M2E+Jorogumo


 * Ten Thunders Minion**

=__Overview__= toc A giant Spidery-man minion with an awesome damage spread and top-notch resilience... for a hefty price!

=__Mobility__= This guy is the definition of average when it comes to manoeuverability, with a Wk 5 and Ch 6. Despite its three pairs of legs, it ain't Unimpeded :(

It does come with the always nifty **(0) Wander the Earth**, allowing it to Push 2". Always nice, but if you're in combat, the other (0) is better.

Best of all, it's a Minion with the **Last-Blossom** characteristic. In addition to allowing Misaki to include it when she's an Outcast, it means that it can benefit from the amazing **Smoke And Shadows** upgrade. While the smoke can provide some cover from ranged weapons, more importantly the upgrade lets the model bury, and then unbury anywhere within 6" of a Friendly model. This means you can put a scary spider-thing deep in your opponent's backfield for the low price of an 8 of Masks and some clever positioning.

Just the threat of an ambushing spider-monster will make your opponent think twice about end-of-Turn tactics. Coupled with the Jorogumo's push, this gives an even greater threat range for Deliver a Message or other shenanigans the turn after unburying. And as the Jorogumo is more durable than Oiran or Torakage, the other Last-Blossom minions, it can often hang in there for an enemy Activation or two.

=__Offense__= This is the primary reason for taking the Jorogumo. Its Glaive attack has an impressive 3/4/6 damage spread and Rg3; the only downer is its average Ml of 5. Judicious use of Focus, or waiting till the late turn when your opponent can't cheat, is a good idea (although having them flip a high card for Def is really annoying, so it's probably better to go for quantity over quality unless you can guarantee a hit).

The attack has two Triggers:
 * **Crushing Strike** requires a Ram and gives the Damage Flip a [+]. This is great if you have a high Ram in hand or flip it, but not something to count on (especially with its low Ml)
 * **Entrap** is going to be your go-to Trigger. This has the Mask built-in and pushes the victim into base contact. Perfect for that follow up (0)!

The follow-up (0) is **Vicious Bite**! With a slightly better Ml & a slightly worse Weak, this is a great finishing off attack if the Glaive doesn't put them in the ground. It's only Rg1, but you should have got around that with Entrap. A Crow will let you activate the Trigger, which hands out a lot of Poison--useful for finishing off Hard To Kill models. And as a (0), it basically gives the Jorogumo pseudo Melee expert.

=__Resilience__= This is the other area the Jorogumo shines. Although not the highest Wd count for its cost, it has decent Df and better than average Wp. But its Abilities really come into play here, as the entire front of the card is all about Resilience.

First we have the ever useful **Hard to Wound** and **Hard to Kill**, so it should take 3-4 hits minimum to take this guy down.

Then if those fail, hopefully you can retaliate, kill them and undo all their hard work with **Eat your Fill**. This allows you to end the model's Activation and heal all damage after killing an enemy model. Activating the Jorogumo late in the Turn maximizes this ability's effectiveness, leaving you ready to charge into combat at the start of the next one.

=__Tactics and Tips__= As a Minion, they go very well with Toshiro. Combine him with the Dawn Serpent & Punk Zombies for a bubble of death!

They love McCabe for **Black Flash**. **Elixir of Life** is probably the best upgrade for it as it helps the model move through cover (which on a 50mm base, can be an issue) and gives even more Resilience.

Otherwise, all the standard Ten Thunder tricks work on it (and as a 9ss Minion, it's rather high on the priority list for buffs).

=__Playing Against Jorogumo__= If you want this critter dead, you really need to focus fire on it, either kill it in an Activation (no mean feat!), or wait till it's Activated, then wail on it as best you can. This gets around the Jorogumo killing one of yours and just healing to full. If you have one, models that ignore HtW & HtK will take it down quite easily too (Joss & Levi, looking at you here!)

Otherwise, try to insta-kill or sacrifice it (Jack Daw's Guillotine is effective here as it is a Minion).

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