I thought it was time for another character analysis and this week I'm going to focus on the Loathesome Lackey that is Kang (The Rail Workers Champion). I've only played against this guy a couple of times but each time this one man army has walloped my zombie hoard and left me cursing the living.
Last time it happened I was left having something of a Kirk moment...
You'll just have to picture Kirk shouting Kang, not Khan....
Now that I have that out of my system. So what is it I don't like about this guy....
- Cant Keep Him Down ability means Kang is healing a number of wounds equal to the turn number, essentially he becomes more resilient as the game proceeds.
- Hard to Kill means you're not one shotting this guy
- Stubborn gives him 8 willpower in resist duels
- Ignores obscuring on markers or auras, so fog isn't going to work to sneak your boys up on him
- Workers Champion gives crew in range a positive to attack and casting against non living if he kills a non living model.
- You can Try defense trigger means he has a chance of retaliating against a missed melee attack made against him
- Melee Expert means he's doing between 9 and 18 wounds. Before jokers in Melee
- Shovel melee attack has respectable Cb, range and damage and has two triggers that can either knock back the opponent 3" or give a construct easy to wound
- Hot Coals ranged attack, although short ranged, is a pretty solid blast weapon and forces a negative flip on the defensive resist duel
- Fight with Me as a zero action means other MS&U members close enough get plus 1 CB.
- Slow to Die
- Rousing Speech spell can result in instant rallying for comrades in 6" and they gain immune to morale duels
- I see Kang usually used with a pack of rail workers all clumped together, which tends to be vulnerable to blast or drowned damage
- If you target him early in the turn, hitting again and again, until he dies, he's not coming back and the crew looses a powerful character
Lackey's current tactics
I see him played in the middle of the pack until he gets in charge range, when he's either played aggressively to push back my forces or defensively to protect a higher value target or objective.
Played with the embers or Feng he benefits from the steam cloud to shroud him from attacks until he's ready to attack.
I think it comes down to the tactic I outlined before, you either hit this guy hard, again and again, until he topples or you smack him with multiple blasts. He has to be your target early on in the turn, so you can do enough damage and overcome his hard to kill ability.