Ten+Thunders+Archer

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 * [Ten Thunders Archer], [Ten Thunders] Minion [[image:WYR8002a__55060.1348635338.1200.1200.jpg width="225" height="525" align="right"]]**

=__Overview__= A long ranged minion that can hit hard from a distance at a medium cost. This minion can be hired by any Ten Thunders Crew. This Minion is best used away from the main fighting. It has some very good tricks to get shots in but only has bash in melee. It has a couple of good zero point actions to bolster its attacks and also a 1 point action called **Take Aim**. This is a **(1)** action focus strike giving you a positive flip on your shot but can only be used once per activation.

=__Mobility__= The Archer only has a **Wk 5** which is all it needs to be honest. It does not have a **Cg**. As it is designed to hit from a distance the 5 inch walk gives you enough mobility to move in to position if you are out of range when it activates. It has a very useful ability called **Threading the Needle**. This allows the model to ignore one intervening model when determining LOS to its target. It has a defence trigger should you need to move away called **Hasty Retreat**. This allows it to push 3 inches away after it is missed by an attack. As the minion can not **Defensive Stance** and receives a negative flip to its disengage this could prove useful. You will need to keep a high mask card in your control hand though in order to pull it off. One other nice thing about the Archer is that it has **Scout** so ignores severe movement penalties.

=__Offense__= This minion is better at long range than in close combat. It has a good **Cb** with its Longbow of 6. For the points of the minion this is pretty good. The Longbow has a range of 12" with a damage output of 2/3/4

There are two **(0)** point actions to choose from with this model. Depending on what you need to do with the model will depend on which you choose. Almost always you will use your first **(1)** action before deciding which to use. You will nearly always move or **Take Aim** with your first action. The two **(0)** actions are:
 * Ranged Attacks**
 * **Reading the Wind** - The next ranged attack this activation recieves a positive flip. (This is an action)
 * **Yajiri** - (Spell) Cast on a 10 so you need a 7 or higher to cast, this spell gives you the choice until the end of this models activation to give your Longbow attacks Magical, to add blasts to your damage, to specifically attack non living models and give them slow should you wound them or increase the damage of the bow to 3/4/6

This model only has **bash** in melee so you probably want to avoid getting in close combat.
 * Melee Attacks**

=__Resilience__= A Ten Thunders Archer is not designed to be used defensively. You will need to put models in front of it so they can direct attacks away from an Archer otherwise they go down very easily.

This model does not want to be in melee combat. It has a reasonable defence of 5 but only 5 wounds. This means that it will usually go down if in melee range of a medium hitting minion. It has the defence trigger **Hasty Retreat** which requires you to defend the attack with a mask to push 3" away.
 * vs Melee**

If this model is being targetted then it is being used incorrectly. It's defence of 5 is not high enough to make it survive being targetted. Against ranged attacks this model suffers even more by not being able to use the defence trigger of **Hasty Retreat**.
 * vs Range**

Again this model is quite susceptable to willpower duels. It only has **Wp5** which is average for any minion so you will need to be wary of contested Wp duels.
 * vs Willpower**

=__Tips and Tricks__= The best thing about this model is that its ranged attacks are usually further than an opposing minions range. This enables you to move it in to place to cover your melee fighters. Remember to use the **Threading the Needle** ability by moving it with something like a Torokage as it can effectively shoot through the model to the enemy. Remeber the **(1) Take Aim** will usually be your first shot and then decide whether you need to use **Reading the Wind** if you have low cards in your hand or if the model you are shooting at is in cover or the Spell **Yajiri** with the second attack to bolster its damage or cause non living models to slow down.
 * Range**

If you manage to hit at range with a tomb then you have an additional **(Cb)** trigger which you may want to use. This is called **The Arrow's Path**. If the damage card's suit is either a Ram or a Crow then after resolving the attack you may make a free Longbow Strike again at the target.
 * Triggers**

=__Master-Specific Tips__= Although this model can be hired with every Ten Thunders Master, it does not have tricks that benefit from or bolster a specific master.

=__Minion-Specific Tips__= The Ten Thunders Archers work very well with any of the Misaki Ten Thunders faction models. They give good cover for those melee minions you may hire in to a Misaki crew whilst those other minions have some spells and abilities that can help or bolster the Archers weakness of defence.

These minions have a spell called **Mistaken Identity** **(1)** which when cast means the Torokage can switch places with the target model within 12". This can be useful to almost sling shot an Archer in to range so that when it activates it can use both of its actions to use its Longbow rather than move. It can also be used to get the Archer out of the way and put the Torokage in harms way which stands a better chance of surviving an attack due to it being able to defensive stance and has a **Df 6** and **Wd 6**.
 * Torokage**

This model is designed to buff a Misaki crew. It has an action **(1)** **Wise Counselor** which is an aura giving friendly non-master Ten Thunders models within 8" +2 Wp. It also has two spells which can aid a Ten Thunders Archer. The first is **(0) Invigorate** which allows a friendly model within 6" to perform a healing flip and the second is **(1) Inspiring Presence**. This is a 5" aura that gives all friendly models immune to Terrifying.
 * Yamaziko**

These minions can use their **(0) Appealing** to give within a 6" aura +1 Wp. Useful for Ten Thunders Archers with their low Wp 5.
 * Oiran**

=__Playing Against Ten Thunder Archers__= These models have their biggest threat from distance. They are good standing behind melee minions so in order to eliminate that threat, any minions (Ronin or Collodi come to mind) that can move fast and get around the back of a Misaki crew should be able to negate their threat. They have low Wd's and are prone to losing out to Wp tricks. Rotten Belles casting lure should be able to draw them out to be hit and those crews that can target Wp should be able to use their tricks to get at the Archers.

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 * __Ownership__ **