M2E+The+Lone+Marshal


 * Lone Marshal, Guild Enforcer**

=__Overview__= He is a Death Marshal on a horse. He has some things in common with his brothers on foot, namely the versatility as a good shooter, reasonable melee combatant and good objective runner. Also, same as regular Death Marshals, he is a little too expensive if you want him for just one of those jobs. There are some differences, though: The Lone Marshal had to leave his pine box behind and thus lacks the greatest utility tool of Death Marshals.toc

=__Mobility__= The Lone Marshal is fast, with a good Wk of 6 and a glorious Cg of 10. This makes him a reasonably (if somewhat expensive) objective grabber.

His Tactical Action **(2) Trick Shooting** is a very neat mobility trick, although it's not just that, of course. The movement part of this action is two Pushes that add up to 10". It's slower than a double walk, but it's not hampered by Severe terrain, either, and can get the Marshal out of melee. The Pushes have to be in a straight line, though, and end when the Marshal touches Impassable terrain or other models.

=__Offense__= The Lone Marshal is a good offensive model, with a slightly better ranged game.

__Melee__
The Marshal kicks people with his **Razored Spurs**, an average Ml attack with a reasonable Dg profile. He can declare //Critical Strike// but has to flip the Ram for it. If he does, his Weak Dg is a good 3, making him a credible threat to other objective grabbers or **Hard to Wound** models.

__Ranged__
When he saddled his horse the Lone Marshal left his Peacebringer behind and took a **Long Carbine** with him. It has a slightly longer range of 12", above average Sh and a passable Dg profile for a ranged weapon. If he flips a Ram, he can declare //Critical Strike//, making a dent in most things without high **Armor**.

The **Carbine** gets really dangerous when the Marshal shoots it from full galopp: Besides pushing around, the **(2) Trick Shooting** action allows him to fire his rifle with a positive modifier to both Attack and Damage flip. This means that the Marshal effectively benefits from two pushes and a focussed shot, for two AP.

=__Resilience__= Like most Guild Marshals the Lone Marshal is **Hard to Wound** due to his long exposure to necromantic energies. Combined with his above average Df this keeps the Marshal alive for a few hits because most models will deal Weak Dg more often than not. His Wp is unusually low for Guild Marshals and (combined with his good Wk) makes him very susceptible to **Lures**.

He is **Bullet Proof** which is helpful because it's hard to hide him with his large base and above average Ht. This doesn't protect him from Ca attacks, escpecially if they are aimed at his Wp.

Against the Undead the Lone Marshal is also **Terrifying**.

=__Upgrades__= The Lone Marshal can choose between general Guild upgrades and Guild Marshal upgrades. There is only one of the latter: Flames of the Pit. While it makes Death Marshals immune to Horror duels, the Terrifying (Undead) is wasted because he has it already. An overcosted upgrade in the first place, this fact makes it prohibitive for the Lone Marshal.

That leaves:

As always, this upgrade is highly Scheme dependent. It buffs the Lone Marshal's abilities as an objective grabber which can be a very good thing. More so, when it means he can drop two Scheme markers on the last turn which can turn a game around very fast. Situational but good.
 * __Plant Evidence__**

For 2 additional SS this makes the Marshal truely resilient. It also makes him truely expensive. Only buy it if you absolutely need him to survive for your Schemes, and be aware that you will give them away in the process.
 * __Lead Lined Coat__**

This is good upgrade for the Lone Marshal as he doesn`t have a built in (0) Action and this increases his considerable mobility. The initiative bonus is good in crucial turns.
 * __Expert Sleuth__**

=__Tactics and Tips__=
 * Trick Shooting** is a great action for moving around a dealing out shots in the process. Be aware of the pros and cons for shooting once or twice. Generally, if you would **Focus**, it's advisable to use **Trick Shooting**. Always use it if he is tied up in melee, except if there's a wall in his back.

The Lone Marshal is an odd model for list building. His **Terrifying** makes him agood choice against Undead, but Resurrectionists have very little shooting, so his **Bullet Proof** won't matter much. Gremlins have a lot of shooting but very few Undead. Your best bet is probably using him against Outcasts: They bring some guns and have some Undead in their range, too. Ten Thunders like to play Toshiro and use some guns, as well.

The Marshal needs some room to make the magic happen. If he is cought between models or terrain, he can only try to kick his way out, and his resilience won't last long. Try to play him in the backfield or run him on a flank. Many objective grabbers will have their hands full with him, and he can move and shoot at the same time. Remember that he can get out of a zone (like a table quarter), shoot and skid right back in.

=__Playing Against The Lone Marshal__= Always keep an eye on him. He is deceptively fast while still shooting at targets of opportunity. Most of the time he will not be the biggest threat, but be aware of what he does. If he tries to get around you, chances are he wants to do a Breakthrough or something.

Try to get him into the fray so you can pin him between your models. Attack his Wp if you can and try to use Ca attacks. He will go down fast to such attacks.

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