The+Tooth


 * The Tooth, Neverborn Minion**

=__Overview__= The Tooth is one of the three minions that comes in The Queen's Return boxed set, and she's got a set of abilities meant to combine with those of the other models in that set. Like her master, she's an Undead Fae, and is durable. This model, and the other two minions in the box set, are close combat models with some movement tricks, and two attack actions unique to just her. One a weapon, and the other challenge. The Tooth is unique in having a close combat attack that pushes enemy models 4" away after damaging them. Her (0) Challenge attack pushes enemy models into contact with her, and forces them to attack her, and then gives her a free attack back in return.toc

=__Mobility__= Her mobility is about what one would consider average, and she has two built in boosts to mobility; both as (0) actions. One is the power to push an enemy model within 8" into BtB with her as a (0) attack action. So it's possible to get a 13" threat range on a single close combat attack with **The Blossoming Blade**. The other is a (0) tactical action that lets The Thorn push into BtB contact with a scheme marker within 4".

Note that you have to stop as soon as you hit the edge of the marker so cannot push to the opposite side of the marker (see FAQ on incorporeal models - 76) If a model is pushed “into base contact” with an Incorporeal model, can it move through the Incorporeal model and stop on the other side? No. It stops as soon as base contact is acheived.)

=__Offense__=
 * The Blossoming Blade:** This is an average attack value Ml attack with a book built in, so she always fulfills the requirements for **A Trophy For The Queen**. It has a decent 2/3/4 damage track, and it add the option of pushing the target model up to 4" away after the damage flip.* The **Brambles** trigger requires a flip or cheat of a mask, which grants a positive flip to damage when the target is near a friendly scheme marker. On a book, which built in, you can choose **A Trophy For The Queen**, which lets you put a scheme marker in BtB with the target model. This provides an easy and reliable way to drop up to three scheme markers next to an enemy model, which is pure gold in a crew led by Titania or Aeslin.


 * Challenge of Summer****:** One of the relatively rare (0) attack actions in the game, this is a short range cast action that has no range icon, so can ignore cover. It has a baked in mask, but no trigger. This attack pushes an enemy model into BtB with The Tooth, then the enemy model is forced to make an attack against The Tooth with a negative flip. If the Tooth is still alive after the attack is resolved, then The Tooth gets to make a Ml attack. With the built in trigger on her blade, this provides a chance of putting three scheme markers in BtB with the victim.

=__Resilience__= The Tooth has decent resilience, with slightly below average Df and Wp offset by Armor +1 and Hard to Wound +1. She also has a mask baked into her Df, which doesn't do anything unless you put the Taproot upgrade on one of your Fae models. If within 10" of the model with Taproot, win or lose the duel when attacked, The Tooth can discard a friendly scheme marker within 3" of herself to push 3" in any direction. So long as there's a scheme marker to spend on Taproot, this is one of the most effective defensive boosts for a minion in the game. Like the other two Knights, The Tooth also has The Curse of Autumn on the front of her card. Enemy models that begin their activation while engaged by The Tooth need to make a WP13 test, or suffer Slow. This means that if you've got an enemy model with moderate to low WP that is going to charge her anyway, you can get into engagement range first, and hope for your opponent to fail the duel and lose options like Flurry to Slow.

=__Tactics and Tips__= On her own The Tooth is a respectable model, and isn't as reliant on triggers or complex interactions to create a friendly scheme marker, so she can show up in any crew. With Taproot and enough scheme markers, she should be incredibly difficult to bring down for a minion. In order of ability to provide friendly scheme markers, the Tooth is the best, with a built in trigger to drop schemes on up to three Ml attacks, The Thorn next with a zero attack action that always drops a scheme, and The Claw comes in last needing a trigger on his Ml action that isn't built in. If you put two or all three of the knights in your crew, put serious consideration into adding Aeslin and giving her the Taproot upgrade. She can anchor the knights in place with one of her tactical actions, so they'll always benefit from Taproot for as long as the scheme markers last.

=__Playing Against The Tooth__=

Clear out her scheme markers. If she's in LOS and 10" of a model holding the Taproot upgrade, at best you're going to hit once if your attack goes against Df. You need to get the scheme marker out of there or push her away from it first. If she's in a crew with other Fae, and has the Taproot upgrade, or even if she doesn't, put a high priority on taking her down first. She's the ranged utility piece that can set up combinations with other models more easily than the other fae models.

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