M2E+Tengu


 * Tengu, Ten Thunders Minion**

=__Overview__=

toc The Tengu is the premier objective grabber of the Ten Thunders. His key ability being **The Shooting Star** which lets him stay very mobile combined with **Flight** let them go anywhere. They are frail, however, with **Df** 4, **Wp** 4 and only 5 **Wds**, though if careful their **Regeneration +1** can give them a bit more breathing room. They also bring some mild support being able to give out **Regeneration +1** to other friendly models and have a very good scheme marker removal tool

=__Mobility__=

Their mobility is top notch with a base **Wk** of 5, **Cg** of 6 and **Flight**. **The Shooting Star**, which allows a Tengu to be placed in base to base with a scheme marker 5" from it at the start of it's activation, makes it go a whole step above. This means that as long as there is a scheme marker in the area, he can cover up to an extra 6" since he can be placed to the farthest edge of the scheme marker he is using to teleport to.

=__Offense__=

Their combat potential is very low key, their **Ml** stat is a decent 5 with a 1" **Melee range** though their damage spread is 1/3/4. The do have the **Flay** trigger which lets them cheat on damage and **Katanaka's Mark** which lets them place a scheme marker in base to base if they deal moderate or severe damage, but unless you have a good plan that requires one of those triggers, they become more of a welcome surprised than a predefined objective. Combat is something they can approach if necessary but they are mostly a distraction.

=__Resilience__=

Their defenses are very basic with low **Df** and **Wp** stats of 4 and 5 **Wds** and no defensive abilities outside of **Regeneration +1**. The moment something focuses on them, they tend to die quick though they should manage to hold a charge of a model with weak damage 2 as long as they don't get any moderate damage flips. They can help with the crews resilience though thanks to the **A Song of Night and Day** action which lets them spread out **Regeneration** in your crew. This action also has the **Nightfall** trigger which lets you cast it again by using a tome, though do remember that it only lasts till the end of the turn, so it's useless on models that have already activated. Also, don't forget it stacks, so if you really need it and manage the trigger 2 times, you can get a model up to **Regeneration +4**.

=__Tactics and Tips__=


 * The Shooting Star** makes Tengu incredibly mobile, but this mobility is only accessible if the table is full of friendly scheme markers. This can be easily solved by taking two in pairs where the first one moves and places a scheme marker so that the second one can teleport to it, move and place another scheme marker to allow the first one to jump towards it in the next turn and so on. This lets them easily do Protect Territory just by moving, to do Breakthrough quickly once they reach the other side of the table or to just plant a bunch of scheme markers everywhere for Plant Explosives and Spring the Trap purposes.

Having a lot of scheme markers can be very useful for them since it gives them multiple vectors of movement at the start of the activation, letting them be able to get away from engagement for example to go on another unprotected direction that happened to have a scheme marker lying around. Do be careful with spamming the table with too many markers though, because depending on your selected schemes you may find yourself unable to interact to place a scheme marker where you would need it because of the proximity between them. Tengu can compensate to this in a degree with the **Katanaka's Mark** trigger on their talons, but it pretty much needs a high tome and using the **Focus** action to get a good chance of getting the moderate or severe damage flip the trigger requires, so it's very resource intensive, but should never be forgotten since it can be a game saver.

Also, never forget their **Still the Earth** 0 action, it lets them discard up to 2 cards and remove as many scheme markers as cards discarded in a 3" pulse from them. This is a reliable way to remove a scheme marker without any fuss and should always be considered if your opponent's objective grabbers tart spamming the table with markers of their own.

If at a given moment a couple of your models would appreciate a heal and a Tengu isn't needed elsewhere, always consider trying to cast **A Song of Night and Day**, specially if you have a mid tome that you don't need since that could mean buffing two models or giving **Regeneration +2** to one. Models that can reactivate could benefit twice from the **Regeneration,** though always try to give it to models you can expect to survive till they activate.

Tengu are incredibly frail to any form of ranged attacks, so always try to be in cover or plain outside of Line of Sight from anything dangerous that could hit them hard, they will quickly fold to a couple of good hits.

Finally, at the end of the day, they are cheap 4 SS models that are extremely mobile, don't be afraid to sacrifice them to keep something busy or to silence a ranged model for a turn or two, as long as they have already done their job or something else can pick up the slack, it will probably be worth it.

=__Playing Against Tengu__=

Tengu are at their most problematic when paired with models that drop Scheme Markers with ease, this usually means other Tengu. Usually the first step to keeping a Tengu honest is killing his partner in crime, once neutralized, his options to create new leap points become a lot more stale. Also, always have a bead on where a Tengu currently is and the potential scheme markers it can teleport to, if you plant a few engagement ranges near those markers it can mean that the Tengu has nowhere to teleport to stop being engaged.

Finally, their defenses are very weak, and although they are slippery, any form of ranged attack, be it Sh or Ca will end them quickly when focused on.

Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. ([|Link])
 * __Ownership__ **