M2E+Lawyer

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 * awyer, Guild Minion**

=__Overview__= // "Objection!" // The Lawyer is a support piece that inflicts damaging de-buffs, improves your models' defense against horror and doles out **Hard to Wound**.

=__Mobility__= With a Walk of 5 inches the Guild Lawyer has no trouble keeping up with your other minions. He has a somewhat disproportionate charge of 6, but he's not a primarily close combat piece anyway.

=__Offense__= The Guild Lawyer comes with two casting based attacks. Both have **Ca** 6 and target **Wp**, which means that you have better than average odds to hit. They both have a Trigger on Crows which inflicts **Poison +2** on the target, giving the Lawyer nice synergy with a McMourning crew as well as contributing chip damage and a use for Crows to other crews.


 * OBJECTION!!!** is a dramatically named close attack with a range of 1 inch. The damage spread is somewhat unusual in that 2 damage is inflicted, regardless of severity. What does change is that the target receives **Slow** on moderate and **Paralyzed** on severe, which can often be more punishing than additionaly damage.


 * Special Damages** has a good range of 12" and causes the target to gain the **Fees** condition, which does a point of damage to them every time they damage another model with an attack. This condition last until the end of the game unless removed and the effects are cumulative, although unfortunately it cannot be used on Masters.

=__Resilience__= Having a 6 in **Df** and **Wp** makes the Lawyer pretty hard to hit for most things. **Highest Authority** only makes things worse, as the Lawyer can discard a card to cause any attack targeting him a - flip. This can be resource intensive but if you have the cards it will keep the Lawyer safe from an awful lot of things.

While he doesn't have any built in damage mitigating abilities his **(0) Impassioned Defense** can give a friendly model (including himself) **Hard to W****ound**, with a Trigger to take the action again.

Once the Lawyer does start taking hits his 6 wounds don't last very long, but he does have **F****inish the Job** which can help him get the last laugh.

=__Tactics and Tips__= Offense with the Lawyer is not straight forward. His melee attack causes poor damage but can inflict nasty conditions, so might be a good use of **Focus**. He doesn't really want to be the focus of melee either though which means standing back and casting **Special Damages**, but that requires your opponent to deal damage to do anything. Since the Lawyer doesn't like taking hits himself your best bet is to pair him up with something fairly durable like a pair of Guild Guard or an Executioner, serve out some **Fees** and **Hard to Wound** and leave the enemy stuck in an unprofitable melee while the Lawyer walks off to score objectives.

Sticking **Fees** on something with **Black Blood** could be a bad idea since they'll do an extra point of damage to everyone around them when they score a hit in melee. If you happen to have your own model with **Black Blood** though (through Lucius' **Surprisingly Loyal** upgrade) it might allow for some hilarious suicide bombing.

Bear in mind that with **Special Damages** you only need to tie the duel total to inflict the condition as well as the Poison Trigger. With cast 6 most things are going to need a card 2 better than yours than yours to win the duel and you can drain good cards from their hand just by cheating up to equal. Stacking it can be great, but is a bit useless against things with Armor, as they'll need at least 2 points of the condition to make a difference.

The main role of Guild Lawyers is in a Lucius crew providing buffs to horror checks for **Commanding Presence**. They can also be a good target for **What Lackeys A****re For** when something gets into melee with Lucius. For other guild crews the buff to Horror duels is not guaranteed to be useful, but they still serve as a cheap support model with cast attacks that target **Wp** and a use for spare Tomes and Crows.


 * Highest Authority** can be used against disengaging strikes, which makes a Lawyer quite hard to tie up in engagement if you have the cards to pay for it.

=__Playing Against Guild Lawyer__= Guild Lawyers are a lynch-pin model when present in Lucius crews, so prioritize them accordingly.

If your opponent has the cards to burn they can make it hard to hit the Lawyer with anything that doesn't have a + flip to attack. A few attacks against the Lawyer could be useful for draining their hand in preparation for your next move, or something that can get + flip to attacks should be able to kill the Lawyer fairly easily.

While not the most threatening model in the game the Lawyer does still deserve some attention as it can pass out **Hard to Wound** and unpleasant conditions. They're not really able to eliminate any of your models quickly (if they get lucky they might be able to paralyze something) but leaving your henchman open to a couple of **Special Damages** could turn out to be a bad idea later on in the game.

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