Hans


 * Hans, Outcast Minion [[image:malifaux_hans-700x560.jpg width="490" height="392" align="right"]]** toc

=__Overview__= An easily overlooked sniper. Long range, very solid damage but not much staying power or movement options.

=__Mobility__= Hans is from the school of thought that a massive rifle is mobility enough. If Hans wishes to move he effectively has to forgo shooting to do so, making tricks like obey very useful for getting him into position.

Placing Hans initially is critical. Look for open fire lanes, put him up in a tree with cover, or somewhere else he is going to be out of harms way but has range.

=__Offense__= Hans' modus oporandi is fairly straightforward. Find the model that your opponent can't afford to lose and start pegging them with a sniper rifle. His goggles and other ranged abilities allow him to target pretty much anything he is within range of without penalty. He can for example get around the Sticked's mist, and can shoot through other models and cover. If he has a any line of sight to them, he can hit them.

Custom ammunition
Not an amazing ability. Similar to the Gunsmith's ability but Hans just doesn't have statistics to cast it. There's no reason not to use it, but don't expect it to come off too often if you aren't prepared to throw cards at it, and I think Hans has better uses for high rams.

Custom Sniper Rifle Fairly low combat means that this doesn't stand out in the way that Nino's does, but with this gun Hans really can get the job done. With triggers you can have a weak damage of 4, really not to be scoffed at. However his CB of 5 means that is likely all the damage he is going to be doing, so keep that in mind. He also has **headshot** that can be really good way of controlling your opponent's control hand. Even the fact that Hans has it may modify the way your opponent uses their control hand, which you can use to your advantage.

=__Resilience__= In a word- negligible. Hans is vulnerable to lure, movement tricks and ambush by badgers and other harmless woodland creatures. About the only thing that doesn't work on him is bullets, which is a nice immunity to have on someone with a sniper rifle.

=__Tips and Tricks__=

Hans really comes into his own in the late-game. By this stage he is usually exactly where he needs to be for staying in range with almost all enemy models, many enemy models will be weakened, and your opponent will have fewer soul stones to defend their master with. If Hans can make it to this part of the game he can really sure up your position.

Student of conflict This pair cost 11 soul stones together (13 off faction) and don't do anything until turn 2 at best. However Hans with fast for two turns in the mid-game can really allow you to pick off key enemy models.

Otherwise Hans works well together with Hamlin. Obey gives you a good range of utility. Hans can make a double walk and have Hamlin give him an action to shoot with, or otherwise Hamlin can give Hans a walk first turn and have Hans in position to shoot right from turn 1. Combining this with the student of conflict is challenging because it requires either Hans doesn't move up as far as he could initially, or alternatively Hamlin needs to obey the student into position turn 2 (Hamlin has much better things to be doing with his one obey per turn)

For strategies and schemes like Holdout where Hans can sit back, relax and do his thing, he is great.

If you are playing against a very mobile master such as Collodi, Lilith, Lucius etc that can get close in turn 1, he can be a pretty big deterrent. Save his activation! If they do come close, make them pay.

=__Master-Specific Tips__= Hans can work well with either the Vics of Von Shill. Both masters can keep Hans safe and can use some long range support.

=__Minion-Specific Tips__= A 3 way combo of Hans, a Librarian and the Student can make life difficult. Healing, support and a ranged strike, but it is expensive, so make sure your other models can do the trick.

=__Playing Against Hans__= Hans isn't going to go out of his way to aproach you so you need to either bring him to you, or find a way to get to him without your opponent's crew getting too much in the way. Some of the tricks are outlined below: 1. Lure. Works for Ressers and anyone fielding the Lilu & Lilitu. Once Hans has moved forward at all it should be easy to get the lure in range and after that you only need 2-3 lures to absolutly ruin his position. Once Hans is at the frount of a crew he's in trouble and he won't last a round of combat against a terror tot, a gremlin or a Malifaux raptor. 2. Reinforce. This is lucious' movement trick, and if they need to the guild can combine it with obeys to turn it into something quite powerful. Lucius will reinforce a model into combat with Hans, or near to him in order to charge. Again, a death marshal or a guild guard is competent enough to bring him down in melee, though these cheeper models will take two rounds to do it. Otherwise a rapid fire from Santiago will probably bring him down if need be. 3. Papa bomb. This maneuver is outlined here. 4. If you are running Hamlin Piper's lure is a useful counter. It has good range, keeps Hans down the center of the map, and can still force him backwards, reducing the pressure that he can exert on your crew. Multiple piper's lures can either keep him locked down, or run him off the table.

Neutralising Hans not only denies your opponent of material but in a number of Outcast crews it will deny them a large amont of their board control, allowing you to control much better the pace of the game.

Because Hans cannot change targets, and cannot move end shoot it is sometime worth sacrificing models that he fires at. Headshot can be a very effective way of managing your opponent's control hand.

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