M2E+Daydream

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 * Daydream, Neverborn Totem (The Dreamer) **

== = __Over____view__ =

The Daydreams might be the cuddliest of the Dreamer's many fancies, but they're nevertheless one of the most important models in his Crew. They increase the mobility of his Crew, help him avoid danger, and make summoning considerably easier for him.

Daydreams are Insignificant Peons so they won't help you directly with any Schemes and Strategies. But they'll make it easier for other models to earn you VP, pad out your Activations, and just generally help out most of your crew.

= __Mobility__ =

Daydreams don't have any movement tricks for themselves, but they don't need it. They have a **Wk** 6 and ** Incorporeal, ** so they really don't have a problem getting where they are needed.

The do, however, have the important task of greatly increasing the mobility of the rest of the crew. **Lead Nightmare** pushes a friendly Nightmare 4", which will free up other model's AP to Attack, **Interact**, **Charge**, and more. Combine this with **Accomplice** and you can push a model into good position and immediately Activate it to accomplish what you need. So that's nice.


 * Lead Nightmare** requires a 5 to succeed so you'll need to cheat it about 70% if getting it off is crucial. You also can't target the same model twice with this, so plan to mostly use it to push your Crew up-table together. Another thing to note is that Lord Chompy Bits is a Nightmare, but the Dreamer is not.

= __Offense__ =

Daydreams have no Attacks, so they're not going to be attacking your opponents directly. Both of their Tactical Actions and **Disturbing Whispers**, however, help increase the offensive capability or your crew considerably.


 * Disturbing Whispers** is a 4" aura that gives enemy models a -1 **Wp** (stacking) debuff. A lot of Neverborn models (especially Nightmares) have really nasty **Wp** Attacks, so this can be really helpful. This combines nicely with both of the Dreamer's **Sh** attacks: **Surrounded by Nightmares** is versus **Wp** and **Twist Reality**'s //Unhinge// Trigger can **Paralyze** more powerful models if you've reduced their **Wp** enough. Combine this with the Widow Weaver's Web Markers and Insidious Madness' **I Can Hear Them** Condition (both Nightmare models) and you can obliterate your opponent's **Wp** pretty quickly.

As mentioned above, **Lead Nightmare** and **Accomplice** can put a dangerous model in a good position to immediately wreak havoc on your enemies. This is especially useful on Lord Chompy Bits and Teddy, but also for those Nighmares without a charge stat, like Widow Weaver and Alps.

Lastily, **Lucid Nightmare** is going to greatly increase Dreamer's summoning power. Sacrifice the Daydream to give the Dreamer a +Mask on ALL **Ca** Actions until the end of his next Activation. This means you can use it at the end of the turn and it'll stick around. It also means that sacrificing one model can guarantee three more models hitting the table. On the Dreamer's base card you're only guaranteeing Alps, which are situationally useful. But it's when you've taken the **Dreams of Pain** Upgrade that you'll get the most use out of this Action. By sacrificing one Daydream you're saving yourself up to three Soulstones and making any high card turn into a summoned Nightmare, which is going to increase your crew's offensive power and general AP amount. For more details on this jump over to the Dreamer's page.

= __Resilience__ =

They have no resilience. None. Their **Df** and **Wp** are mediocre, they only have 2 **Wd**, and **Incorporeal** only really helps with their mobility. If hit they will die, but that's okay because you can easily summon them back.

They do, however, greatly increase the Dreamer's resilience. His **Safe in My Bed** Trigger lets him pass an Action that hit him to a Nightmare within 3" of him, so keep one of these guys near him so you can turn a potentially game-changing attack into a minor annoyance.

= __Tactics and Tips__ =

The biggest question at hand is whether you're going to pay the 2 Soulstones to start with them or summon them in. If you're using them with summoner Dreamer you should definitely consider taking at least one, but more likely two or three. At a cost of 2 stones, each one can save you 3 stones in one turn, giving you a net gain of 1 stone. This is on top of being able to give some free movement and activation padding before you sacrifice them for the Mask. If you're not playing the summoner Dreamer it might be less important that you start with them but they're still super helpful.

It's usually a good idea to hire at least one Nightmare model to get the most out of your Daydreams. Otherwise you can be in the situation where the best activation you can get out of one on the first turn is to have them **Lead Nightmare** eachother.

Something to note with their **Lead Nightmare** is that it doesn't combine with **Flight** but it does combine with **Incorporeal**. This is only important to point out because the upgrade **On Dreaming Wings**, which can effectively give your entire crew **Flight**, only works on a move, not a push, so you still need to pay attention to model positioning when leading your Crew around.

Be aware of when to keep them and when to sacrifice them. A key aspect of playing The Dreamer is knowing when to get Lord Chompy Bits out, and it takes some forward planning. If you want to get 3 Waking in a turn it's quite hard with 3 Daydreams already in play, and if you sacrifice one you can't immediately Accomplice The Dreamer. For that reason it's necessary to plan a turn ahead when using **Lucid** Nightmare, since you may want to get a lot of Waking to either get the Dreamer out of trouble or to wipe it all away, and in order to do that you really need the Mask on his cast and/or the option to use **Daydreaming**.

=__ Playing Against the Daydreams __=

If you can drop even a small amount of area damage on them you can kill them all. Which is good, because if you ignore them they have the ability to make the Dreamer a Nightmare-summoning machine, cranking out an insane number of models and generally ruining your day. Also keep in mind that as long as one is near the Dreamer he can pass off successful attacks on to them so it might be worth taking them first before going after him.