M2E+Death+Marshal

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 * Death Marshal, Guild Minion[[image:deathmarshal.jpg align="right"]]**

=__Overview__= Death Marshals are basic minions that excel at throwing down scheme markers. Offensively and defensively average, but able to bury models with **Pine Box** and thanks to a high Willpower, keep them buried. They tend to be able to take a fair number of hits before going down.

=__Mobility__= Death Marshals have ** Unimpeded **, which gives them a slight situational boost to mobility. This is extremely useful when there is a lot of severe terrain, but doesn't have much effect if there isn't. Other than that, they tend to have average mobility. They often need a double Walk or a Charge to get into position for any kind of melee or scheme running.

Bringing The Judge, or similar models with movement abilities, can drastically increase their mobility, giving them a free push to get into better positions to influence the game. Lady Justice, the leader of the Death Marshals, can push them towards her charge targets, as well.

In addition, Death Marshals can be used to give other, slower models a movement boost, using their **Pine Box** to carry these models up field.

=__Offense__= The offensive capabilities of Death Marshals are a mixed bag. On the one hand, their accuracy leaves something to be desired as they have only mediocre stats. Also, their range is surprisingly short on both their Ml and Sh attacks. On the other hand, they have respectable damage spreads. //Critical Strike// on a Ram on both their melee and shooting attacks can make Death Marshals quite intimidating foes. A slightly better damage spread on their **Peacebringer** shooting attack means you may want to keep them at range to soften up tough targets before going in for the kill.

Balance the temptation to try and take out an opponents figures with damaging attacks against the **Pine Box** which leaves you free to move about and concentrate on objectives, whilst negating one of your opponents pieces at the same time.

=__Resilience__=
 * Hard to Wound** gives Death Marshals an edge in defense, but with an average Df stat, don't expect them to stand up to heavy-hitters. Their Wp is good for a 6 Soulstone Minion. Typically, it will take 2-3 hits to take one down even for heavy hitters.

=__Utility__= No one takes Death Marshals for their objective grabbing or damaging abilities alone. They are not bad at those, but the reason to take Death Marshals is their **Pine Box** attack action. It's a Ca 5 attack which will need a 5 of any Suit to go off (the Crow is built in, but don't forget it against models with **Counterspell**). It's resisted by Wp which has it's own merits but Wp is slightly higher than Df on most models. Cheating may be needed to get it off against important models the opponent desperately tries to protect against this. Note that it's a close attack: You can use this spell as a Charge attack.

If a **Pine Box** attack succeeds, the target is gone. It gets buried and stays that way until the Death Marshal activates again, dies or puts something else in the box (or tries to, to be more precise). This is great to take a difficult to kill model out of the game with a single blow. Buried models can not activate, have no auras and cannot be attacked (until Tara makes her entrance).

When the Death Marshal activates on the next turn he has to keep the buried model in the box. That's a Wp vs. Wp duel and since Death Marshals have good Wp and are attacking you have a good chance of keeping the lid shut. If something gets out, the Death Marshal can immediately try to put it back in because it's his activation. Models getting out of the box are placed by the player controlling the Marshal and in base contact. That way Marshals can be used as a troop transport for friendly models.

Besides **Pine Box** Marshals have **Finish the Job**. If a Marshal dies a Scheme Marker is placed in base contact with the Marshal. This makes Marshals more valuable as objective runners but is more of a gimmick in most cases. Note however that the 4" restriction of **Interact** actions isn't in effect here. Dropping Scheme Markers upon death can put a crimp in many opponents plans, especially when your Death Marshal is in the right position to place one for a Strategy or Scheme.

=__Tips and Tricks__=
 * Pine Box** has such broad applications that it's nearly impossible to list all the tricks you can pull off with it. Some things you might want to try:

Use **Pine Box** to drag opponents out of position. This is obvious but you can drag your opponents model into melee range, into severe terrain or away from the center line, whatever you desire. There are plenty of places on a board where your opponent won't like his models to pop up.

Use **Pine Box** on slower allies to get them to the front lines faster. This is effective in that it makes the opponent hesitate to target the Death Marshal if he is too close and has a dangerous model in the box. The downside is that the Death Marshal has to use movement to get within range. Allies to use **Pine Box** upon include Papa Loco, Executioner, and Peacekeeper. Using the **Pine Box** to carry your own models around the board can also be a great way to get over difficult terrain because Marshals are **Unimpeded**.

Use **Pine Box** to protect vulnerable pieces from direct attacks. Models like Papa Loco or the Executioner are easily killed. Inside the box they cannot be attacked. This is especially funny if you use it on your Master to foil your opponents Assassinate scheme. The Death Marshal becomes 6 Wd **Hard to Wound** ablative armor. And if he dies, for example Lady Justice pops out and immediately activates. Good luck surviving that.

Special case: Use **Pine Box** to keep up bonuses. Some models like Papa, Francisco or the Guardian give out buffs until their respective next activation. If they are buried, their activation doesn't happen: infinite bonus.

The other way around: Use **Pine Box** to win by Scheme. Distract and Cursed Object put Conditions on enemy models. Like all Conditions these stay on a model while buried. (In this regard, you can still burn in the box, which is always good for a laugh.) Since the buried model doesn't activate it cannot strip those conditions and will earn VPs for you.

Look out for models with low Wp. Lilith, for example, is way easier to put in a coffin than put her in the ground. Chances are she won't win 3 Wp duels against a Marshal.

Use **Pine Box** to deny resources. A zombie in the box leaves no Corpse to summon of. A spider in the box leaves no Scrap. A Desolation Engine **Burning** up inside leaves no Abominations.

Use **Pine Box** as offensive setup. Because models inside don't shed Conditions you can put a **Fast** model inside and drag it to a good place to launch. This is a trick Tara likes to pull. It works with **Defensive**, as well, but not with **Focus**.

Always remember that friendly models can relent their duels. If you get a 5, any of your models will go in the box, and they won't come out unless you want them to. The Marshal cannot relent his duel, as he is the attacker. If you want your models to come out, prepare to cheat.

=__Master-Specific Tips__= Lady Justice can buff Death Marshals with her Upgrades. Flames of the Pit can make them immune to Horror duels, and **With Me!** pushes them across the board. Her **Inspiring Swordplay** can help with their accuracy issues and thus make them rather deadly combatants. It's only fitting that the famous leader of the Marshals would go well with them.

Apart from the obvious inclusion in Lady Justice's posse, Death Marshals have compatibility with other Masters as well. They are especially worthwhile in crews which include Papa Loco. Sonnia and Perdita thus make good use of Death Marshals.

As Minions Lucius can run them effectively, as well. Their good Wp is an asset in regard of his **Commanding Presence**.

For a really fast "troop transporter", bring a Marshal with McCabe's Badge of Speed. Use **Black Flash** to **Reactivate** the Marshal and then toss him the upgrade. He can now **Pine Box** someone and walk twice afterwards. On his second activation he can let the model back out 10" from its beginning position or drag it along for the second activation, as well.

All in all, their utility will not go to waste for any Master.

Tara can take them outside the Guild thanks to her **Infiltration: Void** ability. By burying other models (Or even your own friendly models), you can start using their attacks, or Tara's crew's indirect attacks, or buffs.

=__Playing Against Death Marshals__= It goes without saying, watch out for the **Pine Box**. Keep models with low Willpower away from Death Marshals unless you want them in a box all game!

Also, be cautious not to kill them late in the turn if Plant Explosives or Spring the Trap is in the Scheme pool. Make sure you have a model that can take care of dropping Scheme markers after you kill them.

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