M2E+Ashigaru


 * Ashigaru, Resurrectionists Minion**

=__Overview__= The Ashigaru is a minion within the Resurrectionist faction that has an average stat line for the faction and the durability typical of its minions. The Ashigaru has the ability to push enemy models, do damage when models charge, and charge as a (1) action. This minion typically needs little outside support to do what they want to, they also have synergy with ancestors which give them Tomes to the Ashigaru's Melee action when near them.
 * = - **DF** - ||= - **WP** - ||= - **WD** - ||= - **WK** - ||= - **CG** - ||= - **HT** - ||
 * = 4 ||= 5 ||= 6 ||= 5 ||= 3 ||= 2 ||

toc

=__Mobility__= The Ashigaru has an average **Wk** of **5** so has no problem keeping up with your crew. U Unfortunately it only has a **Cg** of **3** with a **2"** Range on its melee so can't reach far, but has an action called //**Lunge**// that helps.


 * //Lunge//** is explained below.

=__Offense__= Ashigaru have an average attack that deals **2/3/4** damage with a **2"** range and has 2 triggers. The first is //**Infect**// which will give the target an amount of poison equal to the number of crows in the final duel total and then they have the //**Wall of Steel**// trigger which pushes an enemy model until it is **3"** away from this model.

or walk around a corner and then charge, they also can push an enemy away with their //Wall of Steel// trigger and then charge them.
 * //Lunge//** is a one Ap action that lets the Ashigaru discard one card to make a charge action, using this an Ashigaru can move and charge up to 10" away

Their other way to stay alive is the **Brace** tactical action, it is a 1 AP allowing the model to gain the condition **Braced For the Charge** until it moves, is pushed, is placed or it takes another action. With this condition, enemy models that target a friendly model within 3" of this model with a Charge Action suffer 4 damage.

=__Resilience__= At first the Ashigaru doesn't look like much stat wise with **Df 4** and **6 Wds**, but they have two abilities that make them very durable, those abilities are **//Armor +1//** and **//Hard to Kill//**.

The average minimum damage dealt is about 2 damage, so with **//Armor +1//** this means that it will take 6 attacks to kill an Ashigaru, less hits if they do more than weak damage. Even models doing 5 damage with each hit will still need to hit one 3 times to kill it, and with **//Hard to Kill//** enemies that land a big hit will still not outright kill it.

Once again the **//Lunge//** action can provide protection by preventing Charges by dealing damage.

=__Tactics and Tips__= The best role for this minion is stay close a fiendly Ancestor or Master to protect him. The Ashigarus are good bodyguards but they also can activate alone in the battlefield, hunting and killing enemy models with his good **Rusted Yari**.

Ashigaru pair really well with Anna for area denial - Anna passively denying your opponent the ability to push or place nearby, and the Ashigaru slapping them with 4 damage with **Brace** if they charge you. They also both have ways that can push enemy models away, so they at controlling an objective like **Turf War**. It helps that they both have armor to keep them healthy in the face of ranged attacks.

=__Playing Against [Minion/Peon]__= If you must take out the Ashigaru then you need something that ignores armor or hard to kill, both if possible. Joss comes to mind. If you want to attack someone they are braced to protect then use someone with **Lure** to pull them far enough away so your charge action doesn't help send you dirt tasting. Remember that **Braced for the Charge** only works against charges, you could walk in and start swinging, but chances are that the assassin you send is going to be stuck in with them for a long time, probably die before accomplishing its mission as well.

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