M2E+Cherub

== toc
 * Cherub, Neverborn Totem (Lilith)**

=__Overview__=

Lilith's Totem is hardly a cute little cupid. He's a mean, sneaky little bastard that provides ranged attacks and debuffs, helps friendly models **Interact** quickly, and synergizes superbly well with Nephilim Crews.

=__Mobility__=

The Cherub is speedy, with **Wk** 6 and **Flight**. It has a **Cg** speed but no melee, so you can't really use it.

You'll want to think ahead about Cupid's movement and positioning. Keep it out of danger because it's fragile, but within 8" of enemy models and close enough for friendlies to get the most out of **Our Land**.

=__Offense__=

Cupid has two excellent 8" Attacks!


 * Cupid's Arrow** has a decent **Sh** 5 and does a respectable (for a Totem) 1/3/4 damage. But where it shines is that it gives out **Slow** and has a built-in Mask Trigger //Dance of the Wilds// that pushes the target up to 5" in any direction. This lets you push the target into **Pounce** range (Terror Tots, Baby Kade, Lelu/Lilitu), out of **Rooted** (Lilith and Waldgeist), or into/out of range of Strategy/Scheme scoring.


 * Rise Up** is a far more complicated and tricky power. It gives a target a 3" aura of severe and hazardous terrain (1/2/4 damage). The target will also be in severe and hazardous terrain. The Ability has an 8" Range, but it's not a projectile, so don't worry about engagements. It's a little less dependable, however, with a **Ca** 5 versus **Wp**, but can be well worth cheating for, due to its myriad useful tricks (see below).

=__Resilience__=

Like many Totems, the Cherub is not very resilient. It lacks the Nephilim's standard **Black Blood** (unless you have a Black Blood Shaman pass it on) and has only **Wp** 5 **Wd** 4. Its **Df** 6 is quite good, but will not keep it alive under a sustained attack. It's best to keep the Cherub out of danger.

=__Tactics and Tips__=

The Cherub has **Companion**, so it can act after a friendly model does. This can be handy to kill off a target with a push after Lilith has the model **Rooted**, or to move the Cherub into place for the next quick **Interact** after a friendly model has benefited from **Our Land**.


 * Our Land** is a potential game-winner, so don't overlook it. It's a 3" aura that allows friendly models to **Interact** with one fewer AP: (2) AP **Interacts** take only (1) AP, and (1) AP **Interacts** are a (0) Action. This makes the Deliver a Message, Distract, and Cursed Object Schemes much easier to accomplish, because you can drop the Conditions on targets without giving up movement or attacks. Scheme Markers become trivially easy to drop, especially since most Nephilim don't have (0) Actions. With careful positioning of the Cherub and two Terror Tots you can drop 2-4 Scheme Markers almost anywhere on the board. Use a Terror Tot to (1) **Interact** a Scheme Marker, **Sprint** up to the Cherub, (0) another Marker, and then **Companion** the Cherub so he can move to in range of another Tot, who can then (0), **Sprint**, and (1) on his Activation. In one turn you can get 3 VP from a Scheme or completely undo an opponent's hard work, thus denying them precious VP.


 * Rise Up** is very fun way to get some free damage on a model, or completely mess with an opponent's Activation plans. You can use it offensively on an enemy model bunched up near their friends, making your opponent choose between models taking damage or Activating the target and moving it into a sub-optimal location. If you're a little more reckless, place the aura on your own model that's already in melee. It will Activate and take damage from the hazardous terrain, which will set off **Bl****ack Blood** (if it has it); then it can either attack the softened-up targets or move to a new group. Use this on a Mature Nephilim (whose **Armor** makes the hazardous damage 1/1/3), and you can use its **Flurry** or melee attacks to devastate its foes. Drop it on a Young Nephilim and then **Feast** in hopes of healing back up. Use it on Nephilim with **Regeneration** (Lelu, Lilitu, Nekima) and heal up the damage immediately. Nekima, specifically, can use this in combination with **Blood for Blood** to spam out 3 damage to everything within 1" and have a chance to summon a Terror Tot (via her True Mother Upgrade).


 * Rise Up** can also be used defensively, as a disincentive to your opponent charging or approaching one of your already-Activated models: the Condition only lasts until end of turn, while hazardous terrain damages models when they Activate or move/push/place into it. So your model will be safe and undamaged (unless it gets moved around, of course), while any attackers who need to be close will take damage. You can also drop it on Lilith, who ignores hazardous terrain completely, as a way to ward off enemies and get some free damage when you **Tangle Shadows**. Lastly, place it on a model with the Fears Given Form Upgrade and now you've got a model that NOBODY wants to activate near.

=__Playing Against Cherub__=

Don't let its cute face fool you. Between its **Interact** tricks and debuffs, the Cherub can be a pain in the neck and win games. Unlike most Nephilim, it's perfectly safe to engage the Cherub because it doesn't have **Black Blood** or a melee attack. Engaging it also greatly reduces its effectiveness. Its **Df** and **Wp** are decent, but with just a little effort it'll die.


 * __Ownership__ **

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