M2E+Katanaka+Sniper


 * Katanaka Sniper, Ten Thunders Minion**
 * Rare 2**

=__Overview__toc= //When a bow simply doesn't cut it, the Ten Thunders turn to these ninjas. As the name suggests, these Ansatsu Sha are snipers employed by the Katanaka family to eliminate their rivals from afar.//

These guys are long ranged experts, able to set up an ambush almost anywhere, there are very few places they can't assert their influence. They can also use them to set up & complete schemes and strategies.

They also like to take revenge on people. If their master is killed within LoS, their **Loyalty Unto Death** ability gives them **Reactivate**. All the better to show that insolent so and so what happens when you mess with the Ten Thunders!

=__Mobility__= Katanaka Snipers only have one real mobilty trick in the form of **From the Shadows** allowing the model to be deployed anywhere on the board that's beyond 6" from the enemy deployment zone. Use this to set up good firing lines, prevent being easily charged and ready to set up schemes & strategies. Note that the Sniper can't interact on turn 1 even if he doesn't take advantage of From the Shadows deployment options.

After this he has pretty stock standard walk, although is charge is a little lacking, being the same distance of 5".

=__Offense__= This is where it's at. With no Tactical actions and 3 attack actions, Katanaka Snipers' are pure damage dealers (& debuffers).

The Most import attack is the **Clockwork Rifle** with a solid range (doubled to 28" when focused), Sh5, and a damage of 2/3/5 as well as a non-native rams trigger for **Critical Strike**. It also comes with a + to the attack flip which either boosts his chances of hitting (since Sh5 is kinda average), or negate cover. This will be the main attack you'll use, often focusing in the early stages to extend your reach and later to near guarantee your chances to hit and be able to cheat damage as one severe is worth more than 2 weaks.

When things start getting too close for comfort is when the big difference between the Katanaka Snipers & other sniper models like Hans, Nino or the Trapper starts to show. This Ninja can hit back!

Before being charged or joining the fray himself, the Katanaka Sniper has a **(0) Poison Dart** (which is very misleading as it doesn't deal **Poison**), which gives the target slow, perfect for preventing a model from charging. This can free you up to take 2 shots, or even if you had to move into it's 6" range, 1 shot. This attack also has a Sh5 (with a gun icon, so tragically can't use it if engaged), so isn't super reliable, but it's very nice all the same!

Finally, his whacking stick, the **Ancestral Katana** which like the rifle has Ml (as apposed to sh) 5 with a + to hit. It also has the standard Rg of 2" and a nice damage spread of 2/4/5.

=__Resilience__= The Katanaka Sniper also lacks most other sniper models fragility. With Df5, Wp 6 so he's not super easy to hit. However, anything that does hit him hurts, as he only has 6wds. To make up for this, like many of his Ten Thunder brothers, he also has **Hard to Kill**.

To further his survivability is sensible deployment. Although **From the Shadows** allows you to place him/her up the field, be wary not to put him in range of the enemy. Many models in the game have movement tricks of their own or can push/summon other models. Don't deploy her in the perfect place to get 2 shots off at the opposing Master, only to find her gone before she has a chance to activate.

Another thing that protects him nicely from tarpitters or flankers is that he can hit back! It should take a fair few attacks from these kinds of schemers to bring down a Katanaka Sniper, ample time for him to take them out first!

=__Tactics and Tips__= A pretty straight forward piece. Set the sniper up in a good position to use that rifle of his and go to town! The main trap with this is deploying him too far forward and getting charged too soon, leaving him unsupported or if deployed in an elevated postion, getting **Lured** off.

A really evil set up is taking 2 of these guys in a Shenlong crew. Use the Pesants and Shenlong's **Knowing the Wind and Stone** ability to give them 2 focused shots a turn. Add in Kang if you feel you'll be facing Undead or Constructs and you can set up a kill zone that no one will want to enter. Perfect for schemes and Strategies where holding ground is required.

=__Playing Against Katanaka Snipers__= As some consolation, Katanaka Snipers can at most be found in pairs. The best way of dealing with Katanaka Snipers is to make the best use of terrain (especially if it blocks line of sight, although blocking is good too as it gives an extra - to damage) until your own heavy hitters can engage. Otherwise, focusing on your own schemes and Strategy is a good way to go. Actions like **Obey** or **Lure** that can pull the Katanaka Sniper out of position and into your clutches is good too. Although be wary of their close combat prowess. If you're going to go after him, try to do it with something that can can hit and take a hit back.

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