M2E+Philip+and+the+Nanny


 * Philip and the Nanny, Resurrectionist Henchman **

=__Overview__= Linked in the fluff to Molly (who carried Philip's severed head for a long time), Philip is the original author of the important and dangerous tome, //The Philosophy of Uncertainty//. Now, he's a talking severed head in a baby carriage being pushed along by a nurse.

Philip is a complex and manipulative Undead Henchman, with superb Scheme Marker placement and denial abilities.

(While the model is likely to include both Philip and a Nanny, please note that it's all actually just one inseparable 50mm model.) toc

=__Mobility__= Philip is very fast, and even more so with help. He has Wk 6 (but no charge), and thanks to **Pram** whenever another friendly model moves him he goes another 2". Philip gets along really well with models like the Rotten Belle and Dead Doxy.

=__Offense__= The Nanny has a solid melee attack: **Protect My Philip.** With Ml 6 and 2/3/4 damage, it's likely to hit and to hurt a little. She can throw in a little **Poison** with the //Infect// trigger on a Crows, or drop a friendly Scheme Marker with //Touched// on a tome.

=__Resilience__= Philip and the Nanny are quite resilient. He's got **Manipulative 13,** so enemy models need to make a Wp duel to attack them early in the turn before he's acted.

When attacked, they're not easy to hurt. Df 6 makes it hard to hit, and **Hard to Wound +1** means you won't do a lot of damage, especially if they spend Soulstones to prevent damage. They have only Wd 7, which is low for a Henchman model, but they have enough defenses.

If you expect Philip and the Nanny to be holding a key position (which may be a good idea), consider adding some kind of healing model into your Crew as well to support them.

=__Scheme Manipulation__= Philip loves him some Scheme Markers. He can do a lot with them:
 * Drop a Scheme Marker with the // Touched // trigger.
 * Discard a friendly Scheme Marker within 6" to draw two cards and discard one with ** Lost Knowledge. **
 * Discard an enemy Scheme Marker within 6" and make a Corpse Marker instead, with a 4 card or more, with (0) ** New Friends To Talk To. **
 * Discard another second Scheme Marker if he can get a crow when casting **New Friends To Talk To.**
 * Prevent Interact actions within 6" with ** So, What Brings You To These Parts... **.

Any one of these Abilities would be amazing, but combined they mean that Philip can gain a massive VP advantage if he's in the right position.

=__Upgrades__=

Spirit Beacon
Even though this is mostly intended for a Kirai crew, Philip and the Nanny can take Spirit Beacon and benefit from it in any Crew. The Seishin can block contact with Philip, and can sacrifice themselves to heal Philip.

Spare Parts
Philip and the Nanny can only take this Upgrade when leading a Crew. It provides use for the Corpse Markers Philip can generate, and can provide some significant combat support for Philip.

Take Back the Night
As a horror, Philip and the Nanny can take this upgrade. If your crew is full of lots of spirits or horrors, Take Back the Night can easily net you 5 or 6 extra cards over the course of the game.

Haunting Cries
This gives Philip a decent cast action with access to a blast on a severe. This is essentially now an auto-include if you're taking Philip as it costs zero.

=__Tactics and Tips__= Generally, Philip likes to act late in the turn so he's protected by **Manipulative** and so he can react to enemy Scheme Markers. However, he wants to get **Chatty** up early to prevent enemy Interactions. One way to resolve this if he's not leading a Crew is to take a model with an **Obey**-like ability (such as Ama No Zako) to get him to set up **Chatty** early.

=__Leading a Crew__= As Henchman, Philip can lead a crew himself! His Scheme Marker manipulation abilities can be very helpful, but he will rely on support from his Crew for combat and territory-holding. He'll have trouble in a "Hardcore" format game (Turf War/Assassinate with no Summoning) but in other Henchman-led games he has a lot of potential, especially if there are a lot of Scheme Markers on the line.

Strategies and Schemes
Philip does best when dealing with Interact-based Strategies and Schemes, such as **Squatters Rights, Breakthrough,** and **Plant Explosives.** For Strategies and Schemes based on combat, like **Turf War** and **Assassinate**, he won't provide very much and might need help from the rest of his Crew.

Building a Crew
Building a Crew with Philip requires some balance. He benefits a great deal from support pieces like Seishin, Carrion Effigy (for healing if he's the leader), Rotten Belle, and Dead Doxy. However, he really needs heavy hitters and position holders like Punk Zombies or Izamu the Armor, to compensate for his relative lack of combat ability. Take some of each and use them in concert together.

=__Playing Against Philip and the Nanny__= Don't try to beat Philip at his own game. Most especially, don't leave Scheme Markers around for him to turn into Corpse Markers. Remember that Philip has **Chatty,** which can shut down a lot of Interact-based situations (including things like **Deliver a Message** and **Distract** that don't rely on Scheme Markers).

Philip can be taken down in a fight if you've got the cards to overcome his **Manipulative** and Df 6**.** It will require a few models or a few Activations to do so, but that might be what you need to get your own Schemes finished.

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