M2E+Tanuki


 * Tanuki, Ten Thunders Minion**

=__Overview__= Tanuki are mischievous drunkards and Tri-Chi Minions. The Brewmaster has managed to establish a relationship with these Spirits from the Three Kingdoms, using them as spies and healers.

toc Tanuki are ideal scheme runners, interceptors and support units. Being able to make Scheme Markers dangerous to the opponent, place scheme markers passively, and double their count for strategies Tanuki can easily score points for your crew. Tanuki can also remove Poison and give fellow Tri-Chi models extra AP.

=__Mobility__= With a standard **Wk 5** and **Cg 6**, Tanuki aren't especially fast on their own.

Fortunately, Tanuki have a built-in Df Trigger //"I'm a Teapot!",// which allow them to place a scheme marker and then place themselves within 3" of the attacking enemy.

=__Offense__=

Melee
Tanuki can be surprisingly offensive. With a **Ml** 5 attack **Bottle Bop** isn't always going to hit. Fortunately when it does it provides a number of benefits, on top of the fairly low damage. First and foremost it places a scheme marker in contact with the enemy. Second, on a crow the target gains **Poison +1** from the //Sake Shower// trigger.


 * (1) Cure for a Hangover** is a **Ca 6** Attack that attacks **Wp** that attacks as a pseudo-expunge damage the target equal to half it's Poison Value up to 3 and then removing that amount of Poison. Mathematically this means that you can deal 3 damage to a **Poison +6** model. Under normal circumstances this is not going to useful, a few exceptions might be the target having 2 wounds left and it has **Poison +4**, which will be an easier kill. Or, you are fighting a McMourning or Marcus crew where Poison is a resource that the enemy will give themselves.

=__Resilience__=
 * Df/Wp 5** Tanuki aren't going to be particularly survivable to dedicated attacks. Fortunately their Df Trigger //"I'm a Teapot!"// on a built-in Tomes gives them a means to escape scrutiny by teleporting either right next to a shooter in order to stop their ranged attacks or away from an attacker that managed to charge our racoon-dog friends.

Their wounds are average.

=__Tactics and Tips__= Tanuki are ideal scheme runners, interceptors and support units. By using Take A Little Nap to have your Tanuki count as 2 models, in either Interference Turf War or the like, you will be able to win the numbers war against most opposition.

The most obvious synergy will be as support with Tri-Chi models by creating a means of generating poison, healing and giving out Reactivate or Fast. Tanuki will make your Tri-Chi much more survivable.

Since Tanuki are Spirits, Yan Lo can is able to use Fury of Yomi with them in order to create a large amount of scheme markers with **Bottle Bop** or improve their mobility as scheme runners.

If you're a more aggressive play Tanuki can also provide extra scheme markers for models who use them to increase efficiency for example; Wild Boars, Guild Hounds and Gluttony to name a few.

=__Playing Against Tanuki__= Tanuki are somewhat tricky to kill with multiple attacks, since they can place out of range if you miss, jumping out of range of a melee attack or jamming up a ranged attack by jumping in too close. Attacks that target Wp, or attacks with high attack (6+) scores, will get past this.

Consequently if you don't want to commit a beater to a 5SS unit the best plan is to put another scheme runner next to him and do nothing. Since triggers don't take effect on disengaging strikes and their **Df**

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