M2E+Flesh+Construct

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 * Flesh Construct, Resurrectionist, Minion**

=__Overview__= The Flesh Construct is a walking wall of wounds with decent, although unskilled, damage ability. One of his best abilities is that he can Sacrifice small or Paralyzed models. He has a natural affinity to Poison and as such is very common in crews like McMourning that make use of it.

=__Mobility__= He has a decent Walk of 5 which means he can keep pace with most crews. Nothing special otherwise and no movement tricks.

=__Offense__= He has a decent **Meat Hook** attack with a good damage spread but with a **MI** 5 he will sometimes struggle to hit targets. It does have a built in trigger which causes Poison in targets for each Crow in the duel total. This can be useful is you have upgrades like **Transfusion** in your crew. He does have the //Rend// trigger as well if you manage to flip a Ram, but this is usually not worth cheating a card for when the Poison is already there.

=__Resilience__=

The Flesh Construct has some strengths and weaknesses. He has a very high amount of wounds (13) normally reserved for 10-12 Soulstone models and **Hard to Wound** as well so with negative flips on damage you can generally avoid taking too many severe hits. However, all those wounds are needed because he has an abysmal **Df** 3 and a **Wp** 2. This amounts to the simple fact that when he is attacked he almost always gets hit.

Embalmed
A Flesh Construct enters the game with **Poison +5** on him, which would sound bad except for the fact that he is healed by **Poison**. This means that at the end of every turn you heal a wound back; while not quite as effective as regeneration because you have to survive until the end of the turn instead of just activating, it still helps keep him on the table longer. This has a much better effect for crews that have **Transfusion**.

=__Tips and Tricks__=

Ceaseless Advance
This is one of the best abilities that the Flesh Construct has, whenever the opponent ends an activation with no cards left in his control hand the Flesh Construct gains the **Reactivate** condition: you can get two activations out of each one on the table!

The Flesh Constructs synergize well with Rotten Belles. The Rotten Belle can force opponents to discard a card as a trigger on **Lure.** Toward the end of the turn, this can force opponents to discard the last of their cards, to give all the Flesh Constructs **Reactivate.**

Too dumb to care
This makes them immune to Horror and Manipulative abilities, which can be a really pain to certain crews that rely on **Wp** tests to function.

Embalmed
The **Embalmed** skill also gets a special mention here as with crews like McMourning that use the **Poison** condition extensively, the Flesh Construct allows you to start with a **Poison** reserve already on the table that you can quickly shift around to where you want it.

Tactics
Flesh Constructs excel against small models, for crews like Gremlins, if you have the right cards you can Sacrifice every model you encounter. They also function well as moving walls with the 40mm base; they are good for blocking LoS to your other models and have the wounds and survivability to stay in the way a few turns.

=__Master-Specific Tips__=

Seamus can hide behind him to block LoS due to his size. This allows the **Back Alley** action without worrying about being near terrain.

=__Minion-Specific Tips__= (Any synergies/tricks with other minions worth mentioning, possibly also alternatives and why they're better/worse)

=__Playing Against Flesh Construct__= The only thing going for it are the thirteen wounds it starts with; He/it can take some punishment but goes down after enough damage.

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 * __Ownership__ **