M2E+Thunder+Archer


 * Thunder Archer, Ten Thunders Minion**

== =__ Overview __= Strictly a ranged minion, the Thunder Archer fits nicely in any Ten Thunder crew. toc

=__Mobility__= With an average **Wk** of 5, he can keep pace with most of the other Ten Thunder minions. The Archer has a very impressive **Cg** stat of 8, but with no **MI** attacks this will come into play very rarely.

=__Offense__= =**Melee**= The Thunder Archer has no melee attacks.

=**Ranged**= Firstly, the first time a Thunder Archer takes a **Focused** action, it gains an additional **Focus**. This really helps its attacks hit.

Threading the Needle
One of the best reasons to hire this Minion. It allows the Archer to ignore other models for LoS and fire into engagements without flipping for randomization. This is great support for more melee-orientated models in your crew.

Blessed Longbow
With a average **SH** and nice range, this attack's real prize is in its trigger which deals slow to the target.

Hail of Hachinosu
Same range and **SH** as the **Blessed Longbow**, this attack can deal blast damage and ignores LoS at the cost of an extra **AP** though notice that it doesn't ignore cover, so account for that.

Finally, the Thunder Archer has the **Rapid Fire** tactical action. Requiring all of his AP and a control card discard, this allows the Archer to make three **Blessed Longbow** attacks against a target.

=__Resilience__= The Thunder Archer doesn't have many wounds so every hit against him matters. He gains a chance to escape combats thanks to the defensive trigger **Leap Aside**. However with his low **Df** and suit requirement it can be hard to achieve. Pretty much consider their life forfeit once engaged unless another model in your crew helps them out.

=__Tactics and Tips__= Have your melee elements intercept the enemy crew and form a mosh pit in the center, a Ten Thunders Archer is at his strongest when he can shoot into engaged enemy models without having to fear being rushed. Whenever you start your activation, consider carefully your 3 options, use **Focused** and shoot, use **Rapid Fire** or use **Hail of Hachinosu**, they all have their place, specially the first two. Also, whenever you activate, consider if anything is in position to engage you immediately and if you will get more benefit out of attacking fully with the Archer or running away.

An engaged Ten Thunders Archer tends to be a useless Archer, their **Df** is too low to disengage and their **Leap Aside** trigger is unreliable, so it's good to have ways of getting them out. Sensei Yu and Oiran are good support for them thanks to **Airburst** and **Lure** respectively. Don't obsess about freeing an Archer just because though; if using Sensei Yu to plant a scheme marker gives you **VP** and saving the Archer doesn't, go with the **VP**.

On the master side of things, any master with a melee focus can appreciate them thanks to being able to soften up or finishing off engaged models at range without any fear of hitting unwanted targets. Shenlong can get extra good use out of them, since he allows them the ability to use **Focused** as a 0 action, letting them be able to move, get **Focus +2** and shoot, to **Rapid Fire** with one of the shots benefiting from **Focus +2** or getting **Focus +2** and using **Hail of Hachinosu**, giving it the bite to reliably be able to drop blast markers. McCabe is another master who can get good results out of them thanks to his ability to push them out of trouble with Loan and his ability to give one his **Glowing Sabre**, giving it a good way to use their sky high **Cg** of 8.

While the Archers themselves can't take any upgrades, it's worth finding someone who can stand near them and carry **Blot the Sky**, particularly if you have more than one Archer in your crew. A free
 * Hail of Hachinosu** for each Archer at the end of the turn is nothing to sneeze at. Some particular models to consider carrying the upgrade:


 * Shenlong lets nearby Archers Focus as a 0 action, and can keep them Fast (with **Wandering River Style**) and/or healed (with **Low River Style**). His Peasants can also give them Focus using **Provide for the Temple**, and Sensei Yu's **Master of the Wandering River Style** gives them a little extra bonus when using all that Focus.
 * Jakob Lynch likes to stay in back anyway, and can use **Ace in the Hole** to let the Archers use **Rapid Fire** for free.
 * Kang makes the Archers extra deadly against Undead and Constructs, and also makes them immune to Horror duels so they can punch Terrifying enemies full of holes with impunity.
 * Sidir Alchibal can use **By Your Side** to keep the Archers safe, and will be happy to stand next to them and shoot.
 * Toshiro isn't the best choice, since the Archers can't benefit from his melee attack bonus, but he can make the Archers Fast or Focused with his 0 actions.

=__Playing Against Ten Thunder Archers__= Engage them as quick as possible. Once engaged either your opponent will have to send something to help them get out or dedicate his support **AP** to move the Archer or whatever is engaging him to free him up.

Avoid getting bogged down and letting the Archer shoot without fear of consequence into the middle of the fights. He can be a fantastic model finisher because of this.

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