M2E+The+Hanged

// "When the mob came and got her and sprung her from the jail, madam, and strung her upon the alder across the way, // // Well the moment before she died, she lifted up her lovely head and cried, madam - Miss Otis regrets she's unable to lunch today!" // // - "Miss Otis Regrets" by Cole Porter //
 * The Hanged, Resurrectionist Minion**

=__Overview__= These individuals are some of Malifaux's worst criminals and their spirits haunt the citizens of Malifaux with the vicious whispers of the atrocities they committed while living. The Hanged are very powerful high-cost minions with some game-winning abilities, and they make heavy use of Horror Duel mechanics and their own viciously painful **Whispers from Beyond** attack.

It can be found in any Resurrectionist Crew, as well as a few Outcast Crews with Jack Daw or Leveticus. toc

=__Mobility__= The Hanged has Wk 5 Cg 6, slightly above average for Rezzers. More importantly, **Incorporeal** means it can move through terrain and other models. It can get around quickly enough.

Many Crews will also throw in additional ways to speed up this model, whether it's Kirai Spirit shenanigans or Jack Daw Tormented pushes, or just assorted **Push** abilities. Use them! The Hanged works much better when it's in the right place.

=__Offense__= The most famous and frightening offensive ability on the Hanged is **Whispers from Beyond**, and it really is as bad as they say. Range 10" with no gun icon, Ca 6 vs. Wp**,** does half your target's Wd in damage and gives your enemy **Glimpse the Inevitable** for the rest of the game -- or until your opponent removes the Condition. (**Glimpse the Inevitable** prevents healing for the rest of the game!) It's best used against full-strength enemies and enemies with a lot of healing (like McMourning and Killjoy). If you want to be sure it will hit, you can Focus it too! But watch out for models with immunity to conditions like those with the //Nihilist// status.

The other attacks the Hanged has are decent but not amazing. **Condemned Whisper** is very solid with Ml 6 Crows and 1/2/5 damage: great if you can get the Severe, but a little weak otherwise. However, it has two built-in triggers. One causes a TN 12 Horror Duel to the target, the other causes a TN 11 Horror duel to all enemies within 8", but only if you kill the target. It's usually clear which one to use: //Horrible End// if you think you're about to kill the target, or //Revelations// if not. If you keep hitting the target, you'll either drain cards from them or **Paralyze** them.


 * Baleful Cry** is basically a weaker, ranged version of Condemned Whisper. It has a range 10", Sh 6 Crows, but a weak 1/2/3 damage. It has the same //Horrible End// and //Revelations// triggers as the melee attack, and you can use them in the same way. Usually you'll want to use **Whispers from Beyond** instead of **Baleful Cry** unless you're ready to finish off your enemy, but sometimes it's more valuable to cause more Horror Duels.

=__Resilience__= There are two pillars to the Hanged's resilience: **Incorporeal** and Horror Duels.

The Hanged's stat line for defense is not great: Df 4, Wd 7. It does however have an exceptionally high Wp 7, which will help against debuffs and spells.


 * Incorporeal** halves all damage from Sh and Ml attacks, which means it will take a lot of hits to kill the Hanged with conventional combat methods. This won't keep The Hanged alive forever, but it will slow down even a concentrated assault.

The main defense of the Hanged is **Terrifying**. The Hanged get **Terrifying (All) 13**, which can affect anyone and needs a pretty high number to beat. Most opponents will need an 8 or better to overcome it. Furthermore, thanks to **Unrelenting Terror** they need to keep making the flip every time if they're in close with The Hanged, so against melee opponents it's going to drain a lot of enemy resources or cause attackers to become **Paralyzed**. This helps keep the Hanged alive longer, but don't tempt fate by dropping it out in the open in front of a pack of enemies.

You can also use **Unrelenting Terror** in the right circumstances to possibly improve the resilience of other terrifying models. Let's say Datsue Ba is engaged in melee and the Hanged moves within 4" of the enemy attacking her. Now that the attacking model has to pass a Horror Duel for EVERY attack against her or against the Hanged if they try to target it instead. This has a high chances of draining their hand or paralyzing the enemy, and now there are two big threats on that target.

=__Tactics and Tips__= To get the most out of the Hanged, you need to know the Horror Duel rules down pat. Every time an enemy ends a Walk within 1" or the Hanged, or targets the Hanged, it needs to make a Horror Duel. Because of **Unrelenting Terror**, for enemies within 4" this really means //every// time.

Combine this with the ability to Obey models to walk toward the Hanged (with Jack Daw, Ama No Zako, etc.) and you have another fearsome combo.

=__Playing Against The Hanged__= Use **Ca** attacks to get around this model's **Incorporeal,** making sure to use casters with a high Ca to start with. Attacking with high **Wp** models will get around **Terrifying**.

Even better, indirect and area affect attacks like blasts and pulses will get around both! Use those if you've got 'em.

Most especially, be aware of **Whispers from Beyond** and where the Hanged is standing in relation to your big beaters with high **Wd** scores. The attack can do a lot of damage, and blocks all healing. Condition removal units (like Witchling Stalkers, Monks of Low River, Chiaki, Void Wretches, and of course Johan) will get rid of this debuff, but otherwise it's around until the end of the game.

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