M2E+Warden


 * Warden, Guild Minion**

=__Overview__= The Warden is a decent Guardsman minion whose attacks allow it to push or **Paralyze** the target if they have already activated.toc

== =__Mobility__= With a Walk of five inches, no movement tricks, and a Charge of seven inches, the Warden has average mobility.

=__Offense__= The Warden has both a melee attack and a projectile attack. Both attacks have an attack stat of 5 and the //Critical Strike// Trigger allowing for one or two more points of damage. The Warden's **Pursue** ability adds a ram to any attacks it makes against a target who has already activated.

Mechanical Fist
The Warden's **Mechanical Fist** Attack Action provides a damage track of 2/3/4 with the //Critical Strike// Trigger. This Attack Action has another Trigger //Send Flying// which allows the Warden to push the target a distance equal to the damage the target suffered. This push can be in any direction. This attack is useful to maneuver an enemy away from an objective or into the arms of another model who wants to kill them. This is especially helpful for a friendly model with **Flurry** such as the Peacekeeper. Because two rams are required for //Send Flying//, this Trigger can only be declared against models that have already activated.

Restraint Claw
The Warden's projectile Attack Action **Restraint Claw** has a Range of eight inches, and a weak damage track of 1/2/3. The //Critical Strike// Trigger can increase the damage to a potential 3/4/5 against previously activated models. Additionally, against previously activated models, the Warden may be able to declare the //Restrain// trigger with two rams, giving the target the **Paralyzed** condition. Because the **Paralyzed** condition does not end at the end of the turn you can happily use it against models who have already activated.

=__Resilience__= The Warden is fairly resilient with above average Defense and Willpower stats. It boasts **Armor +1**, and a **Df** Trigger, //Grinding Halt//, that gives it an additional **Armor +2** with a Tome. Potentially reducing damage by three and having six wounds means that the opponent will typically have to commit something decent against the Warden to take it out.

=__Tactics and Tips__= The Warden has an ability **Seen It All** which gives it a positive twist to Horror Duels. This ability makes the Warden a good candidate for the **Commanding Presence** ability when taken with Lucius. Additionally, the Warden is a Guardsman, so it works well with Lucius as part of his **Personal Retinue**. If the Warden takes an Attack action via **Commanding Presence** or **Issue Command** targeting a model that has already activated, it will still get the Ram due to its **Pursue** ability.

As a Construct, the Warden is a good Minion for Hoffman. The Warden can push enemies toward a heavier construct, like the Peacekeeper. When using Hoffman the upgrade **Targeting Systems** may be attached to the Warden to allow it a turn where it will automatically get the //Restraint// and //send Flying// triggers against activated targets, or allow the possibility of those triggers on an unactivated target, or even allow for a triple-ram //Critical Strike//.

It can be easy to focus too hard on getting those nifty double-Ram triggers off and forget about //Critical Strike//. Knocking someone around and paralyzing them can be useful, but two extra damage means they're that much closer to being dead.

=__Playing Against the Warden__= Because of the **Pursue** ability, the Warden prefers to activate late in a turn. Try to not activate the Warden's likely targets until after the Warden activates. When the Warden attacks an unactivated target, the target does not have to worry about either the //Send Flying// or //Restrain// Triggers.

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