Guild+Autopsy

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 * Guild Autopsy, Resurectionist Minion**

=__Overview__= Somewhere in the Guild headquarters the bodies of dead Guardsmen are going missing. The Guild Coroner, Dr McMorning has no idea what could have befallen them... These cheap, disposable minions provide some ranged options to the Resurrectionist player.

=__Mobility__= With a Wk/Cg of only 3/5 the Guild Autopsy is one of the slowest Minions in the game. With no abilities of its own to counteract this it's best not to have major plan for the Autopsy to make its way around the board.

=__Offense__= The Autopsies are still armed with their Swords and Guard Pistols from their living days.

The Guild pistol is the primary reason to make use of Guild Autopsies. It has an solid range of 10" an intrinsic positive damage flip and an acceptable damage spread given their low cost. Unfortunately, due to nature of the way Autopsies are brought back to life, it is impossible to boost the Cb of their pistols in any way, leaving them at a low 4.

Given the minimal speed of the Autopsies their Sword is likely to serve as an option for when an enemy has engaged them. The Cb and damage spread is quite low and, all in all, the Autopsies are some of the weakest Resurrectionist minions in melee, despite possessing the Rot trigger.

The Autopsy can cast a (0) spell (requiring an 8 or higher of Crows) that will cause all Living models within 2" to make a Wp-10 Morale duel. If a Living enemy has engaged you, you may as well make use of this, since it's their only (0) action, but the WP duel is so low, that you shouldn't expect anything out of it.

More significantly they have an All action to sacrifice themselves and cause a single Living model within 4" to Confront Mortality. That model is forced to take a Wp-13 Morale Duel and will suffer an unmodified 1/3/6 Dg flip if it fails, in addition to Falling Back. This can be a nice trick to pull once your Autopsy gets reduced to low Wounds, or if you're facing an opponent for whom Wp Duels will be a problem, either due to low innate stats, negative twists, or an empty Control Hand.

=__Resilience__= Guild Autopsies still wear their uniforms and any Guardsman that try to target them will need to pass a Wp-12 test. Unfortunately this ability is unlikely to come into play too often and given their extremely low Df of 3 you shouldn't expect you Autopsies to take much punishment. This is made all the worse by their low Wds (6) and the fact that they have Easy to Wound.

=__Tips and Tricks__= The primary purpose of the Guild Autopsies is to offer a ranged model for the Resurrectionist faction. Making use of them is something of a gamble however, since despite being cheap they will not leave behind Corpse Counters when they die and cannot be used to produce Body Parts.

A lot of its abilities are effective against Living models or Guardsman, which make give them some slight advantages against a Guild opponent. In general however you will only really want to hire Guild Autopsies if your strategy and terrain promote keeping your opponents at a distance. You will want to remember however that both Dr. McMorning and Nicodem can summon a Guild Autopsy and it's possible that they might be your best option at a given time.

=__Master-Specific Tips__=

Dr McMorning is capable of summoning the Autopsy from 3 body part counters when he casts the Monstrous Creation spell, although you will probably find yourself preferring to save up for a Flesh Construct or a Rogue Necromancy. Nicodem can also summon Guild Autopsies, given his low speed you might feel they have a place offering him ranged support. Unfortunately they tend to be inefficient models, since their Guard Pistols cannot be boosted by his Bolster Undead action and they don't leave any Corpse Counters for Reanimator, or Arise.

Seamus can occasionally find some use for Guild Autopsies, even though he cannot summon them. You can combine with with his Flintlock and the use of the Belles' Lures to try and harass your opponent from range. Seamus' Trail of Fear can make the Wp duels the Guild Autopsies cause that much more difficult for your opponents, and the fact that they don't drop Corpse Counters isn't much of an issue, since Seamus himself doesn't really rely on them.

=Minion-Specific Tips= (Any synergies/tricks with other minions worth mentioning)

=__Playing Against a Guild Autopsy__=

Guild Autopsies aren't much of a threat, unless you happen to have a particularly low Wp of Df. They're easy to hit and can't take much punishment, at range, or in melee. Send your lower-mid level minions, like Death Marshals, after them to quickly mop them up.

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