M2E+Changeling


 * Changeling, Neverborn Minion**

=__Overview__= A cheap and surprising Mimic with some defensive abilities and a surprising, flexible attack. It requires Crew support, since it uses nearby friendly models for movement, and uses nearby models (friendly or enemy) for its offensive potential.toc

=__Mobility__= Changeling has a **Wk 5**, but no Charge. It also can **(0) Blink**, which allows even more movement ignoring terrain and models, but needs a friendly model to move to. **Blink** works best when set up beforehand and can take a little practice to use best.

=__Offense__= With **Copy Cat**, the Changeling can copy the (1) Attack Actions (that don't list a model by name) of models within 3", but can't use Triggers and always has an attack value of 4 with no suits. With **Surprise!**, it can make these attacks as a Pounce-like effect, which can catch enemies by genuine surprise because of the many strange possible interactions.

Good choices for other models for **Copycat:**

Zoraida, **Obey**. Use against friendly models. Card-intensive since this needs a 10 Mask, but potentially powerful. Vasilisa, **Obey**. Use against friendly models. Card-intensive since this needs a 10 Mask, but potentially powerful. Cherub, **Rise Up:** Use on friendly models. Requires 8 Mask, makes terrain nearby severe and hazardous. Mature Nephilim, **Monstrous Talons**: Built-in positive flip and really high damage. Waldgeist, **Tangling Roots**: Attack value is low, but gets a 4" melee range. Killjoy, **Cleaver:** Huge damage and heals the Changeling on a kill. Use with Focus to make a hit more likely.  Hungering Darkness, **Tendrils**: Huge range and damage, gain positive flips against models with Brilliance.  Hungering Darkness, **My Will**: Powerful effect, gain positive flips against models with Brilliance.  Coppelius, **Long Clawed Fingers:** Hard to hit, but cain gain **Plucked Eyeball** and raise the Changeling's Defense.  Lilitu, **Barbed Whip**: Positive twist against wounded models, 4" melee range. Mr. Graves, **Show Ya The Door**: Great for moving friendly models.
 * Friendly Models (for a Neverborn Crew): **

Death Marshal, **Pine Box**: Only needs a 6 Crow, useful for friendly, provides Bury tricks. Guild Austringer, **Raptor**: Ignore LOS. Great attacks. You'll be Focusing for extra range anyway. Nino Ortega, **Custom Repeating Rifle:** Built-in positive twist and has a crazy long range. Clockwork Trap: Use whenever an enemy model gets close, even off turn.
 * Friendly Guild Models (only for a Lucius Crew): **

Joss, **Arc Axe**: Suffers from low Ml, but ignores many defenses. Rail Golem, **Rail Bash**: Built-in positive twist and does huge damage. Pigapult, **Rocks is Pigs**: Has a low Sh anyway and can ignore LoS and Cover. Use with Focus. Slop Hauler, **Slop Bucket**: Can reduce a target's Df to to 4 to make it easier for other actions to hit. Brewmaster, **Liver Damage**: Gets a positive to attack and damage if the target has Poison. Ophelia, any Upgrade: Does great damage and will also discard the Upgrade. Fuhatsu, **Steam Gatling Burst**: High damage and gets positive flips. Monk of Low River, **Over the Pebbles**: Condition removal on friendly models. Samurai, **Shoulder Gatling Gun**: Gets three positive flips and does good damage, but kills you if you fail. Colette, **Hooked Cane**: Increases the Attack flip for friendly Scheme Markers nearby, possibly up to Ml 7. Hamelin, **Pipes**: Useful to move friendly models. Mah Tucket, **Horrible Hollerin'**: Provides a great push. Wong, **Lightning Jump**: Can cause a lot of havoc when fired at a friendly model. Shenlong, **Burn Like Fire**: Hard to use, but steals a bunch of good conditions from an enemy model. If Shenlong's out of cards, you could debuff the heck out of him with this and make a Super-Changeling. Katanaka Sniper, **Clockwork Rifle**: Great range and a built-in positive twist.
 * Enemy-only Models (worth remembering if the opponent brings them):**

=__Resilience__= The Changelings are not very resilient. They have average **Df** and **Wk**, only **Wd 4.** They have **Manipulative 13**, which can cause some card drain when attacking them, but won't keep them alive under a serious attack. **Regeneration +1** can help a little if it survives an attack.

=__Tactics and Tips__= Activate the Changeling late in the turn. You'll get more out of Manipulative that way, and your opponent will have fewer cards which will make the low attack scores less of a problem.

Pair the Changeling up with a model with a powerful attack to take advantage of its abilities. Don't be afraid to **Focus** to hit. You can use **Blink** to move up to a powerful frindly model, then **Focus**, then **Copycat** to make a devastating attack for the model's cost.

Keep an eye out for opportunities to use something surprising! You can cause a lot of havoc with a fast-moving unexpected attack. Copying an enemy Leader's Attacks and using them against the leader can be especially devastating sometimes!

Also, don't forget **Surprise!** Opportunities to use this ability can come up whenever an enemy uses a movement trick, and you may be able to copy a long-range attack and catch the opponent by complete surprise.

Generally Changelings do better when close to friendly models, and are not good solitary scheme-runners, but they can move up to an enemy sniper and take out the sniper with its own attacks!

=__Playing Against Changeling__=

The Changeling has a lot of offensive potential and maneuverability, so be on the lookout for when it might surprise you. If it looks like your opponent is planning to set up something fancy with the Changeling, your best best may just be to kill it: they die fast if you can get a shot off on them.

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 * __Ownership__ **