M2E+Stitched+Together

// "Oh, the sound of rollin' dice to me is music in the air, 'cause I'm a gamblin' Boogie Man, although I don't play fair. // // It's much more fun, I must confess, when lives are on the line. Not mine, of course, but yours, old boy – now that'd be just fine!" // // - Oogie Boogie Song, // **__//Nightmare Before Christmas//__**
 * Stitched Together, Neverborn Minion**

=__Overview__= The Stitched Together is a high-risk, high-reward model with a powerful ranged Attack, unusual forms of defense, and a solid card-drawing mechanism that gambles card draws with the enemy. It has many abilities that can backfire, but it also gains some benefit when things go wrong. Unlike most Neverborn models, which tend to be fast-moving and melee-focused, the Stitched Together is a relatively slow medium-ranged caster.

The Stitched Together is a Nightmare, a Puppet, and a Darkened model, so you're likely to see it with Dreamer, Collodi, and Jakob Lynch, but it can provide artillery and cover to a lot of Neverborn Crews! It has synergy with Pandora because it causes **Wp** duels, and can shore up its mobility problems by benefiting from Zoraida's **Obey**. The Stitched Together is a very useful piece that can be found in just about any Neverborn Crew. toc

=__Mobility__= This is probably the only real weakness of the Stitched Together. At **Wk 4 Cg 6**, they are NOT fast. Additionally, they have zero movement tricks of their own. And, lastly, the range on their Attacks is 6", so you want them near the fight but it can be a little work to get them there.

Luckily a lot of Neverborn have movement tricks that they can benefit from. **Lure** (Baby Kade, Beckoners, Lilitu), Lilith's **Transfixing Gaze**, and Widow Weaver's **Playthings** aura can work, but effects that aren't dependent on the Stitched's low **Wk**/**Cg** are better options. Good example's include Lilith's **Tangle Shadows**, Vasilisa's **A Little Food, A Little Water,** and Mr. Graves' **Show Ya the Door**.

=__Offense__= The Stitched Together's **Hooks** are a mediocre **Ml** Attack that you'll probably never use. It's there so they can make Disengaging Strikes.


 * Gamble Your Life** is the main way that they're going to do damage. With a **Ca 6** Mask against **Df**, it's likely to hit. It doesn't have a gun icon so you can shoot into engagement. And its damage spread is a staggering 3/4/7. The damage flip is always a straight flip and uncheatable, no matter what the accuracy difference is – so feel free to cheat with your lowest winning cards to score the hit. There is a drawback, though. If you miss Stitched Together takes the damage instead. Which isn't so bad, because it's pretty easy to make sure you hit. Remember that the damage flip ignores positive and negative twists, but the Attack doesn't, so any time you can get a positive twist to hit take it – Collodi's **My Will**, Lynch's **Addict** upgrade, or even **Focused**.

If you end up taking damage it's not the end of the world since they've got **Hard to Kill** and **Eternal Nightmare**, which gives them **Reactivate** when they hit 1 **Wd**. Just make sure to heal them back up as quickly as possible (see below).


 * A Game of Chance** is a card-manipulation Attack that's also super useful. It's a **Ca 5** Mask versus **Wp**, so it's a little less dependable. The winner gets to draw two cards, then discard one. With a Crow trigger, you can either force your opponent to discard a card when you win, or get to draw a card when you lose. This is a really nice card-flow Ability that can help you filter cards mid turn and couples really well with Summoners (Collodi and Dreamer) and other card manipulators (Zoraida and Jakob Lynch). It's also just a great way to support the rest of your Crew with more, better cards. It doesn't do any damage, unless you've got **Misery** (Pandora and Sorrows) nearby, but it doesn't matter whom you hit with it. Single out low-**Wp** targets or targets suffering from **Wp** debuffs (so many options).

=__Resilience__= The Stitched Together's stat line of **Df 4 Wp 5 Wd 7** is middling at best, but they have an unusual set of resilience abilities that, when combined, can make him a real pain to put down.


 * Rotten Contents** discourages your opponent from attacking in melee with its chance to do 2 damage in a 2" pulse, but it's not too discouraging for them. Also remember that this affects your own living models too, so watch their positioning.


 * Creeping Fog** is a rather useful (0) that gives them a 4" aura of soft cover. It doesn't block line of sight, but mobile cover is always useful to a Neverborn Crew. It's a pretty easy cast too, so you should normally try to use it.

The last combination of abilities is the most tricky and useful regarding the Stitched Together's resilience and offensive capabilities. They have **Hard to Kill**, but, more importantly, it's paired with **Eternal Nightmare** which gives them **Reactivate** when they drop to 1 **Wd**. This means you can Activate earlier in the turn and, if they drop to 1 **Wd**, Activate them again later. With the right Crew makeup you can heal them back up so they'll get a chance at a second activation in subsequent turns. Wicked Dolls, Coppelius, Candy, and Dreamer are all Neverborn that can heal them, but don't forget about the Mercenaries that come with healing.

Don't count on the Stitched to live forever, but they can be very tenacious and costly to kill. .

=__Tactics and Tips__= Take note of which enemies have low ** Df ** and which have low ** Wp. **Then use **Gamble Your Life** or **Game of Chance** accordingly. Neither have really high **Ca** but are incredibly useful if you can get them to go off, so if you pick the right targets you'll get a much better chance of success.

There's a balancing act figuring out when to activate the Stitched. Activating early lets you put up **Creepy Fog** to defend your Crew from Attacks with the gun icon, and to possibly increase the chances of them getting **Reactivate**. On the other hand, waiting until your opponent has fewer cards can increase the chance of their amazing Attacks succeeding. It's all a question of circumstance, so play it by ear.

= __Master-Specific Tips__ =

The Dreamer can pretty easily make these puppets a deeply disturbing nightmare. It cannot be stressed enough how useful and disgusting they can be when coupled with this creepy little kid. His Daydreams can push Stitched around with little effort, alleviating their movement problem. His **Empty Night** can either give them **Fast** or heal them when need be. They can draw more cards mid-turn, which can really help with his summoning. He can summon them if need be, so they'll never go out of style. And the Stitched work really well with Widow Weaver. If that wasn't enough there's one particular combo that is maddeningly horrifying: Keep a Stitched inside Dreamer's **Pleasant Dream** aura at all times. While in the aura, the Stitched can be supportive however you need, and if an enemy drops the Stitched to 1 **Wd** without killing it, it'll get **Reactivate**. Activating in the aura will heal it of up to 3 damage, letting you continue using it to throw out damage or draw cards. It only takes this happening once before your opponent will normally stop attacking the Stitched and move on to other targets.

Collodi has a lot of movement tricks that can keep the Stitched Together in "the bubble" which is great, because then you'll be able to use all of their AP on their Attacks. One of Collodi's weaknesses is ranged Attacks and smaller damage spreads. **Gamble Your Life** makes up for both of these. It's not super long range, but it's far enough to surprise your enemies. Collodi can give them a plus flip with **My Will**. Wicked Dolls can heal them and give them plus flips. And Vasilisa can support them in all sorts of ways. Lastly, **A Game of Chance** can help with cards if you're summoning a lot of Effigies. All in all, they're nasty little puppets that offer a lot of utility to the Puppet Master.

Lynch's Crew already comes with a lot of killing power, so **Gamble Your Life** isn't quite as useful, though it certainly doesn't hurt. **A Game of Chance**, however, is a great way to help filter out cards and increase the power of both **52 Pickup** and **Final Debt**. If you've taken the Addict Upgrade, then have a Stitched focus on a brilliant target so it's a lot less likely that you'll need to cheat which is awesome because the accuracy on Stitched's Attacks doesn't matter. You just need to succeed.

=__Playing Against Stitched Together__= You can expect the Stitched Together to come forward slowly or need help getting into action. Once it's there, though, it's capable of putting out a lot of damage or getting a lot of cards. Don't leave your models exposed – be aware of the massive damage or card manipulation that the Stitched can do, and at what range.

If you're going to attack them, don't forget about their **Hard to Kill**/**Eternal Nightmare** combination. You'll have to attack them at least twice, and you'll need to do at least 6 **Wd** total before you can commit to a coup de grace. If need be take a pot shot at it first, then Activate a model that can focus fire it down.

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