Coppelius

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 * Coppelius, Neverborn Minion**

=__Overview__= Coppelius is the creepiest minion out there in a game known for creepy minions. He is a Nightmare with a capital N. He steals eyes, causes hallucinations, and causes Morale Duels wherever he does his weird creepy work. Coppelius excels at handing out paralyze. When the enemy are living and undead models, he then has extra abilities that some into play.

=__Mobility__= He's got a good walk speed of 6" and **Float**, but no charge. With his **Melee Expert** ability, you can expect to have a threat range of 14" without worrying about terrain.

=__Offense__=

The Basics
Coppelius is all about controlling your opponents models through paralyze, slow, and morale duels. He has numerous ways to trigger morale duels with your opponents models, and thanks to //Night Stalker// an easy way to punish them when they run. He's got built-in Terrifying->13 and causes WP->12 Morale Duels whenever he gains Eye Counters, which is simple against living models. He's also got a built-in trigger with every melee attack that will Paralyze enemies, and a non-resistable Paralyze that affects minions with Wp 4 or less.

Melee
Coppelius has only one attack, //Long Clawed Fingers//, and while the damage curve isn't amazing for a model with this high a point cost, the weapon itself and the triggers are fantastic. Coppelius can't charge, but he does have melee expert; so you should get 2 attacks against the enemy you had to walk/float into combat with.
 * The Claws themselves are Poison 2 and collect an eye on severe damage flip. That means on the severe damage flip you get 5 damage now, gain an eye token, the enemy model has to make the WP 12 morale duel due to //Deeply Disturbing//, and if it fails that morale duel they get 3 more damage due to //Night Stalker// and 2 more damage when they activate next thanks to Poison 2. Weak and Moderate damage are 1/2 damage respectively, don't get the eye counter, but do still give poison. This brings us to the next feature of melee with Coppelius...
 * Coppelius' first trigger, //Slumber,// is his bread and butter paralyze ability. You get the suit for free from Long Clawed Fingers, and while you don't do any damage, you do give paralyzed. This is ideal for tying up one of your opponents important models while you go to town on it.
 * The second trigger //Remove Eye// requires a crow to use, and gets you moderate damage and an eye counter. This is a good trigger to consider against models with Hard to Wound, that are difficult to get Severe damage on. Collecting the eye will trigger //Deeply Disturbing// and hopefully get you 3 more damage as your opponent falls back.

Spells
Coppelius has a pretty reasonable cast of 6 with a mask, you will want to hold on to mid and high level masks to power his //Hallucinations// and //Sleep, My Friends// spells. He has a few zero actions to choose from, that you will want to consider based on who Coppellius is currently taking apart.
 * //Unhinge// is Coppellius' other easy method of getting Paralyzed onto an enemy model. There's not a lot out there that this is going to work on, but if your opponent is dumb enough to wheel out something with wp 4 where Coppelius can get at it...
 * //The Crescent Moon// is your Alp generation device, and where most of your eye tokens will be going if things are going well. This casts on an 8 of anything, and is a good choice if there's nothing with super low WP and Coppelius is sitting at full health.
 * //Hallucinations// is an interesting spell. It's resisted by Ca (not many spells do that) and basically collects a free eye counter right away, also forcing the target to fallback if living (again, triggering //Night Stalker// for more damage)
 * //Sleep, My Friends// needs a 7 of masks to go off, but hits everything in a pulse 3 with Slow. If your opponent is planning on bogging you down with cheap models, this spell and an Alp work wonders.

=__Resilience__= As with most nightmares, Coppelius is not very durable, especially for such an expensive model. He's got a few main tricks to keep him safe though.
 * //Savor Delicacy// is where the majority of your eye counters might be going if your opponent is paying attention. For your 0 action you get to trade an eye counter for 2 (2!) healing flips on himself or a nearby nightmare.
 * More of a mutually assured destruction thing, //The Dying Dream// puts 4 wounds on the model that killed Coppelius. This means that if Coppelius wounds a model and doesn't quite finish it off; if he dies next turn at least he might not die alone.

Mostly, Coppelius keeps himself safe by Paralyzing anything that could hurt him. Keep Coppelius behind a lot of terrain when he's approaching an enemy, since that will protect him from ranged attacks without slowing down his movement, but once he's up close, he can easily hold off one or sometimes even two opponents while he kills them.

=__Tips and Tricks__= C. Hoffman can hire Coppelius at no extra cost thanks to //Unexplained Connection.// Google this and find the explanation; it's worth it.

Coppelius is a terror against living models, but against Constructs/Woes/Nightmares/Nephilim he's very vulnerable unless he can Paralyze his opponent. He can function against undead, but be aware of what your opponent is taking before you sink 9 stones into this model only to discover your opponent is running Ramos and a swarm of spiders.

Because he's fast and can take out solitary opponents well, Coppelius is great as a solo operative, grabbing objectives and picking off enemy models that stray from the pack. He's a lot more vulnerable when there's a crowd around - any units he can't Paralyze and pick off will be able to swarm and eliminate him.

=__Master-Specific Tips__= The Dreamer and Pandora both love this model for different reasons.

The Dreamer can do his standard nightmare tricks to drop Coppelius right where he wants to be on the field, and Coppelius is great for tying up dangerous models so Dreamer can get away or LCB can take some heads.

Pandora loves Coppelius for the quantity of WP duels and terrifying tests he causes.

=__Minion-Specific Tips__= Coppelius and Alps make fantastic buddies. Between //The Crescent Moon// turning Eye Counters into additional Alps, and //Sleep, My Friends// putting Slow on everything (and thus triggering wounds via Alps //Feed On Dreams//) Coppelius and his pack of alps are a force to be reckoned with.

For an even greater threat, consider throwing an Insidious Madness into the mix. Its //Psychopathic Episode// works wonders with Coppelius' Terrifying 13, //Deeply Disturbing// and //Night Stalker//.

=__Playing Against Coppelius__= Coppelius can't do a lot against enemy constructs, nightmares, or any other non-living, non-undead model. Failing that, get something with that is also terrifying and/or immune to morale duels to try and take out Coppelius. That model will take 4 dmg from //The Dying Dream//, but Coppelius will cause a lot more chaos if left alone to pick on the rest of your force.

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