The+Hanged

//The Hanged, these indiviuals 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.// toc
 * The Hanged, Resurrectionist Minion**

=__Overview__= The Hanged are very powerful minions, with some game winning abilities. They are expensive weighing in at twice the cost of a 'standard' resurrectionist minion but are worth their weight in Soulstones. They excel against living models but will cause havoc wherever allowed.

=__Mobility__= The Hanged only have a mediocre Wk of 4 with Cg of 6 but they are spirits with float so instead of going around terain they will just go straight through it without a problem (though remember they don't ignore LoS so if you want to charge someone on the other side of a building or wall you can't do it even if you can reach them as you NEED LoS).

Their mobility can be increased by taking them in a Kirai crew or adding Jack Daw, where he can give friendly "Hanged" a free move towards the closest master.

=__Offense__= Where to start? The Hanged have a lot of offensive power and they cause a lot of Wp effects, so first up is their melee and ranged weapons.


 * Condemned Whisper**: This is The Hanged's standard ranged weapon it has a decent range of 10" and he has an above average Cb so he generally hits pretty reliably, this is a pretty good ranged weapon, Why? You may ask especialing when it only causes 2 Dg for severe, it is because it forces any model who has taken Dg to make a Wp 11 duel or fall back. This is NOT a morale duel so Constructs, Undead, Soulless, Spirits, Nightmares, Immune to influence etc all have to take this test, and it ignores things like stubborn. Only if a model is Immune to or ignores Wp duels does it not effect them. A Wp 11 duel doesn't seem like much and can be easy enough to pass but you are making your opponent perform another duel flipping more cards which is a good thing, if they flip a high face card good its a card that wont be used when they attack you, if its low and they cheat a card from their hand that's fine too as you are draining an important resource.


 * Baleful Aura**: The Hanged's melee attack, also has a great Cb and is suited to automatically give them their trigger of //Horrifying// which is even better. It doesn't have a fantastic damage profile until you hit severe where it causes 5 Dg which is decent. The trigger is where the real fun lies though, once the defender takes damage they receive a negative flip on all Wp duels for the rest of the game which is game changing just for The Hanged let alone if you have a crew built around attacking Wp. If the target hasn't already activated this turn and they survive, they will be taking a Terrifying 13 morale duel with a negative twist before they can even do anything. So you have most likely shut the model down in the short term if not for the entire game.

And now for The Hanged's other actions and abilities (don't say I didn't warn you that they are offensive powerhouses)


 * Horrible End**: This is an 'always on' ability that forces enemy living models within 8" of a model that The Hanged has just killed to take a Wp 10 test or fall back, situational but potentially powerful, if you have any way of inflicting Wp debuffs to those models (such as Seamus' //Trail of Fear//) then it increases in its potency.


 * Terrifying 13**: The Hanged are indeed quite Terrifying and rightly so, this is quite a good number too so once you are up close and personal this can prove to be a bit of a headache for most


 * Unrelenting Terror**: This gets rid of all benefits that defenders have for boosting their Wp when they are the target of The Hanged, nice and very very handy


 * (0) Smell Fear**: Its the Hanged's only (0) action so why not use it every turn? Basically if a nearby model fails a Morale Duel The Hanged immediately charges them before they make their fall back move. The only difficulty is that your own Terrifying will NOT set off Smell Fear as you will be in melee range with the target and you can't charge a target already in melee. It does work well though if you have multiple models that cause Terrifying (or morale duels) even a second Hanged (I knew they were Rare 2 for a reason)


 * (1) Last Words**: A nice 6" pulse that causes ALL models within the pulse to take a Wp 10 Morale Duel. This specifies it is a morale duel so undead, spirits, constructs, soulless and nightmares all ignore it but be careful if you have any of your own living models nearby as it will cause them to take the test too. Note that the Friekorps armor does not protect against this as they only ignore damage for blasts, pulses and auras not effects such as this.

__**Spells**__
 * (1) Hangman's Kno**t: This is very similar to the Rotten Belle's Lure spell but it causes damage, has a bit shorter range and pushes models a flat 4" as opposed to their walk. the spell is a touch harder to get off though needing a 6+ of masks but with //Unrelenting Terror// the target doesn't generally have as high a starting Wp to resist on.

(**1) Whisper from Beyond**: This spell is nasty. No extra suit requirements so just a 7+ to cast and it is worth cheating to create a high duel total for this one as it immediately halves the target's remaining Wds (remember to round up if its uneven) and means they cannot heal for the rest of the game. Like I said, Nasty. The applications here are quite straightforward, target a nasty heavy hitter and your done, if they have low Wp all the better if they are Immune to Influence or otherwise are immune to or ignore Wp duels take a look at the Onryo for a work around. Best targets are those with a lot of wounds, high armor, regen or have easy access to healing abilities, one of my favorite targets for this is the Neverborn's Lelu (he's easier to target than Lilitu). Remember that as is deals direct Wds it bypasses Armour, Bulletproof, Hard to Wound etc, while it can't kill a model outright (unless they are on 1 Wd already) it makes the target that much easier to finish off.

As you can see The Hanged do have a lot of offensive power and while a lot of their abilities don't seem that strong at first glance (except perhaps //Whisper from Beyond//) they have a lot of abilities that overlap and 'waterfall' with each other, it takes a little finesse to get all the sequencing right (see the tips and tricks for some examples) but once you have them worked out The Hanged are brutal and easily worth their weight in Soulstones.

=__Resilience__= A 7 Wd spirit is very resilient as The Hanged only take half damage from non magical sources and can generally stay out of LoS until they are ready to unleash their own barrage so can stay safe quite easily. If you link a Grave Spirit to them they just get harder to take down. Their Df is paltry but unless you are being targeted by magic its of little consequence if you give the other attacker a straight flip for damage, Lady Justice will only do 2 Wds per strike with her great sword at maximum to a Hanged that is linked to the Grave Spirit. Watch out for lots of 'little attacks' as these will chip away quicker than you would care to think. Also watch out for spells that bypass Armor if you are linked to the Grave Spirit such as Ramos' //Electrical Fire//.

The Hanged also have a very solid Wp of 7 so are resilient on forms of attack that their Wp.

=__Tips and Tricks__= Never forget //Unrelenting Terror//, it bypasses abilities like //Stubborn//, //Fear not Death// and Von Schill's //Hard Ass//. When combined with something like Seamus' Wp debuff aura this can be brutal as often models with these defensive Wp buffs only have average Wp and these buffs are to help them out.

Hit really annoying models such as Coryphee and Lelu/Lilitu or other models with regen or healing abilities with //Whisper from Beyond// this can make them a lot easier to take out. Better still if you can first hit them with a //Baleful Aura// strike and then follow up with //Whisper from Beyond// and you can cut out a lot of the pain they cause.

=__Master-Specific Tips__=

Seamus
Loves The Hanged, with his Wp debuffs and his penchant for durable minions these guys go together well. You are likely to get off a few more instnaces of No Escape from Seamus or be more likely for Smell Fear to go off with Seamus debuffing Wp.

McMourning
They can work together but often wont as he generally likes cheaper minions in hs starting crew, The Hanged does however start targettng Wp which is something that his crew is generally lacking in but you need to be careful as McMourning is a living model with a very mediocre Wp so don't use //Last Words// when McMourning is nearby.

Kirai
Fantastic pairing, she can heal him easily and increase his mobility greatly, they really add another dimension to her play style

Nicodem
If you can get a Hanged in combat with another model whilst under Nicodem's //Bolster Undead// they are done for (unless they dont take Wp duels) he can also heal them easily enough with //Decay//.

=__Minion-Specific Tips__= (As with Master-Specific Tips, going into any specific Synergies with other Minions.)

=__Playing Against The Hanged__= The Hanged should be a high priority target, they can be game winners either directly or indirectly and have a lot of nasty abilities. If you see a Hanged across from the table from you, pray that you have some magic (or magic weapons) in your crew or just pepper them with lost of small attacks (especially if you see a Grave Spirit linked to him). Try and keep your distance too as they get a lot nastier when they can get up close.

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