M2E+Datsue+Ba


 * Datsue Ba, Resurrectionist Henchman**

=__Overview__= A wicked unit, Datsu Ba has vicious attacks that ignore Armor, can speed up her Crew or slow down an enemy Crew, and can summon Gaki and Onryo when she kills a model. She is most often seen in a Kirai Crew, as she supports Spirits, but she can pull a lot of weight for other masters too. toc

=__Mobility__= Datsue Ba has decent mobility. She's got Wk 5 and Cg 8, and importantly she's **Incorporeal** so she can move through terrain and other models freely.

She can also assist with Crew mobility with (0) **Guide Spirits**, which causes another friendly Spirit within 8" to take a Walk Action. Alternately, she can deny an enemy mobility with (0) **Denial of Sanzu**, which prevents the enemy from taking Walk Actions until the end of the Turn.

=__Offense__= Datsue Ba is filled with hate and has many ways to attack an enemy.

Her base melee attack **Judgement** has a nasty **Ml** 6 Crows, and while its damage is not too high it ignores **Armor.** With an extra Tome, the //Skinned Alive// trigger gives her an immediate **Weigh Sins** against the target as well. With the right cards, this means she can take four attacks with a Charge!


 * Weigh Sins** is her primary nasty attack. It has Ca 6 Crows against Wp, and a range of 8". It does 1/2/6 damage, ignoring Armor. As a built-in trigger, she can //Mark// to give the target the **Adversary** condition, giving Spirits (including herself) a positive twist to attack flips against a target. She also has two Summoning Triggers, //Condemned// with a built-in Crows, which summons a Gaki after killing an enemy model, and //Wrongfully Judged// with an additional Mask, which summons an Onryo after killing an enemy model.

When hitting or charging a model that you want to kill, it can be worth it to save high tomes or spend a stone for that suit on the first attack; in order to trigger **Skinned Alive**. With the first Weigh Sins attack, opt for the **Mark** trigger. If the first hit damages and the second succeeds, you will then have another go with the two attacks on plus flips.

Datsue Ba's **Denial of Sanzu** can be devastating if applied at the right time. It denies Walk Actions to the target for the rest of the Turn, with a range of 8". Against objective-runners or fleeing models, this can make a big difference.

=__Resilience__= Datsue Ba has only Wd 6, which is quite low for a Henchman, but it's **Incorporeal**, so most damage it takes will be cut in half. She has Df 6 and Wp 5, which are decent levels of defense. She can also use Soulstones to prevent damage.

Attacking her can be a tremendous resource drain, however. She's **Terrifying (All) 12**, which is likely to cost an enemy cards. As an added insult, anyone who kills her must discard two cards, thanks to **Face Your Sins**.

Datsue Ba can't really make herself immune to damage; she just makes it very expensive to attack her.

=__Upgrades__=

Spirit Whispers
Datsue Ba's personal Upgrade gives new options for dealing with Spirits. She can set up an aura of 6" in which Spirits that are killed (friendly or enemy) leave friendly Scheme Markers. She can also summon a Seishin with a (0) action.

Spirit Beacon
Lets Datsue Ba summon more Seishin and can keep them alive with the cost of her own wounds. Its very good for increasing you own ranks, as well as tie up opposing models.

=__Tactics and Tips__= Datsue Ba is great for setting up attacks on additional models. When used early in the turn, she can damage and //Mark// an enemy to give **Adversary.** Enemy models with **Adversary** are unlikely to survive the turn.

She synergizes best with Spirits, giving additional Walk actions, positive twists, and (with her Upgrade) leaving Scheme Markers if they die near her.

Datsue Ba is very capable of dealing with **Hard to Kill** models since she can attack twice with 1 AP.

She is a very good mix-up model. She can attack from 8" away or charge with a threat range of 9" (through other models thanks too **Incorporeal**), while also support models. So she can do a little bit of everything for your crew, while keeping the opponent guessing what her next move is going to be.

Another master Datsue Ba can provide a lot for is Seamus. With his **Sinister Reputation** upgrade Seamus will lower the WP of nearby opponents by -2, which will benefit Datsue Ba, as well as the Seishin she can summon. The latter can teleport to Seamus at the beginning of his activation. With the debuff **Sinister Reputation** provides, the Seishins' bad ml 4 can actually hit most things. At least for some minimum chip damage. The Seishin can also block LoS to Seamus do to them being ht 2. Thus Seamus can activate, some Seishin around him, and use his Back Alley action in order to get out of harm's way.

=__Leading a Crew__= Datsue Ba can lead her own crew in a Henchman game. She does well with a Spirit-based Crew. Because of all her Summoning abilities, Datsue Ba can be very dangerous in a Henchman-led game.

Strategies and Schemes
Datsue Ba doesn't especially favor any type of Scheme or Strategy. She has good tools to handle most of them, including movement tricks, durability, summoning, and nasty attacks.

Building a Crew
Datsue Ba generally works best with the same Crews that Kirai uses: assorted Spirits, especially Seishin, Gaki, and Onryo.

=__Playing Against Datsue Ba__= Decide early on if you want to kill her. If you do want to kill her, try to do so later in the turn, when you've already used your best cards and may not mind discarding two more. Hitting her with Ca attacks helps, or attack that ignore **Incorporeal**, since they do full damage. Then Datsue Ba will need Soulstones to keep alive.

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