M2E+Paul+Crockett


 * M2E Paul Crockett, Arcanist Henchman**

=__Overview__= Paul Crockett is a skilled outdoorsman who, after killing Marcus' Sabertooth Cerberus, became his BFF. Despite not being a Beast himself, he synergises well with Beasts and brings some more options to Marcus' usual lineup. toc

=__Mobility__= Paul Crockett is pretty good at getting around the board. A decent Wk and Cg are helped by **Unimpeded**, as well as **Knows Every Plant** giving him one less thing to worry about when Hazardous Terrain (or Lilith) are on the table.

=__Offense__= Marcus' new BFF brings a decent offensive package, both at range and up close. His melee attack, **Huge Hatchet**, has a decent Ml and damage spread that gets better on a trigger if the target is a Beast.

His **Mountain Musket**, on the other hand, has a decent range and the excellent pairing of being able to ignore cover and not randomising when shooting into engagements - making Paul a perfect addition to Marcus' melee-focused beast crews. No triggers, but the damage track is pretty good.

=__Resilience__= A standard Df and Wp aren't much to write home about. Paul Crockett's main defences lie in being **Terrifying (Beasts) 12**, and his **Animal Furs** (0) action. The latter only works against models within a 3" aura, making Paul more survivable once he's in melee and encouraging him to activate early in the turn.

As a henchman, Paul Crockett can spend soulstones if needed to reduce any damage he takes.

=__Upgrades__= When it comes to upgrades, Imbued Protection gives him an extra layer of defence to fall back on, while Imbued Energies is a solid choice too. Sadly, as he's not a Beast himself, he can't take Pack Leader.

=__Tactics and Tips__= Paul Crockett is ideal to pair with Beast models. His **Scent Of Blood** ability gives you the option to have a heavy-hitting beast gain an extra attack, and doesn't stop the other beast from declaring triggers. He can also hand out the Beast characteristic to a model with his other (0) **The Wild Side**, which plays well into his **Huge Hatchet** and gives him even more synergy with Marcus. Don't forget that you can target friendly models with **The Wild Side** to help you get that extra attack from **Scent Of Blood**, and neither of them specify non-master....

Defensively, your best bet is to hug cover and take pot shots with his **Mountain Musket** until you're ready to charge him out and engage the enemy.

=__Leading a Crew__= Generally you'll want to have at least a few models with the Beast keyword in your crew, since it frees Paul up to use his (0) **The Wild Side** on the enemy (to get the bonus damage from his **Take The Pelt** trigger) and use his other (0), **Animal Furs**. Paul himself is best off doing damage to the enemy crew, so pair him with some scheme runners such as Molemen to sort out scheme markers while he lays into the enemy.

Strategies and Schemes
Paul Crockett is generally happiest when he's killing stuff, particularly when tag-teaming with a hard-hitting Beast to get the most out of his **Scent Of Blood** action.

Building a Crew
Paul Crockett generally favors Beasts, though he doesn't need to fill his crew exclusively with them.

=__Playing Against Paul Crockett__= Despite being a henchman, Paul Crockett doesn't have that many defences. Try to hit him early in the turn before he can activate and use **Animal Furs** or **The Wild Side**.

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