not my revolution!" - attributed to Emma Goldman // toc
 * Union Miner, Arcanist Minion [[image:WYR3054.jpg align="right"]]**

=__Overview__= A low-powered model with a lot of surprising options for Alpha Strike, resilience, and synergy with other Union Miners.

=__Mobility__= The Union Miner has a decent but not exceptional basic **Wk/Cg**.

It also has a mobility option with a lot of potential from using **(0) File False Claim**. A Union Miner can bury itself at the end of its turn, then unbury near another Union Miner (or if none are around, any other M&SU member.) With this ability, a Union Miner can travel any distance across the board, so long as there's already another Union Miner there. You can use this for incredible mobility, but only with a little preparation. Options for using this include:
 * **Offensive:** Spread out your Union Miners across the board to get close to likely chokepoints or objectives. When necessary, all Union Miners can consolidate together near any one of them by the end of a turn, to be ready for an Alpha Strike the next turn.
 * **Defensive:** If you play it just right, you can move or Charge a Union Miner forward into a group of enemies or other dangerous situation, then use File False Claim to bury the model and return it to safety at the end of the turn.

Note however that **File False Claim** requires a discard each time it's used, so moving a lot of Union Models on the same turn can wipe out your Control Hand. Note also that this is risky: if your opponent can kill all your Union Miners and M&SU members on the table, the buried Union Miners just die.

=__Offense__= The Union Miner's attack is rather humble, with a decent **Cb** of 5 and an unexceptional 1/2/4 damage spread. Note, however, that circumstances can make this attack much better. The Union Miner's Improvised Weapon is immune to Df triggers, which can make a big difference for targets with game-changer Df triggers, like Zoraida, Som'er, Ice Gamin, and even Colette. A Union Miner gets a positive twist on attacks when there's another Union Model within 3" of the target. And a Union Miner gets a positive twist and another +1 Dg when attacking terrain, models with Object, and objective markers, which can be handy against some objectives and targets. The Union Miner can also (2) Wind Up to get two positive twists on an attack, but often this will not be as advantageous as two attacks, or a (2) Focus attack which gives a positive twist to attack and damage.

The Union Miner also has Companion (M & SU Member) which sets the Union Miners up for a massive all-inclusive Alpha Strike when needed.

Also, the Union Miners can all cast Menace, which moves the Miner 4" toward a target and prevents the target from taking move actions. It's only got a range of 6 inches, and there's a risk that the target will resist, but this can be used to stop very fast models so that they can't get away from attackers or perhaps reach an objective.

=__Resilience__= The Union Miner has a fairly average Df, but a pretty decent **Wd** of 6.

The Union Miner has **Smouldering Heart**, which can give **+3 Wp** at the cost of **1 Wd**. This can make all the difference in important **Wp** duels.

The Union Miner can heal 1 Wd as a (1) action. This is not as powerful as most healing in the game, but can be handy if your Union Miner is doing nothing else -- for instance, if it's hanging around waiting for other Miners to unbury at the end of activations. Since Union Miners often lose 1 Wd from **Smouldering Heart**, or from Kaeris' **Resource Management** ability, they can often benefit from this bit of healing if they're not doing anything else. If they expect immediate danger, it's probably better to use **Defensive Stance** first, then heal with the other AP if needed.

Sometimes, though, the best defensive option for a Union Miner is to **(0) File False Claim** at the end of its turn if the Miner seems to be in danger.

=__Tips and Tricks__=
 * Union Miners work best when near each other. They also work well with other M&SU members. Note that M&SU assets (like Fire Gamin) aren't M&SU members and don't give the same benefits to Union Miners.
 * Don't underestimate the value of **File False Claim**. Get to know when you can use it.
 * Remember that Union Miners negate **Df** triggers with their **Improvised Weapon** attack!
 * As long as you have some spare M&SU members, **File False Claim** allows you to easily accomplish the first interacts for Power Ritual, since you can (1) Interact with the corner, then **File False Claim** to move up near any other M&SU Member.
 * **File False Claim** is also a near risk free way to complete Sabotage, since you can (1) Interact to Sabotage the terrain, the **File False Claim** to disappear until after all other models have activated, meaning it's still in play at the end of the turn to complete the Scheme. Once the Miner has used **File False Claim,** the only way to stop the scheme is to kill all other M&SU members on the table.

=__Master-Specific Tips__= In keeping with their theme, Union Miners work better in groups. Since they are Special Forces (M&SU Asset), you can only hire more than 2 Union Miners if you also have Ramos or Kaeris in play, so you're likely to find Union Miners with them. Colette can hire Union Miners cheaply, often to support Johan, but often she benefits more from hiring her Showgirls instead.

=__Minion-Specific Tips__= Union Miners work well with Renegade Steamfitter Johan. Miners can include Johan in companion chains, transport to his location anywhere on the board with **File False Claim**, and give Johan a serious Cb bonus when near him. While Johan is more expensive than the Union Miners, he provides ranged attacks, a massive magical melee attack, and other bonuses that the Union Miners can't manage themselves. Johan's **Knockback** ability also combines well with Union Miners' **Menace** spell to move enemies into position and then keep them there.

=__Playing Against Union Miner__= Union Miners are relatively easy to face, but beware of their ability to move around the table quickly. Remember that they jump around the table sometimes, and that they can ignore Df triggers. They are at risk of disappearing entirely if they File False Claim and then have no M&SU Member to anchor them, so if you can clear out M&SU members when they bury, it may be worth trying.

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 * __Ownership__ **