M2E+Myranda


 * Myranda, Arcanist Henchman**

=__Overview__= Myranda is an excellent all around model. Much like Marcus, she is made up of equal parts support, attack, and resilience. All of her support is only for Beasts, so you won't see her often outside of a Marcus crew.toc

=__Mobility__= Myranda is pretty quick with a Walk 6, Charge 7.....her 2" melee reach gives her a respectable threat range. She lacks Unimpeded but if you really want her somewhere you can attempt her Skinwalker Upgrade (more on that below under 'Upgrades')

=__Offense__= When Myranda needs to be at the front she’s got the stones for it, Ml 6 with a nice damage spread and a 2” reach…with auto poison.

If she can get engaged with something that has a low Ml score, she can lock them down tight….they will struggle to hit her and if they try to escape, she will make them pay with **Wicked**.

=__Resilience__= Myranda has excellent Defensive stats. She needs them with her low wound count.


 * Primal Flame: ** A 6 of anything for a little healing is okay with me.

=__Support__=


 * Huntress:** What's the best way to survive? Not be there when the sting comes. Huntress grants a plus flip to Df Duels, coupled with the above average Df stat of most beasts helps a lot with that theory. It's a fairly small Aura at 3" but it is always active. It doesn't affect her, so it's better to keep something between her and the enemy.


 * Accomplice:** Obviously useful in many situations, but my favorite is; you want to move a beast into position, but you want to keep it within Myranda's Huntress aura.....activate Myranda first, move her up, then Accomplice her friend to move where it needs to be.....this achieves two things, keeps the beast within the Huntress aura and keeps the beast between Myranda and her enemies.


 * Hunting Call:** Let’s face it, Myranda with her low wounds should not be at the front of your lines……no, with Huntress keeping your beasts alive, Myranda can convince them to take some extra attacks instead. This one’s a little tougher to get off requiring the suit, but it’s still only a six….so there’s quite a few cards that can do it.


 * Shapechange:** The ultimate support. Sacrifice yourself to bring a another beast into play. It's a (0) action and her only one, so Myranda can get her full activation before doing it. You Sacrifice her and lose any Upgrades she had attached but you get to summon a full health Arcanist Beast into base contact before she goes. The Arcanist restriction is important to note, no Rogue Necromancy or Dawn Serpent but she could become another Cerberus, or Mauler, or Rattler....she could also become a Cojo, or a Blessed of December, but the Rare Limit is not ignored so if you have a Rare 1 beast on the table she can't become another one (but she could if that beast dies first). Keep in mind that it is a Summon, so the beast comes in with Slow.

=__Upgrades__=
 * Skinwalker:** Great theory, but she generally wants to start on the table. Her Wk allows her to pretty well keep up with anything else and her buffing is great…..why keep that hidden? Her Df is high enough that she isn't under a huge threat at any time….and if she takes some damage, she can Shapechange away. That said, if you want her deployed later in the game and possibly in a position where she can do some good then you could give this Upgrade a shot.


 * Imbued Protection:** While this makes her a 10ss model, as I mentioned above, having her on the table is very good and giving her an 8 Df makes her a LOT safer.


 * Imbued Energies:** Virtually an auto-include for her……you know she’s going to either be sacrificed (by your choice) or be killed (probably by your mistake)….why not take the 4 cards?


 * Pack Leader:** If I plan on Marcus being more supportive, then I might take this on Myranda….as she will be closer to the front lines and will almost always be in LoS to the beasts.

=__Tactics and Tips__= Myranda is probably best sitting behind a couple of beasts granting them the Huntress buff and healing them when they take damage. But don't be afraid to use her in other capacities. If you're facing a crew that likes to spread out, break the group apart and let them do their own thing, Myranda's high stats, mobility, and melee skill lets her do whatever she wants....she can objective run, she can block charge lanes, she can go on the attack.

I personally like to keep Myranda around for a while to grant her support to the crew. Her high Df also helps her to tie down enemy models for a while especially if she goes Defensive. Then, usually around Turn 4 when you could use a little more push, or have sustained some losses, I'll Shapechange her into something else.

Other people like to Shapechange her right away into something more expensive than herself for a discount, or for the same cost, but with an additional 4 cards in your hand thanks to Imbued Energies. If this works for you then fine, but as I said her support is totally worthwhile and...what I consider the biggest downside to this is that the only beasts more expensive than her are Enforcers. That means you can't put any Upgrades on them....and I really love Upgrades on them.

A fairly minor synergy tip that I like is that Myranda's attack gives automatic poison....it reads damage AND poison.....so even if the damage is SS prevented, the poison goes through as it is not an after damaging trigger. Also, Canine Remains are a popular choice in a Marcus crew and they can Charge for (1) AP against models that are Poisoned.

This has so many possibilities that you could write a book on it and still not cover them all. The basic stuff I touched on above but there are some specific things that could come in handy in a pinch.
 * __Shapechange__**

Make Them Suffer Scheme: No more Minions on the table? Easy to do with the great Enforcers Marcus has in his stable......have Myranda change into a Razorspine Rattler, or a Slateridge Mauler (or any other minion, but I think these two probably have the most staying power).

Assassinate or Murder Protege Schemes: Charge with Myranda for a couple of attacks, then bring out the Cerberus.....with just one or two decent Tomes in your hand to Trigger Maul when the Cerberus activates even with Slow they're probably pushing up daisies. One very important thing to remember here........if Murder Protege is a potential scheme, make sure you take something more expensive than Myranda, otherwise you're virtually giving away points.

=__Leading a Crew__= (With subheadings, usually referencing specific spells, abilities and important combos)

Strategies and Schemes
(General overview, then maybe specifics on what strategies/schemes are good and bad)

Building a Crew
(What sort of minions might or might not work well with the Henchman, overall advice.

=__Playing Against Myranda__= If you get the chance to pick her out, take it. Lilith's Tangle Shadows, Yan Lo's Lightning Dance or something similar can pull her out from behind her beasts, and if you can kill her before she can shapeshifter that's a big part of her abilities lost to your opponent.

Myranda doesn't like being shot at either, so Freikorps Trappers and the like can really ruin her day.

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 * __Ownership__ **