M2E+Captain+Dashel


 * Captain Dashel, Guild Henchman**

=__Overview__= Captain Dashel is a Guardsman support piece. He allows most Guardsmen to Focus as a (0) action and gain a positive twist on Shooting Attack Actions.toc

=__Mobility__= Captain Dashel has decent mobility with a Walk of five inches and a charge of six inches. He has no other mobility tricks.

=__Offense__= While Captain Dashel is a support piece, if he is engaged in combat, his **Baton** is a decent melee weapon, with a decent attack stat and 2/2/3 damage track. Additionally, he has two builit in Triggers to choose from, //Critical Strike// or //Crack Skull// to inflict **Slow**. Captain Dashel's Shooting Attack, his **Collier Army** is a fairly average attack with no Triggers.

=__Resilience__= Captain Dashel is fairly resilient with both **Armor +1** and **Hard to Kill** abilities. He has above-average Defense and Willpower and can take a fair amount of effort to bring down with 9 wounds.

=__Upgrades__= Dashel's dedicated 0 SS upgrade has two benefits. First, it adds a pair of Triggers to his **Collier Army** attack, //Critical Strike// for extra damage and //False Evidence//, which lets you discard a friendly Scheme Marker in LoS to push the target in any direction. The second benefit from the upgrade is a new attack, **Arrest Him!**. This is a Ca 6, close-ranged attack that is resisted by Wk, oddly enough. Success summons a Guild Guard in base contact with the target, then damages the Guard slightly. Guild Guard aren't amazing, but getting one for free isn't a bad deal by any means.
 * Arrest Him!**

Because Captain Dashel already has **Armor +1**, he is unable to take this upgrade.
 * Lead-Lined Coat**

This upgrade gives Captain Dashel the ability to plant a Scheme Marker at the end of the game or when he dies. If Captain Dashel is going to be spending time near where his Crew needs Scheme Markers, this is a decent upgrade to take.
 * Plant Evidence**

This upgrade can increase the damage of Captain Dashel's **Collier Army** Attack Action to 4/5/6 with a positive twist to attack flip for a single Attack Action against a model that can Use Soulstones. There are generally better uses for the Soulstones than this upgrade.
 * Vengeance Bullet**

This upgrade gives every friendly Guardsman the **Accomplice** ability. Since Captain Dashel already brings benefits to Guardsman models, the Watch My Back upgrade can allow an already buffed gun-line the ability to take two consecutive activations at a time. As a survivable Guardsman Dashel is a good holder for this upgrade, but given the prevalence of Companion and Accomplice among other Guardsmen how much use you get out of it may vary.
 * Watch My Back**

Since he has no (0) actions of his own this can be a useful upgrade for Dashel to increase his mobility in a marker heavy game and save him AP when he's on marker removal duty. The initiative buff is situational but when a melee monster is poised to charge your gunline it could help you to get the drop on them instead.
 * Expert Sleuth**

Without any (0) actions on his card Dashel is possibly the best holder for this powerful, if situational upgrade. Being able to shut down auras no questions asked is a strong ability against a lot of crew, but be aware that it doesn't work on Masters, who are often the main source of auras you want rid of. The healing prevention is another situational ability that you probably won't use most games, but is a nice option to have against certain crews and model.
 * Dampening Field**

Makes Dashel immune to Conditions applied by enemies, and lets you discard a card to prevent **Obey**-type actions from working on him. Situational, against Lynch or Hamelin, or if certain schemes are in the pool it might be worth considering.
 * Numb To The World**

Once per game, you may draw a card at the start of Dashel's activation and have all of his Attack Actions deal +1 damage. The upgrade is not discarded after use, so in Show of Force you can use it without worry. Compared to **Vengeance Bullet**, it doesn't give a positive twist and gives a slightly lower damage boost, but it works against any model, lasts for multiple actions, and isn't restricted to Sh attacks.
 * A Debt To The Guild**

=__Tactics and Tips__= Captain Dashel has three abilities that allow him to support his Guardsman Crew.

Ready! Aim!
This ability allows any non-Austringer Guardsman to Focus as a (0) action rather than as a (1) action. The Focus action is very useful to Minions, especially when using firing Projectile Attacks into cover. Additionally, most Minion do not have (0) actions, so they are not losing out on taking other actions when they Focus as a (0).

Fire!
The **Fire!** ability gives Guardsmen (even Austringers) a positive twist to Projectile Attack Actions targeting an enemy model within twelve inches and Line of Sight. The benefits of this ability are similar to those of the Focus Action for Minions, countering the negative flip incurred for firing into cover with a Projectile, and increasing the odds of an attack hitting.

On Yer Feet!
The **On Yer Feet!** Tactical Action, which may only be taken once a Turn, grants a friendly Minion the **Reactivate** condition with a seven of any suit. The Minion must be sacrificed at the end of the Turn. This action is ideal to get an extra activation out of a Minion on the last turn of the game or earlier if the extra activation can influence the victory point total or eliminate a key enemy model. A good use of the **On Yer Feet!** action is to give the holder of a Vendetta a chance to finish the targeted enemy, allow an already engaged Minion to Deliver a Message, or to get rid of a Distracted Minion or one with Cursed Object.

=__Leading a Crew__= **Strategies and Schemes** As a Guardsman support pieces you'll usually take Dashel to lead your crew in a game which favours Guardmen. This means any Strategy or Scheme which requires scheme markers on your half of the board, where ranged attacks are useful and having lots of minions is an advantage. This means you'll mostly want to take him for Stratgies like Interference and Guard the Stash with Schemes like Protect Territory and Inspection. He's probably not the best option if your playing objectives like Reckoning or Make them Suffer where lots of weak minions are easy prey for your opponent,

Building a Crew
Since Dashel's abilities influence Guardsmen they are an obvious choice for him. He allows nearby Riflemen to Focus as a (0), double walk and next turn Shoot, (0) Focus and shoot again, giving you two focused shots in one turn, which can cause a frightening amount of damage. Guild Pathfinders also love Dashel as he makes it easier for them to get their blasts off and deal their strong severe damage. And Wardens like the positive twist to hit to make their paralysing claws more accurate. While he is strongly geared towards supporting ranged attacks don't forget that the Focus from **Ready! Aim!** works just as well in melee and even the humble Guild Guard can be surprisingly mean with a positive twist to hit and damage, essentially for free.

=__Playing Against Captain Dashel__= As Dashel is neither extremely mobile nor a real damage dealer. The best way to neutralize him is to ignore him and neutralize nearby Guardsmen by engaging or killing them.

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 * __Ownership__ **