M2E+Coryphee+Duet

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 * Coryphee Duet, Arcanist Enforcer**

=__Overview__= The Coryphee Duet is quite a bit like the Coryphee, only a little bigger, a little tougher, and a little harder to convince. Every time I do "Dance Together", I imagine the transformation sequence from Sailor Moon mashed together with the transformation sequence from Gurren Lagan. Only available to the Arcanists, this 14 stone enforcer isn't ever hired, but it brings plenty of hurt to the battlefield.

=__Mobility__= Just like the Coryphee, The Duet (which is how I will refer to them for the remainder of the wiki) has an amazing amount mobility, as well as some tricks for getting into and out of combat including combat triggers and passive abilities. Walk 7 charge 9 makes them as fast (if not faster) than a horse, which is good because their melee range is only 1".


 * (Tome) Swirl of Motion ** A trigger on their melee attack, this trigger allows them to push up to 4" after hitting. This lets them spread their attacks around, or push to safety on their last strike.


 * Always in Motion** This ability allows the Duet to move out of engagement- it literally disallows the use of disengaging strikes, as well as charges (more on that later).

=__Offense__= The Duet is a close combat specialist, with a powerful melee attack, and a short range pulse attack, but with swift, she can close very large distances and still make multiple attacks.

For nearly all intents and purposes, this is exactly the same as the standard Coryphee. The two slight differences are that instead of a positive twist to attack, she gets a positive twist to attack //and damage//. The other slight difference is in the triggers:
 * Pair of Blades** Ml6, //Rst Df, Rng 1. 2/4/5 damage.//
 * (Tome) Swirl of Motion** Same as before, this trigger is baked in, and allows the duet to push 4" after it dealt damage. Good for repositioning out of melee, causing the opponent to have to walk to engage you (as they can't charge).
 * (Mask) Hypnotic Movement** Another repeat trigger- but hypnotised is one of the strongest triggers on the attack; it causes the damaged model to get a negative twist to df/wp duels, making further attacks easier.
 * (Tome/Ram) Soul Dancer** //This is the new one//. Soul dancer reads after damaging, this model may use soulstones as if it were a Henchman for the rest of the turn. This really boosts their survivability, as it give them the chance to stone to prevent damage.

This ability destroys a scheme marker (or mannequin or mechanical dove), and causes a pulse attack originating from that point. You can choose a marker within 4", and then it creates a 2" pulse that generates a TN15 df duel. Failing the duel causes 2 damage, and gives out the **slow** condition. The stipulation for who it targets is "Non-Showgirl", so any M&SU visitors to the group may have to watch their backs, and if this is a Colette on Colette mirror match, the ability might not see much use. However with the Performer/Mannequin's propensity to chuck scheme markers at peoples feet, this can be pretty powerful.
 * (0) Orchestral Crescendo** //(Ca 6(book), Tn 12, rg 4)//

=__Resilience__= For a 14 point model, 7 wounds feels a little low. And that's for a reason. They have a lot of abilities that add to their defense without just giving them wound soak. At DF 6 wp 6, they're nearly the same as a standard Coryphee, but getting together makes them a little more obstinate (their WP goes up by two).


 * Armor +2** This gives them a lot of wound soak, unless it's being ignored. It used to be bullet proof, and I'm very happy with the change.
 * Silk and Steel** Another ability shared with the Regular Coryphee, they gain a positive twist to all WP and DF duels.'
 * Always in Motion ** Their last ability that serves as both a movement ability as well as a defensive one, they can disengage at will, and can't be charged.
 * Soul Dancer **They've already got the positive twist to df and wp, but the use of soulstones for prevention can make that 5 damage severe do 0 damage (2 from armor, 3 from prevention), if you're lucky.
 * Live for Dance** The Duet gains this (0) action to heal 1/2/3, which can help erase some of the damage it gets from the two Coryphee when they combine, or just keep it alive a bit longer. Since it's a (0) action, the Duet can use it during its Slow activation the turn it's summoned.

=__Tactics and Tips__= When you swap into the duet, you can't go back to the two separate coryphee. The Duet suffers whatever damage both Coryphee had on them, which can't be reduced, but she can then use her (0) action **Live for Dance** to heal 1/2/3. When you combine, while you're gaining some extra damage dealing abilities and the chance to heal / use scheme markers to damage and slow opponents, you're losing both an activation, and an AP. Gone are the days of the perfect duet bombing run being the optimal choice literally every time. Now you may want to leave them individuals for a while, and pop into duet mode at the opportune moment. Like, when one of the girls is gonna die if she take another hit. Or after one of the pair moves in and does a bunch of damage (the other dance partner, dances together, and then the slow duet can still attack once and use a (0) action).

Other strong choices:
 * Colette:** She loves this girl. There's little to no chance that the Coryphee Duet isn't going to shine in a Colette list, with its strong striker personality, giving it extra attacks and movements through prompt is just stunning- the Duet Yoyo is fun to watch: Prompt, move 3" make a 1 action attack, swirl of motion back. Prompt, move 3" to another target, attack, swirl of motion out. She can even use the duet to set up Hypnotic Movements, and afterwards, the duet can charge in and take advantage of the negative twist to df three times, then wander back out with swirl. If you wait to put the duet together, then Cassandra can steal **Dance Partner** from the Coryphee and place herself into base to base with other showgirls, giving her crazy movement.


 * Ramos:** Ramos can give the Coryphee and the Duet a much higher chance of surviving, and give them more of what they already have, crazy buffs to DF and attacks. Think about this: With the Field Generator, Under Pressure, and Combat Mechanic, together the Duet can have 2 healing flips, double positive to DF, a double positive to attack, and her standard single positive to damage. Construct support on a stellar construct //by itself.//


 * Others:** While they're not M&SU, and there isn't a ton of synergy in Ironsides or Rasputina crew, any of them can use a model that is both fast and hard to pin down, and can take a relatively front line position. Raspy can give her frozen heart, and then a silent one can heal her. Mei Feng can always use a fast as hell jump point to give her a hot route to the new battle. The only question would be what could these masters be getting //for 14 stones//. For Mei, it would probably be best to use the two separate for a bit, then as one is going down, or as numbers start to thin, combine them up.

=__Playing Against the Coryphee Duet__= As with all constructs, you have to look to **Armor** ignore for the easy kill. They've got insane movement, so don't hope to play keep away. They can't be charged, and can always disengage, so shooting them is probably more beneficial than melee- especially because the usual swirl will take them out of engagement, making them an easier shooting target.

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