Stitched+Together

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 * Stitched Together, Neverborn Minion**

== =__Overview__= Stitched Together are some of the most powerful and cost effective Neverborn Minions, synergising nicely with all the Neverborn Masters with the possible exception of Lilith. They bring a lot of offence centred around WP duels and durability in a 5 stone package.

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=__Mobility__= Stitched Together suffer from having an average speed in a faction known for high maneuverability. For this reason Stitched Together typically depend on their Master, or other models, to get them where they need to be.

=__Offense__= The Stitched Together's' standard melee attack really isn't great, however it is the Stitched's only non-Wp based damage attack. Thus it's their only real option vs. Immune to Influence and models with stupid-high Wp (Zoraida)

//Gamble Your Life// is super-good. The Stitched have a solid Wp of 6, giving them good odds to win, but even losing the duel isn't so bad given that the Stitched Together can die and then Reactivate via //"Does Not Die!"// for yet more Gamble attacks! Best of all the minimum damage is a 3 and the maximum is a whopping 7! This is especially good against models with a significantly higher Df than Wp, such as Lilith.

//Deepest Fear// won't usually see too much use, but it is better than //Gamble Your Life// for attacks against Spirits and targets with Armour +2 or more.

=__Resilience__= While the Stitched Together's stats are nothing to get excited about, they have a solid 7 Wds and respectable Wp. //Creepy Fog// is amazing since it blocks LoS to the Stitched and possibly a fair chunk of your crew too. Hunter won't work against it, since it's not terrain and this provides a source of mobile cover for the Neverborn faction.

The Stitcheds' best resilience comes from //"Does Not Die//!//"// This ability gives them a guaranteed turn in which they can do something. The recent errata states stitched now count as killed for schemes and strategies after they are sacrificed due to //"Does Not Die!".//

Players often forget about //Rotten Contents//. While it doesn't usually do alot, it's certainly worth remembering as it can provide a little punishment for any Living models attacking you in melee.

=__Tips and Tricks__= //Abduction// probably it's least utilised feature but if you have an 8+ crows it has some utility in hiding your own Ht1 models for a turn.

If your opponent has a low willpower model, using //Gambler// followed by //Gamble Your Life// is a potent combination. Toss a low card from your hand to pay for Gambler, and hope for better cards so you can cheat the damage flip of //Gamble Your Life//.

Stitched make great guards for Supply Wagons, since //"Does Not Die!"// makes them almost impossible to remove in a single turn.

=__Master-Specific Tips__=

Every Neverborn Master gets some use out of the Stitched Together, since they bring mobile cover, durability and Wp based attacks.

Pandora, unsurprisingly, can work nicely with the Stitched Together, building up on the pain caused by the Stitcheds' many Wp duels. It can be a little tricky to have them keep up with Pandora, but if you can pull it off you could be causing up to 6 Wp duels in a given turn using a single Stitched Together!

The Dreamer loves his Stitched Together, since they make fantastic bodyguards for him via Shadow Form. He can also drop them directly into the fray, limiting the extent to which they are hampered by their poor movement.

Collodi naturally gets plenty of the Stitched Together, since being Dolls they can benefit from his many buffs, chief among them being Fast and +2 Wp.

Jakob Lynch can take Stitched Together, even if he is declaring Ten Thunders as his faction. This is mostly a nice touch fluffwise.

=__Minion-Specific Tips__=

Wp-boosting minions (eg. Lilitu, Insidious Madness)

Weaver Widow can use her doll buff spells on Stitched Together.

(Any synergies/tricks with other minions worth mentioning, possibly also alternatives and why they're better/worse)

=__Playing Against [Minion]__=

Is actually quite vulnerable without //Creepy Fog// so kill it early when it's least likely to hurt your crew, don't let it go nuts with the Gambling.

Don't forget that despite what it looks like, looks, it's actually Ht2!

Due to //"Does Not Die!"// it's better to kill a Stitched Together before it can activate. That way it doesn't get Reactivate and get to go again when you kill it. However, it is worth noting that if the Stitched Together then activates and manages to be "killed" again (by its own actions or by another model inflicting damage on it), then "does not die" will happen again and the Stitched Together //will// get to reactivate. If you've killed it one - leave it alone!

Models with the //Stubborn// or //Immune to Influence// ability are a great counter to Stitched Together due to the Stitched's reliance on Wp duels to deal damage.

(Threat level, how to kill/neutralize it, what to watch out for etc.)

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