M2E+Teddy


 * Teddy, Neverborn Enforcer**

=__Overview__= Ah, Teddy. A faction favorite that really got a lot of attention in M2E, this model has become a regular in many Neverborn crews. His well-rounded kit (and belly) makes him fearsome and versatile. He hits hard, moves quickly and has some solid defensive capabilities. This guy is a killer, no doubt about it. toc

=__Mobility__= With **Wk** 5 and **Cg** 7, Teddy gets around quickly without any shenanigans. That said, he also has access to three great Pushes; two on his card and one on Baby Kade's.

Teddy's **Hug** has a Trigger requiring only the built in Mask that allows him to Push his target 4" after damaging and then Push into base contact with it. It is worth noting that this Push can be used even when the damage would kill the target as it occurs after damaging, but before the model is removed. This Push is great for giving Teddy some alone time with his target, setting him up for the next turn, or helping out another friendly model.


 * Gobble You Up** is Teddy's other Attack Action. It's a (0) Action resisted with Wp that, if successful, can Push Teddy up to 8" into base contact with his target.In addition, Teddy then receives a positive flip to all attack and damage flips against that target for the rest of his activation. If Teddy was within 6" of the target, he can also make a free attack because of his **Smell Fear** ability. What's great about **Gobble You Up** is that it can get Teddy into melee without spending any AP, allowing him to use his **Flurry** action to attack three times. If you're able to use **Smell Fear**, Teddy can make four attacks in one turn, even after moving 8"!


 * Where's Teddy?** - Don't look on Teddy's card for this Action, it isn't there. Baby Kade can take this (2) Action to give Teddy a 6" Push. This is just another way you can get Teddy into combat without spending any of his AP to do it. Of course it can also be used to get Teddy out of a bad situation since Pushes don't incur Disengaging Strikes.

=__Offense__= Ripping people apart, swallowing them whole and/or squeezing 'em until their heads pop off are a few of Teddy's favorite things. He belongs in melee. Let me show you why.


 * Hug** - Teddy's primary attack. He's got **Ml** 7 and a damage spread of 3/4/6, making him a very accurate, but otherwise a pretty standard melee Enforcer. As discussed above, his //Peekaboo// Trigger affords him some great mobility while he's squeezing the life out of people. Not much more to say here, other than that he has the potential to use this attack four times in one activation, meaning he can quite easily put 12 points of damage on someone and, in very rare circumstances, he has the potential to pump out 24 points of damage total in a single activation. Why would you ever need to do this much damage? I do not know, maybe you should ask a Teddy.


 * Gobble You Up...** - The Push from this attack helps Teddy get into melee and sets him up to do serious damage. It leaves him next to the target, gives him a positive flip to both attack and damage and has a Trigger that can lets him heal by killing enemy models. Given that **Hug** is quite a strong attack and that Teddy will most likely **Flurry** straight after, a successful **Gobble You Up...** usually means a dead enemy model.

The problem with this attack is that it only has a **Ca** 4 and is resisted with **Wp**. The average **Wp** in the game is something around 5.5, meaning most models will have an edge in resisting this attack. It is a (0) Action, though, so you should try to use it regardless, and cheat in a high card for it if able. Your first instinct may be to save your cards for **Hug**, but spending a high card on this action is generally the "best bang for your buck", as it gives Teddy the potential to overwhelm his target with attacks and positive flips. Think of it this way, if you manage to cast **Gobble You Up...** you will probably kill your target, if the enemy cheats high to avoid it (which they should) then you can charge them and they have less cards to stop you hugging them to death.


 * Smell Fear** - This is Ability lets Teddy take a free **Ml** action when a model within 6" loses a **Wp** duel, but only once per turn. Remember that Teddy must be within range to attack something, but the model who fails the duel needn't be engaged with Teddy. The timing for this ability states that it occurs after resolving the current action. This means that if an enemy is 6" away you can hit them with **Gobble You Up...**, push into base contact and then get a free attack from **Smell Fear**, pretty neat eh?

Keep in mind that while **Gobble You Up...** will be a frequent way to use this Ability, any time an enemy fails a **Wp** duel and Teddy is in range to attack (and has not already used **Smell Fear** in that turn), he may. This can be from failing a Horror Duel (remember that Teddy is **Terrifying**), or from failing a **Wp** duel caused by a model other than Teddy (works great when Teddy is with Pandora or The Dreamer).

=__Resilience__= Teddy is a pretty hardy model. He has 11 wounds, **Terrifying (all)**, **Impossible to Wound**, and **Regeneration +2**. What's the downside? Teddy only has **Df** 3, making him extremely easy to hit. His defensive abilities make it hard to mob him with weak models and can take the edge of single big shots, but be watch out for models who can make three or more attacks in an activation with a decent damage. This includes the likes of Izamu, Nekima, Howard Langston, Johan, Taelor and many damage oriented masters. Any of these models have the potential to cut down Teddy in a single activation, which really isn't what you want to happen.

=__Upgrades__= Teddy is already an expensive model and it can be difficult to justify upgrading him. There are a few intriguing options, though.


 * On Dreaming Wings** - Last edition a similar ability by the same name was actually on Teddy's card. Now it's an upgrade available to him that increases his **Wk** by 1 and gives him and friendly Nightmares within 6" **Flight**. I don't think I need to explain the usefulness of being faster and able to fly. Cost is a consideration, though, as this will make Teddy cost 13 Soulstones. Still, it is a flying Teddy.


 * Retributions Eye** - Teddy being able to ignore armor makes his damage output nearly ridiculous. Also, this gives the ability to discard the upgrade to disable **Df/Wp** triggers for the rest of the activation, for when that other model just needs to die!


 * The Mimics Blessing** - handy for when you want to leave Teddy's activation till late and protect him from shooting and counter-charges. If you have a way to move him out of activation you can also use his size to screen other models while you're at it.

=__Tactics and Tips__= Playing with Teddy is all about getting him into combat. There are several ways to do this:


 * 1) Charge. Simple, straightforward. Teddy moves 7" on a Charge and takes two swings.
 * 2) **Gobble You Up...**. Not easy to pull off with **Ca** 4, but it is definitely worth a high card to make it happen. This gets Teddy into combat without using AP, allowing him to **Flurry** for three attacks. If Teddy was within 6" of his target when this succeeds he also gets to make a free attack from **Smell Fear**. Four attacks from a Teddy will kill just about anything. Oh, I forgot to mention that Teddy will also have a positive flip on his attack and damage flips against the target for the rest of the activation.
 * 3) Just walk. Not your best option by far, but it does allow Teddy to move around terrain and get into engagement with something up to 12" away. With help from another model (like Widow Weaver) this becomes a more reasonable option if you can set up an attack through **Smell Fear** to drag a sneaky model out of its hiding place.
 * 4) **"Where's Teddy?"** asked Baby Kade. And the general consensus was 'Wherever you like, really'. The list of models who can push Teddy around the battlefield is huge, ranging from Kade himself to Daydreams, Beckoners, Lilitu, Mr. Graves, Vasilisa and more. As a high value piece Teddy is a good target for any model's movement shenanigans, including Masters like The Dreamer, Zoraida, Lilith and Lucius. His Regeneration and general toughness mean you can even try out some damaging effects that are normally reserved for enemies. Widow Weaver's //Spin Web// Trigger and the various Nephilim pushes may not be the most orthodox way of position your models, but Teddy can easily shrug off the damage and if it gets him into position to Hug the life out of someone, then it may well be worth it.

=__Playing Against Teddy__= Kill it, kill it with fire! Joking aside, you really should kill it; from a distance, preferably. If Teddy starts swinging at something it's liable to be killed or knocked all around the board by the //Peekaboo// Trigger. He can push a lot further into your crew than you'd think, or drag models away to be devoured in peace.

Teddy's main defences are **Terrifying (All) 13** and **I****mpossible to Wound**. Many models will need at least an 8 to overcome their fear when trying to attack him so don't be caught with your pants down expecting a bunch of weak models to bring him down. You also can't rely on focus as much either, since it may be easy enough to get a straight flip against Teddy, but that doesn't guarantee severe damage. It is easy to hit though, so if possible use something with a good weak/moderate damage, or which doesn't flip for damage. Try to target **Df** rather than **Wp** and take him out quickly so he can't heal through regenerate or by eating people.

If you let Teddy start rolling through your crew there will be trouble. It's pretty quick and difficult to ignore, especially with other models to push it around, which is likely. Given that these are 11 Soulstone models it's probably the nastiest thing your opponent has and definitely warrants a lot of attention. Most hard hitting melee enforcers can kill a Teddy in two activations, but it will hit back very hard if you let it activate between them.

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