Daydream

toc
 * Daydream, Neverborn Totem (The Dreamer/LCB)**

Return to Neverborn

=__Overview__= Daydreams are an absolute must for The Dreamer players. Without Daydreams, players are stuck as Lord Chompy Bits (LCB) until they get his //All Done// Trigger off. While this may not sound bad, by using //All Done// instead of one of his other Triggers, you're missing out on a //Flay//, a possible free kill, or another melee strike. So by taking Daydreams, you're automatically increasing your damage potential by freeing up LCB to eat more face. In addition to two //Magical Extensions// which are useful for burying/unburying Nightmares and the ability to push a Nightmare 4", Daydreams are a great toolbox Totem for The Dreamer.

=__Mobility__= Daydreams have a decent walk of 6. Essentially, you want to keep at least one within 3" when The Dreamer is out (preferably in front or beside him) to take advantage of The Dreamer's //Shadowy Form// ability. When LCB is out, you want to have one within 6" to be able to use //Calm Nightmares//. Daydreams also have //Float// which can be useful in games with severe or hazardous terrain. The good thing about Daydreams is that you can take up to three of them, so it's smart to take at least two and have one run up and bury/unbury and have one around for //Shadowy Form// and //Calm Nightmares//.

Lead Nightmare
This lets a Daydream push a friendly Nightmare (including LCB) up to 4" directly toward the Daydream. This can be used for a free movement for another Nightmare, as an offensive ability (//e.g.// push a Nightmare into melee range of something beating on the Daydream), or as a defensive ability (//e.g.// push a Nightmare to block LOS to the Daydream).

=__Offense__=

Twist Reality
The Daydream's ranged attack has a good range of 12" with decent Cb and Dg. It's nice to use if for some reason you don't have any spells you want to cast and you have someone in range, but most of the time a Daydream will be busy doing other things.

Change into Nightmare
This ability lets you place a buried Nightmare within 6" of the Daydream when it is killed or sacrificed by an enemy model's strike or spell. A good time to use this ability is when The Dreamer has been killed but you still have a Coppelius or Teddy buried that you want to bring out. Instead of moving and then casting //Call Nightmares// (which gives you 12" from your initial spot to place a Nightmare), you run the Daydream up twice, get him killed, and then place your Nightmare, giving you an 18" range to work with. If your opponent doesn't take the bait, then next activation you move on to //Call Nightmares//.

Call Nightmares
This action, like //Change into Nightmare,// is best done when The Dreamer is already dead and you still have some Nightmares you want to bring out. With //Call Nightmares//, you sacrifice yourself, but get to place as many Nightmares within 6" as you'd like with the condition that every Nightmare you place after the first one costs one Control Card.

=__Resilience__= Daydreams have a decent Df of 5 but only 2 Wd, so your best bet is to make sure to win the resist duel if you want to keep them around. Daydreams are Spirits though, so non-magical damage will be halved. Another thing that helps keep Daydreams safe is the ever-present threat of //Change into Nightmare//. If you have some nasty Nightmares buried, your opponent will think twice about killing your lone Daydream that happens to be near his main force.

=__Magical Extension__=

Dreamer's Reality
This lets a Daydream cast //Magical Extension// twice per turn. This is huge, as this means a single Daydream can do the bury/unbury game all by himself! He can also give one or more Nightmares //Flurry//. The catch is that you have to discard a Control Card to use it a second time, and it can only be used while The Dreamer is in play.

Calm Dreams
Lets you bury any Nightmares within 6". Very useful as you can //Companion// The Dreamer, activate Daydream, bury Nightmares and give The Dreamer both of his AP to play with.

Frightening Dreams
Useful as you can bring the Nightmares out for The Dreamer. The only downside is that Daydreams don't get access to the //All My Friends// Trigger, so they'll be doing it one at a time.

Rapid Eye Movement
This spell gives a Nightmare //Flurry//. It's difficult for The Dreamer to cast, and even more so for Daydreams due to their low Ca and the Tome requirement of the spell. You'd need a 10 of Tomes or greater to pull it off, but if you had it in your hand, some extra damage would be nice.

=__Tips and Tricks__=

Shuffling
There are numerous shuffling tactics involving Daydreams and The Dreamer/LCB. For coverage on those, please see The Dreamer/LCB tactica.

Replaceable
One cool thing about Daydreams is that both The Dreamer and LCB have the ability to make more of them at the cost of 2 SS per Daydream. The Dreamer's is harder to cast, needing a 10 of Masks or greater, but his can do a (1) and a (0) action upon activating, where LCB's only requires a 7 of Masks but all his Daydream can do is Walk and cast //Calm Nightmares//.

=__Playing Against Daydreams__= The Daydreams are pretty easy to kill once you win the resist duel. The question an opponent wants to ask himself, especially if The Dreamer is dead, is "What will happen if I kill this Daydream?" If The Dreamer is still alive you might be safe. However, it could still be a ploy to drop off a nasty Nightmare in the middle of your troops, so use caution when killing a Daydream.

=** __Ownership__  **= Unless otherwise stated, all names and images on this site are property of Wyrd Miniatures, LLC. ([|Link])