M2E+Angelica


 * Angelica, Arcanist Enforcer**

=__Overview__= The announcer for the Star Theater, it is Angelica's job to get butts in seats, as they say in the biz, and make sure the show doesn't suck. If it's not exciting enough, she'll add some drama. If it's not bloody enough, she'll add some blood. She is an adept at making sure the show runs on schedule, which means she's great at making sure all the little show girls get to the right place at the right time. For the theatre folk in the audience, let's call Angelica the Stage Manager. Everyone knows you respect the stage manager. And if you don't respect her, you fear her at the very least.toc

She is a very cost effective Enforcer model in the crew, this could help reduce the chance of giving Reckoning strategy points to enemy crew.

=__Mobility__= With a Wk 5 and a Cg 7, Angelica is a bit faster than the normal model. She's also got something called **First to the Stage** which lets her take a free walk action after the first initiative has been flipped. This puts her in a position to direct traffic in the first turn with her abilities that can move other models around. Have a slow model that wants a bit of a head start? Angelica is there to help them get a move on. More on that later.

=__Offense__= Angelica and Colette share an attack called "**(1) Hooked Cane**"**,** which is a move that is intended to get easier to hit, and harder for the enemy to dodge as you place scheme markers around the enemy. Hers also has a very powerful push trigger built into it. On a built in tome trigger, she can choose to push a model up to 3" +1" for each friendly scheme marker within 5 inches. Angelica, with some defensive support, is an amazing ring master for a Turf War game. Surround her with scheme markers and Mechanical Doves and keep her alive, and she can 2 enemies a turn out of scoring position. More if Colette is prompting her to take some more swings. Starts at Ml 4, which means it will be difficult to hit with. But once you get to three scheme markers within 5", you can get up to 7 ml, (+3 from base being its max).
 * (1) Hooked Cane[[image:http://wyrd-games.net/community/uploads/monthly_04_2012/post-9892-1391192287395.jpg width="276" height="364" align="right"]]**

"They say... it rumbles like thunder..." What it really does is very little damage, and quite a bit of card control. Its damage profile is 1/1(B)/2(BB) so on even on severe you're only doing 2 with your main target, and 1 on anyone you can catch in the blast. But on the Mask/Tome trigger, the target must discard two cards or be **Paralyzed**. Good for some setup in a Rasputina crew, or really for anyone who: A) Wants less cards in their opponent's hand; or; B) Wants to punish a card-flinging player for not having a hand near the end of the turn. CA 6- if you've got a high mask, it will likely hit.
 * (1) Projected Voice**

=__Resilience__= Angelica has a Df 6 and a Wp 5, which makes her harder to hit than most, but average versus Wp attacks. She's also sporting two abilities that give her a slight edge in combat:


 * Disguised** Says she can't be charged. That's very nice, because it means that a melee model most move in to attack her.


 * Df (Mask) "Get Off the Stage!"** On a mask and a successful defense, you can place the attacking model into base contact with a scheme marker that is friendly to its crew in Anjelica's LoS. That is... a helluva place! Note that the attacking model (and thus the Scheme Marker) must be an enemy one. If your opponent took Power Ritual, they may just end up regretting it! If your opponent has no Scheme Markers down, this trigger is of no use.

Past that, she's got 6 wounds, which is low, but at a cost of 6 stones for an enforcer, and the amount of utility she brings, this is to be expected.

=__Upgrades__= Good for all the reasons Imbued Energies is good. Give her a turn when she can swing the staff 3 times, or push 3 people with "**Give 'em an Encore!"** three times, or try and paralyze a low Df model with your mask-rich hand three times.
 * Imbued Energies**

It's the Showgirl exclusive upgrade, so a 6 soulstone model may be the ideal candidate to carry it around. It allow for the ability "**Trap Doors**" which says she can place a scheme marker within 3" of a friendly model, and 3" away from an enemy model. At the end of the turn, you have to destroy a friendly scheme marker in play. The wording prevents you from swinging them in for //"Plant Explosives"// scheme, but doesn't keep you from putting an extra marker near someone for the hooked cane attack. A good way to give you that one more marker to up your melee and push range. Since Colette often has already geared up with 3 upgrades at maximum, **Practiced Production** on Angelica is a decent choice. Note that the time to place the additional Scheme Marker is at the start of this model's activation.
 * Practiced Production**

Bumping her up to Df 7 would make her even better at defending in the Angelica Grand Champion King of the Hill trial. Also allow her to push people more frequently and with lower cards with **Get Off The Stage.**
 * Imbued Defenses**

=__Tactics and Tips__= Because she's a showgirl, she has obvious synergies with the showgirls- their scheme marker shenanigans can fuel her more creative abilities, and she gives some of them the tiny push they need to ramp up their mobility. She was tooled for this crew, so this seems to be her most natural setting.
 * Colette**

Angelica combines well with Cassandra's **(1) Understudy**, since as a Henchman Cassy can Soulstone in the Mask needed to get the trigger to dish out **Paralyzed**.

Raspy's crew is many things- mobile isn't necessarily one of them. A Snowstorm can help them with their movement deficiency, but (s)he's quite expensive. You can instead hire an Angelica and she can make sure this Christmas Pageant goes off without a hitch. She can also take Raspy's blessing to gain **Frozen Heart** and gain **Armor +2** which would make her a beast front liner, and with the ability to pass out **Paralyzed** with her **(1) Projected Voice**, there's a lot of synergy with Angelica in this crew.
 * Rasputina**

Toni likes being moved. Mouse has a really good way to do that, but he also specializes in other people moving into Toni- but what if you could place someone from the other side of the board into b2b with Toni? If there are any enemy Scheme Markers near Toni, and any time you can see the scheme marker and win your DF duel with the **Get off the Stage** trigger, you can fuel Ironsides' adrenaline from extremely far away. You can't push Toni into enemies, but **Hooked Cane** can push enemies into Toni.
 * Ironsides**

=__Playing Against Angelica__= If you are placing Scheme Markers, then try and block line of sight to the inconvenient ones when attacking her (eg. if attacking her in melee, use the attacking model to block LoS itself, if possible). Otherwise, you might end up well out of the fight.

She's going to try and push people. Her biggest tricks all involve repositioning. Actively (friendly with **Encore**, enemy with **Hooked Cane**) or passively (**DF Get Off the Stage)**, she's hard to deal with. Remember that **Get Off...** works on any DF duel, not just Melee duels, so if you shoot her and she triggers, you can find yourself well out of position. Focus on WP duels or other Non-DF damage like Pulses and Blast tokens.

She's only got six wounds, so if you can hit her hard and guarantee you won't be seeing "Get off the Stage" you can take her down pretty quickly.

While Disguised does stop charges, it doesn't stop nimble/flurries. If you can get your own pushes to get into attack her, she'll fold a little faster.

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