Executioner


 * Executioner, Guild Minion** toc

=__Overview__= The fat man with claws, instead of hands, has one main use: killing things in melee. Unlike just about everything else in the Guild, he has no ranged weaponry.

=__Mobility__= He has poor movement, and no abilities to help with it at all. Most of the struggle with using the Executioner is trying to get him to the combat.

=__Offense__= The Executioner only comes with one weapon, but if you were only going to have one weapon, this is the one to have. He has //Paired Claws// with a good melee rating. The damage is good at all levels. It is not possible to use any defensive Triggers against them, and he has 3 offensive Triggers to choose from. The first is the Guild standard //Critical Strike//. With the Ram built into his combat, this is never a bad choice. It makes a good Weak damage into a great Weak damage. //Final Repose// is also built in, and prevents the model from leaving any counters when it is killed, handy for making sure dead things stay dead. His final Trigger is //Decapitate//. This does need a Crow, but it is an automatic kill unless the defender discards two cards or two Soulstones, and that is after damage has been dealt.

Finally he can remove all corpse and scrap counters near him that aren't being carried. You'll only use this against a few Masters, but when you do, it can completly ruin their day.

=__Resilience__= Probably the most asked question in the game is about the interaction of //Slow to Die// and //Loves the Job// on the Executioner. This is because it is so powerful, and it is meant to work like that.

//Love the Job// heals the Executioner to full health after a enemy model he killed is removed from the table.

//Slow to Die// allows him to make an action after he has been killed. He can use this action to attack an enemy model, and if he kills it, he will be fully healed and so will not die.

He has a poor defense, but has nine Wounds which you hope will be enough to get him into combat where he will be healing them up again. He also comes with Terrifying.

=__Tips and Tricks__= Get him into the fight. The chances are if he reachs melee with at least 1 wound remaining he will be fine. When he is on his //Slow To Die// attack, pick your target carefully. You should be able to get at least 4 damage, and probably not more than 7 so anything with low wounds is good. Avoid //Hard to Kill// models here. Lucius's //Reinforcments// spell, Death Marshall's //Pine Box// or lots of //Obey//s can get him into combat safely.

The Executioner is also a great target for //Shotgun Wedding//. He can then be potentially obeyed three times and then activate himself all in one player;s turn due to //Companion// and simultaneous activation rules.

=__Master-Specific Tips__= (What it says on the can - any Synergies with other Masters worth mentioning) NOTE: There's no need to discuss every Master that can take him, just the ones worth mentioning

=__Minion-Specific Tips__= (As with Master-Specific Tips, going into any specific Synergies with other Minions.)

=__Playing Against an Executioner__= Once the Executioner is in melee, he is almost impossible to get rid of. If you can kill him before he is within melee range, then do so. Once he is in melee, you have a few options to kill him. 1 - Use Triggers like //Decapitate// and //Headshot//. Since these don't kill you because you are at 0 wounds, healing doesn't stop you dying. 2- Make sure that when you kill him there is nothing nearby that he can kill. With a minimum 4 damage (activating //Critical Strike//) or the //Decapitate// trigger, this is pretty hard to do. 3 - Make sure that he misses with his //Slow To Die// hit. Basically, you need high defense models and high cards in hand, and possibly also //Use Soulstone//. 4 - Paralyze him before you kill him.

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